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Quests, Challenges, and Festival games.
TOPIC | The Colony : A Nocturne Kingdomlocke
[center] ----- [img]https://i.imgur.com/2WGhNHW.png[/img] [font=georgia] [color=#30203C][size=5]-- Welcome to The Colony --[/size][/color][/font][/center] ----- ----- [center][font=georgia][color=#30203C][size=4]LORE[/size][/color][/font] [size=3][color=#30203C]Darkness was all we knew. We were her children, swaddled in shadows and raised in the inky blackness that was our home. How long had we been there, living by sound and touch rather than sight? Long enough for the eyes of my ancestors to shrink to mere beads. Most of us have lost our eyes altogether, and those that have retained their vision see through a milky film. Color and movement, those do not escape us, but the beautiful details that make every single thing unique... Well, there are some of us who believe the Nocturne are better off blind. [/size][/center] ------ [center][img]https://i.imgur.com/xIJyuqy.png[/img][img]https://i.imgur.com/CeizNff.png[/img] [font=georgia][color=#30203C][size=4]The Colony[/size][/color][/font] [size=3]The Colony is a large group of Nocturne dragons that spend almost their entire lives in the catacombs beneath Sornieth. There are laws and orders that must be obeyed to ensure The Colony's survival. To them, the needs of the many outweigh those of the few.[/size][/center] ----- ----- [center][font=georgia][size=4][color=#30203C]THE SIGHT[/font][/size][/color][/center] ----- ----- [center][center][item=vial of tempered sight][/center] [font=georgia][color=#30203C][size=4]Common Eyes[/size][/color][/font] [size=3]Dragons born with the Common Eye Type are instead born without eyes. They are entirely blind and rely on their other senses, and each other, to get by. They do not have any magic.[/size] [center][item=vial of uncommon sight][/center] [font=georgia][color=#30203C][size=4]Uncommon Eyes[/size][/color][/font] [size=3]Those born with the Uncommon Eye Type are born with vestigial eyes, or eyes that are barely developed. They can see shadows, some colors, and bright lights. They may have minimal magic, but most never develop the skill.[/size] [center][item=vial of unusual sight][/center] [font=georgia][color=#30203C][size=4]Unusual Eyes[/size][/color][/font] [size=3]Dragons born with the Unusual Eye Type are what we would consider low-vision seers. Things are a little clearer for them. They might be able to read large print at a close distance and they are closer to their magic than most dragons.[/size] [center][item=vial of rare sight][/center] [font=georgia][color=#30203C][size=4]Rare+ Eyes[/size][/color][/font] [size=3]Those born with the Rare Eye Type are born with normal vision. They can see and read clearly and without assistance. They are strong magic users. There are stories of those with eyes rarer than these and the powers that come with them.[/size][/center] ----- ----- [center][font=georgia][size=4][color=#30203C]HIERARCHY[/font][/size][/color][/center] ----- ----- [center][img]https://i.imgur.com/MNjTiRX.png[/img][/center] [center]ALPHAS [size=3]The Alpha Male and Alpha Female lead the Colony in its entirety. Both have equal power over everything. No one is allowed to mate with an Alpha except the other Alpha.[/size][/center] [center][img]https://i.imgur.com/MNjTiRX.png[/img][/center] [center]WARDENS [size=3]Beneath the Alphas are Wardens. They are usually pairs, two males and two females, and may only mate with another Warden. There are four Wardens, each with a specific title and job. [b]The Warden of Life[/b] is responsible for blessing the births of new eggs, keeping an accurate census, and holding the Naming Ceremony for Hatchlings. [b]The Warden of Death[/b] helps the dead pass on to the Night Sky by holding funeral rites, holding vigils for the dead, and honoring the fallen in the Setting Ceremony. He and his apprentices are the only dragons who know where the dead lie. [b]The Warden of Fight[/b] is in charge of any and all warfare involving the Colony. He makes sure that the Builders are not only barring up the Colony's defenses but equipping the fighters with armor and the builders with tools. [b]The Warden of Flight[/b] dictates when the Colony must move on, where to go, and for how long. They are a master flier and can read changes in the wind like no other.[/size][/center] [center][img]https://i.imgur.com/MNjTiRX.png[/img][/center] [center]HEALERS [size=3]After the Wardens come the Healer. Healers may not mate, but there may be multiple Healers depending on the size of the Colony. There is usually one per every 15 or so dragons. The Healer tends to the well-being of the Colony, caring for the sick and the injured. They are also one of the few Nocturne that actually leaves the Catacombs. They do this once a month so that they may replenish their herb store. The Healer is also the most spiritually-connected dragon, often spending their time in meditative states to receive guidance from their Ancestors. [/size][/center] [center][img]https://i.imgur.com/MNjTiRX.png[/img][/center] [center]ELDERS [size=3]The Elders of the Colony are ranked nearly the same as the Healer as they have a representative who is a part of the Guild of Counsel, yet are a completely separate part of the Colony. The older members of the Colony have no real duties and are fed first along with the Mothers and Hatchlings. Elders cannot mate and a dragon will become an Elder at level 25 on their profile page.[/size][/center] [center][img]https://i.imgur.com/MNjTiRX.png[/img][/center] [center]COMMANDERS [size=3]The Commanders are the dragons most skilled in their role. There are six in all, one for each role, obviously. Their job is to assign Apprentices to the dragons working beneath them, ensure the quality of work, and take responsibility for the mistakes of their underlings. Commanders may breed with whoever they choose, so long as they are of the same rank or lower.[/size][/center] [center][img]https://i.imgur.com/MNjTiRX.png[/img][/center] [center]WORKERS [size=3]Beneath them are the Workers of the Colony. There may be any number of these dragons as they make up the majority of the Colony. Each one has its specific role in which they have their daily jobs. They may breed as they wish.[/size][/center]


2WGhNHW.png

-- Welcome to The Colony --



LORE
Darkness was all we knew. We were her children, swaddled in shadows and raised in the inky blackness that was our home. How long had we been there, living by sound and touch rather than sight? Long enough for the eyes of my ancestors to shrink to mere beads.

Most of us have lost our eyes altogether, and those that have retained their vision see through a milky film. Color and movement, those do not escape us, but the beautiful details that make every single thing unique...

Well, there are some of us who believe the Nocturne are better off blind.


xIJyuqy.pngCeizNff.png

The Colony
The Colony is a large group of Nocturne dragons that spend almost their entire lives in the catacombs beneath Sornieth. There are laws and orders that must be obeyed to ensure The Colony's survival. To them, the needs of the many outweigh those of the few.


THE SIGHT


Vial of Tempered Sight
Common Eyes
Dragons born with the Common Eye Type are instead born without eyes. They are entirely blind and rely on their other senses, and each other, to get by. They do not have any magic.
Vial of Uncommon Sight
Uncommon Eyes
Those born with the Uncommon Eye Type are born with vestigial eyes, or eyes that are barely developed. They can see shadows, some colors, and bright lights. They may have minimal magic, but most never develop the skill.
Vial of Unusual Sight
Unusual Eyes
Dragons born with the Unusual Eye Type are what we would consider low-vision seers. Things are a little clearer for them. They might be able to read large print at a close distance and they are closer to their magic than most dragons.
Vial of Rare Sight
Rare+ Eyes
Those born with the Rare Eye Type are born with normal vision. They can see and read clearly and without assistance. They are strong magic users. There are stories of those with eyes rarer than these and the powers that come with them.


HIERARCHY


MNjTiRX.png
ALPHAS
The Alpha Male and Alpha Female lead the Colony in its entirety. Both have equal power over everything. No one is allowed to mate with an Alpha except the other Alpha.
MNjTiRX.png
WARDENS
Beneath the Alphas are Wardens. They are usually pairs, two males and two females, and may only mate with another Warden. There are four Wardens, each with a specific title and job.

The Warden of Life is responsible for blessing the births of new eggs, keeping an accurate census, and holding the Naming Ceremony for Hatchlings.

The Warden of Death helps the dead pass on to the Night Sky by holding funeral rites, holding vigils for the dead, and honoring the fallen in the Setting Ceremony. He and his apprentices are the only dragons who know where the dead lie.

The Warden of Fight is in charge of any and all warfare involving the Colony. He makes sure that the Builders are not only barring up the Colony's defenses but equipping the fighters with armor and the builders with tools.

The Warden of Flight dictates when the Colony must move on, where to go, and for how long. They are a master flier and can read changes in the wind like no other.
MNjTiRX.png
HEALERS
After the Wardens come the Healer. Healers may not mate, but there may be multiple Healers depending on the size of the Colony. There is usually one per every 15 or so dragons. The Healer tends to the well-being of the Colony, caring for the sick and the injured. They are also one of the few Nocturne that actually leaves the Catacombs. They do this once a month so that they may replenish their herb store. The Healer is also the most spiritually-connected dragon, often spending their time in meditative states to receive guidance from their Ancestors.
MNjTiRX.png
ELDERS
The Elders of the Colony are ranked nearly the same as the Healer as they have a representative who is a part of the Guild of Counsel, yet are a completely separate part of the Colony. The older members of the Colony have no real duties and are fed first along with the Mothers and Hatchlings. Elders cannot mate and a dragon will become an Elder at level 25 on their profile page.
MNjTiRX.png
COMMANDERS
The Commanders are the dragons most skilled in their role. There are six in all, one for each role, obviously. Their job is to assign Apprentices to the dragons working beneath them, ensure the quality of work, and take responsibility for the mistakes of their underlings. Commanders may breed with whoever they choose, so long as they are of the same rank or lower.
MNjTiRX.png
WORKERS
Beneath them are the Workers of the Colony. There may be any number of these dragons as they make up the majority of the Colony. Each one has its specific role in which they have their daily jobs. They may breed as they wish.


-- The Rules --


  • Dragons cannot be bought. Only one egg can be bought per month. Donations are allowed, but only one dragon may be received in a month's time. Nocturne Dragons only, please.
  • No scatter scrolls will be allowed.
  • Genes cannot be given to a dragon until they have reached the required level. Primary at level 5. Secondary at level 10. Tertiary at level 15.
  • I may not gather for food, I may only hunt for it in the coliseum.
  • If a Dragon dies in Coli or in this challenge the dragon is exalted, unless they have extra lives or the rules state otherwise. Extra Lives are given to a dragon at certain levels; 5, 10 and 15.
  • If a dragon reaches 25 it becomes an Elder. This dragon is unable to die or be affected by challenges, locking in its job from being taken, however, it cannot battle in the coliseum or breed due to age.
  • When a nest is hatched, flip a coin for each hatchling. Heads, the egg fails to hatch, but tails result in a healthy hatchling.
  • When a dragon reaches level 5, it rolls for its role. Certain mechanics, such as apparel, potions, and Baldwins, are locked until certain roles are acquired. Lives earned are retained through role changes. Daily role tasks may be skipped unless stated otherwise. Role bonuses do not stack.
  • If a dragon from a lower rank reaches 5 levels higher than the leader of the previous rank, they may challenge them for the role by flipping a coin. If a Warden makes it 5 levels above your Alpha, for example, they flip a coin. On heads they challenge the Alpha to take the throne. Roll a 1d4 to see what happens.
    1. Both dragons die in the scuffle. Crown a new Alpha.
    2. The Alpha dies and the challenger is crowned the new Alpha.
    3. The challenging dragon dies and the old Alpha continues their reign.
    4. Respect earned. The challenging dragon and the Alpha earn respect for one another and the challenge is a draw.







-- The Rules --


  • Dragons cannot be bought. Only one egg can be bought per month. Donations are allowed, but only one dragon may be received in a month's time. Nocturne Dragons only, please.
  • No scatter scrolls will be allowed.
  • Genes cannot be given to a dragon until they have reached the required level. Primary at level 5. Secondary at level 10. Tertiary at level 15.
  • I may not gather for food, I may only hunt for it in the coliseum.
  • If a Dragon dies in Coli or in this challenge the dragon is exalted, unless they have extra lives or the rules state otherwise. Extra Lives are given to a dragon at certain levels; 5, 10 and 15.
  • If a dragon reaches 25 it becomes an Elder. This dragon is unable to die or be affected by challenges, locking in its job from being taken, however, it cannot battle in the coliseum or breed due to age.
  • When a nest is hatched, flip a coin for each hatchling. Heads, the egg fails to hatch, but tails result in a healthy hatchling.
  • When a dragon reaches level 5, it rolls for its role. Certain mechanics, such as apparel, potions, and Baldwins, are locked until certain roles are acquired. Lives earned are retained through role changes. Daily role tasks may be skipped unless stated otherwise. Role bonuses do not stack.
  • If a dragon from a lower rank reaches 5 levels higher than the leader of the previous rank, they may challenge them for the role by flipping a coin. If a Warden makes it 5 levels above your Alpha, for example, they flip a coin. On heads they challenge the Alpha to take the throne. Roll a 1d4 to see what happens.
    1. Both dragons die in the scuffle. Crown a new Alpha.
    2. The Alpha dies and the challenger is crowned the new Alpha.
    3. The challenging dragon dies and the old Alpha continues their reign.
    4. Respect earned. The challenging dragon and the Alpha earn respect for one another and the challenge is a draw.





----- -----[center][font=georgia][color=#30203C][size=5]-- The Roles --[/size][/color][/font][/center] ----- ----- When a dragon hatches, roll 1d4 to decide on which Warden they will serve under, then at level 5, roll for their new role. [quote=Those Under the Life Warden][b]1 : Assassin[/b] Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan. [indent]1- The target is killed / minus a life. A new target is selected when no more lives remain. 2- The Assassin failed and was killed. 3- The Target got away. 4- The Target convinces the Assassin not to go through with it and redeems them into your clan.[/indent] [b]2-4 : Alchemist [/b] An Alchemist opens up the ability to use Baldwin's Bubbling Brew as well as the ability to use potions while in battle. Be careful, however! Every time an item is crafted or a potion is used, roll 1d20. On a 1 the crafter/user loses one life! [b]5-6 : Healer[/b] When a dragon dies on a coliseum team with a Healer you can flip a coin and see if you can heal them. Heads, the dragon is too far gone, but with tails rolled, the dragon is saved! Healers may also bless a nest once per month. Pick one hatchling of the nest to survive, regardless of their coin flip. This Healer may not participate in the Coliseum for one week. [b]7 -10: Familiar Caretaker[/b] This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again. Each Familiar Caretake can only train 3 familiars and must reroll their role when they retire. [b]11-15 : Mother [/b] Increase your hatchling's chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted. The Mother buff her own nest. Each Mother may only buff one nest at a time. [b]16-17 : Matchmaker [/b] Matchmakers allow you to match dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted. Matchmakers also allow you to choose who breeds instead of rolling randomly. [b]18-19 : Teacher [/b] Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level. [b]20. Promote - Any[/b] Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens. 1- Both dragons die. 2- The higher-ranking dragon dies and the new dragon replaces them. 3- The challenging dragon dies and the higher-ranking dragon continues their reign. 4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career.[/quote] [quote=Those Under the Death Warden][b]1 : Assassin[/b] Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan. [indent]1- The target is killed / minus a life. A new target is selected when no more lives remain. 2- The Assassin failed and was killed. 3- The Target got away. 4- The Target convinces the Assassin not to go through with it and redeems them into your clan.[/indent] [b]2-4 : Familiar Caretaker[/b] This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again. [b]5-8: Hunter[/b] Unlocks Hunting and Fishing for food! You may roll once per dragon with this role. [b]9-12: Gatherer[/b] Unlocks Insect Catching and Foraging for food! You may roll once per dragon with this role. [b]13-16 : Watcher [/b] The Watchers are the guardsmen of the Colony, they are sworn to protect the Colony at all costs. When an Invasion Event is rolled, flip a coin. If heads, a watcher replaces a dragon of your choice and is killed instead. [b]17-18 : Teacher [/b] Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level. [b]19 : Fortune Teller [/b] A fortune teller can see the future and thus can choose to disregard one Pinkerton pull once per day, resulting in nothing happening. If they use this ability the Fortune Teller flips a coin. On tails they are exalted. [b]20 : Promote[/b] Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens. 1- Both dragons die. 2- The higher-ranking dragon dies and the new dragon replaces them. 3- The challenging dragon dies and the higher-ranking dragon continues their reign. 4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career.[/quote] [quote=Those Under the Fight Warden][b]1 : Assassin[/b] Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan. [indent]1- The target is killed / minus a life. A new target is selected when no more lives remain. 2- The Assassin failed and was killed. 3- The Target got away. 4- The Target convinces the Assassin not to go through with it and redeems them into your clan.[/indent] [b]2-4: Tailor[/b] A Tailor can give one dragon one piece of apparel a day. If you don’t have a tailor you cannot give the kingdom apparel. Apparel must be acquired in coli or alternatively, you can purchase a piece of apparel from the "marketplace"(any apparel in your hoard.) If purchased from the marketplace the tailor has to roll a 1d20 for travel. On a 1 the tailor dies on the journey. [b]5-6 : Knight [/b] These dragons are really strong and get three lives instead of one. They also allow you to pick the dragons you wish to send in Coli instead of picking them at random. Knights can not pick dragons for DEATH STREAKS. [b]7-9 : Familiar Caretaker [/b] This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again. [b]10-15 : Builder [/b] The builders are in charge of creating and maintaining the living structures of the Colony. Each Builder allows for lair expansion +1. [b]16-17 : Blacksmith[/b] The blacksmith provides your dragons with weapons to fight better. If you have a Blacksmith and a Tailor, you can use your Tailor's ability twice a day. [b]18-19 : Teacher [/b] Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level. [b]20 : Promote[/b] Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens. 1- Both dragons die. 2- The higher-ranking dragon dies and the new dragon replaces them. 3- The challenging dragon dies and the higher-ranking dragon continues their reign. 4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career.[/quote] [quote=Those Under the Warden of Flight][b]1 : Assassin[/b] Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan. [indent]1- The target is killed / minus a life. A new target is selected when no more lives remain. 2- The Assassin failed and was killed. 3- The Target got away. 4- The Target convinces the Assassin not to go through with it and redeems them into your clan.[/indent] [b]3-4 : Familiar Caretaker [/b] This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again. [b]5-10 : Scout - Flight[/b] If a Scout is in your coliseum party, you may choose what area you battle in. Scouts cannot choose areas for DEATH STREAKS. [b]11-13 : Researcher[/b] If you have a Researcher and a scout in your Colony, you’ve researched the best route through the first three coliseum areas! Deaths in these areas no longer count unless all your dragons battling faint. Deathstreaks are not affected by librarians. [b]14 : Scribe [/b] Scribes are in charge of documenting Colony lore, including the census. If a dragon rolls a career another dragon possesses already, the dragon can reroll once. [b]15-16 : Ambassador [/b] Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful. 1. Is attacked! Flip a coin. On tails, the Ambassador is exalted / loses a life. 2. Is unsuccessful 3. Is successful! Buy the cheapest Nocturne from the auction house to join your kingdom. 4. Is successful! Buy the Nocturne dragon from the auction house to join your kingdom. [b]17-19 : Teacher[/b] Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level. [b]20 : Promote [/b] Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens. 1- Both dragons die. 2- The higher-ranking dragon dies and the new dragon replaces them. 3- The challenging dragon dies and the higher-ranking dragon continues their reign. 4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career. [/quote]


-- The Roles --


When a dragon hatches, roll 1d4 to decide on which Warden they will serve under, then at level 5, roll for their new role.
Those Under the Life Warden wrote:
1 : Assassin
Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan.
1- The target is killed / minus a life. A new target is selected when no more lives remain.
2- The Assassin failed and was killed.
3- The Target got away.
4- The Target convinces the Assassin not to go through with it and redeems them into your clan.

2-4 : Alchemist
An Alchemist opens up the ability to use Baldwin's Bubbling Brew as well as the ability to use potions while in battle. Be careful, however! Every time an item is crafted or a potion is used, roll 1d20. On a 1 the crafter/user loses one life!

5-6 : Healer
When a dragon dies on a coliseum team with a Healer you can flip a coin and see if you can heal them. Heads, the dragon is too far gone, but with tails rolled, the dragon is saved! Healers may also bless a nest once per month. Pick one hatchling of the nest to survive, regardless of their coin flip. This Healer may not participate in the Coliseum for one week.

7 -10: Familiar Caretaker
This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again. Each Familiar Caretake can only train 3 familiars and must reroll their role when they retire.

11-15 : Mother
Increase your hatchling's chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted. The Mother buff her own nest. Each Mother may only buff one nest at a time.

16-17 : Matchmaker
Matchmakers allow you to match dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted. Matchmakers also allow you to choose who breeds instead of rolling randomly.

18-19 : Teacher
Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level.

20. Promote - Any
Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens.
1- Both dragons die.
2- The higher-ranking dragon dies and the new dragon replaces them.
3- The challenging dragon dies and the higher-ranking dragon continues their reign.
4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career.
Those Under the Death Warden wrote:
1 : Assassin
Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan.
1- The target is killed / minus a life. A new target is selected when no more lives remain.
2- The Assassin failed and was killed.
3- The Target got away.
4- The Target convinces the Assassin not to go through with it and redeems them into your clan.

2-4 : Familiar Caretaker
This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again.

5-8: Hunter
Unlocks Hunting and Fishing for food! You may roll once per dragon with this role.

9-12: Gatherer
Unlocks Insect Catching and Foraging for food! You may roll once per dragon with this role.

13-16 : Watcher
The Watchers are the guardsmen of the Colony, they are sworn to protect the Colony at all costs. When an Invasion Event is rolled, flip a coin. If heads, a watcher replaces a dragon of your choice and is killed instead.

17-18 : Teacher
Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level.

19 : Fortune Teller
A fortune teller can see the future and thus can choose to disregard one Pinkerton pull once per day, resulting in nothing happening. If they use this ability the Fortune Teller flips a coin. On tails they are exalted.

20 : Promote
Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens.
1- Both dragons die.
2- The higher-ranking dragon dies and the new dragon replaces them.
3- The challenging dragon dies and the higher-ranking dragon continues their reign.
4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career.
Those Under the Fight Warden wrote:
1 : Assassin
Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan.
1- The target is killed / minus a life. A new target is selected when no more lives remain.
2- The Assassin failed and was killed.
3- The Target got away.
4- The Target convinces the Assassin not to go through with it and redeems them into your clan.

2-4: Tailor
A Tailor can give one dragon one piece of apparel a day. If you don’t have a tailor you cannot give the kingdom apparel. Apparel must be acquired in coli or alternatively, you can purchase a piece of apparel from the "marketplace"(any apparel in your hoard.) If purchased from the marketplace the tailor has to roll a 1d20 for travel. On a 1 the tailor dies on the journey.

5-6 : Knight
These dragons are really strong and get three lives instead of one. They also allow you to pick the dragons you wish to send in Coli instead of picking them at random. Knights can not pick dragons for DEATH STREAKS.

7-9 : Familiar Caretaker
This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again.

10-15 : Builder
The builders are in charge of creating and maintaining the living structures of the Colony. Each Builder allows for lair expansion +1.

16-17 : Blacksmith
The blacksmith provides your dragons with weapons to fight better. If you have a Blacksmith and a Tailor, you can use your Tailor's ability twice a day.

18-19 : Teacher
Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level.

20 : Promote
Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens.
1- Both dragons die.
2- The higher-ranking dragon dies and the new dragon replaces them.
3- The challenging dragon dies and the higher-ranking dragon continues their reign.
4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career.
Those Under the Warden of Flight wrote:
1 : Assassin
Another Colony hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. Assassins cannot enter the coliseum unless they have been redeemed into your clan.
1- The target is killed / minus a life. A new target is selected when no more lives remain.
2- The Assassin failed and was killed.
3- The Target got away.
4- The Target convinces the Assassin not to go through with it and redeems them into your clan.

3-4 : Familiar Caretaker
This role allows the use of familiars. If a dragon with a familiar dies, you can instead choose to remove that familiar. When this happens, flip a coin; on heads, this dragon cannot take another familiar ever again.

5-10 : Scout - Flight
If a Scout is in your coliseum party, you may choose what area you battle in. Scouts cannot choose areas for DEATH STREAKS.

11-13 : Researcher
If you have a Researcher and a scout in your Colony, you’ve researched the best route through the first three coliseum areas! Deaths in these areas no longer count unless all your dragons battling faint. Deathstreaks are not affected by librarians.

14 : Scribe
Scribes are in charge of documenting Colony lore, including the census. If a dragon rolls a career another dragon possesses already, the dragon can reroll once.

15-16 : Ambassador
Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful.
1. Is attacked! Flip a coin. On tails, the Ambassador is exalted / loses a life.
2. Is unsuccessful
3. Is successful! Buy the cheapest Nocturne from the auction house to join your kingdom.
4. Is successful! Buy the Nocturne dragon from the auction house to join your kingdom.

17-19 : Teacher
Having a teacher allows you to pick two dragons lower level than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower level than the Royal the teacher can instead train the Royal themselves to gain a single level.

20 : Promote
Time to move up in the world! This dragon will challenge its supervisor. The two dragons battle and a 4 sided dice is rolled to see what happens.
1- Both dragons die.
2- The higher-ranking dragon dies and the new dragon replaces them.
3- The challenging dragon dies and the higher-ranking dragon continues their reign.
4- Misunderstanding. They choose not to duel and the higher-ranking dragon allows them to reroll for a career.
----- -----[center][font=georgia][color=#30203C][size=5]-- Events --[/size][/color][/font][/center]----- ----- [b]Daily 1[/b]: Check current dragons with jobs. Some of them have daily things you can do. Remember to roll for assassins and engineers if you have any. [b]Daily 2[/b]: Check nests and roll for any hatchlings in your kingdom. [b]Daily 3[/b]: Pull from Pinkerton and follow the draw of fate for whatever you get! ------[center][size=4][b]Drops of Fate[/b][/center]----- [b]Food: Coliseum time![/b] [indent][b]Plants:[/b] 10 matches [b]Insects:[/b] 20 matches [b]Seafood:[/b] 30 matches [b]Meat:[/b] 40 matches You must select coliseum challengers in your lair using a random number generator unless the Knight role has been unlocked. Then, select the coliseum arena that corresponds to the lowest-level dragon of that group. If you have a Scout in your party, you may choose. If your dragons level up while in an area, you are free to stay there for the whole day. You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate.[/indent] [b]Material / Trinket: Roll for a challenge[/b] Roll a 20-sided die. Your challenge is as follows: [quote=Material / Trinket rolls] [b]1. There’s a scandal (or romance) afoot.[/b] Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your kingdom. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered! [b]2. Til death do us part.[/b] Pick two dragons at random. They are now in a death bond and their fates are bound together. If one gets exalted, so does the other. Death Bonds ignore extra lives. [b]3. Hunting trip.[/b] Choose any three Hunters and enter a coliseum area low enough that they won’t gain XP. Battle 40-50 matches under meat rules. If you do not have three Hunters, you may choose who fills the slots.[list] [*]For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life. [*] If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives. [/list] Roll a 1d6 for each dragon after. If any roll a 1 they lose a life. [b]4. Freeloader.[/b] Some random dragon is hanging around the kingdom. Who is this guy? Grab the cheapest adult level 1 Nocturne off the AH. They join your kingdom. [b]5. Studied the blade[/b] Randomize a number between your lowest and highest-leveled dragons and buy a dragon off of the auction house with that level to join your kingdom. If you don't want to spend treasure, you can simply buy the cheapest dragon off of the auction house and train them yourself using your personal dragons to level it up! [b]6. Quest time+! [/b] Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. During Quests, dragons are invincible and cannot die. [b]7. Quest time![/b] Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. During Quests, dragons are invincible and cannot die. [b]8. The Plague![/b] A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Alpha. On a 1 the dragon loses a life. [b]9. Backstabbing.[/b] Choose a dragon at random who is not the Alpha. Exalt them. Bye. [b]10. Train the Newbies.[/b] Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll. [b]11. I quit.[/b] Choose a dragon at random. That dragon hates their job and quits! They roll for a new career. The Alpha is exempt from this. [b]12. A coup![/b] Roll 3 d20s. If you roll a 1 with any of them then your kingdom has dramatically betrayed your Alphas and you must exalt them. The dragons elect a new pair. Randomize two dragons from your kingdom to become the new Alphas. [b]13. Bloody Duel[/b] Choose two dragons at random, excluding your Alphas. These dragons now fight! Roll a 1d4 for the results.[list] [*]1. The dragons kill each other. [*]2. The first dragon kills the second. [*]3. The second dragon kills the first. [*]4. The dragons kill a random dragon in the crossfire! Randomize a dragon. They are now exalted / lose a life. Flip a coin. If heads, the death of another dragon causes them to stop fighting. If tails, the two dragons continue fighting. reroll the 1d4 and follow the results.[/list] [b]14. Invasion![/b] The Colony is attacked by a rival colony! Roll a 10-sided die for every dragon in your kingdom. On a 1, the dragon loses a life. [b]15. Alpha's Illness[/b] Your Alpha has taken ill. Pick one randomly and roll a 4 sided dice for an event.[list] [*]1. Your Alpha succumbs to horrible sickness and loses a life. A new Alpha is chosen. [*]2. Your Alpha is inflicted with madness! Choose a random dragon and flip a coin. On heads, the Alpha kills them. Flip an additional coin to see if the Alpha is cured of madness. On heads, you target another random dragon. Any tails mean your Alpha snaps out of the madness. [*]3. The Alpha is poisoned! Randomize a dragon for the one who poisoned them. Flip a coin. On heads, the Alpha survives. On tails, the Alpha is killed. If the Alpha survives, flip an additional coin. On heads, they know who poisoned them and has them killed. On tails, the poisoner got away this time. [*]4. Your Alpha's “illness” is they’re sick of being the Alpha. Flip a coin, if heads they choose a successor and step down, rolling for a new career. You choose the next Alpha.[/list] [b]16. The Sacrifice[/b] The 11 are angry with your kingdom and demand a blood sacrifice. Roll for a 1d4 for an event.[list] [*]1. You offer a random dragon as a sacrifice. The 11 are pleased and take the dragon into their care. Choose a dragon at random who is not the Alpha. Regardless of lives, this dragon is exalted. Choose three dragons at random, they each gain an extra life as a blessing. [*]2. You offer a familiar sacrifice. The 11 decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest hatchling from the auction house. [*]3. You offer a drop of Alpha blood as a sacrifice. The 11 are not impressed. Flip a coin, and on tails, they force you to battle under deathstreak rules. On heads, they begrudgingly accept the paltry sacrifice. [*]4. For whatever reason you offer nothing. The 11 are enraged and send a horrible onslaught of disasters. Plagues, earthquakes, floods… Roll an 8-sided die for every dragon in your kingdom. On a 1 the dragon loses a life.[/list] [b]17. Assassin discovered! [/b] Roll a random dragon in your lair, regardless of job or level they now have the job of an Assassin. [i]Yes, your Alpha can be discovered as Assassins.[/i] [b]18. Alpha Quest time![/b] Pick an Alpha and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. If your Alpha is exalted, choose a new Alpha from the remaining Coli party. During Quests, dragons are invincible and cannot die. [b]19. Nature's Gambit.[/b] Take two dragons in coli and level them up once under quest rules. Flip a coin. [indent][u]Heads[/u] - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your kingdom. [u]Tails[/u] - These two dragons lose a life.[/indent] [b ]20. Festival![/b] The kingdom celebrates something of your choosing with a festival! Roll a 4 sided dice for a blessing. [list] [*]1. Your dragons are filled with vigor while celebrating! Randomize 5 dragons, they gain an extra life! [*]2. Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest dragons from the auction house for your kingdom. [*]3. Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in Coli and cannot die/lose lives while you level. [*]4. Your Royal is filled with pride in seeing the kingdom thrive. They gain one extra life.[/quote] [b]Familiars:[/b] Buy the cheapest level 1 Nocturne in the auction house. [b]Apparel:[/b] Romance! Breed two of your dragons. The dragons are chosen at random, unless the Matchmaker has been unlocked. [b]Battle items:[/b] Uh-Oh. Flip a coin and follow the result. [indent][b]Heads [/b]= Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life. [b]Tails[/b] = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.


-- Events --



Daily 1: Check current dragons with jobs. Some of them have daily things you can do. Remember to roll for assassins and engineers if you have any.

Daily 2: Check nests and roll for any hatchlings in your kingdom.

Daily 3: Pull from Pinkerton and follow the draw of fate for whatever you get!
Drops of Fate

Food: Coliseum time!
Plants: 10 matches
Insects: 20 matches
Seafood: 30 matches
Meat: 40 matches

You must select coliseum challengers in your lair using a random number generator unless the Knight role has been unlocked. Then, select the coliseum arena that corresponds to the lowest-level dragon of that group. If you have a Scout in your party, you may choose. If your dragons level up while in an area, you are free to stay there for the whole day. You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate.

Material / Trinket: Roll for a challenge
Roll a 20-sided die. Your challenge is as follows:
Material / Trinket rolls wrote:
1. There’s a scandal (or romance) afoot.
Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your kingdom. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered!

2. Til death do us part.
Pick two dragons at random. They are now in a death bond and their fates are bound together. If one gets exalted, so does the other. Death Bonds ignore extra lives.

3. Hunting trip.
Choose any three Hunters and enter a coliseum area low enough that they won’t gain XP. Battle 40-50 matches under meat rules. If you do not have three Hunters, you may choose who fills the slots.
  • For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life.
  • If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives.
Roll a 1d6 for each dragon after. If any roll a 1 they lose a life.

4. Freeloader.
Some random dragon is hanging around the kingdom. Who is this guy? Grab the cheapest adult level 1 Nocturne off the AH. They join your kingdom.

5. Studied the blade
Randomize a number between your lowest and highest-leveled dragons and buy a dragon off of the auction house with that level to join your kingdom.
If you don't want to spend treasure, you can simply buy the cheapest dragon off of the auction house and train them yourself using your personal dragons to level it up!

6. Quest time+!
Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die.

7. Quest time!
Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die.

8. The Plague!
A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Alpha. On a 1 the dragon loses a life.

9. Backstabbing.
Choose a dragon at random who is not the Alpha. Exalt them. Bye.

10. Train the Newbies.
Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll.

11. I quit.
Choose a dragon at random. That dragon hates their job and quits! They roll for a new career. The Alpha is exempt from this.

12. A coup!
Roll 3 d20s. If you roll a 1 with any of them then your kingdom has dramatically betrayed your Alphas and you must exalt them. The dragons elect a new pair. Randomize two dragons from your kingdom to become the new Alphas.

13. Bloody Duel
Choose two dragons at random, excluding your Alphas. These dragons now fight! Roll a 1d4 for the results.
  • 1. The dragons kill each other.
  • 2. The first dragon kills the second.
  • 3. The second dragon kills the first.
  • 4. The dragons kill a random dragon in the crossfire! Randomize a dragon. They are now exalted / lose a life. Flip a coin. If heads, the death of another dragon causes them to stop fighting. If tails, the two dragons continue fighting. reroll the 1d4 and follow the results.

14. Invasion!
The Colony is attacked by a rival colony! Roll a 10-sided die for every dragon in your kingdom. On a 1, the dragon loses a life.

15. Alpha's Illness
Your Alpha has taken ill. Pick one randomly and roll a 4 sided dice for an event.
  • 1. Your Alpha succumbs to horrible sickness and loses a life. A new Alpha is chosen.
  • 2. Your Alpha is inflicted with madness! Choose a random dragon and flip a coin. On heads, the Alpha kills them. Flip an additional coin to see if the Alpha is cured of madness. On heads, you target another random dragon. Any tails mean your Alpha snaps out of the madness.
  • 3. The Alpha is poisoned! Randomize a dragon for the one who poisoned them. Flip a coin. On heads, the Alpha survives. On tails, the Alpha is killed. If the Alpha survives, flip an additional coin. On heads, they know who poisoned them and has them killed. On tails, the poisoner got away this time.
  • 4. Your Alpha's “illness” is they’re sick of being the Alpha. Flip a coin, if heads they choose a successor and step down, rolling for a new career. You choose the next Alpha.

16. The Sacrifice
The 11 are angry with your kingdom and demand a blood sacrifice. Roll for a 1d4 for an event.
  • 1. You offer a random dragon as a sacrifice. The 11 are pleased and take the dragon into their care. Choose a dragon at random who is not the Alpha. Regardless of lives, this dragon is exalted. Choose three dragons at random, they each gain an extra life as a blessing.
  • 2. You offer a familiar sacrifice. The 11 decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest hatchling from the auction house.
  • 3. You offer a drop of Alpha blood as a sacrifice. The 11 are not impressed. Flip a coin, and on tails, they force you to battle under deathstreak rules. On heads, they begrudgingly accept the paltry sacrifice.
  • 4. For whatever reason you offer nothing. The 11 are enraged and send a horrible onslaught of disasters. Plagues, earthquakes, floods… Roll an 8-sided die for every dragon in your kingdom. On a 1 the dragon loses a life.

17. Assassin discovered!
Roll a random dragon in your lair, regardless of job or level they now have the job of an Assassin. Yes, your Alpha can be discovered as Assassins.

18. Alpha Quest time!
Pick an Alpha and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. If your Alpha is exalted, choose a new Alpha from the remaining Coli party.
During Quests, dragons are invincible and cannot die.

19. Nature's Gambit.
Take two dragons in coli and level them up once under quest rules.
Flip a coin.
Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your kingdom.
Tails - These two dragons lose a life.

20. Festival!
The kingdom celebrates something of your choosing with a festival! Roll a 4 sided dice for a blessing.
  • 1. Your dragons are filled with vigor while celebrating! Randomize 5 dragons, they gain an extra life!
  • 2. Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest dragons from the auction house for your kingdom.
  • 3. Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in Coli and cannot die/lose lives while you level.
  • 4. Your Royal is filled with pride in seeing the kingdom thrive. They gain one extra life.

Familiars: Buy the cheapest level 1 Nocturne in the auction house.

Apparel: Romance! Breed two of your dragons. The dragons are chosen at random, unless the Matchmaker has been unlocked.

Battle items: Uh-Oh. Flip a coin and follow the result.
Heads = Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life.
Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.
----- -----[center][font=georgia][color=#30203C][size=5]-- The Colony --[/size][/color][/font][/center] ----- ----- [quote][center][size=4] Monarch Female: [url=https://www1.flightrising.com/dragon/66635828]Asche lvl 5[/url] x [url=https://www1.flightrising.com/dragon/66914502]Ayin lvl 6[/url] :Monarch Male [/size] [size=3]Life: [url=https://www1.flightrising.com/dragon/69836579]Petras lvl 1[/url] || Death: [url=https://www1.flightrising.com/dragon/69836580]Meuse lvl 1[/url] || Fight: [url=https://www1.flightrising.com/dragon/70536568]Toras lvl 4[/url] || Flight: [url=https://www1.flightrising.com/dragon/70536566]Farain lvl 4 [/url] [url=https://www1.flightrising.com/dragon/67344141][ Finche lvl 1 ][/url] [url=https://www1.flightrising.com/dragon/70536567][ Adelrim lvl 4 ][/url] [url=https://www1.flightrising.com/dragon/70347619] [Ilona lvl 1 ][/url] [url=https://www1.flightrising.com/dragon/70347626][ Lornn lvl 1 ][/url] [/size][/center][/quote]


-- The Colony --


----- -----[center][font=georgia][color=#30203C][size=5]-- Day One --[/size][/color][/font][/center] ----- ----- Pulling from Crim's Collection Cart to get things going: [center][item=Hypnotic Scallop][item=ashmane cat][item=scroll case][item=shining might fragment][item=solidified sludge][/center] [quote=Hypnotic Scallop - Seafood] The Team: [url=https://www1.flightrising.com/dragon/70536567][ Adelrim ][/url] [url=https://www1.flightrising.com/dragon/70536566][ Farain ][/url] [url=https://www1.flightrising.com/dragon/70536568][ Toras ][/url] - 30 Matches @ Training Grounds Results: Party Lvl 1 > 4 [item=minor health potion][item=dark bolt] [/quote] [quote=Ashmane Cat - Meat]The Team: [url=https://www1.flightrising.com/dragon/66635828][ Asche ][/url] [url=https://www1.flightrising.com/dragon/66914502][ Ayin ][/url] [url=https://www1.flightrising.com/dragon/69836580][ Meuse ][/url] - 40 Matches @ Training Grounds Results: Party Lvl 1 > 4 [item=bluelight chipskink][item=envenom] [/quote] [quote=Scroll Case - Trinket] [b]19. Nature's Gambit.[/b] Take two dragons in coli and level them up once under quest rules. Flip a coin. [indent]Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your kingdom. Tails - These two dragons lose a life.[/indent] Team: [url=https://www1.flightrising.com/dragon/70347619][ Ilona ][/url] [url=https://www1.flightrising.com/dragon/70347626][ Lornn ][/url] - Until Level Up Results: Ilona - 1 (-1 Life) | Lornn - 6 Coin Flip: Heads - Welcome [url=https://www1.flightrising.com/dragon/70347610]Roisin[/url] and [url=https://www1.flightrising.com/dragon/70347612]Mynell[/url]![/quote] [quote=Shining Might Fragment - Battle Item][b]Battle items: Uh-Oh. Flip a coin and follow the result.[/b] Heads = Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life. Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies. Coin Flip: Tails Team: [url=https://www1.flightrising.com/dragon/70347612][ Mynell ][/url] [url=https://www1.flightrising.com/dragon/70347610][ Roisin ][/url] [url=https://www1.flightrising.com/dragon/70536567][ Adelrim ][/url] - 10 Matches @ Woodland Path Result: [url=https://www1.flightrising.com/dragon/70347610]Roisin[/url] -1 life [/quote] [quote=Solidified Sludge - Material]3. Hunting trip. Choose any three Hunters and enter a coliseum area low enough that they won’t gain XP. Battle 40 matches under meat rules. If you do not have three Hunters, you may choose who fills the slots. For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life. If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives. Roll a 1d6 for each dragon after. If any roll a 1 they lose a life. Team: [url=https://www1.flightrising.com/dragon/66635828][ Asche ][/url] [url=https://www1.flightrising.com/dragon/69836580][ Meuse ][/url] [url=https://www1.flightrising.com/dragon/70536567][ Adelrim ][/url] - 40 Matches @ Training Grounds Results: +1 Life to Asche Dice Rolls: 3, 5, 5 [item=shock bolt][/quote]


-- Day One --


Pulling from Crim's Collection Cart to get things going:
Hypnotic Scallop Ashmane Cat Scroll Case Shining Might Fragment Solidified Sludge
Hypnotic Scallop - Seafood wrote:
The Team: [ Adelrim ] [ Farain ] [ Toras ] - 30 Matches @ Training Grounds
Results: Party Lvl 1 > 4
Minor Health Potion Dark Bolt
Ashmane Cat - Meat wrote:
The Team: [ Asche ] [ Ayin ] [ Meuse ] - 40 Matches @ Training Grounds
Results: Party Lvl 1 > 4
Bluelight Chipskink Envenom
Scroll Case - Trinket wrote:
19. Nature's Gambit.
Take two dragons in coli and level them up once under quest rules.
Flip a coin.
Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your kingdom.
Tails - These two dragons lose a life.
Team: [ Ilona ] [ Lornn ] - Until Level Up
Results: Ilona - 1 (-1 Life) | Lornn - 6
Coin Flip: Heads - Welcome Roisin and Mynell!
Shining Might Fragment - Battle Item wrote:
Battle items: Uh-Oh. Flip a coin and follow the result.
Heads = Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life.
Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.
Coin Flip: Tails
Team: [ Mynell ] [ Roisin ] [ Adelrim ] - 10 Matches @ Woodland Path
Result: Roisin -1 life
Solidified Sludge - Material wrote:
3. Hunting trip.
Choose any three Hunters and enter a coliseum area low enough that they won’t gain XP. Battle 40 matches under meat rules. If you do not have three Hunters, you may choose who fills the slots.
For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life.
If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives.
Roll a 1d6 for each dragon after. If any roll a 1 they lose a life.
Team: [ Asche ] [ Meuse ] [ Adelrim ] - 40 Matches @ Training Grounds
Results: +1 Life to Asche
Dice Rolls: 3, 5, 5
Shock Bolt
----- -----[center][font=georgia][color=#30203C][size=5]-- Day Two --[/size][/color][/font][/center] ----- ----- [center][item=battered book of fables][item=armored catfish][item=aquatic might fragment][item=brown bat][item=birch club][/center] [quote=Battered Book of Fables - Material]8. The Plague! A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Alpha. On a 1 the dragon loses a life. Results: - [url=https://www1.flightrising.com/dragon/66635828]Asche[/url] : 7 - [url=https://www1.flightrising.com/dragon/66914502]Ayin[/url] : 2 - [url=https://www1.flightrising.com/dragon/69836579]Petras[/url] : 4 - [url=https://www1.flightrising.com/dragon/69836580]Mause[/url] : 10 - [url=https://www1.flightrising.com/dragon/70536568]Toras[/url] : 9 - [url=https://www1.flightrising.com/dragon/70536566]Farain[/url] : 7 - [url=https://www1.flightrising.com/dragon/67344141]Finche[/url] : 8 - [url=https://www1.flightrising.com/dragon/70536567]Adelrim[/url] : 10 - [url=https://www1.flightrising.com/dragon/70347626]Lornn[/url] : 6 - [url=https://www1.flightrising.com/dragon/70347612]Mynell[/url] : 10[/quote] [quote=Armored Catfish - Seafood]The Team: [url=https://www1.flightrising.com/dragon/67344141][ Finche ][/url] [url=https://www1.flightrising.com/dragon/69836579][ Petras ][/url] [url=https://www1.flightrising.com/dragon/69836580][ Meuse ][/url] - 30 Matches @ Training Grounds Results: Finche and Petras Lvl 1 > 4[/quote] [quote=Aquatic Might Fragment - Battle Item]Battle items: Uh-Oh. Flip a coin and follow the result. Heads = Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life. Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies. Coin Flip: Heads Results: - [url=https://www1.flightrising.com/dragon/66635828]Asche[/url] : 5 - [url=https://www1.flightrising.com/dragon/66914502]Ayin[/url] : 6 - [url=https://www1.flightrising.com/dragon/69836579]Petras[/url] : 1 - [url=https://www1.flightrising.com/dragon/69836580]Mause[/url] : 5 - [url=https://www1.flightrising.com/dragon/70536568]Toras[/url] : 5 - [url=https://www1.flightrising.com/dragon/70536566]Farain[/url] : 5 - [url=https://www1.flightrising.com/dragon/67344141]Finche[/url] : 5 - [url=https://www1.flightrising.com/dragon/70536567]Adelrim[/url] : 1 - [url=https://www1.flightrising.com/dragon/70347626]Lornn[/url] : 2 - [url=https://www1.flightrising.com/dragon/70347612]Mynell[/url] : 3[/quote] [quote=Brown Bat - Meat]The Team: [ Farain ] [ Finche ] [ Toras ] - 40 Matches @ Woodland Path Results: Party Lvl 4 > 6 [item=might fragment][item=minor health potion][/quote] [quote=Birch Club - Apparel]Apparel: Romance! Breed two of your dragons. The dragons are chosen at random, unless the Matchmaker has been unlocked. [img]https://i.imgur.com/eGKY2Gv.png[/img][/quote]


-- Day Two --


Battered Book of Fables Armored Catfish Aquatic Might Fragment Brown Bat Birch Club
Battered Book of Fables - Material wrote:
8. The Plague!
A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Alpha. On a 1 the dragon loses a life.
Results:
- Asche : 7
- Ayin : 2
- Petras : 4
- Mause : 10
- Toras : 9
- Farain : 7
- Finche : 8
- Adelrim : 10
- Lornn : 6
- Mynell : 10
Armored Catfish - Seafood wrote:
The Team: [ Finche ] [ Petras ] [ Meuse ] - 30 Matches @ Training Grounds
Results: Finche and Petras Lvl 1 > 4
Aquatic Might Fragment - Battle Item wrote:
Battle items: Uh-Oh. Flip a coin and follow the result.
Heads = Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life.
Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.
Coin Flip: Heads
Results:
- Asche : 5
- Ayin : 6
- Petras : 1
- Mause : 5
- Toras : 5
- Farain : 5
- Finche : 5
- Adelrim : 1
- Lornn : 2
- Mynell : 3
Brown Bat - Meat wrote:
The Team: [ Farain ] [ Finche ] [ Toras ] - 40 Matches @ Woodland Path
Results: Party Lvl 4 > 6
Might Fragment Minor Health Potion
Birch Club - Apparel wrote:
Apparel: Romance! Breed two of your dragons. The dragons are chosen at random, unless the Matchmaker has been unlocked.
eGKY2Gv.png
----- -----[center][font=georgia][color=#30203C][size=5]-- Day Three --[/size][/color][/font][/center] ----- ----- [center][item=Giant Darner][item=disorient][item=uaru][item=red-winged owlcat][item=drywood termite][/center] [quote=Giant Darner - Insect]The Team [url=https://www1.flightrising.com/dragon/70347626][ Lornn ][/url] [url=https://www1.flightrising.com/dragon/70347612][ Mynell ][/url] [url=https://www1.flightrising.com/dragon/69836580][ Meuse ][/url] - 20 Matches @ Training Grounds Results: Lornn and Mynell Lvl. 2 > 3[/quote] [quote=Disorient - Battle Item]The Team: Battle items: Uh-Oh. Flip a coin and follow the result. Heads = Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life. Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies. Coin Flip: Heads Results: - [url=https://www1.flightrising.com/dragon/66635828]Asche[/url] : 4 - [url=https://www1.flightrising.com/dragon/66914502]Ayin[/url] : 5 - [url=https://www1.flightrising.com/dragon/69836580]Meuse[/url] : 7 - [url=https://www1.flightrising.com/dragon/70536568]Toras[/url] : 6 - [url=https://www1.flightrising.com/dragon/70536566]Farain[/url] : 6 - [url=https://www1.flightrising.com/dragon/67344141]Finche[/url] : 4 - [url=https://www1.flightrising.com/dragon/70347626]Lornn[/url] : 6 - [url=https://www1.flightrising.com/dragon/70347612]Mynell[/url] : 3[/quote] [quote=Uaru - Seafood]The Team [url=https://www1.flightrising.com/dragon/66914502][ Ayin ][/url] [url=https://www1.flightrising.com/dragon/67344141][ Finche ][/url] [url=https://www1.flightrising.com/dragon/69836580][ Meuse ][/url] - 30 Matches @ Woodland Path Results: Ayin Lvl. 5 > 6 | Finche & Meuse Lvl. 6 > 7[/quote] [quote=Red-Winged Owlcat - Familiar]Familiars: Buy the cheapest level 1 Nocturne in the auction house. An orphaned hatchling was found! Everyone, meet: [url=https://www1.flightrising.com/dragon/88311111]Corrin![/url][/quote] [quote=Drywood Termite - Insect]The Team [url=https://www1.flightrising.com/dragon/67344141][ Finche ][/url] [url=https://www1.flightrising.com/dragon/70347612][ Mynell ][/url] [url=https://www1.flightrising.com/dragon/70536566][ Farain ][/url] - 20 Matches @ Training Grounds Results: No Changes [/quote]


-- Day Three --


Giant Darner Disorient Uaru Red-Winged Owlcat Drywood Termite
Giant Darner - Insect wrote:
The Team
[ Lornn ] [ Mynell ] [ Meuse ] - 20 Matches @ Training Grounds
Results: Lornn and Mynell Lvl. 2 > 3
Disorient - Battle Item wrote:
The Team: Battle items: Uh-Oh. Flip a coin and follow the result.
Heads = Rival Colony Attack. Your rivals attack your kingdom in a full onslaught!!! Roll a 1d8 for every dragon including your Alphas. Any dragon who rolls a 1 loses a life.
Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragon level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.
Coin Flip: Heads
Results:
- Asche : 4
- Ayin : 5
- Meuse : 7
- Toras : 6
- Farain : 6
- Finche : 4
- Lornn : 6
- Mynell : 3
Uaru - Seafood wrote:
The Team
[ Ayin ] [ Finche ] [ Meuse ] - 30 Matches @ Woodland Path
Results: Ayin Lvl. 5 > 6 | Finche & Meuse Lvl. 6 > 7
Red-Winged Owlcat - Familiar wrote:
Familiars: Buy the cheapest level 1 Nocturne in the auction house.

An orphaned hatchling was found! Everyone, meet: Corrin!
Drywood Termite - Insect wrote:
The Team
[ Finche ] [ Mynell ] [ Farain ] - 20 Matches @ Training Grounds
Results: No Changes
----- -----[center][font=georgia][color=#30203C][size=5]-- Day Four --[/size][/color][/font][/center] ----- ----- [center][quote]Ayin and Asche's eggs have hatched! [url=https://www1.flightrising.com/dragon/88852050]Stelt[/url] did not make it, sadly, but the Colony eagerly welcomes their newest member, [url=https://www1.flightrising.com/dragon/88852051]Mayel[/url]![/quote][/center] [center][item=Gladekeeper Topiary Cutting][item=Antique Oil Lamp][item=Shining Feather Cluster][item=Incognizable Paper Statement][item=Blue Bill][/center] [quote=Gladekeeper Topiary Cutting - Trinket]6. Quest time+! Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. During Quests, dragons are invincible and cannot die. The Adventuring Party: [url=https://www1.flightrising.com/dragon/69836580][ Meuse ][/url] [url=https://www1.flightrising.com/dragon/70347626][ Lornn ][/url] [url=https://www1.flightrising.com/dragon/88311111][ Corrin ][/url] - Meuse - 7 -> 8 - Lornn - 3 -> 5 - Corrin - 1 -> 5 No deaths![/quote] [quote=Promotions!]Lornn has reached level 5 and has been given the Scribe career! Corrin has reached level 5 and has been given the Teacher career![/quote] [quote=Antique Oil Lamp - Trinket]10. Train the Newbies. Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll. [url=https://www1.flightrising.com/dragon/70347612][ Mynell ][/url] - 3 -> 4 [url=https://www1.flightrising.com/dragon/88852051][ Mayel ][/url] - 1 -> 2[/quote] [quote=Shining Feather Cluster - Material]1. There’s a scandal (or romance) afoot. Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your kingdom. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered! [img]https://i.imgur.com/y1AuVCE.png[/img][/quote] [quote=Incognizable Paper Statement - Trinket]19. Nature's Gambit. Take two dragons in coli and level them up once under quest rules. Flip a coin. Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your kingdom. Tails - These two dragons lose a life. [url=https://www1.flightrising.com/dragon/69836580][ Meuse ][/url] - 8 -> 9 [url=https://www1.flightrising.com/dragon/70536566][ Farain ][/url] - 6 -> 7 Heads! [url=https://www1.flightrising.com/dragon/70347622]Della[/url] and [url=https://www1.flightrising.com/dragon/70347633]Karyu[/url] were found by the two and brought back to the Colony![/quote] [quote=Blue Bill - Material]18. Alpha Quest time! Pick an Alpha and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. If your Alpha is exalted, choose a new Alpha from the remaining Coli party. During Quests, dragons are invincible and cannot die. The Adventuring Party: [ [url=https://www1.flightrising.com/dragon/66635828]Asche[/url] ] [ [url=https://www1.flightrising.com/dragon/70536568]Toras[/url] ] [ [url=https://www1.flightrising.com/dragon/70347633]Karyu[/url] ] - Asche: 5 > 6 - Toras: 6 > 7 - Karyu: 1 > 2[/quote]


-- Day Four --


Quote:
Ayin and Asche's eggs have hatched! Stelt did not make it, sadly, but the Colony eagerly welcomes their newest member, Mayel!
Gladekeeper Topiary Cutting Antique Oil Lamp Shining Feather Cluster Incognizable Paper Statement Blue Bill
Gladekeeper Topiary Cutting - Trinket wrote:
6. Quest time+!
Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die.

The Adventuring Party:
[ Meuse ] [ Lornn ] [ Corrin ]

- Meuse - 7 -> 8
- Lornn - 3 -> 5
- Corrin - 1 -> 5

No deaths!
Promotions! wrote:
Lornn has reached level 5 and has been given the Scribe career!
Corrin has reached level 5 and has been given the Teacher career!
Antique Oil Lamp - Trinket wrote:
10. Train the Newbies.
Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll.

[ Mynell ] - 3 -> 4
[ Mayel ] - 1 -> 2
Shining Feather Cluster - Material wrote:
1. There’s a scandal (or romance) afoot.
Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your kingdom. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered!

y1AuVCE.png
Incognizable Paper Statement - Trinket wrote:
19. Nature's Gambit.
Take two dragons in coli and level them up once under quest rules.
Flip a coin.
Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your kingdom.
Tails - These two dragons lose a life.

[ Meuse ] - 8 -> 9
[ Farain ] - 6 -> 7

Heads! Della and Karyu were found by the two and brought back to the Colony!
Blue Bill - Material wrote:
18. Alpha Quest time!
Pick an Alpha and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. If your Alpha is exalted, choose a new Alpha from the remaining Coli party.
During Quests, dragons are invincible and cannot die.

The Adventuring Party:
[ Asche ] [ Toras ] [ Karyu ]

- Asche: 5 > 6
- Toras: 6 > 7
- Karyu: 1 > 2
----- -----[center][font=georgia][color=#30203C][size=5]-- Day Five --[/size][/color][/font][/center] ----- ----- [quote=Updates][LIST] [*] [url=https://www1.flightrising.com/dragon/70347633]Karyu[/url] has been promoted to Researcher! [*] [url=https://www1.flightrising.com/dragon/88311111]Corrin[/url], our teacher, is training [url=https://www1.flightrising.com/dragon/70347612]Mynell[/url] and [url=https://www1.flightrising.com/dragon/88852051]Mayell[/url] today! [*] [url=https://www1.flightrising.com/dragon/70347612]Mynell[/url] has been promoted to Mother! [/LIST] [/quote] [center][item=Ruby-Throated Hummingbird][item=Clown Hippocamp Spines][item=Firebrand Tungsten][item=Zephyr Might Fragment][item=Brilliant Primary Feathers][/center] [quote=Ruby-Throated Hummingbird - Meat][/quote] [quote=Clown Hippocamp Spines - Material][/quote] [quote=Firebrand Tungsten - Material][/quote] [quote=Zephyr Might Fragment - Battle][/quote] [quote=Brilliant Primary Feathers - Material][/quote]


-- Day Five --


Updates wrote:
Ruby-Throated Hummingbird Clown Hippocamp Spines Firebrand Tungsten Zephyr Might Fragment Brilliant Primary Feathers
Ruby-Throated Hummingbird - Meat wrote:
Clown Hippocamp Spines - Material wrote:
Firebrand Tungsten - Material wrote:
Zephyr Might Fragment - Battle wrote:
Brilliant Primary Feathers - Material wrote: