Spyro's Kingdom (Legend of Spyro Crossover)

alright so I kinda have 2 plans

Plan 1 [] Nightmare assult
Who will lead the assault?
[] Cynder - Slight malus to morale, significant malus to enemy morale.

What will Umbra and his agents do?
[] Assassination - Focus on assassinating officers or the raurg agents.

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

Overall plan?
[] phase 1
First the Aviansie will go through the portal to try and gain the enemy's attention and start doing fly byes to harass the enemy while Cynder and Umbra(can't remember what side of the portal he's on right now) sneaks through the portal using their shadow powers and links up with the agents.(or just cynder if umbra is already on the other side) Then Cynder and the fear dragons use their fear powers to cause the troops to panic as much as possible. Umbra and the rest of the Agents will then silently start taking out the officers to make it hard for the enemy to resort order amongst their troops while the Umbra and the other shadow dragons will also try to keep Cynder and the rest of the agents hidden as they sow terror and confusion among the enemy ranks and hopefully make the enemy think that it's the sudden Aviansie raid that is causing the panic. this part of the plan is to try and have the enemy abandon their defensive positions and make it so that their archers and artillery are basically worthless and to try and force the commanders/elites/heroes come out to try and resort order.
-Phase 2
if phase 1 is successful then Cynder or another will give a signal and the rest of the dragons lead by spyro will come through the portal and try to smash as many of the enemy troops as possible with spryo going for the enemy hero. The idea here is to blitz them and cripple their forces with this surprise attack while they are panicking and focusing on the Aviansie and then mop up whats left.
If phase 1 fails however then a different signal will be given and spryo's group will be a counter attack aiming at the artillery pieces and the earth and ice dragons trying to cover the towers and middle building with ice and stone to prevent any archers from using them. With the plan this time around trying to neutralize all the enemies defensive structures and forcing them out into the open where both we and the Aviansie can do the most damage to them. Spryo will still try to single out the enemy hero.
either way during Phase 2 Cynder and the agents will try and remain hidden as long as they can to try and harass the enemy's rear and keep an eye out for the enemy's agents and if they are discovered then join the fray with the rest of their kin.

Plan 2 [] Avalar's Might
Who will lead the assault?
[] Clarity - Bonus to tactics, bonus to detecting opposing subterfuge.

What will Umbra and his agents do?
[] Sabotage - Disable enemy artillery.

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

Overall plan?
[] Blitz
The Agents (and Umbra if he's already on the other side) will take out the artillery and poison the enemy troops to weaken them before the attack. When the attack comes Cynder and the fear dragons will lead the charge and try paralyze the enemy with fear or get them to run away while spryo and the fire dragons cover them by setting everything on fire. Water, electric, and Ice dragons work together to flash freeze towers and shock any large grouping of enemies while also making ice walls for our troops to hide behind if needed. The earth dragons will get behind cover and use their power to try and sink the middle building into the ground or just collapse it. Agents will try to counter the enemy agents during the fight.

for both plans I suggest spyro, cynder, umbra, and clarity for our heros... I'm also assuming that tsa'ar and aerak will be automatically used to support the Aviansie

So what do you guys think of these plans?
 
[X] Nightmare assult

I'm not too keen about blitzing the opponent, 'Nightmare assult' seems safe.
 
[X] Nightmare assult
Well, this does seem thought out and has a contingency to be part of it in case things don't work out with phase 1.
 
Taking the Fort - Part 2
Cynder's Squad d100=58+125(Skill)+285(Cynder)+20(Bonuses)=488 vs Goblin Crossbowmen d100=75+125(Skill)+140(Martial)+50(Morale)-30(Surprise)=315

Umbra's Squad d100=90+100(Dragon)+125(Skill)+300(Umbra)+20(Bonuses)=645 vs Officers and Raurg d100=78+125(Skill)-30(Surprise)+240(Raurg)=403

Umbra and Cynder lead the shadow and fear dragons through the portal to where Umbra's agents are already waiting. Once through, Cynder and the four shadow dragons from the army lead the four fear dragons in causing disarray throughout the goblins manning the walls where her knowledge of intimidation and the fear element prove to be a deadly combination on the morale of the goblins. Umbra's squad meanwhile has been able to assassinate the majority of the lower ranking officers, before the raurg could even figure out something was wrong. The fierce fight that follows between Umbra and one of the raurg proves that he still has a ways to go as the raurg takes quite the punishment before finally falling dead. The other raurg however has managed to injure it's attackers and forces the rest of the shadow dragons to engage it, lest one of them ends up dead. This fighting has wrecked further havoc on the walls and courtyard, utterly destroying the coordination of the formerly formidable defenders.

Aviansie Raid d100=93+50(Aviansie)+125(Skill)+85(Martial)+20(Bonuses)=373 vs Goblin Crossbowmen d100=3+75(Skill)+140(Martial)-30(Surprise)+50(Opal Bolts)-50(Morale)=48

The sudden aviansie raid right as their officers start dropping dead has the directionless goblins in a panic. None of them seem to be able to hit the aviansie, even with opal-tipped bolts and the sudden surprise and chaos going on in the courtyard is enough to cause their usual artillery support to be non-existent. The newly reunited zu'uk is more than enough to kill every last goblin manning the walls, before falling on the ogres who are desperately trying to work the artillery in the courtyard. In fact the raid goes so well for the aviansie, that not a single one of them ended up with more than light injuries and have sufficiently damaged the devices that would have ripped them to shreds. Tsa'ar leads her people in grabbing whatever is closest, before getting out of the way before the survivors in the central building can muster a response.

The signal is passed through the portal quickly enough, that Spyro and a hundred other dragons flood out of the portal and toward the base as quickly as they can. By the time they arrive, goblins are already lining up at the arrow-slits, though a deluge of water and ice quickly takes care of that threat as the arrow slits freeze solid. Before anyone can move to take care of the door however, it slams open and the massive ten foot tall ourg rushes out, followed by an entire company of orks. Spyro calls the ourg's attention to himself and leads the base commander to an out of the way area where Cynder is now waiting. The rest of the dragons proceed to do everything can to keep the orks contained and the goblins out of the way.

Spyro d100=68+80(Dragon)+410(Skill)+50(Teamwork)=608
Cynder d100=53+80(Dragon)+400(Skill)+50(Teamwork)=583
Ourg d100=8+200(Ourg)+405(Skill)=613

Ourg hit chance: 41.472 (Spyro) & 41.944 (Cynder)
Spyro & Cynder hit chance: 65.52% & 64.404
Ourg=Miss
Spyro=Miss
Cynder=Miss
Ourg=Miss
Spyro=54 (696)
Cynder=Miss
Ourg=Miss
Spyro=Miss
Cynder=54 (642)
Ourg=Miss
Spyro=Miss
Cynder=Miss
Ourg=109 vs Spyro (391)
Spyro=Miss
Cynder=Miss
Ourg=Miss
Spyro=Miss
Cynder=Miss
Ourg=Miss
Spyro=Miss
Cynder=54 (588)
Ourg=109 vs Spyro (282)
Spyro=54 (534)
Cynder=Miss
Ourg=109 vs Cynder (391)
Spyro=54 (480)
Cynder=Miss
Ourg=109 vs Spyro (173)
Spyro=54 (426)
Cynder=54 (372)
Ourg=109 vs Spyro (64)
Spyro=Miss
Cynder=54 (318)
Ourg=109 vs Cynder (282)
Spyro=54 (264)
Cynder=54 (210)
Ourg=109 vs Spyro; Bonded splits health (141 Spyro & 141 Cynder)
Spyro=54 (156)
Cynder=Miss
Ourg=109 vs Cynder (32)
Spyro=54 (102)
Cynder=Miss
Ourg=109 vs Cynder (Knocked Out)
Spyro=Miss
Ourg=Miss
Spyro=54 (48)
Ourg=Miss
Spyro=Miss
Ourg=Miss
Spyro=54 (Ourg killed)

It was very much evident that while the ourg was very proficient with his massive poleaxe, he was just not used to fighting against opponents quite like Spyro and Cynder. The two dragons danced around his blows with practiced ease, though neither could manage to do much damage against him in return. Not only was he twice as large as the dragons, but the ourg commander was also layered in by far the most effective armor the two had seen yet; a full set of plate made of the same strange metal that the other bandosians used, except this one covered his entire massive body.

The battle started off slow as Spyro launched a ball of fire, only for the ourg to bat it aside with it's massive weapon. Cynder's attempt at a glob of acid was likewise blocked, this time by the armor itself as the magicks of the acid and plate armor battled for dominance. The first swing of the large halberd was easily dodged and Spyro was able to find purchase with a bolt of electricity which flowed right through the metal armor and into the creature beneath it. Cynder's siren scream failed to find purchase on the ourg's mind and the counterattack of a kick was dodged by the much more nimble dragon. Another bolt of electricity was intercepted by the halberd whose wooden handle proved to be more than up for the task of blocking the current. Cynder's next attempt of shadow flames seemed to soak through the armor and torment the colonel as it ate away at his skin. The angry ourg ripped a massive chunk of stone out of the wall and threw it, but both dragons had seen it coming and had flown clear out of the way, serving to only enrage the once calm ourg even more.

Deciding to try the much more physical element of earth, Spyro launched a flurry of ethereal stones at the rampaging giant, only for the ourg to stomp straight through them to no effect. Knowing that wind would have no effect against such a large and heavy opponent, Cynder opted for trying fear once more, which seemed to splash against it's anger to no result. Despite it's anger, the commander proved to have more tricks up it's sleeve as it put on a burst of speed and slammed an armored gauntlet into Spyro, sending the dragon hurtling into one of the watchtowers that lined the walls. Cynder's angry follow up of a beam of aether missed completely and she succeeded only in carving a long trench through the middle of the courtyard. The return strikes of a halberd forced Cynder to cut off the attack, lest she be cut apart by the incredibly deadly weapon.

The battle continued in this vein as elemental attacks were intercepted, blocked, or ignored and the ourg's attempt to kill the dragons using it's weapon or armored body were easily dodged. Long after the rest of the fighting around them had stopped, the three fighters were still going and eventually began to accumulate more and more injuries. Despite being a large target, the colonel in charge of the fort was a fearsome adversary and managed to inflict nasty wounds whenever it's hits did connect. Spyro and Cynder meanwhile were forced to fight smart and whittle away at both it's armor and it's body, while watching their rapidly dwindling mana reserves. Aether proved to be much too energy intensive to be used recklessly and more than once the two dragons had to split their mana between them in order to keep going. This lasted until the ourg finally managed to land an incredibly brutal hit on Spyro, nearly splitting him in half and it was by Cynder sharing her own vitality with him, that he was able to keep fighting.

The problem was that no matter what the two of them threw at the massive warrior, it was either not getting through or not doing enough damage to down the ourg. Acid ate at the armor, while electricity and fire conducted through it, but all too often the ourg would find a creative way to block their attacks. Fortunately, as tired as Spyro and Cynder were by this point, the ourg was clearly on it's last legs and it was only when Cynder was slammed into a wall, unconscious, that Spyro finally lost control and ended the battle with blasts of dark aether which proved more than capable of outright destroying the previously impervious armor and vaporizing the giant underneath it.

Army d100=94+100(Dragon)+125(Skill)+330(Umbra)+50(Chokepoint)=699 vs Ork Company and Goblin Platoon d100=3+30(Ork)+155(Skill)+115(Martial)=303

Meanwhile the battle against the orks and supporting goblins continued apace. A natural chokepoint had been made by using the door into the building and earth dragons worked at reinforcing the walls, while ice dragons kept the arrow-slits frozen in order to keep the forces inside moving through the door to engage. Despite this, the orks were incredibly skilled at close quarters which one of the arrogantly proud fire dragons found out to her misfortune.The goblins meanwhile got off what shots they could using the diamond-tipped bolts that they had, causing severe injuries to several dragons. In the end however the victor had long been decided, as the dragons worked to turn the terrain to their advantage and forced the orks to move through a toxic electrified puddle, while wind dragons kept the diamond-tipped bolts from connecting. It was a credit to the orks' impressive training and general prowess that they fought as long as they did, but the last one fell not long after Umbra managed to kill the final officer. The goblins were killed to the last as well through fear dragons keeping them confused and panicking, while shadow dragons moved through their ranks butchering them.

The sight of Spyro and Cynder near the commander's cooling corpse was more than enough to wipe any sense of satisfaction from the soldiers. Thankfully one of the water dragons was a trained healer and had a supply of red crystals which he used to keep the two rulers stabilized.

Reward: Massive amounts of looted weapons and armor. Spyro and Cynder are both recovering from one of the most difficult battles they have ever fought. Gielinor-side fort has been captured. Diplomatic channels to the rest of the aviansie and Gielinor can now be established.
 
Last edited:
The original plan had been to do multiple parts and have a much more in depth battle. This fell apart once I started working long hours, got lazy, and in general kept forgetting about this. The other quest on SB will be continued as well... Just bear with me as I struggle between the three-way pull of writing, Warframe, and work. ...So much Warframe these last few months... I regret everything.

Also. ...I believe the actual plan was for Spyro to solo the ourg in charge? I don't think you guys understand what an ourg is.

Edit: Still working on the combat mechanics btw. I did not expect as much work as I had to do to get this update out.
 
Last edited:
I'm glad Spyro and Cynder survived the fight with the enemy.

I hope we won't do this again soon.
This was a little bit of a tutorial for both you and me. Refining the lackluster combat mechanics and introducing you all to the fact that while Spyro is a big damn deal on Avalar (planet), in the rest of the expansive multiverse he is just a big fish in a small pond.

Fortunately you now see that despite how overpowered the two of them are, they are not invincible against some of the higher tier threats in Runescape. ...Ourgs are far, far from the worse things I can throw at you. Last time you lost Terrador (at perfect health Terrador would have won however), this time you almost lost Spyro and Cynder.
 
Also. ...I believe the actual plan was for Spyro to solo the ourg in charge? I don't think you guys understand what an ourg is.
kinda? It was more along the lines of he keeps the hero busy while the other troops mop up the normal troops then join spyro and overwhelm the enemy hero with numbers. But yeah I did underestimate how strong the base commander was so I don't really have anything against cynder joining in.

Also good to see you back. For awhile I was afraid that my plan killed everyone and ended the quest.
 
Turn 9
To say the sight of the meeting room was unusual, was to deeply underestimate just how odd things were at the moment. Spyro had taken his usual place at the head of the table, though he had been joined by his mate and unhatched egg. All three of the fledgling family being at the meeting was unusual in and of itself, but it was the fact that Spyro and Cynder were both absolutely covered in bandages from head to paw that really made it stand out. Their encounter with the ourg had very much not gone as expected and it was only the fact that the strange bond existed between that had allowed them to survive the encounter at all. Now though, they were both very much regretting the decision to draw the ourg off from the rest of the soldiers. Considering that the ourg had been armored in an exceptionally durable plate over it's entire body and that the soldiers likely lacked the need punch to truly hurt it, it was tough to say what else they could have done to make the fight easier. Umbra himself had been dueling one of the raurgs for much of the battle and even the normally slippery shadow dragon had not walked away completely untouched as several deep gashes had been cut into his scales.

Aside from the the three dragons who had actually fought in the battle, Clarity was looking stressed as she read through a massive pile of scrolls next to her concerning reports on the battle; there had still been losses thanks to the orks and goblins and this had been a fight that they had, had every advantage she could think of. The walls had been cleared quickly and with few injuries, the arrow slits had been iced up, and they had funneled the orks through a choke point to ensure that only a handful could fight the dragons at once. The other dragons at the table were much less notable, with Ventis excited about the possibilities the future might hold, Glacies looking very aggravated as she continues to journey ever deeper into the dark pit of dragon laws, and Therris currently recovering from an extremely volatile experiment. In addition to the usual advisors, both Cyril and Volteer had shown up to represent the Guardians.

Atop all of that however was the current argument, "I agree that the Bandosians may not be able to be negotiated with, but there must be tribes of goblins, ogres, or even trolls that would be amenable. And discounting the Saradominists and Zamorakians before even meeting them based on early reports and word from one of the other factions? The information we have is formidable of course," Ventis nodded at Umbra at this, "but it is no reason to completely discount all of the other factions."

"Which is why we need additional scouting missions." Umbra interjected, causing Clarity and Ventis to turn toward him. "It is highly evident that there is too much about this new world we are missing and to act before having all of the information could lead to mistakes that we will regret."

"Thank you Umbra," Clarity started. "I am merely concerned that sending expeditions to a hostile power could see them turning their attentions toward us. Thus far the aviansie of at least the Nohar Zu'uk have proven trustworthy and we should solidify that alliance before going any further. I do not like the sound of neither the Saradominists nor the Zamorakians as one would seek to have us folded into their own empire, while the other cares little about the average person and instead thinks the strong should do whatever they want."

Cyril spoke up before Ventis could refute Clarity once more, "It is clear that we lack information on not just the different factions, but on the world itself. The existence of Blood and Smoke as elements is concerning as those are both darker aspects of the world." His attention toward Spyro suddenly, "Spyro, you are the most attuned to the spiritual out of us, can you spread any light on the state of Gielinor itself?"

"The world felt like it asleep." The purple dragon replied as he thought back to the fight with the ourg and the sensations he had felt when calling on the elements. "The spirits of the deceased did not join the planet as ours do and instead head somewhere else… The elements however were like a chorus, Gielinor feels like it is made up of far more elements than Avalar is."

Cynder nodded at his words and thought back to her own experiences. "Fear and Poison felt far less refined on Gielinor, though Shadow was much more powerful. What about you Umbra, did Shadow feel… strange to you?" The black dragoness asked.

"It did." Umbra replied as he considered everything that him and his shadow dragons had felt when moving across the world. "On Avalar Shadow has settled into a fragile harmony with the other elements, on Gielinor however it felt like it was not coming from the world at all, but from outside of it. It felt… expansive as if it was stretching around the world, covering it."

Spyro jolted as he heard that description. "Reaching for aether was far, far more exhausting on Gielinor. On Avalar I draw it from Convexity which exists all around the planet itself, but on Gielinor it was as if it was greatly reduced. It was like something was replacing it actually."

Cyril and Volteer traded looks. "Very concerning, worrying, intriguing. Umbra, as Shadow Guardian this is to be your priority, mission, task." Volteer rapid-fired. "There is much that we haven't revealed, disclosed, discussed and it is time we revealed, informed, briefed you in this."


Treasury: 3775 Gold
Income: 1350 Gold per turn.

Martial: Choose Two.
According to Clarity, their number one problem appeared to simply be that the Bandosians had armor which was more than capable of ignoring everything except high level elemental attacks and that their weapons could slice through dragon scale with an ease that even the apes had never truly managed. In order to even the odds, they would need to increase the training the soldiers went through and get armor distributed to them that could turn aside the weapons that were used on this new world. First things first however, they were going to have to tear apart the fort and use the materials from it to construct adequate defenses around the portal.

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.

Fortifying the Gielinor Side Portal: Now that the fort has been cleared out and in the claws of dragons, Clarity has deemed it vital to tear it apart and use the material to build proper defenses around the portal itself. Such defenses will include the same kind of things used on the Avalar side or around Warfang. Knowing what she knows now about the kind of opposition you will be facing, Clarity is determined on making sure nothing survives long enough to get through the portal, let alone past both sets of defenses.
Cost: 300 gold. Time: 2 years. Reward: Bandosian fort torn down and used to build defenses around the Gielinor-side portal.

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.
According to the suave wind dragon, this was an unprecedented time in dragon history as never before had they encountered so many new peoples all at once. With the portal finally secured on both sides, he could start putting together proper plans to introduce themselves to the more agreeable parties. In particular, he thinks it is high time that they introduce themselves to the Aviansie 'god' and ruler, Armadyl.

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.

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.

Dragon Emissary (Armadyl): Tsa'ar has offered to introduce Ventis to the aviansie court and Armadyl himself in the Empyrean Citadel. Correspondence has already been taken back to the citadel and she believes now would be the best time to make introductions, while the recent battle is in everybody's memories. Establishing a proper relationship is crucial according to the wind dragon and the sooner you jump on it, the better off both peoples will be.
Time: 1 year. Reward: Empyrean Citadel interlude.

Intrigue: Choose Two. Must take an Investigating Gielinor Shadow action
Now that the other side of the portal has been cleared, Umbra has his work cut out for him. In addition to coming up with new plans for deepening your intelligence, he also has his Guardian given task of investigating Shadow on Gielinor which will take quite a lot of time and effort.

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.

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.

Investigating Gielinor Shadow (Intrigue): With the revelation that something about the Shadow element on Gielinor feels strange and that it might be taking the place of aether, Cyril and Volteer have ordered Umbra to investigate the element as it could be critical. In order to accomplish this, Umbra wants to take a small group of shadow dragons with him to help him experiment.
Chance of Success: ???. Time: 1 year. Reward: Knowledge of the state of Shadow on Gielinor.

Stewardship: Choose One. Two Locked.
In a very refreshing change of pace, Glacies' work is business as usual. The ranching project continues to go well and she is hopeful that soon food concerns will be a thing of the past. On the other paw, it looks like the nobles had in the past made even more stupid decisions than you had been aware of; a set tangled allowed for the nobles to interpret them as they pleased in order to draft the common dragon into their personal feuds whenever they wanted. The ice dragoness is quite upset that such a thing has been allowed to exist for so long.

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 - One year remaining.

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, ???. Locked - Three years remaining.

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.
Therris is still recovering from the experiment earlier in the year, but says that he would like to get started on researching more uses for the sympathetic enchantments as soon as possible. Adamant orbs and other types of locking mechanisms should be fairly simple to figure out now, but Therris has high hopes for figuring out how the Pool of Visions worked or even how to create portals. When it comes to the much needed dragon armor however, the earth master is bewildered at how difficult the proper enchantments for it are proving to be.

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. 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.

Adamant Orbs: In ancient times, the adamant orbs were used as a secure locking mechanism by linking together an incredibly heavy orb to a switch and then separating them. This made it so that whenever somebody want to unlock the mechanism, they had to carry the orb a very long distance often filled with hazardous terrain or traps. While such locks are truly unwieldy for the day-to-day use, when locking something that you do not want opened, they were top notch. Therris insists that though adamant orbs may not be too useful now, the information gleaned on how to make them will be useful for other more relevant projects.
Chance of Success: 40%. Cost: 50 gold. Time: 1 year. Reward: Adamant orbs, +10 to other sympathetic enchantment projects.

Thinking with Portals Part 1 Enchantments: With the knowledge of portals between worlds or into and out of Convexity, Therris thinks it possible to link together much more mundane areas such as Warfang to the cheetah village, or a far reaching enclave. This will be a very long and involved process that Therris admits will most likely take a very long time to get right. In fact such an undertaking will be so difficult and tedious that he has split it into three different parts, the enchantments, the connection with aether, and combining the knowledge.
Chance of Success: -10%. Time: 3 years. Reward: Sympathetic enchantments for portals.

Viewing the World Part 1 Enchantments: One of the great losses of the war was the loss of the Dragon Temple's Pool of Visions. This unassuming artifact allowed the Guardians to keep abreast of everything going on in the world and seemed to be even further amplified by a rare talent that very few had. Unfortunately the knowledge of how to make the artifact was lost and recreating it will be incredibly difficult, perhaps even more difficult than portals.
Chance of Success: -30%. Time: 4 years. Reward: Sympathetic enchantments for the pool of visions.

Advanced Sympathetic Enchantments: Now that Therris has discovered how sympathetic enchantments works, he had discovered that there is far more to the subject than he had first thought. From portals, to the pool of visions, to even the disease that killed Terrador. All of these things and more used the same concepts and Therris thinks that he can figure out the underlying principles. This will enable the use of the enchantments on a far wider range of things, such as connection distant locations, the Fire of a volcano to a place far away, and other such things.
Chance of Success: 30%. Time: 3 years. Reward: +30 to other sympathetic enchantment projects.

Piety: Choose Two.
The completion of the elemental crystals at the heart of each of the wings has made the temple quite comfortable for the Guardians. Unfortunately the news from the Guardians is quite mixed. The positive side of things is that Phydra has managed to master Water, though she still has a ways to go before she can quite match the level of skill and knowledge the Guardians are known for. Slightly concerning news is that Pyra has come down with a sickness that stubbornly clings to him, connections the same illness that killed Terrador are abound, but without the numerous magical injuries of the late Earth Dragon, nobody is too concerned. It has however made the normally cheerful Fire Guardian quite moody as the healers have forbidden him from using his element too much until the disease goes away. The bad news this year is that Cyril and Volteer are quite worried about the Shadow element on Gielinor and have ordered Umbra to look into it.

Phydra upgrades trait Water Expert (+3 Piety, +30 to all Water rolls) into Water Master (+5 Piety, can use more powerful water techniques, +50 to all Water rolls): Phydra can now count herself as one of the handful of Water Masters in known to the dragons. Now she pushes herself to go beyond that and join the eclectic few to have ever truly reached grandmaster status with the element.

Timor upgrades trait Iron Will (+3 Piety, +10 to willpower rolls) into Will of Steel (+5 Piety, +30 to willpower rolls): Timor continues to delve deeper into the Fear element than anyone save perhaps Malefor himself. What he has found has continued to test his formidable will, though he has not faltered, not even once.

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.

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.

Investigating Gielinor Shadow (Piety): With the revelation that something about the Shadow element on Gielinor feels strange and that it might be taking the place of aether, Cyril and Volteer have ordered Umbra to investigate the element as it could be critical. In order to accomplish this, Umbra wants to take a small group of shadow dragons with him to help him experiment.
Chance of Success: ???. Time: 1 year. Reward: Knowledge of the state of Shadow on Gielinor.

Viewing the World Part 2 Spiritual: The possibility of recreating the incredible pool of visions has greatly interested Volteer, who goes on at length to convey all of the different possibilities of the artifact. Unfortunately not only is the knowledge lost, there was a spiritual component to it as well that they do not seem able to pin down. In addition that, they describe that only Ignitus and a handful of others throughout history could use the pool of visions to it's utmost potential. They describe the rare dragon capable of mastering the artifact as 'seers', though just what being a seer means is not something either of them were fully aware of. They seek to answer these important questions, so that when Therris has figured out the enchantments, work will be able to begin immediately on building it.
Chance of Success: 40%. Time: 2 years. Reward: Spiritual component to pool of visions figured out.

Personal: Choose Three (Spyro, Cynder, and Either)
Though their injuries were quite severe, Spyro and Cynder both made it out okay and are determined to do better next time so that this never happens again. Getting back to ruling the city after such a difficult fight, is actually relaxing. Something that neither of them thought they would ever think. Now though they just want to relax and wait for their egg to hatch; Spyro has odds on a male dragon and Cynder a female dragon, though either way raising a wind dragon is going to be interesting.

Relaxation: Now that Spyro and Cynder are used to their new lives, they can afford to take it easy every once in a while to unwind or simply spend more time together.
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Reduced stress. Other things if time is spent together.

Spend Time with (character): There are many significant individuals in Warfang, both dragon and non-dragon. Spend some time with one of them and you may learn something. (May choose a character or leave it up to QM)
Chance of Success: Variable. Time: 1 year. Reward: Information. Increased Relationship. Chance of stat gain or elemental progress.

Spyro - Mastering the Elements (Element): While Spyro can be considered an expert in using the elements, he could go further and begin the process of mastering an element. This would require dedicating his time to one element; with the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 100 (Water/Wind/Shadow/Poison/Fear) or 500 (Fire/Ice/Electricity/Earth). Reward: Progress made toward chosen element.

Cynder - Mastering the Elements (Element): While Cynder can be considered an expert in using the elements, she could go further and begin the process of mastering an element. This would require dedicating his time to one element; with the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 500 (Wind/Shadow/Poison/Fear). Reward: Progress made toward chosen element.

Spyro - 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.

Cynder - 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% (30%). Time: ??? Notes: Can double up Spyro and Cynder actions. Reward: New Element.

Thinking with Portals Part 2 Aether: In order to make portals a reality, Therris has determined that the connection between portals and aether must be figured out. This means that Spyro and/or Cynder will have to touch the one thing that truly scares them. Just as aether can be a tremendous force for good, so too can it be a catastrophic force of destruction. Despite this concern, both dragons are willing to admit that being able to create portals would a massive help and that it should not be too dangerous, so long as the avoid overreaching themselves.
Chance of Success: 30%(50% with both dragons). Time: 2 years. Notes: Can double up Spyro and Cynder actions. Reward: Aether connection to portals unraveled.

Dragon Emissary (Armadyl): Tsa'ar has offered to introduce Ventis to the aviansie court and Armadyl himself in the Empyrean Citadel. Correspondence has already been taken back to the citadel and she believes now would be the best time to make introductions, while the recent battle is in everybody's memories. Establishing a proper relationship is crucial according to the wind dragon and the sooner you jump on it, the better off both peoples will be. Ventis believes that bringing Spyro and/or Cynder will make the negotiations much more binding.
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.
 
Last edited:
Playing with some new ideas and systems this turn. Also I just realized that your head diplomat is a wind dragon and the aviansie will be your first truly major diplomatic contact. ...Huh.
 
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.
Didn't we do this already?
 
[X] A Game Named Infrastructure. What a Dame!
Military
-[X] Fortifying the Gielinor Side Portal: .
Cost: 300 gold. Time: 2 years. Reward: Bandosian fort torn down and used to build defenses around the Gielinor-side portal.
-[X] Patrolling:
Chance of Success: 70%. Cost: 100 Gold. Time: 1 year. Reward: Patrols around Warfang and the rift.
Diplomacy
-[X] Coordinate with the Moles (Rebuilding the City Artisan):
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.
Intrigue
-[X] Establish Intelligence Network:
Chance of Success: 70%. Cost: 250 gold. Time: 2 years. Reward: Rumor Mill, +5 to related rolls.
-[X] Investigating Gielinor Shadow (Intrigue):
Chance of Success: ???. Time: 1 year. Reward: Knowledge of the state of Shadow on Gielinor.
Stewardship
-[X] Rebuilding the City Artisan:
Cost: 1428 Gold. Time: 2 years. Reward: Artisan district, +300 gold income from produced goods, future expansions to the district. (mole reduction = 714, and 1 year)
Learning
-[X] A Study in Gemology:
Chance of Success: 80%. Time: 1 year. Reward: Magical resonance for known gems is documented.
Piety
-[X] Training New Guardians Part Two Elemental:
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.
-[X] Rebuilding the City Spiritual (Piety):
Cost: 476 Gold. Time: 1 year. Reward: Increase to elemental skill for the average dragon.
Personal
-[X] Cynder - Relaxation:
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Reduced stress. Other things if time is spent together.
-[x] Spend Time with (Cynder):
Chance of Success: Variable. Time: 1 year. Reward: Information. Increased Relationship. Chance of stat gain or elemental progress.
-[X] Spyro - Mastering the Elements (Earth):
Chance of Success: 1d100 of 100 (Water/Wind/Shadow/Poison/Fear) or 500 (Fire/Ice/Electricity/Earth). Reward: Progress made toward chosen element.

Total cost = 476 + 714 + 250 + 300 + 100 = 1840
(2225 - 1840 = 385)

Military - The goal here is to build up the fortifications we fought for on the other side of the portal. And patrol of course, can't be unobservant.
Diplomacy - The goal is to speed up construction of the buildings we have yet to complete for the city
Intrigue - Required choice.
Stewardship - Infrastructure to produce more gold.
Learning - This one looks like it would unlock a new piety action path, and be a good build off point.
Piety - The more opportunities for our population the better. And get all our guardians trained up to grandmaster eventually.
Personal - Ah, this has three actions, I don't know how to double down here, but I have three actions spread out. 2 spent on Cynder, and one spent trying to reach mastery in Earth, Spyro's almost there.
 
Last edited:
Personal - Ah, this has three actions, I don't know how to double down here, but I have three actions spread out. 2 spent on Cynder, and one spent trying to reach mastery in Earth, Spyro's almost there.
You could do 'Spyro-Relaxation' and 'Cynder-Relaxation' which is basically the same thing.
 
That's the same thing as a double down?

Can you go over the actions available, I think you made an error in one place at least. Piety. (2 actions available, not 1?)
Every dang turn. This time though I did change it... on the wrong document. A lot of my problems seem to come from copying the previous turn and then working off of that.

As to the double down bit, kinda? Instead of Cynder spending the year taking it easy, both of them would relaxing together. Your way would work as well though.
 
Every dang turn. This time though I did change it... on the wrong document. A lot of my problems seem to come from copying the previous turn and then working off of that.

As to the double down bit, kinda? Instead of Cynder spending the year taking it easy, both of them would relaxing together. Your way would work as well though.
To make sure I understand the format for this Double Down thing.

Like which example?
-[]Dragon Emissary (Armadyl):
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.

OR

-[] 'Spyro - Dragon Emissary' (Armadyl):
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.

-[] 'Cynder - Dragon Emissary' (Armadyl):
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.

OR

-[] 'Spyro and Cynder / 2 personal actions - Dragon Emissary' (Armadyl):
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.


Edit: Nevermind, I screwed up the personal actions and didn't quite notice. Oh well, it's about the same thing anyway.
 
Last edited:
[X] Plan The Other Side
Martial
-[x]Fortifying the Gielinor Side Portal

Cost: 300 gold. Time: 2 years. Reward: Bandosian fort torn down and used to build defenses around the Gielinor-side portal.
-[x]Patrolling
Chance of Success: 70%. Cost: 100 Gold. Time: 1 year. Reward: Patrols around Warfang and the rift.
Diplomacy
-[x]Coordinate with Cheetahs (Patrolling)

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.
Intrigue
-[x]Investigating Gielinor Shadow (Intrigue)

Chance of Success: ???. Time: 1 year. Reward: Knowledge of the state of Shadow on Gielinor.
Stewardship
-[x]Prospecting Gold

Chance of Success: Variable. Cost: 95 Gold. Time: 3 years. Reward: Gem and ore deposits uncovered.
Learning
-[x]Reverse Engineering (basic bandosian enchantments)

Chance of Success: 70%. Time: 1 year. Reward: Mass producible basic enchantments. +10 toward Attribute Amplification.
Piety
-[x]Rebuilding the City Spiritual (Piety)

Cost: 476 Gold. Time: 1 year. Reward: Increase to elemental skill for the average dragon.
-[x]Viewing the World Part 2 Spiritual
Chance of Success: 40%. Time: 2 years. Reward: Spiritual component to pool of visions figured out.
Personal
-[x]Relaxation: (Spryo)

Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Reduced stress. Other things if time is spent together.
-[x]Relaxation: (Cynder)
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Reduced stress. Other things if time is spent together.
-[x]Dragon Emissary (Armadyl): (Either)
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.

so total cost comes to 971 at the long and short of the plan is to focus on securing our position on the other side of the rift so we don't have to worry as much about the city being attack from within and making sure the alliance we made with the Armadyl stays strong as well as learning what we can about the world. Also picked bandosian enchantments over bandosian metal since it synergies with Attribute Amplification. Really wish I could have both Spryo and Cynder do the Dragon emissary (Armadyl) since having both leaders would probably send a strong positive message to the Armadyl but after that last fight I figured it would be more important to let them relax and recover. huh if the egg hatches before the meeting maybe whoever lost the bet on wether it would be a boy or a girl has to attend the diplomatic meeting.
 
huh if the egg hatches before the meeting maybe whoever lost the bet on wether it would be a boy or a girl has to attend the diplomatic meeting.
Just so you know, dragon eggs in tLoS can wait centuries before hatching as per the lead concept artist. I'll be rolling once per turn for it to hatch, but the dc is not too difficult. ...Provided it can roll over a ten.
 
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.
Because I think we already did this action last turn, I'm treating our intrigue as if we have 2 slots free.
 
Back
Top