...from dusk till dawn...
In the beginning they were a group of friends. Born a few days apart from each other, they had grown together, sharing games, ideals and passions. Their eyes looked far away, they dreamed of founding a utopia: the perfect clan.
They set out on a journey to find the right place to become their new home but they had not come to terms with reality: they were inexperienced, little more than a bunch of amateurs in a world where only the strongest survives. The first contrasts created a fracture destined to split the group into two distinct factions, now forced to share part of the claimed territory in a continuous struggle for dominance.
TvN general Rules: HERE
Additional rules
Eye Adjustments - bonus to Faceted, Multi-Gaze and PrimalPriority Party: The dragon guaranteed to fight in the Coliseum for the faction who fights first on a given day earns an additional ½ of a life point.
Familiar Auras: Every time a familiar with a Flight Rising element drops in the Coliseum, you may add one tally to its appropriate elemental effect as well as one tally to the familiar effect. For neutral familiars, add one tally to an elemental effect at random.
Fateful Motivation: Every time an "interesting" Coliseum drop happens, another battle must be fought by the active faction before their quota is considered complete.
Loot Insurance: Whenever a battle results in no loot, roll a die. Multiply its result by 100 and add that amount of treasure to that faction's finances.
dragons now need to eat! Each dragon needs 3 meals a day. For easy counting each food drop counts as one meal, so each faction needs 3 food drops per dragon (so for 5 dragons i need 15 food drops a day for that faction). Should they not reach their food count, each dragon in that faction goes hungry and suffers -0.5 LP! On the other hand, should they have had such a productive Coli day that they 2.5x their needed food count (so for 5 dragons that would be 38 foods), each dragon gets +0.5 LP!
Armor: Every 2 pieces of armor of the same set type (not color) gives +1LP. Armors must be purchased with hoard treasure. You can't switch items between dragons unless the previous owner die; in that case priority is heir > offsprings > warriors > trainee > hoard. You can replace a piece with a color variation: in this case the spare one may be assigned to another dragon. (same rules apply to mages with mage type equipments) Those extra HP count as an extra and only trigger when your dragon risk death by coliseum fight! When this happen your armor is damaged and lose the bonus, you can pay again its full price for repairing it and gain again its bonus. [if a dragon is a 1hp +1 and faint, he'll still be alive at 1 hp in the infirmary. he'll become a 1hp +0 untill he buy or repair his armor]
Merchant Day: Every thursday dragons may reach a market spot to trade resources with merchants. Roll a die: 1-2 they meet a general merchant (mismatched armor, battlestones), 3-4 they meet an alchemist (potion), 5-6 they meet a blacksmith (armor sets and armor repair). Everything MUST be purchased with their team treasure!