Adhoc vote count started by Nianque on Apr 7, 2025 at 5:31 PM, finished with 22 posts and 13 votes.

  • [X] Plan Filling Positions, Counting People, and Steps Towards Recovery.
    -[X] Making a Roster (Martial):) Fervis
    -[X] Finding a New Adviser (Diplomacy) : Spyro
    -[X] Talking with the Moles (Diplomacy) : Volteer
    -[X] Scouting (Intrigue)(100 Gold) : Cynder
    -[X] Finding a New Adviser (Stewardship) : Terrador
    -[X] Taking a Census (Stewardship)(200 Gold) : Ceril
    [X] Plan Filling, Counting, Honoring, and knowing who could start shit before they do so.
    -[X] Making a Roster (Martial):) Fervis
    -[X] Honoring the Heroes (Diplomacy) : Spyro
    -[X] Talking with the Moles (Diplomacy) : Volteer
    -[X] Noble Matters (Intrigue)(100 Gold) : Cynder
    -[X] Finding a New Adviser (Stewardship) : Terrador
    -[X] Taking a Census (Stewardship)(200 Gold) : Ceril
    [X] Plan Help Needed
    --[X] Fervis
    ---[X] Gone Hunting
    --[X] Spyro
    ---[X] Honoring the Heroes
    --[X] Volteer
    ---[X] Talking with the Moles
    --[X] Terrador
    ---[X] Finding a New Adviser (Diplomacy)
    --[X] Cynder
    ---[X] Finding a New Adviser (Intrigue)
    --[X] Cyril
    ---[X] Finding a New Adviser (Stewardship)
    --[X] Spyro & Cynder
    ---[X] Continued Training (LOCKED)

Vote closed.
 
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Turn 2 Results New


Turn 2 Results - Year 1, Month 2

Making a Roster (Fervis): Fervis has agreed with Terrador, one of the first priorities for him should be getting a roster of all available and willing fighters the city has left. Out of everything that has been put on the table for military matters, this is the one he thinks is most important.
Chance of Success: 80%. Reward: Accurate information on all willing and able fighters.
Roll: 13+27(Fervis)=40

After an entire month of painstaking work, Fervis believes he has an accurate list of every able-bodied and willing dragon in the city. Thanks to how heavily damaged Warfang, this list is likely to not be complete, however he says it will serve as a solid starting point. Unfortunately the losses from the war are worse than predicted;

Reward: State of Warfang's military revealed. Actions unlocked.


Talking with the Moles (Volteer)
: Cyril has decided that the number one priority needs to be re-establishing formal contact with the moles. The moles are experts in construction and have several ideas that the dragons could benefit from. As the moles both build Warfang and live inside of it, Spyro agrees with his reasoning.
Chance of Success: 90%. Time: 1 month. Reward: Diplomatic relations with the moles resumed. Can coordinate certain actions.
96+10(Volteer)=106 (Critical Success)

The leader of the moles, Overseer Forticus met with Volteer this month over the state of the city. He has agreed to work with King Spyro's fledgling government to rebuild vital city infrastructure. This includes the aqueduct system, the walls, public buildings, as well as housing.

Reward: Coordinate with Moles action unlocked. 10% discount on construction costs.


Finding a New Advisor (Diplomacy) (Spyro):
The Guardians agree that you need to find a true diplomacy adviser before anything meaningful can be done.
Chance of Success: 80%. Time: 1 month. Reward: Permanent diplomacy adviser.
Roll: 50+13(Spyro)=63

Finding the right person to head up his new diplomatic department has lead to some unexpected surprises. The first is that one of the candidates he found is not a noble, merely a commoner who just likes talking with people and has gotten quite good at it. The other two people he is considering are from Houses Hayle and Lux; the dragon from Hayle has significant experience with the nobility, while the dragon from Lux has good relations with the cheetah, moles, and surprisingly a colony of dragonflies that neither Spyro nor Sparx had known about.

Reward: Character sheets for potential Diplomacy Advisors.


Scouting (Cynder):
According to the Guardians, 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, they agree that they will be able to do more and start planning on how to best disrupt any potential enemies. With Houses Avis and Calas on your side, getting such scouting done should be quite simple.
Chance of Success: 80%. Cost: 100 Gold. Time: 1 month. Reward: Basic maps of the area directly around Warfang.
Roll: 75+13(Cynder)

Cynder spent most of the month in the area beyond Warfang's destroyed walls as she coordinated the various scouts. Of particular note was Gale and Zephyr of House Avis and a large showing from House Calas. To nobody's surprise, the maps will have to be completely redrawn to take the altered landscape into account. Most notably, the mountains surrounding Warfang have ended up disconnected from the Valley of Avalar and the ocean is closer than it used to be.

Reward: Area around Warfang revealed!


Taking a Census (Cyril):
Cyril admits that nobody knows for sure how many people are left in Warfang and suggests that this needs to be done immediately so that work can be started on fixing the economy and tackling the larger issues.
Chance of Success: 60%. Cost: 200 Gold. Time: 2 months. Reward: Knowledge of how many people are in the city, their races, and what kinds of dragons.
Roll: 13+16(Cyril)=29

At the end of the month, Cyril admits defeat. He says that he made some progress with the census, but because of how damaged the city is, he cannot even be sure that the count he has taken so far is accurate.

Reward: Action Locked. +10 to chance of success.


Finding a New Advisor (Stewardship) (Terrador):
Cyril has made it clear that his position as the stewardship adviser is temporary and would prefer to focus on his duties as a Guardian and as a noble.
Chance of Success: 80%. Time: 1 month. Reward: Permanent stewardship adviser.
Roll: 43+11(Terrador)=54

Terrador spent much of the month deep in talks with the nobility as they were the only dragons he knew of that had a solid grasp on the intricacies of bookkeeping and numbers. Of those he found, three stood out as candidates. One for their skill in numbers and money, one for their skill in designing and constructing buildings, and surprisingly a commoner who knows their way around the legal system of the previous government.

Reward: Character sheets for potential Stewardship Advisors.


Continued Training (LOCKED):
Spyro had a very combat oriented education and thus is lacking in what many would consider the basics. To further that the dragonflies had very different priorities in education than the dragons. In addition to this Cynder suffers from a similar problem and thus will be tutored alongside Spyro. Does not use an action.
Chance of Success: 30/50/70/90/100%. Time: 12 months. Reward: Holes in Spyro's and Cynder's education patched. Chance of stat gain. Chance of traits.

Spyro Roll: 73
Cynder Roll: 35

In what little free time that they had, Cyril put Spyro and Cynder through their paces as he grilled them on what he considered the basics; how to talk with people from a position of strength and some basic math. Spyro excelled with the first; quickly mastering the basics of how to present himself favorably and moving onto some basic math. Cynder meanwhile turned out to be far rougher and needed far more work concerning how she presents herself and talks with people.

Reward: +2D and +1S for Spyro. +1D for Cynder.
 
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Sorry for the late update; one of the puppies has been having issues and it's been... messy.

Voting for Diplomacy and Stewardship advisors will be held once I finish the character sheets. Map will be posted soon.
 
I see a River! That might be important...

Also you have to think that geologists the world over in like 20 generations from now are just gonna look at the planet and be like... "How? None of these plates match up? Is that old story about Purple Dragons rearraigning the continents true?"
 
I see a River! That might be important...

Also you have to think that geologists the world over in like 20 generations from now are just gonna look at the planet and be like... "How? None of these plates match up? Is that old story about Purple Dragons rearraigning the continents true?"
Heh. Unfortunately for their sanity, Spyro both did not have much control over what he was doing and lacked any knowledge of geology to try and guide the process.
 
I see a River! That might be important...

Also you have to think that geologists the world over in like 20 generations from now are just gonna look at the planet and be like... "How? None of these plates match up? Is that old story about Purple Dragons rearraigning the continents true?"
So we got Warfang surrounded by mountains and a cluster of ruins to our south.

We could use the river as a natural landmark to guide Expeditions around it. That way Scouts have a way to orient themselves if they start going further out.
 
Turn 2 Scouting Report New
Scouting Report - Year 1, Month 2​



All of the existing maps we had were useless.

The mountains around the city seem to encircle it more than they did before. A small stream flows out of the mountains to the south, past the destroyed ruins of the village that sat on Warfang's outskirts. To the west of the ruins appears to be a bay and we're pretty certain that it opens up to the ocean. Feeding the bay is a river flowing from the north, there are mountains in the distance near it so it's likely that it is the Valley of Avalar. We saw some more ruins out in the distance, but they were too far off to make anything out regarding them. To the east seems to be a savannah, but it was rather vast so we'll have to do a more focused flight over it later. We didn't end up finding anything notable to the south, just sparse trees.

We haven't found any signs of other people yet.

- Zephyr Avis

We need to work on Zephyr's reports… To add onto what he was saying, the ruins to the south were evacuated during the war and have since been picked clean. It is not likely that the ruins contain anything of value aside from stone. The only truly notable landmark is the bay to the southwest and the river that feeds it. I agree with Zephyr here, it is likely that this is the same river that was flowing through the Valley of Avalar. If we follow it north, we should be able to find what happened to the cheetah village that was in the valley. Nothing else to report aside from trees and the savannah.

- Gale Avis
 
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Canon: Dusk Among Eventide New
Omake: Dusk among Eventide.

Leering faces of the apes as they cackled in the prize hauled before them. Dusk staring down into the face of their leader as the snarl of Caburkis stretched into an insidious smirk as the commander kicked the defenseless dragon.. Dusk forced to bear the injury as the chains held him down to the cold floor..



"Remember my name Dragon. Its the one who brought you low to join the rest of your race.."




Dusk's eyes opened in alarm as the fading embers of the fire before him gave their last sparks of light. Another nightmare brought forth from the echoes of war. His hastened breathing calming into more steady breaths as Dusk returned to full consciousness. The apes were gone, either dead or perhaps wishing they were. Dusks tormentor was one he knew for sure was dead, yet memories had a way of haunting you. Calming down the Shadow dragom began to stretch and glance about his underground hideaway. The scouting missions overseen by Cynder had brought Dusk among the number of House Calas scouts assigned to survey the changed landmass outside Warfang, the first time he had seen Cynder in the flesh since the wars end.. The Terror of the Skies had certainly changed from the scourge she once was. Now he had returned to his hideaway in the Undercity.. still better lodging then the chaos that reigned on the surface. As he flipped through the collected maps of the underground, he noticed something was amiss. A package slipped out from behind his plastered papers, with his name scrawled across it. Opening it revealed a mess of tanggled mess text and numbers.. a ciphered message of some note alongside a message directly titled to him. Some interloper had slip into Dusks living space while he slept.. and yet the contents piqued his curiosity.

Above lays an invitation.
It is yours to decipher.
Your past is known, your escape from Caburkis
A fear that lies in Shadows cannot fade.
Stay true to that


Follow the clues to uncover the message.


With the remainer of the messages content describing some aspect of life above Dusk in Warfang, he got to work once more as he delved into the shadows. Based off the implications. someone was watching him from afar to see what he would do. He would not disappoint for the shadowy observer.

---
The newfound "residential district" of Warfang was overflowing with the population as moles and dragons alike seemed to be partaking in an attempted census. From the shadows Dusk did not envy the poor souls who were tasked with bringing order to the place, but that not his objective. His interloper had left hints pointing to areas within this chaotic scene.. and a task to not be spotted by anyone. This was a test of his capabilities to remain unseen, a clue to the motives behind this game of intrigue. The first seemed to be on the ceiling of a burgeoning marketplace, Dusk using the shadows cast by the buildings wall to clamber up to the roof without notice. Sure enough etched by claw into the stone slab was a number and letter, meaningless to the causal onlooker. With this revelation the objective of this became obvious, fragments were left behind were part of the ciphers key. Dusk was meant to find and uncover the rest of them.. a glance around him revealed no signs of any onlookers yet Dusk could not shake the feeling of being watched. The pattern repeated at a collapsed aqueduct, a former barracks, and finally ehat was an attempt at a gathering post that in reality was a barely controlled mob. With all the portions of the key gathered Dusk retreated back towards the undercity to uncover the invitation in privacy.
With all left behind fragments, Dusk was able to piece them together to uncover the cipher that started this hunt. The invitation within left one last mystery conundrum to solve..
A curtain call

The wings are waiting for the night to fall
Spread over the stage
Can't keep me out
I've always pummeled through the doors of doubt
Power through the plagues


Wit for pace
This riddle's just a race
Old self pities

Cleanse this city's waste

It was a time and place to meet, the subtle play on his name brought an amused snort from Dusk. His spectator wanted to meet at dusk.. a time fast approaching. The question remained where as he puzzled over the remaining clues... the city's waste could have meant a sewer system.. but that was too obvious. Yet with the wreckage of the Warfang debris and rubble had been left strewn everywhere, with efforts being made to collect and dispose of the unsalvageable materials. Old self pities.. that seemed to lamentation of the city's former glory. Plagues could mean sickness.. but it could also mean something that had plagued Warfang.. the armies of Malefor. It was with thought Dusk made the connection, a large disposal site for rubble was where the armies of Grublins had tried to break through into the city beneath a major defensive emplacement. It was now just another segment of collapsed ruins.. a place one could meet with some privacy.
-----

The old battlefield was silent now as the sun sunk against the horizon casting long shadows against the wreckage of both walls and war machines. Dusk settled into the shadow of the former defense emplacement, waiting for the darkness to flicker against him.. and the slim movement in the corner of his eye was all that was needed. He looked away from the figure hiding in the darkness, an invitation to reach the culmination of this game of intrigue.



"Would be easier for both of us if I remained conscious. Thats not in the cards though.. is it?"



A moment of silence.



"It's a cheetah sedative. A single bolt.. then darkness. You can walk away still."



"After this game? I think you know my choice.. Go ahead."



A soft pling was all Dusk heard, before Shadow melted into the darkness once more...
 
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Turn 2 Diplomacy Advisor New
Over the course of the month, Spyro met with several candidates for the position of his diplomatic advisor.


Ventis
Titles: N/A
Age: 36

Martial: 10=10 - Ventis is quite possibly the worst leader you have ever seen. It almost makes you wonder if he is sabotaging his own efforts or if he is just that bad.
Diplomacy: 18+2+1+3-1+1+3=27 - Most dragons are content to simply live their lives in comfort. Ventis however actively goes out of his way to talk with people and seems to actually enjoy debating with others.
Intrigue: 14-3+2+2=15 - Over the years, Ventis has become quite skilled in seduction. Makes one wonder why he still has not found a mate.
Stewardship: 11-3=8 - Ventis is completely average at running his own affairs.
Learning: 12=12 - Ventis has never had an actual education and thus has little interest in learning new things outside those dealing with people.
Piety: 15+2+3=20 - Like all dragons Ventis is quite attuned to the spiritual. Unlike other dragons, he does not seem to care about developing this connection to the world.
Combat: 12+3+1+2=18 - Ventis had to learn how to protect himself in order to survive the war.

Dragon (Access to an element, 15P, +2D, +3C (scales with age), -3I, -3S, +3 to Armor): Ventis was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Poor Affinity - Wind (-10 to Wind element training rolls): He is of below average talent with his element, learning much slower than others his age.
Wind Adept (+2P, 1C +30 to all wind rolls): Ventis has only just begun to scratch the surface of what is possible with his element.
Attractive (+1D, +5 to rolls with the opposite sex): Ventis was born a naturally handsome dragon, turning heads wherever he went.
Gregarious (+3D, +5 to diplomacy rolls): A natural skill at talking with people has allowed Ventis to capture the hearts and minds of his audiences.
Lustful (-1D, +2I): Ventis has always been a rather lustful dragon and were it not for dragons typically only taking a single mate in their lifetime, it is likely Ventis would have quite a few children by now.
Skilled Seducer (+1D, +2I, +10 to rolls with the opposite sex): A lifetime of lecherous tendencies has developed into true skill at charming dragonesses.
Amateur Diplomat (+3D, +5 to diplomacy rolls): Ventis is somewhat of a hobbyist when it comes to trying to convince people of things.
Survivor (+3P, +2C): Ventis survived the end of the world and witnessed its rebirth.

Ventis was born to a mostly average family whose only true claim to fame is their beauty. As a dragon of below average talent for his element, he has always lagged behind other dragons his age. It is with his natural looks and his charismatic personality however that Ventis found his niche. In spite of his lack of talent for his element, more than one would-be bully has become fast friends with him. Ventis is both attractive and charming, liable to worm his way into the graces of even the iciest of dragonesses and have them swooning over him in no time. With his charm and sheer charisma, it is a wonder that Ventis has yet to find a mate despite what seems like dozens of dragonesses vying for the honor.


Fross Hayle
Titles: Lady of House Hayle
Age: 237

Martial: 12+2+1+2+2=19 -
Diplomacy: 16+2+3-3+5+5+3=31 -
Intrigue: 14-3+3+1+3+2=20 -
Stewardship: 13+3+1+5+3=25 -
Learning: 13+2+1=16 -
Piety: 15+5+3+2+1+3+3=32 -
Combat: 12+5+3+2+2+1+3=28 -

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to Armor): Fross was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Good Affinity - Ice (+10 to Ice element training rolls): She is talented with her element, though by no means a prodigy of any sort.
Ice Master (+5P, 3C +50 to all ice rolls): Through hard work, Fross has developed a master's level of skill in Ice over the course of her long life.
Reflection Expert (+3P, +2C, +20 to reflection rolls): Like all members of House Hayle, Fross has great skill in its more defensive aspects.
Noble (+3D, +3S, +3I, +2 all stats): As a noble, Fross grew up with the best education that her family could give her.
Proud (-3D, +1 all stats): Fross has always been a proud person which has made her somewhat difficult to get along with, though has also served to push her to new heights.
Master Negotiator (+5D, +3I, +10 to negotiating with nobility): It is Fross who takes front and center when House Hayle is negotiating with the other Noble Houses.
Lady of House Hayle (+2M, +5D, +5S, +2L, +3P, +3C): Fross is the Lady of House Hayle and has helped her mate Flurris manage the family's estate as well as negotiate with the other nobility.
Expert Manager (+2M, +3S): Throughout her long life, Fross has become an expert at managing other people.
The Art of the Deal (+3D, +2I): Fross is highly skilled at using negotiations to get exactly what she wants, manipulating others to make it seem like what she wants is merely a compromise.
Survivor (+3P, +2C): Fross survived the end of the world and witnessed its rebirth.

Fross was born into the noble house of Hayle. Though merely of above talent with her element, Fross has shown great aptitude at using the defensive aspects of her element like the rest of her family. From an early age, Fross has shown a natural aptitude for managing other people and has over the course of her long life become House Hayle's best negotiator.

Upon becoming mates with Flurris and the Lady of the House, Fross has taken over much of the family's dealings with the other nobles and has become quite adept with helping to manage the estate. Despite her skills, she is quite prideful and more than one negotiation has been made more difficult than it needed to be because of her pride. Overtime however she has somewhat overcome this by making it seem like she is compromising, when in fact she is getting exactly what she wants.


Lustris Lux
Titles: The Light Bringer
Age: 147

Martial: 12+2+1=15 - Lustris is merely average in matters of martial ability, despite often being a mediator with other races.
Diplomacy: 16+2+3+3+3+3=30 - Like all of House Lux, Lustris is both honest and a friend to the races that others consider 'lesser'.
Intrigue: 12-3+3-2-3=7 - The light shall not be blinded by the darkness.
Stewardship: 13-3+3=13 - Lustris has little time to spend on matters of the estate and numbers.
Learning: 13+2+5+2=23 - Lustris is a scholar of the strange interplay between the elements of fire and electricity; light.
Piety: 15+3+5+2+2+3+3+3=36 - Lustris' connection to his element is strangely diminished like the rest of his House, however he shines brightly with its light aspect.
Combat: 14+5+2+3+2+2=28 - To say that his combat style is strange and unusual would be an understatement. As a member of House Lux, he fights in a halo of blinding radiance.

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to Armor): Lustris was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Horrible Affinity - Electricity (-20 to electricity element training rolls): His connection to his element is diminished greatly and even the most average of dragons is far above him.
Electricity Expert (+3P, 2C +30 to all electricity rolls): Despite being more than old enough to have mastered his element, Lustris is merely an expert.
Light Master (+5P, 3C, +50 to all light rolls): Lustris has delved deep into the interplay between Fire and Electricity - Light.
Noble (+3D, +3S, +3I, +2 all stats): As a noble, Lustris grew up with the best education that his family could give him.
Honest (+3D, -2I): Like all members of House Lux, Lustris is a very honest person who will always tell the truth.
Friend of the Dragonflies (+10 to rolls involving dragonflies): Long has House Lux been friends to the dragonflies. All dragonflies, whether they are of the nearby colony or not, recognize House Lux as friends.
Rekindle the Pacts (+3D, +2P, +10 to rolls with non-dragon races): Far too many dragons forget the ancient pacts that were sworn between them and the other races. Let those pacts be rekindled by our light.
Illuminant Scholar (+5L, +3P, +20 to Light training rolls): House Lux has a strong connection to light, and Lustris has taken this even further, delving into the depths of the light aspect.
The Light Bringer (+3D, +2L, -3I, +3P, +20 to rolls to detect subterfuge, Aura of Truth): Like a ray of light piercing the clouds and cutting through the darkness, no lies shall be uttered in his presence.
Survivor (+3P, +2C): Lustris survived the end of the world and witnessed its rebirth.

Lustris was born to the lesser house Lux. An electricity dragon amongst other electricity and fire dragons. Lustris grew up raised around the Aurora dragonfly colony and has a tight bond with them. Like all members of House Lux, his natural affinity for his element is unnaturally abysmal. Upon awakening his element, he was trained not in the electricity element, but in its facet; light. At a young age Lustris showed a strong connection to light and has always been able to see through lies and deceit. As he grew older, Lustris delved deeper and deeper into the mysteries of light and honed his talent for seeing through deception to the point that deceit cannot even be uttered in his presence anymore.

The casual disdain of the nobility towards the other races has always offended him and Lustris has become disgusted by it, even amongst his own house. In the deepest recesses of the library and House Lux' own tomes, he found a reference to pacts that ancient dragons once swore to the other races and has sworn to rekindle them. It is by Lustris' own claw that House Lux has forged tighter bonds with the other races. No race is closer to House Lux than the dragonflies and though only the Aurora colony is fully aware of this, all dragonflies no matter the colony are drawn to House Lux as friends.

[] Ventis
[] Fross Hayle
[] Lustris Lux
 
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[X] Lustris Lux

I think our chief diplomat being focused on rekindling the bond between the dragons and other races, a bond that the dragons let wither, is more important than being especially good at handling the dragon nobility. The Noble Houses may be an important aspect of our society, but we cannot allow them to dominate said society or ourselves, and one of the key methods of ensuring our independence is to reforge ties with other races.

A good first project for Lustris will be the remembrance ceremony, as it'll be a good way to begin the process of rekindling the bonds by ensuring that the non-dragon heroes are honored equally to the dragon heroes in the ceremony/monument.
 
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Poor Affinity - Wind (-10 to Fire element training rolls): He is of below average talent with his element, learning much slower than others his age.
This seems wrong, poor Wind affinity giving a Malus to Fire Training rolls.
Probably copied and then (incompletely) changed?

Ventis
Titles: N/A
Age: 36

Martial: 10=10 - Ventis is quite possibly the worst leader you have ever seen. It almost makes you wonder if he is sabotaging his own efforts or if he is just that bad.
Diplomacy: 18+2+1+3-1+1+3=27 - Most dragons are content to simply live their lives in comfort. Ventis however actively goes out of his way to talk with people and seems to actually enjoy debating with others.
Intrigue: 14-3+2+2=15 - Over the years, Ventis has become quite skilled in seduction. Makes one wonder why he still has not found a mate.
Stewardship: 11-3=8 - Ventis is completely average at running his own affairs.
Learning: 12=12 - Ventis has never had an actual education and thus has little interest in learning new things outside those dealing with people.
Piety: 15+2+3=20 - Like all dragons Ventis is quite attuned to the spiritual. Unlike other dragons, he does not seem to care about developing this connection to the world.
Combat: 12+3+1+2=18 - Ventis had to learn how to protect himself in order to survive the war.

Dragon (Access to an element, 15P, +2D, +3C (scales with age), -3I, -3S, +3 to Armor): Ventis was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Poor Affinity - Wind (-10 to Fire element training rolls): He is of below average talent with his element, learning much slower than others his age.
Wind Adept (+2P, 1C +30 to all wind rolls): Ventis has only just begun to scratch the surface of what is possible with his element.
Attractive (+1D, +5 to rolls with the opposite sex): Ventis was born a naturally handsome dragon, turning heads wherever he went.
Gregarious (+3D, +5 to diplomacy rolls): A natural skill at talking with people has allowed Ventis to capture the hearts and minds of his audiences.
Lustful (-1D, +2I): Ventis has always been a rather lustful dragon and were it not for dragons typically only taking a single mate in their lifetime, it is likely Ventis would have quite a few children by now.
Skilled Seducer (+1D, +2I, +10 to rolls with the opposite sex): A lifetime of lecherous tendencies has developed into true skill at charming dragonesses.
Amateur Diplomat (+3D, +5 to diplomacy rolls): Ventis is somewhat of a hobbyist when it comes to trying to convince people of things.
Survivor (+3P, +2C): Ventis survived the end of the world and witnessed its rebirth.

Ventis was born to a mostly average family whose only true claim to fame is their beauty. As a dragon of below average talent for his element, he has always lagged behind other dragons his age. It is with his natural looks and his charismatic personality however that Ventis found his niche. In spite of his lack of talent for his element, more than one would-be bully has become fast friends with him. Ventis is both attractive and charming, liable to worm his way into the graces of even the iciest of dragonesses and have them swooning over him in no time. With his charm and sheer charisma, it is a wonder that Ventis has yet to find a mate despite what seems like dozens of dragonesses vying for the honor.
Meh candidate.
Fross Hayle
Titles: Lady of House Hayle
Age: 237

Martial: 12+2+1+2+2=19 -
Diplomacy: 16+2+3-3+5+5+3=31 -
Intrigue: 14-3+3+1+3+2=20 -
Stewardship: 13+3+1+5+3=25 -
Learning: 13+2+1=16 -
Piety: 15+5+3+2+1+3+3=32 -
Combat: 12+5+3+2+2+1+3=28 -

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to Armor): Fross was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Good Affinity - Ice (+10 to Ice element training rolls): She is talented with her element, though by no means a prodigy of any sort.
Ice Master (+5P, 3C +50 to all ice rolls): Through hard work, Fross has developed a master's level of skill in Ice over the course of her long life.
Reflection Expert (+3P, +2C, +20 to reflection rolls): Like all members of House Hayle, Fross has great skill in its more defensive aspects.
Noble (+3D, +3S, +3I, +2 all stats): As a noble, Fross grew up with the best education that her family could give her.
Proud (-3D, +1 all stats): Fross has always been a proud person which has made her somewhat difficult to get along with, though has also served to push her to new heights.
Master Negotiator (+5D, +3I, +10 to negotiating with nobility): It is Fross who takes front and center when House Hayle is negotiating with the other Noble Houses.
Lady of House Hayle (+2M, +5D, +5S, +2L, +3P, +3C): Fross is the Lady of House Hayle and has helped her mate Flurris manage the family's estate as well as negotiate with the other nobility.
Expert Manager (+2M, +3S): Throughout her long life, Fross has become an expert at managing other people.
The Art of the Deal (+3D, +2I): Fross is highly skilled at using negotiations to get exactly what she wants, manipulating others to make it seem like what she wants is merely a compromise.
Survivor (+3P, +2C): Fross survived the end of the world and witnessed its rebirth.

Fross was born into the noble house of Hayle. Though merely of above talent with her element, Fross has shown great aptitude at using the defensive aspects of her element like the rest of her family. From an early age, Fross has shown a natural aptitude for managing other people and has over the course of her long life become House Hayle's best negotiator.

Upon becoming mates with Flurris and the Lady of the House, Fross has taken over much of the family's dealings with the other nobles and has become quite adept with helping to manage the estate. Despite her skills, she is quite prideful and more than one negotiation has been made more difficult than it needed to be because of her pride. Overtime however she has somewhat overcome this by making it seem like she is compromising, when in fact she is getting exactly what she wants.
If we can get her to want our goals, she'd be good with specialty of dealing with nobility.
If.
Lustris Lux
Titles: The Light Bringer
Age: 147

Martial: 12+2+1=15 - Lustris is merely average in matters of martial ability, despite often being a mediator with other races.
Diplomacy: 16+2+3+3+3+3=30 - Like all of House Lux, Lustris is both honest and a friend to the races that others consider 'lesser'.
Intrigue: 12-3+3-2-3=7 - The light shall not be blinded by the darkness.
Stewardship: 13-3+3=13 - Lustris has little time to spend on matters of the estate and numbers.
Learning: 13+2+5+2=23 - Lustris is a scholar of the strange interplay between the elements of fire and electricity; light.
Piety: 15+3+5+2+2+3+3+3=36 - Lustris' connection to his element is strangely diminished like the rest of his House, however he shines brightly with its light aspect.
Combat: 14+5+2+3+2+2=28 - To say that his combat style is strange and unusual would be an understatement. As a member of House Lux, he fights in a halo of blinding radiance.

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to Armor): Lustris was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Horrible Affinity - Electricity (-20 to electricity element training rolls): His connection to his element is diminished greatly and even the most average of dragons is far above him.
Electricity Expert (+3P, 2C +30 to all electricity rolls): Despite being more than old enough to have mastered his element, Lustris is merely an expert.
Light Master (+5P, 3C, +50 to all light rolls): Lustris has delved deep into the interplay between Fire and Electricity - Light.
Noble (+3D, +3S, +3I, +2 all stats): As a noble, Lustris grew up with the best education that his family could give him.
Honest (+3D, -2I): Like all members of House Lux, Lustris is a very honest person who will always tell the truth.
Friend of the Dragonflies (+10 to rolls involving dragonflies): Long has House Lux been friends to the dragonflies. All dragonflies, whether they are of the nearby colony or not, recognize House Lux as friends.
Rekindle the Pacts (+3D, +2P, +10 to rolls with non-dragon races): Far too many dragons forget the ancient pacts that were sworn between them and the other races. Let those pacts be rekindled by our light.
Illuminant Scholar (+5L, +3P, +20 to Light training rolls): House Lux has a strong connection to light, and Lustris has taken this even further, delving into the depths of the light aspect.
The Light Bringer (+3D, +2L, -3I, +3P, +20 to rolls to detect subterfuge, Aura of Truth): Like a ray of light piercing the clouds and cutting through the darkness, no lies shall be uttered in his presence.
Survivor (+3P, +2C): Lustris survived the end of the world and witnessed its rebirth.

Lustris was born to the lesser house Lux. An electricity dragon amongst other electricity and fire dragons. Lustris grew up raised around the Aurora dragonfly colony and has a tight bond with them. Like all members of House Lux, his natural affinity for his element is unnaturally abysmal. Upon awakening his element, he was trained not in the electricity element, but in its facet; light. At a young age Lustris showed a strong connection to light and has always been able to see through lies and deceit. As he grew older, Lustris delved deeper and deeper into the mysteries of light and honed his talent for seeing through deception to the point that deceit cannot even be uttered in his presence anymore.

The casual disdain of the nobility towards the other races has always offended him and Lustris has become disgusted by it, even amongst his own house. In the deepest recesses of the library and House Lux' own tomes, he found a reference to pacts that ancient dragons once swore to the other races and has sworn to rekindle them. It is by Lustris' own claw that House Lux has forged tighter bonds with the other races. No race is closer to House Lux than the dragonflies and though only the Aurora colony is fully aware of this, all dragonflies no matter the colony are drawn to House Lux as friends.
Good candidat and shares Spiros inter-species respect.

[X] Lustris Lux
 
Since some people are overlooking it, I do want to point out that Ventis has a more general diplomacy bonus as well. He's not as far behind Lustris and Fross for diplomacy as it seems. He also has far more room to grow, being several times younger.
 
[X] Lustris Lux

Great diplomacy and traits, what's not to love?
The Intrigue score (7) is utter garbage and might become relevant in diplomacy work.

But for not getting scammed (Defensive Intrigue) he has a trait putting him ahead of the competition and being bad at offensive Intrigue feels like a choice of flavor (that I like) and for actual Intrigue we'll have a different advisor.
 
[X] Lustris Lux

An interesting idea. Perhaps once there was a Light Element and at some point it was destroyed/divided between Electricity and Fire.

52 on Ventis for Diplomacy with opposite sex.
Lustris has +10 for any rolls with other races with a further +10 for any rolls with dragonflies. That should include any non-Diplomacy actions the advisor is assigned which coordinate with non-dragons. It's a 50 on Dragonfly Diplomacy.

If the Advisors are locked into doing actions of their hired type, and Ventis can apply opposite sex diplomacy traits to other races then Ventis is best in general.

The ability to get +10 to any coordination actions in any category is really nice though. The Ancient Pacts are a great plot hook. Exploring the idea of Light has me curious. I bet Spyro could learn some Light tricks, given his Purpley nature. Gotta be Lustris.
 
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52 on Ventis for Diplomacy with opposite sex. +10 for any rolls with other races with a further +10 for any rolls with dragonflies. That should include any non-Diplomacy actions the advisor is assigned which coordinate with non-dragons.
Some of that is Lustris, not Ventis. Lustris gets bonuses with other races, particularly dragonflies. Ventis has a more general bonus and bonuses with the opposite sex.
 
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