Spyro's Kingdom (Legend of Spyro Crossover)

Name: Argent
Titles: Guardian Initiate
Age: 16

Martial: 10+1=11 - Argent is completely average when it comes to commanding other dragons and strategy.
Diplomacy: 9+2+1+1=13 - As a dragon Argent naturally commands respect, but she has little experience in socializing with others.
Intrigue: 20-3+2+1=20 - Argent has a natural ability to fade into crowds without much effort. She is rather untrained when it comes to subterfuge however.
Stewardship: 11-3+1=9 - Like most dragons, Argent has no talent concerning administration.
Learning: 15+3+2=19 - Argent is a very capable learner, particularly when it comes to martial arts.
Piety: 15+2+4+1+3+2=27 - Argent is exceptional for her age when it comes to her element and combines this with a confidence born from her training in Dragon Kata.
Combat: 20+2+2+3+1=28 - Argent combines a natural talent for close quarters combat with training in the ancient art of Dragon Kata, where she can use her own life force to enhance her attacks.

Dragon (Access to an element, 15 Piety, +2 Diplomacy, +2 Combat (scales with age), -3 Intrigue, -3 Stewardship): Argent was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Earth Adept (+2 Piety, +20 to all Earth rolls): Argent has exceptional control over her element for her age.
Guardian Initiate (+1 Diplomacy, +3 Learning, +4 Piety): Argent has proven his connection to the world and as such been chosen to be a Guardian.
Dragon Kata Adept (+1 Piety, +2 Combat, +20 melee combat rolls, can use Chi): Argent practices the ancient art of Dragon Kata. A fighting style that utilizes one's own spirit to to enhance attacks.
Survivor (+2 Intrigue, +3 Piety, +3 Combat): Argent survived the end of the world and witnessed its rebirth.
Educated (+2 Learning, +2 Piety, +1 all stats): As one of the first dragons to go through the new school system, Argent has learned many things regarding both scholarly topics as well as spiritual.

Argent is a single child, born into one of the few families who have retained knowledge of Dragon Kata. Upon showing a natural talent for martial arts, her family began teaching her the style at a young age. Alongside this talent, Argent also discovered her ability to go unnoticed and blend in with other dragons. When the school was created as an alternative to apprenticeships, she found herself as one of the first dragons to be put through the program. As a result Argent has learned what are now the basics of education, such as history, math, writing, elemental training, and combat.

As a result of her talent in Earth, her prowess in combat, and knowledge of Chi, Argent was chosen by Terrador to replace him.
 
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Name: Argent
Titles: Guardian Initiate
Age: 16

Martial: 10+1=11 - Argent is completely average when it comes to commanding other dragons and strategy.
Diplomacy: 9+2+1+1=13 - As a dragon Argent naturally commands respect, but she has little experience in socializing with others.
Intrigue: 20-3+2+1=20 - Argent has a natural ability to fade into crowds without much effort. She is rather untrained when it comes to subterfuge however.
Stewardship: 11-3+1=9 - Like most dragons, Argent has no talent concerning administration.
Learning: 15+3+2=19 - Argent is a very capable learner, particularly when it comes to martial arts.
Piety: 15+3+4+1+3+2=28 - Argent is exceptional for her age when it comes to her element and combines this with a confidence born from her training in Dragon Kata.
Combat: 20+2+2+3+1=28 - Argent combines a natural talent for close quarters combat with training in the ancient art of Dragon Kata, where she can use her own life force to enhance her attacks.

Dragon (Access to an element, 15 Piety, +2 Diplomacy, +2 Combat (scales with age), -3 Intrigue, -3 Stewardship): Argent was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Earth Adept (+3 Piety, +30 to all Earth rolls): Argent has exceptional control over her element for her age.
Guardian Initiate (+1 Diplomacy, +3 Learning, +4 Piety): Argent has proven his connection to the world and as such been chosen to be a Guardian.
Dragon Kata Adept (+1 Piety, +2 Combat, +20 melee combat rolls, can use Chi): Argent practices the ancient art of Dragon Kata. A fighting style that utilizes one's own spirit to to enhance attacks.
Survivor (+2 Intrigue, +3 Piety, +3 Combat): Argent survived the end of the world and witnessed its rebirth.
Educated (+2 Learning, +2 Piety, +1 all stats): As one of the first dragons to go through the new school system, Argent has learned many things regarding both scholarly topics as well as spiritual.

Argent is a single child, born into one of the few families who have retained knowledge of Dragon Kata. Upon showing a natural talent for martial arts, her family began teaching her the style at a young age. Alongside this talent, Argent also discovered her ability to go unnoticed and blend in with other dragons. When the school was created as an alternative to apprenticeships, she found herself as one of the first dragons to be put through the program. As a result Argent has learned what are now the basics of education, such as history, math, writing, elemental training, and combat.

As a result of her talent in Earth, her prowess in combat, and knowledge of Chi, Argent was chosen by Terrador to replace him.
She was 9 years old, 7 turns ago? What rolls gave us her?
 
She was 9 years old, 7 turns ago? What rolls gave us her?
Part of it was a good roll on her part and part of it was Terrador had been keeping an eye out for talented Earth dragons for a while now and picked the most talented dragon he could find to succeed him. Also while the other initiates all got extra stats added on over the course of their first five years, Argent has already learned the basics and won't be getting much in the way of increases to her base stats. Though... yeah. Her stat rolls were mind-blowing good. Keep in mind though that her Dragon Kata trait will be exceptionally difficult to upgrade as there's just so few users of it left.
 
Turn 8
"News from the portal!" Spyro paused his reading and turned to face the speaker. The gray and light blue dragon was fairly obviously a Wind dragon and from the saddle bags strapped to his mid-section, she was a messenger.

From the distraught look on the messenger's face, Spyro could already tell that he would not like what she had to say. "What happened?" The purple dragon asked as he stood up from where he had lay and prepared to grab his own equipment.

The Wind dragoness paused to catch a breath, which for a Wind dragon and especially one who was a messenger, meant that she had been pushing themselves far beyond her limits. "Major assault, sir." She replied as she paused again to take a breath. "Large force of orks led by one of those ourg attacked. We lost eleven dragons pushing the orks back, but there was no way for us to stop the ourg." Spyro was dreading what she had to say next, he knew very well who had been out at the portal today. "We would have lost the portal had it not been for Terrador… But the fight was too much for his condition, sir."

Terrador was dead? Spyro had hoped they had, had more time… He forced his mind back to the situation, there would be time to grieve later when he was at home with Cynder. "What about the ourg?" If the ourg was still alive, then it could have retreated which would give the enemy valuable information on their defenses.

"Dead, sir." The dragoness replied. "I flew ahead to inform you that we will need reinforcements. Terrador's body is being brought back to the city as I speak, but we just do not have enough people to hold the portal if another assault like that one comes through."

He doubted that they would get another assault of that scale any time soon, but it did not hurt to be careful. "Tell Clarity to gather up her reserves and meet me at the gate." Spyro ordered as he began pulling the fury armor on. Each resonating with his soul as he attached it to his body. No doubt Cynder would be able to tell that Spyro had put the armor on through the connection. No doubt she would want to go as well, but they had an unborn egg to look after now as well. There was no way he would let what happened twenty-three years ago happen again, especially not to his own child.


Treasury: 2743 Gold
Income: 1050 Gold per turn.

Martial: Choose Two.
Clarity brings bad news from the portal this year; a large Bandosian force led by one of the massive ourgs, assaulted the fortifications that surround the portal. While the fortifications held, it was not without losses and of the 100 soldiers, eleven were killed and another score were wounded by the invading company of orks. The ourg presented a much larger problem and it was only thanks to Terrador being onsite that the ourg leading the attack was able to be killed before the massive creature was slain by the Guardian at the cost of the weakened Guardian's health. This was the first major assault from Bandosian forces and Clarity can already see several things to be improved in both the flight's training, as well as the fortifications.

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.

Rebuilding the City Military (Martial): With Clarity's new professional soldiers proving to be well worth the time and money it took to train them, she and Glacies would like to construct a district dedicated to training and equipping future soldiers. This will also give the soldiers a place to stay when they are not on assignment and ensure that training replacements or new flights will go smoothly.
Cost: 952 Gold, 300 Upkeep. Time: 2 years. Reward: Military district, Reduce training cost, time, and upkeep for soldier flights, +10 soldiers' rolls.

Assaulting the Portal: Tsa'ar has asked the dragons to assist in taking the Gielinor side of the portal while Mugorim's forces are occupied in assaulting Armadylean land. Using the information that Umbra's scouts have supplied, combined with the avianie's knowledge, Clarity has been able to draw up a plan to attack the fort on the other side of the portal. Losses will be inevitable, but if this plan succeeds then you will have a clear staging ground with which to interact with those on Gleinor.
Chance of Success: ??? Time: 1 year. Reward: War turns.

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: 100 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.
Ventis has spent much of his time with the aviansie warriors that Warfang is hosting at the moment and according to him, the avian race is far more different than the other known races. Ventis describes the aviansie as defined by their migratory nature which causes the race as a whole to put little consideration on long term gain and far more on what can be gained from the here and now. From what Ventis has discovered, the aviansie have very little in the way of actual infrastructure and instead rely heavily on their skill in enchanting and the Armadylean human villages to make up for this. It has made things with the aviansie… interesting to put it lightly.

Look for Survivors: Now that maps of the continent have been completed, Ventis proposes sending scouts out to look for survivors. Small enclaves of dragons or other races may be out there still in hiding. In particular small villages of dragons and tribes of cheetahs used to dot the world, while lesser known races such as the atlawa could be found in isolated communities. Ventis thinks that most of these groups were either wiped out during the war or never came out of hiding and would like to send scouts to find them.
Chance of Success: 70%. Time: 4 years. Rewards: Possible new allies or immigrants. Locked - Three years remaining.

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. Notes: Must be done on the first turn of the project. Reward: Half cost and time of selected construction project.

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

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.
Chance of Success: Variable. Time: 1 Year. Reward: Negotiations for goods, services, knowledge or other information.

Intrigue: Choose One. One Locked.
Umbra is saddened to hear about Terrador's death, but Terrador went out how he would have wanted. Though he knows that the city is lesser without the Earth Guardian, Umbra prefers to focus his efforts on things that he can currently affect.

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 - One year 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.

Sabotaging Defenses: Knowing that a move to take out the Bandosian fort occupying the other side of the portal is becoming more and more likely, Umbra has put together a plan to weaken the defenders of the fort for the battle. He plans to use his agents to wreck as much havoc through assassinations, poisoning supplies, and sabotage, as well as in depth reconnaissance. It is Umbra's plan to gather as much crucial intelligence as he can regarding the defenses on the fort, the makeup of the troops, and any vulnerabilities that his teams can exploit. Despite protests to the contrary, Umbra has decided to lead the teams himself and return to doing what he is best at.
Chance of Success: 50%.Cost: 100 Gold. Time: 1 year. Reward: Layout of Bandosian fort, sabotage, chance for Umbra to show his agents how it's done, +20 to 'Assaulting the Portal' rolls.

Feuding Nobility (Support Family/Resolve/Dissolve): With the noble families falling upon themselves in a three-way shadow war, Umbra has decided this would be an excellent time to influence the result one way or another. Supporting the Baselt family would see a sharp uptake in mining as they can afford to expand their mining activities. The Sonis on the other claw have the most skilled traders and supporting them could see an upturn in trading. Meanwhile the Novis are very much in favor of going on the offense and smashing the enemies of the city aside in order to secure dragon dominance. Another option would be to try and resolve the situation peacefully which would be difficult, but would restore things to how they were before the shadow-war. The last option Umbra has proposed with much prompting by Glacies, would be to work toward dismantling the nobility entirely; neither of them are entirely sure what the result will be without the noble families propping up crucial aspects of life.
Chance of Success: 50%/30%/30%. Cost: 200 Gold. Time: Variable. Reward: Increase to mining, trading, military, status-quo, or ???. Bad things happen if discovered.

Stewardship: Choose Two. One Locked.
With the food situation finally fixed and more opportunities to expand it even further in the future, Glacies has decided her time would be better spent getting the rest of the districts built, fixing the rest of the laws, and starting work on ways to make the government more efficient. She admits that you will be hard pressed for gold for a while still, but many of the projects she has put forward will help to keep the treasury full.

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 food situation has finally stabilized and Glacies would like to give the animals in the area around the city a chance to repopulate
Chance of Success: 70%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.

Farming Prey: Now that you have maps detailing the migratory routes and locations of prey, Glacies would like to see if purposely containing large amounts of prey species to be bred and harvested enmasse is possible. If successful this could very well solve the food problem that having nearly two thousand carnivores the size of dragons in a single city brings. Unfortunately this project is very much going to be trial and error and Glacies is not even sure if anything will come from this. Chance of Success: 40%. Cost: 286 Gold. Time: 3 years. Reward: Ranching; +1 Food level, +200 income in gold. Locked - Two years remaining.

Rebuilding the City Market:
Glacies has put together plans to construct a dedicated market district which will be able to serve as a place for peoples of any race will be able to gather and trade comfortably.In order to accomplish this, Glacies has plans to accommodate all known races and will be sending messages out to inform those races of the new dedicated market. While so far none of the races she knows about will be particularly difficult to accommodate, Glacies wants to preempt any problems by building a section for each element as well as other possibilities.
Cost: 666 Gold. Time: 2 years. Reward: Market district, +200 gold income in trade to start, accommodations for all races.

Rebuilding the City Artisan: It has come to Glacies' attention that those dragons who consider themselves artisans lack the facilities to do anything truly impressive. She has put together a proposal for the planned 'industrial' or 'artisan' district which calls for a series of state of the art workshops for artists, blacksmiths, potters, jewelers, masons, and other trades. Glacies knows that this district will be essential to provide the skilled labor needed for some of the more ambitious projects that she and the other advisers have planned.
Cost: 1428 Gold. Time: 2 years. Reward: Artisan district, +300 gold income from produced goods, future expansions to the district.

Rebuilding the City Education (Stewardship): The new school is a good first step toward ensuring the best possible education, but Glacies and Therris would like to take it even further. They have plans to create buildings designed to assist in the training of all major specialties including healers, enchanters, diplomats, and construction among others. With assistance from the other advisers, they will be able to have talented dragons trained and directed their way. In addition to the proposed university,
Cost: 2857 Gold 200 Upkeep. Time: 3 years. Reward: Education district, university for continued education, library, increase in trait chance for specialized skills, higher base stats for all future dragons.

Rebuilding the City Spiritual (Stewardship): The new Dragon Temple is an excellent start for matters of the spiritual, but Glacies finds that it does little to help the average dragon hone their connection to the world. To change this, she and the Guardians would like to construct a set of training areas around the temple dedicated and attuned to each element. This will give the average dragon a specialized environment within which to train their element.
Cost: 476 Gold. Time: 1 years. Reward: Spiritual district, elemental skill gains for the average dragon increased.

Rebuilding the City Military (Stewardship): With Clarity's new professional soldiers proving to be well worth the time and money it took to train them, she and Glacies would like to construct a district dedicated to training and equipping future soldiers. This will also give the soldiers a place to stay when they are not on assignment and ensure that training replacements or new flights will go smoothly.
Cost: 952 Gold, 300 Upkeep. Time: 2 years. Reward: Military district, Reduce training cost, time, and upkeep for soldier flights, +10 soldiers' rolls.

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. 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 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 Legal Conundrum: Now that Glacies has for the most part untangled the laws relating to taxes, she believes that her next step should be in updating the rest of the laws. Due to the centuries where the noble families had free run of the kingdom except where it concerned the Guardians, they have written new laws or changed existing laws at their convenience. This has resulted in a horrendous mess of legal contradictions that makes it incredibly difficult to go without breaking at least one law in everyday life. Fortunately with the nobles holed up in their own district and occupied with their feuds, Glacies has spotted an opportunity to work on fixing it.
Chance of Success: 60%. Cost: 285 Gold. Time: 4 years. Reward: Updated laws, ???.

Prospecting Gold: With the new maps that the cheetahs have helped to supply, Glacies is salivating over the potential gold to be made in hard to acquire materials. As it stands right now, most dragons make use of the already existing materials as the families who worked the various gem and metal deposits were mostly killed off during the early stages of the war as easy targets. This means that there are very few new sources of critical materials, such as gold, silver, iron, coal, or gems, let alone the more magical materials. Glacies would like to remedy this soon.
Chance of Success: Variable. Cost: 95 Gold. Time: 3 years. Reward: Gem and ore deposits uncovered.

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, ???.

Learning: Choose One. One Locked.
Together with Glacies, Therris has expanded his proposed library project to incorporate a set of buildings dedicated toward higher learning as part of the effort to create an education focused district. Additionally the researcher has combed through the gathered notes on sympathetic connections as well as from the enchanted diamond bolt project and would like to take a year to identify what other known gemstones resonate with magically. According to Therris, it is a safe assumption that there is a gemstone which resonates with each of the elements and figuring out which gems could be a great boost toward elemental enchantments.

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. Cannot be taken with 'Rebuilding the City (Education)'
Cost: 500 gold. Time: 2 years. Reward: Library built, librarian hired, actions unlocked.

Rebuilding the City (Education): The new school is a good first step toward ensuring the best possible education, but Glacies and Therris would like to take it even further. They have plans to create buildings designed to assist in the training of all major specialties including healers, enchanters, diplomats, and construction among others. With assistance from the other advisers, they will be able to have talented dragons trained and directed their way.
Cost: 2857 Gold 200 Upkeep. Time: 2 years. Reward: Education district, university for continued education, library, increase in trait chance for specialized skills, higher base stats for all future dragons.

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. Locked - One year remaining.

A Study in Gemology:
Now that Therris has determined that diamonds resonate strong with the concepts of hardness, piercing, and durability, he would like to spend the time determining what other properties can be found in the known gems. In particular he theorizes that there is likely a gem resonating with each element. If he can discover which gems are tied to the elements, then many new projects will be opened up. Such a study will have an immense impact in regards to the spiritual which excites Timor and Zephyr greatly as it will greatly benefit their as of yet unmentioned plan.
Chance of Success: 80%. Time: 1 year. Reward: Magical resonance for known gems is documented.

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 One. One Locked.
The death of Terrador hits all of the Guardians hard. For Cyril and Volteer, Terrador was a close friend and comrade, while for the newer generation the Earth Guardian was a solid and dependable mentor that was always willing to help them however he could. Argent in particular is deeply affected as she knows that with Terrador dead, the mantle of Earth Guardian passes onto her much sooner than she had expected. Other news concerning the Guardians and apprentices is of a much happier sort with Timor having reached a new level of control over the Fear element. Additionally Umbra put forward enough time and effort during his project to create high quality gear, that he can now be considered a skilled enchanter.

Umbra gains trait Skilled Enchanter (+2 Learning, +20 to enchanting rolls): As a result of his time with the Guardians and his efforts to keep his agents supplied with enchanted gear, Umbra can now be considered a skilled enchanter.

Timor upgrades trait Fear Adept (+2 Piety, +20 to all Fear rolls) into Fear Expert (+3 Piety, +30 to all Fear rolls): With the help of the Guardians, Timor has been able to gain a deep knowledge of Fear and how it interacts with the other elements as well as the world itself.

Training New Guardians Part Two Elemental: With five new Guardian Initiates and the Fire Guardian Apprentice Pyra found alive, it is time to resume training. The first step in this training would be to instill what the Guardians consider the basics. This would consist of patching the holes in the initiates' education. As a Guardian, they are expected to be polite, knowledgeable, capable leaders, and able to take care of themselves in combat.
Chance of Success: 1d100/(500, or 1000). Reward: Progress made toward elemental traits. Phydra/Zephyr/Virii/Timor gain Water/Wind/Poison/Fear 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. Locked - One year remaining.

Rebuilding the City Spiritual (Piety):
The new Dragon Temple is an excellent start for matters of the spiritual, but Glacies finds that it does little to help the average dragon hone their connection to the world. To change this, she and the Guardians would like to construct a set of training areas dedicated and attuned to each element. This will give the average dragon a specialized environment within which to train their element.
Cost: 476 Gold. Time: 1 year. Reward: Increase to elemental skill for the average dragon.

Personal: Choose Two.
The death of Terrador this year hurts Spyro deeply. While he was not as close to the Earth Guardian as he was to Ignitus, the Earth dragon had been a pillar of support during his time as ruler of the city. Knowing that it was coming, did not make losing Terrador any easier and though Spyro knows that he needs to project an appearance of strength, it is difficult for him to do so. The other Guardians, Cynder, and Sparx easily see through his facade and it is due to their support that he has not allowed his grief to overwhelm him like when Ignitus was killed. On a happier note Cynder laid her egg recently and going by the coloration of the egg, it is likely going to be a Wind dragon. The couple cannot wait for the egg to hatch and it has given Spyro another reason to keep going forward in his duties, despite the hardships of rulership.

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.

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/Wind/Shadow/Poison/Fear) or 500 (Fire/Ice/Electricity/Earth). 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 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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[X] Plan: March to the Sun

Martial
-[X]Assaulting the Portal
-[X]Patrolling
Cost = 300

Diplomacy
-[X]Coordinate with the Moles (Rebuilding the City Market)

Intrigue
-[X]Sabotaging Defenses
cost = 100

Stewardship
-[X]A Legal Conundrum
-[X]Rebuilding the City Market
cost = 285+333= 618

Learning
-[X]Attribute Amplification

Piety
-[X]Training New Guardians Part Two Elemental

Personal
-[X]Spend Time with (Argent)
-[X]Mastering the Elements (Earth)

Total cost = 1018

Martial, we uh should attack the portal now. Either we wait and have a build up on the other side with a delay of many more turns, or attack now. Personally I'd like to attack turns down the road, but I can't see 1 turn of delay changing our situation to our benefit, much less 3 turns of delay. The opponent just suffered a loss on their side, if the Avianse can handle the aftermath, and we win, we'll have a foundation to build in peace for awhile.

Diplomacy, the market now. We need the coin to more efficiently take the hit the military academy would give us.

Stewardship, cassssssh.

Learning, Dragon Armour, our dragons do not currently have dragon armour. This allows better troops, eventually.

Piety, no spending, save for next turn.

Personal, let's train a dragon.

edit: Stewardship, okay this is a hard choice, but I want Glacies on 'Legal Connundrum', replacing the stewardship hunting action (our food situation was stabilized from dropping last turn). The issue is the cost goes from 433 to 1018. And there is a chance she'll fail, but these laws interfere in everyday life, the sooner we fix it the more we can do without unknown consequences.
 
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[X] Plan: March to the Sun

Learning, Dragon Armour, our dragons do not currently have dragon armour. This allows better troops, eventually.
wouldn't it be better to start off with Reverse Engineering (basic bandosian enchantments) to get the +10 toward Attribute Amplification since attribute amplification is only the first step to getting armor... or going with Reverse Engineering (bandosian metal) to be able to get a start on mass produced armor for our troops.
 
[X] Build up the Army NOW.
-[X] Rebuilding the City Military (Martial): Better fighters mean less dying and I like not dying.
-[X] Patrolling: Fortifications are only as good as the people standing on them.
-[X] Coordinate with the Moles (action): We need this and we need it now... and we need it cheaper
--[X] Rebuilding the City Military (Martial)
-[X] Coordinate with Cheetahs (action):
We just got attacked... higher rolls are a good thing to save lives.
--[X] Patrolling
-[X] Establish Intelligence Network:
More info is almost always a good thing.
-[X] Rebuilding the City Market: More Money is good thing...
-[X] Prospecting Gold: Running out of resources while rebuilding and fighting a war are bad things.
-[X] Reverse Engineering (bandosian metal): What is better than a large dragon army you ask? A large dragon army in Armor!!!
-[X] Training New Guardians Part Two Elemental: Mainly to save money
-[X] Spending Time with Cynder: Married and have an Egg... not a time to ignore her.
-[X] Mastering the Elements (Element): Spyro needs to show some love for the other elements. Shadow or fear would be very useful as well. I also think that Spyro needs a basic skill level in all the elements
--[X] Shadow
 
wouldn't it be better to start off with Reverse Engineering (basic bandosian enchantments) to get the +10 toward Attribute Amplification since attribute amplification is only the first step to getting armor... or going with Reverse Engineering (bandosian metal) to be able to get a start on mass produced armor for our troops.
Not really, dragon armour is top stuff that would have us start at quality instead of mediocrity. We have enchantment bonuses that push us into 'we can pass with an average roll territory'. I believe we can't wait for everything else to be perfect, get dragon armour first step now, we can write it off our list for delays, so the next time we fight we may have formidable dragon armour. And 'attribute amplification' sorta hints we would need to aquire the results for this action eventually to amplify later enchantment actions, or improve bonuses to our defenses from enchantments. 'Reverse Engineering (bandosian metal)' is inferior to dragon armour, would likely take an extra action to outfit our troops with it, our opponents have that metal. Our opponents should have a way to deal with bandosian metal. Finally, we should expect the bandosian metal to prevent our dragons from flying, far heavier than dragon metal. Why would dragons reduce weight on armour?

We should take 'Reverse Engineering (bandosian metal)' eventually for the mass production path. I just want to have a foot in the door for dragon armour before we go that path. Due to possible synergy with enchanting the walls from 'attribute amplification' when we get to enchanting the walls.

[X] Build up the Army NOW.
-[X] Rebuilding the City Military (Martial): Better fighters mean less dying and I like not dying.
-[X] Patrolling: Fortifications are only as good as the people standing on them.
-[X] Coordinate with the Moles (action): We need this and we need it now... and we need it cheaper
--[X] Rebuilding the City Military (Martial)
-[X] Coordinate with Cheetahs (action):
We just got attacked... higher rolls are a good thing to save lives.
--[X] Patrolling
-[X] Establish Intelligence Network:
More info is almost always a good thing.
-[X] Rebuilding the City Market: More Money is good thing...
-[X] Prospecting Gold: Running out of resources while rebuilding and fighting a war are bad things.
-[X] Reverse Engineering (bandosian metal): What is better than a large dragon army you ask? A large dragon army in Armor!!!
-[X] Training New Guardians Part Two Elemental: Mainly to save money
-[X] Spending Time with Cynder: Married and have an Egg... not a time to ignore her.
-[X] Mastering the Elements (Element): Spyro needs to show some love for the other elements. Shadow or fear would be very useful as well. I also think that Spyro needs a basic skill level in all the elements
--[X] Shadow
Total cost = 1787 and 300 gold per turn. The cost means the economy next turn would possibly look like... Treasury: 2006, income: 750 gold per turn. Oh, we don't have 2 diplo actions available. Might want to fix that.
 
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[X] Plan: March to the Sun

I suppose right now seems the best time for a counter-offensive.
 
Turn 8 Results
Treasury: 2225 Gold
Income: 1050 Gold per turn.

Martial: Choose Two.
Clarity brings bad news from the portal this year; a large Bandosian force led by one of the massive ourgs, assaulted the fortifications that surround the portal. While the fortifications held, it was not without losses and of the 100 soldiers, eleven were killed and another score were wounded by the invading company of orks. The ourg presented a much larger problem and it was only thanks to Terrador being onsite that the ourg leading the attack was able to be killed before the massive creature was slain by the Guardian at the cost of the weakened Guardian's health. This was the first major assault from Bandosian forces and Clarity can already see several things to be improved in both the flight's training, as well as the fortifications.

Assaulting the Portal: Tsa'ar has asked the dragons to assist in taking the Gielinor side of the portal while Mugorim's forces are occupied in assaulting Armadylean land. Using the information that Umbra's scouts have supplied, combined with the avianie's knowledge, Clarity has been able to draw up a plan to attack the fort on the other side of the portal. Losses will be inevitable, but if this plan succeeds then you will have a clear staging ground with which to interact with those on Gleinor.
Chance of Success: ??? Time: 1 year. Reward: War turns.

- Clarity spends the year preparing for the assault by training up replacements for the soldiers who had fallen in the battle earlier this big. She has drawn up plans based on Umbra's information

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: 100 Gold. Time: 1 year. Reward: Patrols around Warfang and the rift.
Needed: 30. Rolled: 55+14(martial)+20(bonuses)+10(maps)=99

- As Clarity prepared for the assault, she drilled her soldiers extensively through the year with patrols around much of the continent. There was no trouble to be found, but they did come across a small stash of gold and silver which would help to recoup the cost of the patrols. Reward: No signs of trouble. +300 gold from finding a small cache of gold and silver.

Diplomacy:
Choose One. One Locked.
Ventis has spent much of his time with the aviansie warriors that Warfang is hosting at the moment and according to him, the avian race is far more different than the other known races. Ventis describes the aviansie as defined by their migratory nature which causes the race as a whole to put little consideration on long term gain and far more on what can be gained from the here and now. From what Ventis has discovered, the aviansie have very little in the way of actual infrastructure and instead rely heavily on their skill in enchanting and the Armadylean human villages to make up for this. It has made things with the aviansie… interesting to put it lightly.

Look for Survivors: Now that maps of the continent have been completed, Ventis proposes sending scouts out to look for survivors. Small enclaves of dragons or other races may be out there still in hiding. In particular small villages of dragons and tribes of cheetahs used to dot the world, while lesser known races such as the atlawa could be found in isolated communities. Ventis thinks that most of these groups were either wiped out during the war or never came out of hiding and would like to send scouts to find them.
Chance of Success: 70%. Time: 4 years. Rewards: Possible new allies or immigrants. Locked - Two years remaining.
Needed: 30. Rolled: 37+10(bonuses)=47.

- Good news from the party sent out to look for other enclaves of survivors. The Manweersmalls tribe of moles who formerly occupied the Boyzitbig volcano in the Munitions Forge. Even after the planet was restored, Munitions Forge has remained a hot bed of Fire and Earth, and the Manweersmall moles have returned to their lifestyle of mining the rich veins in the area. Boyzitbig seems to have changed dramatically after Spyro restored the planet and as a result has little chance of erupting again as a result of a plethora of lava rivers, geysers, and steam vents preventing it from pressurizing enough to cause another eruption. Reward: Contact with the Manweersmall moles has been restored. +100 gold per turn from trade.

Coordinate with the Moles (Market):
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. Notes: Must be done on the first turn of the project. Reward: Half cost and time of selected construction project.
Needed: 10. Rolled: 7+11(diplomacy)+15(bonuses)=33

- The moles seemed hesitant about covering half the cost of the new market, but Ventis succeeded in convincing them that they would easily be able to make that amount of money back in no time at all.

Intrigue: Choose One. One Locked.
Umbra is saddened to hear about Terrador's death, but Terrador went out how he would have wanted. Though he knows that the city is lesser without the Earth Guardian, Umbra prefers to focus his efforts on things that he can currently affect.

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 - One year remaining.
Rolled: 60+10(bonuses)=70
Opposition: 41=41

- The scouting teams on the other side of the Gleinor portal report no difficulty this year aside from the usual. They split up to cover different areas of the world, with the help of a few of the friendlier aviansie, were able to bring back a plethora of new information on the other two major gods.

The first of the major gods is Saradomin, the god of Order. Unlike the other gods, Saradomin has ensured that areas under his control have well developed infrastructure and a level of civility previously only seen in Warfang.Saradomin's primary worshipers seem to be humans, a winged race known as the icyene, a quadruped race known as centaurs, and a short stocky race known as dwarves. The primary military formation is used by humans and is known as a phalanx which is formed by individual shield and spear wielding hoplitai, to achieve an incredibly powerful armored wall wherein each hoplitai is covered by the shield of each other hoplitai in the formation. The icyene and centaur are primarily used as skirmishers who can harry the enemy flanks to great effect, while the center of the enemy is engaged with the phalanxes. The dwarves meanwhile are used as technomagical casters called pyrophoroi, often serving as reliable siege. Individuals or teams of humans or icyene are also used as problem solvers, who act to resolve smaller issues where the army itself is unneeded. The major weakness of Saradominists seems to be their rigid adherence to order and chain of command. Interestingly Saradomin has the widest variety of races in his forces, his forces going out of their way to convert any and all who would be interested.

Zamorak meanwhile is the god of Chaos and his follows practice the creed 'strength through adversity'. Zamorakian forces are divided into legions and are primarily made up of avernic demons (a curious race with a variety of sub-types), humans, vampyres, werewolves, mindless undead, and the strange mahjaarat (information lacking); many other stranger beings exist in his armies which are much less uniform than any other god's. Unlike the other gods, Zamorak's forces are divided into more general roles where any able to fight in that role is allowed to. This means that humans on flying beasts can operate as members of the alarii alongside flying demons and vampyres. Heavy infantry is known as milites and though anyone is able to be a part of it if they have heavy armor or similarly tough hide/scales, all milites must carry a shield; this unit is expected to hold the line until reinforcements arrive. Those capable of moving fast while on the ground form the clibinarii which operate as heavy cavalry. The auxilia make up a light missile cavalry, while the sagitarii are heavy missile infantry. The arcani are a highly varied selection of spies, assassins, and other specialists who operate beyond Zamorak's borders. Supporting these formations are the foederati which are a massed force of mindless undead used to distract the enemy, while praeventores are made of beasts with handles who direct them toward targets.

In addition to the four major forces, Umbra's agents have found evidence of lesser gods on the island of Karamja, deep in the Kharidian desert, and far to the north in the lands of the Fremmenik peoples. Perhaps most interest of all the information brought back is that the vampyres and mahjaarat appear to be able to use a Blood element. Though much less is known about the mahjaarat, rumors speak of them being able to wield Shadow, Smoke, Blood, and Ice. Reward: Information on Saradomin, Zamorak, their followers, knowledge of lesser gods around on the outskirts, and the existence of Smoke and Blood elements.

Sabotaging Defenses:
Knowing that a move to take out the Bandosian fort occupying the other side of the portal is becoming more and more likely, Umbra has put together a plan to weaken the defenders of the fort for the battle. He plans to use his agents to wreck as much havoc through assassinations, poisoning supplies, and sabotage, as well as in depth reconnaissance. It is Umbra's plan to gather as much crucial intelligence as he can regarding the defenses on the fort, the makeup of the troops, and any vulnerabilities that his teams can exploit. Despite protests to the contrary, Umbra has decided to lead the teams himself and return to doing what he is best at.
Chance of Success: 50%.Cost: 100 Gold. Time: 1 year. Reward: Layout of Bandosian fort, sabotage, chance for Umbra to show his agents how it's done, +20 to 'Assaulting the Portal' rolls.
Needed: 50. Rolled: 5+15(intrigue)+15(traits)+20(bonuses)=55.

- It is a very good thing that Umbra had decided to lead the sabotage efforts himself, as without his help the effort would have been doomed to failure. There were far more guards at the fort than expected and his agents were almost revealed their presence multiple times. Fortunately Umbra was able to use his well honed skill to prevent detection and give the others the opportunity to poison the water and food in the fort. A basic map of the fort was also constructed with notes on patrols, artillery, and the knowledge that only one ourg was present. Reward: +20 to assault rolls. Composition of enemy forces, basic map.

Stewardship:
Choose Two. One Locked.
With the food situation finally fixed and more opportunities to expand it even further in the future, Glacies has decided her time would be better spent getting the rest of the districts built, fixing the rest of the laws, and starting work on ways to make the government more efficient. She admits that you will be hard pressed for gold for a while still, but many of the projects she has put forward will help to keep the treasury full.

Farming Prey: Now that you have maps detailing the migratory routes and locations of prey, Glacies would like to see if purposely containing large amounts of prey species to be bred and harvested enmasse is possible. If successful this could very well solve the food problem that having nearly two thousand carnivores the size of dragons in a single city brings. Unfortunately this project is very much going to be trial and error and Glacies is not even sure if anything will come from this. Chance of Success: 40%. Cost: 286 Gold. Time: 3 years. Reward: Ranching; +1 Food level, +200 income in gold. Locked - One year remaining.
Needed: 60. Rolled: 76+15(stewardship)+5(bonuses)=96

- Glacies is proud to report that work continues apace on the new 'ranching' operation. The enclosure had to be reinforced multiple times over the course of the year as some of the more stubborn animals attempt to break out, but a Fear dragon was onsight to scare the animal back into compliance while a team worked to repair the fence. Teams of dragons had to range much further this year in order to not deplete the local prey populations. Carrying such large animals long distance proved to be extremely tiring, even with the animal unconscious. Regardless of the difficulties encountered so far in the project, Glacies is confident to report that the project should be finished next year, after which you will be able to farm the animals reliably. Reward: Cattle ranch proceeds apace. Cattle and other similar animals are really heavy when you're trying to fly with one.

Rebuilding the City Market:
Glacies has put together plans to construct a dedicated market district which will be able to serve as a place for peoples of any race will be able to gather and trade comfortably.In order to accomplish this, Glacies has plans to accommodate all known races and will be sending messages out to inform those races of the new dedicated market. While so far none of the races she knows about will be particularly difficult to accommodate, Glacies wants to preempt any problems by building a section for each element as well as other possibilities.
Cost: 333 Gold. Time: 1 years. Reward: Market district, +200 gold income in trade to start, accommodations for all races.

- Hundreds of moles came forward this year at Ventis' request to aid Glacies' teams in constructing the new market district. An enclosed central building was erected by the moles, while dragons of differing elements worked to ensure multiple smaller buildings around it catered to each element and race. Glacies has made sure to set aside several empty areas to accommodate future races that might be encountered at another date. As part of the district, each of the areas set aside for a race or element had accommodations constructed, so that future traders would have a place to live. By the end of the year, work on the district is finished and already traders from the moles, cheetahs, and even an aviansie have set up to trade alongside the dragons. Reward: Market district. +200 gold income from trade. Enough space has been set aside for future growth; trade income will increase overtime.

A Legal Conundrum:
Now that Glacies has for the most part untangled the laws relating to taxes, she believes that her next step should be in updating the rest of the laws. Due to the centuries where the noble families had free run of the kingdom except where it concerned the Guardians, they have written new laws or changed existing laws at their convenience. This has resulted in a horrendous mess of legal contradictions that makes it incredibly difficult to go without breaking at least one law in everyday life. Fortunately with the nobles holed up in their own district and occupied with their feuds, Glacies has spotted an opportunity to work on fixing it.
Chance of Success: 60%. Cost: 285 Gold. Time: 4 years. Reward: Updated laws, ???.
Needed: 40. Rolled: 65+15(stewardship)=80

- Glacies has started work on the overwhelming snarl of contradictory laws this year. Already she has given up hope in going through them one by one and has instead drafted a small team of dragons to sort through the laws, while she painstakingly begins writing new laws one subject at a time. Some of the nobles have tried to raise a token objection, but Glacies has managed to get them to back off for the moment, especially as the majority of the nobility are caught up in a miniature war of their own at the moment. Of the laws that she has already had to write anew, it is no longer illegal for the average dragon to compete with a noble who is doing similar work. Thus a noble who crafts jewelry cannot simply seize the wares of a competing commoner and push them out of business entirely anymore. Reward: It is not longer illegal for others to compete with the nobles in crafting or selling goods.

Learning:
Choose One. One Locked.
Together with Glacies, Therris has expanded his proposed library project to incorporate a set of buildings dedicated toward higher learning as part of the effort to create an education focused district. Additionally the researcher has combed through the gathered notes on sympathetic connections as well as from the enchanted diamond bolt project and would like to take a year to identify what other known gemstones resonate with magically. According to Therris, it is a safe assumption that there is a gemstone which resonates with each of the elements and figuring out which gems could be a great boost toward elemental enchantments.

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. Locked - One year remaining.
Needed: 40. Rolled: 62+10(learning)+10(traits)+20(bonuses)=104

- Therris and his team have began looking into attribute amplifying enchantments which has turned out to be another delicate field of enchantments. Trying to refine the durability enchantment and using it to enchant a piece of steel has resulted in results only slightly better than a normal durability enchantment at a significantly greater cost in time and resources. Figuring out how the ancestors managed to accomplish such a significant increase has been a painstakingly slow affair. This is of course only half the puzzle however and in order to get dragon armor to work properly, then the enchantment has to not only amplify a given attribute, but it has to be able to be inscribed onto an object and then enhance the one with the object, instead of the object. Initial tests of this using a piece of armor have either not worked at all, or given only a slight and insignificant increase. Reward: Work on the superior enchantments begins. Having an enchantment benefit the user instead of the item itself is rather difficult.

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.
Needed: 60. Rolled: 43+10(learning)+10(traits)+20(bonuses)=83

- Therris' team of researchers completed an in depth study of how objects react to being linked with each other this year. Though the list of how objects react to each other is extensive, it is far from complete and will be a work in progress for decades to come. Despite this, Therris has declared that they have made enough progress into the study to determine likely reactions and make working with sympathetic enchantments a much, much safer affair. By using this as a stepping stone, Therris has began to make plans for the next steps in dragon armor, the pool of visions, and even portals. Though he claims that all three goals are still a ways off for the moment. Reward: Sympathetic enchantments. Comprehensive, but incomplete list of how objects react to being linked together.

Piety:
Choose One. One Locked.
The death of Terrador hits all of the Guardians hard. For Cyril and Volteer, Terrador was a close friend and comrade, while for the newer generation the Earth Guardian was a solid and dependable mentor that was always willing to help them however he could. Argent in particular is deeply affected as she knows that with Terrador dead, the mantle of Earth Guardian passes onto her much sooner than she had expected. Other news concerning the Guardians and apprentices is of a much happier sort with Timor having reached a new level of control over the Fear element. Additionally Umbra put forward enough time and effort during his project to create high quality gear, that he can now be considered a skilled enchanter.

Training New Guardians Part Two Elemental: With five new Guardian Initiates and the Fire Guardian Apprentice Pyra found alive, it is time to resume training. The first step in this training would be to instill what the Guardians consider the basics. This would consist of patching the holes in the initiates' education. As a Guardian, they are expected to be polite, knowledgeable, capable leaders, and able to take care of themselves in combat.
Chance of Success: 1d100/(300, 500, or 1000). Reward: Progress made toward elemental traits. Argent gains Earth Expert, Phydra/Zephyr/Virii/Timor gain Water/Wind/Poison/Fear Master, Pyra/Umbra gain Fire/Shadow Grandmaster.
Pyra: 68+26(piety)+25(bonuses)=139
Argent: 36(1st)+60(2nd)+17(piety)+25(bonuses)=138
Phydra: 13+22(piety)+25(bonuses)=80
Zephyr: 46+22(piety)+25(bonuses)=93
Umbra: 62+19(piety)+25(bonuses)=126
Virii: 41+17(piety)+25(bonuses)=103
Timor: 88+20(piety)+25(bonuses)=133

- The seven Guardians in training spend the year honing their connection to their element as Volteer and Cyril help how they can. With only the crystals to take up their time this year, they all make considerable progress on mastering their respective elements. Phydra in particular seems close to becoming skilled enough to be called a master, while Zephyr and Virii will most likely need either another dedicated year of training. Thanks to Spyro and the late Terrador, Argent is also closing in on her own milestone and will soon be able to be called an expert with Earth. Timor has only recently became an expert himself and is unlikely to master Fear soon, while Pyra and Umbra will need a similar amount of time to reach the pinnacle of elemental skill that the Guardians are known for. The two older Guardians spend their time assisting where they can and looking for their own apprentices. With Ignitus and Terrador having been unable to pass on all of their knowledge to their apprentices before they passed on, Cyril and Volteer wish to start passing on their own knowledge to their apprentices as soon as possible. Especially since they are the last of the older Guardians and that they still have secrets that not even Pyra has been fully informed of. Reward: Progress toward next level of elemental traits. Cyril and Volteer are starting to look for their own apprentices.

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.

- While a sizable portion of their time was spent on training or other things this year, all nine Guardians found time to finish their work on the crystals this year. Argent needed a considerable amount of tutoring in order to finish the enchantment for the Earth Crystal, something which the others helped with as they found the time. By the end of the year the crystals are fully charged with elemental energy and have become a major source of energy, slowly infusing the surrounding area with the corresponding element. Connecting to the element while in that wing of the element has become considerably easier and they have found that being surrounded by their element in such quantities has a comforting feeling. Of course having all nine elements nearby has caused an odd occurrence in the center of the temple where they collide with each other. While the Guardians can sense something odd in the area, Spyro was able to determine that by mixing all nine elements in such large amounts, something akin to aether is being created. Reward:+10 to elemental training rolls, being surrounded by your own element in such large amounts makes it easier to tap into the element and is very relaxing. Nine elements meeting in the center has caused an effect Spyro describes as 'proto-aether'.

Personal:
Choose Two.
The death of Terrador this year hurts Spyro deeply. While he was not as close to the Earth Guardian as he was to Ignitus, the Earth dragon had been a pillar of support during his time as ruler of the city. Knowing that it was coming, did not make losing Terrador any easier and though Spyro knows that he needs to project an appearance of strength, it is difficult for him to do so. The other Guardians, Cynder, and Sparx easily see through his facade and it is due to their support that he has not allowed his grief to overwhelm him like when Ignitus was killed. On a happier note Cynder laid her egg recently and going by the coloration of the egg, it is likely going to be a Wind dragon. The couple cannot wait for the egg to hatch and it has given Spyro another reason to keep going forward in his duties, despite the hardships of rulership.

Spend Time with (Argent): 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.
Needed: N/A. Rolled: 78.

- Spyro spends another year fulfilling his promise to Terrador and assisting Argent with her training. It proved to be an excellent learning experience for both of them as Argent proved a natural at close range combat and was an excellent sparring partner for Spyro if the two refrained from enhancing their attacks at all. Argent has been ecstatic at being able to spend time with her hero, though she is saddened that Spyro is a mated dragon. Seeing Terrador's successor infatuated with him has weirded him out something fierce. At the end of the night though, Spyro is content to go home and curl up with his mate and egg. Reward: Argent is an excellent CQC sparring partner. Also Spyro has spent more time with her than with Cynder the past two years.

Mastering the Elements (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 the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 100 (Water/Wind/Shadow/Poison/Fear) or 500 (Fire/Ice/Electricity/Earth). Reward: Progress made toward chosen element..
Spyro: 15(1st)+36(2nd)+33(piety)+30(traits)+25(bonuses)=139

- Spyro's progress with Earth this year slowed down considerably without Terrador's guidance. Fortunately he and Argent are able to bounce ideas, tips, and tricks off of each other and both of them make an equal amount of progress with the element this year. Argent is quite frankly amazed to be able to keep up with Spyro, while Spyro seems to have hit a temporary wall where Earth is concerned. Spyro is sure that he is halfway to mastering the element however. Reward: Spyro and Argent make a similar amount of progress with Earth this year. Spyro is over halfway to mastering Earth.
 
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yeah, we're defiantly going to need to hang out with cynder next year... and hope we don't roll like crap like most of the time when we try to hang out with her.
 
Saradomin and Zamorak force information added to the front page (thank Mod Jack from Jagex for providing most of this information).

Saradomin's Territory
Ruler: Saradomin (god of Order)
Peoples: Icyene, Humans, Centaur, Dwarves, assortment of other races.
Capital: ???
Population: ???, Humans - 60%, Icyene - 20%, Centaurs - 15%, Dwarves - 4%, Other - 1%
Controlled Worlds: New Domina,
Controlled Regions: Asgarnia, Misthalin, Entrana
Strengths: Solid chain of command, well organized
Weaknesses: Rigid order and over-reliance on chain of command.
Military Structure: Multiple multi-racial regiments known as tagmata led by a strategos. Other regiments known as tourma are racially inclusive and are led by a tetrarch.
Regiments are grouped into the Hetairoi (icyene knights), optimatoi (elite magical iceyene skirmishers), psiloi (fast moving ground icyene skirmishers), prodromoi (icyene scouts and spotters), kataphractoi (heavy armored centaur cavalry), toxotoi (highly mobile centaur archers), hippikon (centaur light cavalry), phalangites (human phalanx), hoplitai (human hoplite), sphendonitai (human slingers), pyrophoroi (dwarf technomages and artillery). Hyspaspitai are elite human hoplites form the backbone of a phalangites formation. The Ordo Templi Saradominis is a fanatical elite human force which is often sent on special missions.

Zamorak's Territory
Ruler: Zamorak (god of Chaos)
Peoples: Avernic Demons (Tsutsaroth, Alyaroth, Byzroth, Shakroth, Other), Humans, Vampyres, Werewolves, Mahjaraat, Other
Capital: ???
Population: ???, Tsutsaroth - ???, Alyroth - ???, Byzroth - ???, Shakroth - ???, Avernic Other - ???, Humans - ???, Vampyres - ???, Werewolves - ???, Mahjaarat- ???, Other - ???
Controlled Worlds: Infernus
Controlled Regions: Morytania, Eastern Forinthry
Strengths: Mahjaarat, Variety of troops, Individual Initiative
Weaknesses: Loose organization.
Military Structure: Legions consist of 1000 troops led by a legate. Legions are divided into cohorts of 200 led by a tribune. Tribunes are divided into maniples consisting of 100 soldiers led by a centurion. Maniples are divided into 10 soldier formations called contuberniums and are led by a decanus.
Legions consist of the heavily armored milites who carry a shield, the alarii which are aerial cavalry, the clibinarii which are heavy ground cavalry, the auxilia consisting of light missile cavalry, the sagitarii who are heavy missile infantry, and the bestial formations of praeventores. Massed undead are deployed ahead of legions and are known as foederati. Arcani are specialists often acting beyond Zamorakian borders.
 

Pyra
Titles: Guardian Apprentice, The Survivor
Age: 42

Martial: 18+2=20 - Under Ignitus' tutelage, Pyra has become a skilled leader, though not exceptionally so.
Diplomacy: 15+2+4+3=24 - Pyra is a very well composed dragon who can get along with most people.
Intrigue: 12-3+2=11 - Pyra was never one for sneaking around and has always preferred to face his foes face to face.
Stewardship: 15-3+2=14 - Like most dragons, Pyra is average when it comes to management or organization, though his time with Ignitus greatly helped with this.
Learning: 12+5=17 - While not one for most subjects, Pyra is an avid fan of history and learned much from reviewing old records of battles.
Piety: 15+5+6+3+7=36 - Pyra has a connection to the world that none can doubt as it shines through him in a manner much like his deceased teacher.
Combat: 21+5+2+2+7+3=40 - With Pyra's discovery, he is now one of the best warriors still among the living and excels at fighting overwhelming numbers.

Dragon (Access to an element, 15 Piety, +2 Diplomacy, +5 Combat (scales with age), -3 Intrigue, -3 Stewardship): Pyra was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Fire Master (+5 Piety, +2 Combat, +50 to all Fire rolls): Over the course of Pyra's time as the apprentice to the Fire Guardian, he grew to be a master of fire.
Apprentice Guardian (+5 Diplomacy, +5 Learning, +6 Piety, +2 all stats, +10 to all knowledge rolls): Pyra was Ignitus' apprentice for well over a decade and in that time learned much of what the aged Guardian had to teach.
Stand Your Ground (+3 Diplomacy, +3 Piety +7 Combat, +50 to rolls when outnumbered): When Pyra thought his mentor Ignitus had fallen in battle, he took up his mentor's place and fought with all that he had to keep the enemy from advancing. He fell in the end through the use of a specialized anti-dragon artillery weapon, but his deeds turned the course of the battle and were used to rally the ragged defenders.
Impossible Survivor (+7 Piety, +3 Combat, far less likely to die.): Pyra was thought killed early in the war, though his body would not be found until six years later where he was still barely hanging to life in the same state as when he had been last seen.

Pyra grew up in a rather average manner until he hit adolescence wherein word had gotten out that Ignitus was looking for an apprentice. Eager to impress the Fire Guardian, Pyra worked himself to the bone and quickly managed to become quite skilled with Fire for his age. In the end Ignitus' selection came down to Pyra and four other dragons and Pyra worked himself even harder, soon finding in himself a thirst for history as he tried his best to learn the skills that he thought Ignitus was looking for. It was Pyra's willingness to push himself that ultimately had Ignitus pick him over others, though his exceptional talent in combat did not hurt matters. Throughout the early years of his apprenticeship with the Fire Guardian, Pyra found himself working as hard as ever to impress Ignitus however he could.

By the time the war had officially started, Pyra had been well into his second decade of life and had worked hard to learn everything Ignitus had to impart. Thus when Ignitus took to the battlefield, Pyra was allowed to stand at his side. They would fight beside each other for many battles, until the apes deployed a special anti-dragon artillery weapon which separated Ignitus and Pyra from each other. With Cynder's army overrunning the battlefield and the other Guardians captured, Pyra feared the worse for his mentor. Pyra decided then that he would avenge Ignitus and stood his ground at the top of a hill. It was in this battle that Pyra built a name for himself as he stood resolutely against enemy after enemy who tried to storm the hill that he was on. When at last Pyra grew fatigued and his enemies swarmed over the hill, he was rescued by another dragon. His rescuer however would be struck out of the air by artillery and Pyra spiralled down into the ocean.

Everyone had presumed that Pyra had died that die, but fortune favored the dragon once more as instead of dying, he remembers washing up on a strange isle where he fell unconscious. Years later after the war was won and Spyro had been chosen to lead Warfang, Pyra was found on the coast in the same mortally wounded state that he had been in when he fell to what many would believe to be his death. Upon his discovery, Pyra was rushed back to Warfang where the healers worked hard to make sure that the wounded dragon would live. Since then Pyra has become a much more serious dragon who works as hard as ever to live up to his fallen teacher.


Edit: There is surprisingly little artwork of Pyra considering his epic story.
 
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Taking the Fort - Part 1
A hundred dragons and half that many aviansie gather at the portal. At their head stands Spyro and by his side is his mate Cynder, as well as the aviansie kahkan Tsa'ar. Arranged around the three are the Guardians as well as Tsa'ar's most trusted.

The gathered force knows well the risks associated with this mission and that not all of them will be coming back alive. They also know that if they fail here today, then Mugorim's forces will be left unchecked, running unopposed through the Kandarin region and possibly Avalar as well. They also know that they are not alone in those. Tsa'ar's shattered zu'uk will be able to regroup once through the portal and Umbra with along with his agents will be able to inflict more damage on the unsuspecting enemy from behind. They know that once on the other side of the portal, the enemy will be upon them immediately and so they must rely on what information Umbra's group managed to gather.

The fort is surrounded by a stone wall which has twelve towers along it, with two on each side and one in each corner. Mugorim has forgone any ground defenses save the stone walls and has instead set sharpshooters atop the walls and towers with a mix of opal and diamond tipped-bolts. Opal tipped-bolts ignore Wind effects and will always strike true, while diamond tipped-bolts will ignore armor completely and can down a dragon with only a single well-placed shot. In the courtyard are three large artillery pieces which the aviansie have informed you allow the Bandosians to fill the air with fast moving metal projectiles. At the center of the fort lay a large stone building covered in arrow-slits and manned by more goblin sharpshooters. Inside the building lay a company of heavily armored orks as well as the faurg officers, a pair of raurg, and a single ourg who may or may not be Mugorim himself. The building has wide open rooms which give the large orks, faurg, raurg, ogres, and ourg plenty of room to move around in. Umbra could not detect any enchantments aside from those placed on the weapons and armor of the enemy soldiers.

Who will lead the assault?
[] Spyro - Excellent bonus to morale.
[] Cynder - Slight malus to morale, significant malus to enemy morale.
[] Clarity - Bonus to tactics, bonus to detecting opposing subterfuge.
[] Write in.

What will Umbra and his agents do?
[] Assassination - Focus on assassinating officers or the raurg agents.
[] Sabotage - Disable enemy artillery.
[] Write in.

The Aviansie will use their usual raiding tactics. Do you suggest a different strategy for them?
[] Yes (write in)
[] No

Overall plan?
[] Write in.


Composition
Dragons
Heroes: Spyro, Cynder, Cyril, Volteer, Pyra, Phydra, Zephyr, Umbra, Virii, Timor, Clarity
Soldiers: 18 Fire and Earth, 17 Ice and Electric, 9 Water, 11 Wind, 4 Shadow, 4 Poison, 2 Fear.
Agents: 2 Wind and Fear, 3 Poison, 5 Shadow

Aviansie
Heroes: Tsa'ar, Aerak
Troops: 20 Lance, 20 crossbow, 5 mages

Bandosians
Heroes: 1 Ourg
Soldiers: 2 Companies of goblins, 1 company of orks, 1 ogre support platoon,
Agents: 2 Raurg
 
[x] Clarity - Bonus to tactics, bonus to detecting opposing subterfuge.
[x] Sabotage - Disable enemy artillery.[] Sabotage - Disable enemy artillery.
[x] No

[X] Nightmare assult
 
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[] Clarity - Bonus to tactics, bonus to detecting opposing subterfuge.
[] Sabotage - Disable enemy artillery.
[] No

Plan (proto plan stage, not plan, just ideas) - I have no clue what to do for the plan, and could use discussion. We have 2 fear dragons in the group, make them rout the enemy, quickly clean out all the long range attackers then strike the rest from range?

Otherwise we need to deal with the archers, we might be able to dismantle the wall with earth magic, earthquake collapse? Need some manner to reduce being one hit K.O. And could use an idea on what we want the fights to focus on, defense, offense, agility. Do we split the party? Send some on missions, keep the group together?

Could we flood them? Cause a storm that would drown them in a few days? Electrocute the flood, and voila, no losses on our side, or freeze the flooded defense structure.
 
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I'm on my phone otherwise I would try to come up with a plan but I was thinking of using earth dragons to try and take out the towers and the middle building since that's where all the archers are since they're the biggest threat
 
I'm on my phone otherwise I would try to come up with a plan but I was thinking of using earth dragons to try and take out the towers and the middle building since that's where all the archers are since they're the biggest threat
But the middle building is trouble... Huh, we could freeze over the arrow slits with our ice dragons, we might be able to freeze and drench in water the middle building, for a freezing cold effect to turn the middle building into a kill box on status effect alone.

So, the real plan would have

phase 1: The Walls, and Towers

phase 2: Middle building

edit: Walls and towers have sharpshooters on them. Attacking from the ground, with no seige assault for protection from arrows...

[] Proto Plan: I believe I can fly
-[] Castle and Walls
--[] Ground Assault, two fear dragons will paralyze the sharpshooters with fear. Earth dragons work on collapsing the walls and towers in silence.
-[] Middle Building
--[] Freeze over the arrow slits with our ice dragons. Drench the middle building in water. Keep freezing the outside of the middle building for a cold effect to turn the middle building into a kill box on status effect alone.
 
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