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Quests, Challenges, and Festival games.
TOPIC | [Kingdomlocke] The Gaerdians
[center][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_3229643]Table of Contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925684]Kingdom[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925690]Challenge Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925692]Rolls of Fate[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925694]Jobs[/url][/center] ----- [center][img]https://www1.flightrising.com/static/layout/lair_icons/56.png[/img] [size=7][font=georgia][i]THE GAERDIANS[/i][/font][/size] [font=book antiqua]During the Changing of the Winds, a coalition of warriors was dispatched to restore the Aergate in a time of crisis. These dragons earned the title of Gaerdians, the group which now serves the far reaches of Sornieth, traveling far upon the magical winds of the Aergate to protect, fight, train, relocate and rebuild.[/font] [columns][center][img]https://dl.dropboxusercontent.com/s/7g81ucxbureqyrs/windvs1.png[/img][/center] [nextcol][center]----- [size=6][font=georgia][color=gray]Table of Contents[/color][/font][/size] [i]challenge officially begun: April 13th, 2023[/i] [color=transparent]_______________________________________________________________[/color] [nextcol][center][img]https://dl.dropboxusercontent.com/s/7g81ucxbureqyrs/windvs1.png[/img][/center] [/columns][/center] [columns][list] [*][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925750]Prelude - Aergate[/url] [*][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53960479]Chapter 1[/url] [*][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_54091780]Chapter 2[/url] [/list][/columns] [center][size=2][url=https://www1.flightrising.com/lair/291565/2049897/1]Kingdomlocke Lair Tab[/url] | [url=https://www1.flightrising.com/forums/qnc/3102226#post_3102226]2.0 Kingdomlocke Thread[/url] | [url=https://www1.flightrising.com/forums/qnc/3138836/1]Previous Kingdomlocke[/url][/size] [img]https://i.imgur.com/Zw7tF29.png[/img] [size=2]Feel free to comment on or follow this thread for updates! You may also use the rules in the way that I've edited them, which is to add more practical jobs that have influences on rolls, more variation/options in events, and alternatives to IRL daily rolls. If anyone is actually invested in the storyline, I can even make a pinglist. [i](I'd also recommend you not look at the 'Kingdom' post if you want to completely avoid dragon death spoilers...)[/i] [/size][/center]

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THE GAERDIANS

During the Changing of the Winds, a coalition of warriors was dispatched to restore the Aergate in a time of crisis. These dragons earned the title of Gaerdians, the group which now serves the far reaches of Sornieth, traveling far upon the magical winds of the Aergate to protect, fight, train, relocate and rebuild.
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Table of Contents
challenge officially begun: April 13th, 2023


_______________________________________________________________
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Kingdomlocke Lair Tab | 2.0 Kingdomlocke Thread | Previous Kingdomlocke

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Feel free to comment on or follow this thread for updates! You may also use the rules in the way that I've edited them, which is to add more practical jobs that have influences on rolls, more variation/options in events, and alternatives to IRL daily rolls.

If anyone is actually invested in the storyline, I can even make a pinglist. (I'd also recommend you not look at the 'Kingdom' post if you want to completely avoid dragon death spoilers...)
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[center][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_3229643]Table of Contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925684]Kingdom[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925690]Challenge Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925692]Rolls of Fate[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925694]Jobs[/url][/center] ----- [columns][center][img]https://dl.dropboxusercontent.com/s/79q1jj10d4v59g7/windanim1.gif[/img] [img]https://dl.dropboxusercontent.com/s/2623e2f92xw1s9r/windv2.png[/img][/center] [nextcol][url=https://www1.flightrising.com/dragon/75778747][img]https://www1.flightrising.com/rendern/350/757788/75778747_350.png[/img][/url] [nextcol][center][img]https://dl.dropboxusercontent.com/s/79q1jj10d4v59g7/windanim1.gif[/img] [img]https://dl.dropboxusercontent.com/s/2623e2f92xw1s9r/windv2.png[/img][/center][/columns] [center][emoji=gust size=1] [font=georgia][size=5][u]Essence, the Current Commander[/u][/size][/font] [emoji=gust size=1] [i]Commanding since: Day 1[/i][/center] [columns][center][url=http://flightrising.com/main.php?dragon=85469192][img]http://flightrising.com/rendern/avatars/854692/85469192.png[/img][/url] [u][i]Dairo[/i][/u][/center] [nextcol][center][url=http://flightrising.com/main.php?dragon=85469196][img]http://flightrising.com/rendern/avatars/854692/85469196.png[/img][/url] [u][i]Ziva[/i][/u][/center] [nextcol][center][url=http://flightrising.com/main.php?dragon=85592825][img]http://flightrising.com/rendern/avatars/855929/85592825.png[/img][/url] [u][i]Pizzicato[/i][/u][/center][/columns] ----- [columns][url=https://www1.flightrising.com/forums/cc/2088969][img]https://68.media.tumblr.com/76aa744b59c99c950930cc20d83ef713/tumblr_inline_ohfczvOoQU1tfmvub_540.png[/img][/url] [nextcol][size=7][font=georgia]THE FALLEN[/font][/size] Their spirits are carried on the breeze. [color=gray][i]Ordered most recent first. "Deceased" dragons may be gifted to friends, sold for cheap on the AH, or trained up as kites rather than exalted immediately.[/i][/color] [/columns] [b]Commanders[/b] --- [b]Kingdomgoers[/b] [columns][url=http://flightrising.com/main.php?dragon=84378456][img]http://flightrising.com/rendern/avatars/843785/84378456.png[/img][/url] [nextcol][u]Daenara[/u] [i](She/Her)[/i] Kingdomgoer | Level 3 Joined on Day 1 | Died on Day 3 [i]Died after a duel with Prized, after she discovered that he killed Sera. Was Soul-Bonded to him, and that combined with her wounds bested her.[/i] [/columns] [columns][url=http://flightrising.com/main.php?dragon=80312987][img]http://flightrising.com/rendern/avatars/803130/80312987.png[/img][/url] [nextcol][u]Prized[/u] [i](He/Him)[/i] Assassin | Level 6 Joined on Day 1 | Died on Day 3 [i]Killed in duel by Daenara after she found out that he killed Sera.[/i] [/columns] [columns][url=http://flightrising.com/main.php?dragon=85234697][img]http://flightrising.com/rendern/avatars/852347/85234697.png[/img][/url] [nextcol][u]Sera[/u] [i](She/Her)[/i] Tailor | Level 5 Joined on Day 1 | Died on Day 3 [i]Killed by Prized the Assassin[/i] [/columns] [b]Hatchlings[/b] [url=http://flightrising.com/main.php?dragon=85536338][img]http://flightrising.com/rendern/portraits/855364/85536338p.png[/img][/url][url=http://flightrising.com/main.php?dragon=85536339][img]http://flightrising.com/rendern/portraits/855364/85536339p.png[/img][/url][url=http://flightrising.com/main.php?dragon=85623465][img]http://flightrising.com/rendern/portraits/856235/85623465p.png[/img][/url][url=http://flightrising.com/main.php?dragon=85623466][img]http://flightrising.com/rendern/portraits/856235/85623466p.png[/img][/url]

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Essence, the Current Commander
Commanding since: Day 1

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Dairo
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Ziva
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Pizzicato


tumblr_inline_ohfczvOoQU1tfmvub_540.png THE FALLEN
Their spirits are carried on the breeze.

Ordered most recent first. "Deceased" dragons may be gifted to friends, sold for cheap on the AH, or trained up as kites rather than exalted immediately.

Commanders

---

Kingdomgoers
84378456.png Daenara (She/Her)
Kingdomgoer | Level 3
Joined on Day 1 | Died on Day 3

Died after a duel with Prized, after she discovered that he killed Sera. Was Soul-Bonded to him, and that combined with her wounds bested her.

80312987.png Prized (He/Him)
Assassin | Level 6
Joined on Day 1 | Died on Day 3

Killed in duel by Daenara after she found out that he killed Sera.

85234697.png Sera (She/Her)
Tailor | Level 5
Joined on Day 1 | Died on Day 3

Killed by Prized the Assassin

Hatchlings

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[center][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_3229643]Table of Contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925684]Kingdom[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925690]Challenge Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925692]Rolls of Fate[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925694]Jobs[/url][/center] ----- [center][img]https://flightrising.com/dropbox/wind_contest2.png[/img] [size=7][font=georgia]CHALLENGE RULES[/font][/size] The original rules for this challenge can be found in the [url=https://www1.flightrising.com/forums/qnc/3102226#post_3102226]Kingdomlocke 2.0 Thread![/url] I've tweaked a lot of the rules and jobs for myself - you're also free to use this edited version if you'd like.[/center] [LIST] [*]The challenge starts with 3 level 1 adult dragons who are ready to nest. One is randomly selected to be the first Commander. [*]You draw a Pinkerton pull to decide your dragons' fates and the events that occur. Your dragons pick up roles as they level. Some roles include extra dailies that can help or harm your clan. [*]You’re encouraged to write lore or at least small story-bite updates to build dragons' personalities and have more fun. [/LIST] [quote][center][emoji=d20 size=1][size=5][font=georgia]DAILIES[/font][/size][emoji=d20 size=1][/center][list] [*][b]Check current dragons with jobs for dailies.[/b] Roll for Assassins and Engineers if you have any. [*][b]Nest your Commander if able, incubate any eggs, and roll for hatchling survival.[/b] [*][b]Pull from Pinkerton[/b] and roll for your dragons' fates.[/list][/quote] [left][LIST] [*][b]If a Dragon dies in Coli or in this challenge the dragon is exalted,[/b] unless they have any extra lives or the rules state otherwise. [*][b]If a dragon reaches level 10, 15 or 20, they gain an extra life from experience.[/b] If your kingdom has a [b]Doctor[/b], a dragon that reaches level 20 gains two extra lives instead. [*][b]If a dragon reaches level 25 it "retires."[/b] This dragon is unable to be killed or be affected by challenges, locking in its role and becoming a permanent member of your kingdom. They can be chosen for hunting trips or training low-level dragons, but cannot participate in other events including usual coli runs or death streaks. Only once a dragon reaches level 25 can you apply breed/gene/etc scrolls to them. [*][b]Names are generated randomly without a naming scribe in your kingdom.[/b] A Scribe can provide new names to both old and new dragons. [*][b]You cannot use genes or apparel on any dragon without the appropriate Tailor / Alchemist roles.[/b] If you pick up a gene or apparel in the coliseum, it can be given or used right away to any dragon in your Kingdom. You may change battle stones at any time. [*][b]You must flip a coin for each Kingdomlocke egg hatched.[/b] [indent]Heads = Healthy Tails = Exalted Once a hatchling grows into an adult, roll 3d12. If any are a 1, the hatchling didn't survive until adulthood.[/indent] [*][b]If an egg drops for a Kingdomlocke Coliseum team, the resulting dragon is considered part of the Kingdomlocke.[/b] Since eggs are rare drops, nest and hatchling rules are not applied and the hatchling is guaranteed survival until adulthood. [*][b]When a dragon reaches level 5, they roll for a job.[/b] More than one dragon can have the same role, but the [b]job rules do not double or stack.[/b] For example: Two Tailors do not equal two apparel a day. [*][b]If a dragon changes jobs through a challenge, they keep any lives they have gained from their past jobs.[/b] [*][b]Except for the Assassin and Engineer, you don’t have to do dragon jobs daily.[/b] [*]If your Commander is the only dragon left in your kingdom, you may use your personal dragons during coli battles until you obtain more dragons. [*][b]If any dragon makes it to 5 levels above your Commander, they flip a coin.[/b] On heads, nothing happens. On tails, they [u]challenge the Commander[/u] to gain the authoritative rank. Roll a 1d6 to see what happens. [indent]1. Both dragons die in the scuffle. Randomly roll for a dragon to promote to Commander. 2. The challenging dragon loses a life, but the current Commander is deemed unfit to remain in authority. The current Commander steps down and rerolls for a job. Roll a six-sided die and refer to the non-challenger events below. 3. The Commander dies and the challenger is promoted. 4. The challenging dragon loses a life and the old Commander remains in authority. 5. The challenging dragon and the Commander earn respect for one another and the challenge is a draw. The standing Commander remains and both dragons gain a life. 6. The challenge is a draw. Tension remains in the air but both dragons neither lose nor gain lives. [*][b]If the Commander dies through any non-challenger events, roll a six-sided die. [indent][b]1.[/b] Randomly generate three dragons. They fight for the position. Roll a 1d20 for each. The dragon who rolls highest claims the position of Commander, and the other two lose a life or are exalted. [b]2.[/b] Randomly generate a dragon. They have earned the respect of their clanmates through the experience they've gained, and are promoted to Commander via majority vote. [b]3.[/b] Randomly generate a dragon. This dragon was secretly the heir as determined by the previous Commander, but they do not have unanimous approval from the Kingdom. They are promoted to Commander, and they lose all but one life. [b]4.[/b] Randomly generate a dragon. This dragon takes advantage of the loss's effects on the Kingdom to appoint themself as Commander. Randomly generate another dragon and flip a coin. On heads, this dragon challenges the first. Refer to the challenger events above, rerolling until landing on any number other than 2. [b]5.[/b] Randomly generate one of the Commander's living children, if any. This dragon sees the position as their right to take and challenges the highest level dragon in the Kingdom in an attempt to prove themself worthy. Flip a coin. On heads, the Commander's child proves themself in battle and is promoted to Commander, gaining a life. On tails, the experienced dragon easily wins the battle and decides to claim the position for themself. Neither dragon loses a life in either circumstance. [b]6.[/b] Nobody is willing to step up to the plate. A dragon of [i]your[/i] choice is promoted to Commander.[/indent] [*][b]If the same event is rolled twice in a row, you may reroll and choose between the rolls that day.[/b] This is for variety's sake, it's no fun having a kingdom rampant with monsters, backstabbings or coups. [s]Or is it.[/s] [/LIST] [quote][center][emoji=gold crown size=1][size=4][b] Winning [/b][emoji=gold crown size=1] The challenge is won when either of two objectives are met:[/center][list] [*][b]Have at least one dragon in all 20 roles[/b] making a complete full kingdom [*]Have a [b]Commander level up to 25.[/b][/list][/quote]

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CHALLENGE RULES


The original rules for this challenge can be found in the Kingdomlocke 2.0 Thread! I've tweaked a lot of the rules and jobs for myself - you're also free to use this edited version if you'd like.

  • The challenge starts with 3 level 1 adult dragons who are ready to nest. One is randomly selected to be the first Commander.
  • You draw a Pinkerton pull to decide your dragons' fates and the events that occur. Your dragons pick up roles as they level. Some roles include extra dailies that can help or harm your clan.
  • You’re encouraged to write lore or at least small story-bite updates to build dragons' personalities and have more fun.

Quote:
DAILIES
  • Check current dragons with jobs for dailies. Roll for Assassins and Engineers if you have any.
  • Nest your Commander if able, incubate any eggs, and roll for hatchling survival.
  • Pull from Pinkerton and roll for your dragons' fates.


  • If a Dragon dies in Coli or in this challenge the dragon is exalted, unless they have any extra lives or the rules state otherwise.
  • If a dragon reaches level 10, 15 or 20, they gain an extra life from experience. If your kingdom has a Doctor, a dragon that reaches level 20 gains two extra lives instead.
  • If a dragon reaches level 25 it "retires." This dragon is unable to be killed or be affected by challenges, locking in its role and becoming a permanent member of your kingdom. They can be chosen for hunting trips or training low-level dragons, but cannot participate in other events including usual coli runs or death streaks. Only once a dragon reaches level 25 can you apply breed/gene/etc scrolls to them.
  • Names are generated randomly without a naming scribe in your kingdom. A Scribe can provide new names to both old and new dragons.
  • You cannot use genes or apparel on any dragon without the appropriate Tailor / Alchemist roles. If you pick up a gene or apparel in the coliseum, it can be given or used right away to any dragon in your Kingdom. You may change battle stones at any time.
  • You must flip a coin for each Kingdomlocke egg hatched.
    Heads = Healthy
    Tails = Exalted

    Once a hatchling grows into an adult, roll 3d12. If any are a 1, the hatchling didn't survive until adulthood.
  • If an egg drops for a Kingdomlocke Coliseum team, the resulting dragon is considered part of the Kingdomlocke. Since eggs are rare drops, nest and hatchling rules are not applied and the hatchling is guaranteed survival until adulthood.
  • When a dragon reaches level 5, they roll for a job.
    More than one dragon can have the same role, but the job rules do not double or stack. For example: Two Tailors do not equal two apparel a day.
  • If a dragon changes jobs through a challenge, they keep any lives they have gained from their past jobs.
  • Except for the Assassin and Engineer, you don’t have to do dragon jobs daily.
  • If your Commander is the only dragon left in your kingdom, you may use your personal dragons during coli battles until you obtain more dragons.
  • If any dragon makes it to 5 levels above your Commander, they flip a coin. On heads, nothing happens. On tails, they challenge the Commander to gain the authoritative rank. Roll a 1d6 to see what happens.
    1. Both dragons die in the scuffle. Randomly roll for a dragon to promote to Commander.
    2. The challenging dragon loses a life, but the current Commander is deemed unfit to remain in authority. The current Commander steps down and rerolls for a job. Roll a six-sided die and refer to the non-challenger events below.
    3. The Commander dies and the challenger is promoted.
    4. The challenging dragon loses a life and the old Commander remains in authority.
    5. The challenging dragon and the Commander earn respect for one another and the challenge is a draw. The standing Commander remains and both dragons gain a life.
    6. The challenge is a draw. Tension remains in the air but both dragons neither lose nor gain lives.
  • If the Commander dies through any non-challenger events, roll a six-sided die.
    1. Randomly generate three dragons. They fight for the position. Roll a 1d20 for each. The dragon who rolls highest claims the position of Commander, and the other two lose a life or are exalted.
    2. Randomly generate a dragon. They have earned the respect of their clanmates through the experience they've gained, and are promoted to Commander via majority vote.
    3. Randomly generate a dragon. This dragon was secretly the heir as determined by the previous Commander, but they do not have unanimous approval from the Kingdom. They are promoted to Commander, and they lose all but one life.
    4. Randomly generate a dragon. This dragon takes advantage of the loss's effects on the Kingdom to appoint themself as Commander. Randomly generate another dragon and flip a coin. On heads, this dragon challenges the first. Refer to the challenger events above, rerolling until landing on any number other than 2.
    5. Randomly generate one of the Commander's living children, if any. This dragon sees the position as their right to take and challenges the highest level dragon in the Kingdom in an attempt to prove themself worthy. Flip a coin. On heads, the Commander's child proves themself in battle and is promoted to Commander, gaining a life. On tails, the experienced dragon easily wins the battle and decides to claim the position for themself. Neither dragon loses a life in either circumstance.
    6. Nobody is willing to step up to the plate. A dragon of your choice is promoted to Commander.
  • If the same event is rolled twice in a row, you may reroll and choose between the rolls that day. This is for variety's sake, it's no fun having a kingdom rampant with monsters, backstabbings or coups. Or is it.

Quote:
Winning
The challenge is won when either of two objectives are met:
  • Have at least one dragon in all 20 roles making a complete full kingdom
  • Have a Commander level up to 25.
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[center][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_3229643]Table of Contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925684]Kingdom[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925690]Challenge Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925692]Rolls of Fate[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925694]Jobs[/url][/center] ----- [center][img]https://dl.dropboxusercontent.com/s/v1lkw6rrxwcvpzr/windh8.png[/img] [size=7][font=georgia]ROLLS OF FATE[/font][/size] Your pulls from Pinkerton determine the path of your Kingdomlocke.[/center] [quote][center][b]Food: Coliseum Training[/b][/center] [emoji=plant size=1][b]Plants:[/b] 5-10 coli battles [emoji=insect size=1][b]Insects:[/b] 10-20 coli battles [emoji=seafood size=1][b]Seafood:[/b] 20-30 coli battles [emoji=meat size=1][b]Meat:[/b] 30-40 coli battles You must select coliseum challengers in your lair using a random number generator. (If a [b]Knight[/b] is in your kingdom then any dragons can be selected.) Then, select the coliseum venue that corresponds to the lowest level dragon of that group. (If a [b]Scout[/b] is in your lair then any venue can be selected.) You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate. If any of your dragons level up while in an area during the required number of battles, you can continue training for as long as you want that day. If your kingdom has a [b]Farmer[/b], you may add an additional 5 battles to a [i]plant or insects[/i] roll for more level-up chances. If your kingdom has a [b]Fisher[/b], you may add an additional 5 battles to a [i]seafood[/i] roll for more level-up chances. If your kingdom has a [b]Hunter[/b], you may add an additional 5 battles to a [i]meat[/i] roll for more level-up chances.[/quote] [quote=Material / Trinket rolls] [center][b]Material / Trinket: Roll 1d20 for an event[/b][/center] [b]1. Growing the ranks[/b] Pick two of your ready-to-nest dragons at random, and nest them - if you have an [b]Officiant[/b], you can choose who to nest yourself. If you don't have enough ready-to-nest dragons or you're truly unwilling to match a pair, you may grab a random nest of hatchlings off the AH, number determined by 1d4. The hatchlings, if they survive until adulthood, join your kingdom. [b]2. Soul-Bonded[/b] Pick two dragons at random. They are now in a Soul Bond and their fates are bound together. If one dragon is exalted, so is the other. [i]Soul Bonds ignore extra lives.[/i] If a dragon that is already Soul Bonded is rolled for this, then nothing happens. If the rolled pair truly doesn't work for the lore, you may reroll the dragons. [b]3. Hunting trip[/b] Food stores must be kept stocked! Choose any three dragons in your Kingdomlocke and enter a coliseum area low enough that they won’t gain EXP. Battle 40-50 matches under food rules. You can switch out dragons in between battles as long as no dragons gain EXP.[list] [*][b]For any familiar, battle stone, and apparel drops[/b], give a random dragon on the team one extra life. [*][b]If you get any special drops such as an egg, skin/accent chest, or genes[/b], flip a coin to either give a random dragon three extra lives, or each dragon one extra life. [/list] [b]4. Traveler[/b] An adult dragon has come to join your Kingdom. Grab the cheapest unnamed level 1 adult dragon off the AH. [b]5. Studied the blade[/b] Randomize a number between your lowest and highest leveled dragons and buy a dragon off of the AH 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 to the randomized number. [b]6. A long, long journey[/b] Pick three dragons at random. Raise all of them a level. Roll a 1d6 for each (or 1d8 if your kingdom has a [b]Cartographer[/b]). If it’s a 1, they lose a life or they’re exalted as they were lost in the mission. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level. If a [b]Doctor[/b] is in the party and one of the other dragons loses a life, flip a coin. On heads, the life is recovered. [b]7. Scouting mission[/b] Pick two dragons at random. Raise both of them a level. Roll 1d6 for each (or 1d8 if your kingdom has a [b]Cartographer[/b]). If it’s a 1, they lose a life, if they have any extra. If your kingdom has a [b]Doctor[/b], flip a coin for any lives lost - on heads, the life is recovered. Neither dragon can be exalted. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level. [b]8. Infection[/b] A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Commander. On a 1 the dragon loses a life. If there is a [b]Doctor[/b] in your Kingdom, flip a coin for any dragon who is downed by the sickness. On heads, the Doctor manages to save them. [b]9. Poor judgement[/b] Choose two dragons at random who are not the Commander or Assassin. Roll a 1d4.[list] [*]1. Witness! The first dragon loses a life or is exalted. If your kingdom has a [b]Doctor[/b], flip a coin to see if the victim can be saved - on heads, they live and on tails, they are exalted. The second dragon is known to be the culprit and, if the victim survives, they are demoted from their job and must roll for a new one. If the victim is exalted, the culprit loses a life. [*]2. Bloody murder. The first dragon is exalted regardless of lives. Flip a coin. On heads, the culprit gets away with it. On tails, the culprit is eventually caught and loses a life. [*]3. A petty crime. The event is stopped by the first dragon and the culprit is let go with a warning - nobody loses a life. [*]4. Turning their life around. The first dragon catches the culprit in the act and convinces them not to resort to crime. Flip a coin. On heads, the two dragons are now Soul Bonded, unless either already are. On tails, the two go their separate ways.[/list] [b]10. Training![/b] Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level. [b]11. I quit[/b] Choose a dragon at random. That dragon quits their job and rolls for a new career. The Commander is exempt from this, and if you land on a dragon that doesn't have a job then nothing happens. [b]12. Betrayal.[/b] Roll 3 d20s. If you roll a 1 with any of them then your Kingdom has dramatically betrayed your Commander and you must exalt them. Roll 1d6.[list] [*]1. A violent coup. Flip a coin for each adult child. On heads, the dragon escapes. On tails, they lose a life. A new Commander is randomly generated from the remaining adult dragons in the kingdom. All children of the previous Commander reroll for jobs. [*]2. Family matters. Randomly roll one of the previous Commander's children. They were behind it all and have forcefully overtaken rule. For each of their siblings, roll a 1d6. On a 1, that dragon loses a life in the infighting. [*]3. A secret plot. Randomly generate an adult dragon in the kingdom that is not a child of the previous Commander. That dragon has been discovered as the perpetrator and is punished by exaltation, regardless of lives. A new Commander is then promoted from the previous Commander's children. [*]4. An overthrowing! The Commander's children are all allowed to live, but are banned from claiming their rightful promotion. A new Commander is randomly generated from the remaining adult dragons in the kingdom. [*]5. The Commander expected this. They escape death, but lose every extra life. Randomly generate an adult dragon in the kingdom that is not a child of the previous Commander. That dragon has been discovered as the perpetrator is punished by exaltation, regardless of lives. [*]5. A peaceful protest. The Commander and only loses one extra life, ultimately stepping down and rerolling for a job. Randomly generate an adult dragon in the kingdom to take up leadership.[/list] [b]13. Duel[/b] Choose two dragons at random, excluding your Commander. These dragons now fight! Roll a 1d4 for the results, taking into account any extra lives.[list] [*]1. It's a bloody battle - both dragons lose a life. [*]2. Flip a coin. On heads, the first dragon loses a life. On tails, the second dragon loses a life. [*]3. Neither dragons die, but both dragons lose an extra life, if any. [*]4. The fight is stopped in its tracks. Neither dragon loses a life.[/list] If your kingdom has a [b]Doctor[/b], flip a coin for any lives lost or dragons exalted. On heads, the life is recovered or the dragon is saved. [b]14. Attack![/b] Your Kingdom is rampaged by enemies! If there is a [b]Carpenter[/b] in your Kingdom, roll 1d4 - or if your kingdom has both a [b]Carpenter[/b] and an [b]Engineer[/b], roll 1d6. On a 1, the enemies break through the barricades. In the event that enemies make it into your Kingdom, roll 1d12 for every adult dragon in your kingdom, including your Commander. On a 1, the dragon loses a life or is exalted. If your kingdom has a [b]Doctor[/b], flip a coin for any lives lost or dragons exalted. On heads, the life is recovered or the dragon is saved. [b]15. The Commander is ill...[/b] Roll 1d4.[list] [*]1. Your Commander succumbs to horrible sickness. If your Kingdom does not have a [b]Doctor[/b], your Commander loses a life or is exalted. [*]2. Your Commander is inflicted with madness! Choose a random dragon and flip a coin. On heads, the Commander kills them. Flip an additional coin to see if the Commander is cured of madness. On heads, you target another random dragon. Any tails mean your Commander snaps out of the madness. Once this happens, refer to event '12. Betrayal' and roll for the consequences. [*]3. The Commander's "illness" is they're sick of being the leader. Flip a coin, if heads they choose a successor and step down, rolling for a new career. You choose the next Commander, from any of their children or from any adult dragons in the kingdom if they have none. [*]4. The common cold. Your Commander overcomes the sickness, and nothing happens.[/list] [b]16. The Fates[/b] Whispers carry on the winds. The fates have plans for your kingdom... Roll 1d4.[list] [*]1. Disaster strikes. Plague, earthquakes, floods, tornadoes - roll 1d6 for every dragon in your kingdom, unless your Kingdom has a [b]Carpenter[/b], in which case roll 1d8. On a 1, the dragon loses two lives. If your kingdom has a [b]Doctor[/b], only one life is lost per dragon which rolls a 1. [*]2. Your kingdom offers a dragon as a sacrifice to appease the fates. Choose a dragon at random, excluding your Commander. Regardless of lives, this dragon is exalted. Choose three dragons at random - they each gain an extra life. [*]3. Your kingdom hosts a series of deadly arena battles to entertain the masses. Flip a coin, on heads refer to event '13. Duel' and roll for a battle. On tails, battle under Death Streak rules. [*]4. A random hatchling appears, seemingly good fortune. Buy the cheapest unnamed hatchling off of the auction house.[/list] [b]17. There's an imposter among us[/b] Roll a random dragon in your lair, regardless of role or level they now have the job of an Assassin. The Commander is not exempt from this event. [b]18. Commander's Travels[/b] Pick your Commander and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 1d10 for each (or 1d12 if your kingdom has a [b]Cartographer[/b]). If it’s a 1, they lose a life or were exalted as they were lost in the mission. If a [b]Doctor[/b] is in the party and one of the other dragons loses a life, flip a coin. On heads, the life is recovered. If your Commander is exalted, flip a coin to determine a new Commander between the two randomly rolled dragons that went on the quest. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level. [b]19. Expedition[/b] Take two dragons at random and level them up once under quest rules. Flip a coin. [indent][u]Heads[/u] - You find a wandering dragon on your quest. Purchase an adult level 1 dragon from the auction house to join your kingdom. [u]Tails[/u] - Flip a coin for both dragons. On tails, they lose a life. If your kingdom has a [b]Cartographer[/b], roll a 1d4 instead of flipping a coin. On a 1, they lose a life.[/indent] If your kingdom has an [b]Ambassador[/b], roll 1d4. On a 4, the group finds two dragons instead of just one. [b ]20. Celebration![/b] The kingdom hosts a festival! Roll a 4 sided dice for a blessing.[list] [*]1. Your dragons are filled with food and vigor! Randomize five dragons, they each gain an extra life. [*]2. Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest adult dragons from the auction house for your kingdom. [*]3. Your dragons have regulated duels against each other in celebration! Level up all dragons lower than level 5 until they reach level 5. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level. [*]4. Your Commander is filled with pride in seeing the kingdom thrive. They gain two extra lives.[/list] [/quote] [quote][center][b]Familiars:[/b] A new dragon! Buy the cheapest level 1 adult dragon in the auction house of a specific breed. This dragon joins your Kingdom. Use a random number generator (between 1-15) to determine which modern breed you'll buy.[/center] [columns]1. Fae 2. Guardian 3. Mirror 4. Pearlcatcher 5. Ridgeback [nextcol]6. Tundra 7. Spiral 8. Imperial 9. Snapper 10. Wildclaw [nextcol]11. Nocturne 12. Coatl 13. Skydancer 14. Bogsneak 15. Obelisk [/columns][/quote] [quote][center][b]Apparel:[/b] Hatchlings![/center] Nest two of your dragons at random. If you have an [b]Officiant[/b], the pair can be chosen by you. Remember that your Commander can be nested anytime when off cooldown - either with a random dragon or, if you have an Officiant, with a dragon of your choosing. If you do not have any ready-to-nest dragons, you find some abandoned hatchlings instead! Roll a four-sided dice and buy the cheapest nest of hatchlings in the auction house for the resulting number.[/quote] [quote][center][b]Battle items:[/b] Flip a coin.[/center] [b]Heads[/b] = SIEGE. The Beastclans, a rival group, or other such enemy attack your kingdom. If there is a [b]Carpenter[/b] in your Kingdom, flip a coin. On heads, the barricades are strong enough to deter the attack. If your kingdom has both a [b]Carpenter[/b] and an [b]Engineer[/b] roll 1d4 instead - on tails or a 1, the enemies break through. In the event that enemies make it into your Kingdom, roll 1d10 for every adult dragon in your kingdom, including your Commander. On a 1, the dragon loses a life or is exalted. If your kingdom has a [b]Doctor[/b], flip a coin for any lives lost or dragons exalted. On heads, the life is recovered or the dragon is saved. [b]Tails[/b] = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragons level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon is killed.[/quote]

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ROLLS OF FATE
Your pulls from Pinkerton determine the path of your Kingdomlocke.

Quote:
Food: Coliseum Training

Plants: 5-10 coli battles
Insects: 10-20 coli battles
Seafood: 20-30 coli battles
Meat: 30-40 coli battles

You must select coliseum challengers in your lair using a random number generator. (If a Knight is in your kingdom then any dragons can be selected.) Then, select the coliseum venue that corresponds to the lowest level dragon of that group. (If a Scout is in your lair then any venue can be selected.) You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate.

If any of your dragons level up while in an area during the required number of battles, you can continue training for as long as you want that day. If your kingdom has a Farmer, you may add an additional 5 battles to a plant or insects roll for more level-up chances. If your kingdom has a Fisher, you may add an additional 5 battles to a seafood roll for more level-up chances. If your kingdom has a Hunter, you may add an additional 5 battles to a meat roll for more level-up chances.

Material / Trinket rolls wrote:
Material / Trinket: Roll 1d20 for an event

1. Growing the ranks
Pick two of your ready-to-nest dragons at random, and nest them - if you have an Officiant, you can choose who to nest yourself. If you don't have enough ready-to-nest dragons or you're truly unwilling to match a pair, you may grab a random nest of hatchlings off the AH, number determined by 1d4. The hatchlings, if they survive until adulthood, join your kingdom.

2. Soul-Bonded
Pick two dragons at random. They are now in a Soul Bond and their fates are bound together. If one dragon is exalted, so is the other. Soul Bonds ignore extra lives. If a dragon that is already Soul Bonded is rolled for this, then nothing happens. If the rolled pair truly doesn't work for the lore, you may reroll the dragons.

3. Hunting trip
Food stores must be kept stocked! Choose any three dragons in your Kingdomlocke and enter a coliseum area low enough that they won’t gain EXP. Battle 40-50 matches under food rules. You can switch out dragons in between battles as long as no dragons gain EXP.
  • For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life.
  • If you get any special drops such as an egg, skin/accent chest, or genes, flip a coin to either give a random dragon three extra lives, or each dragon one extra life.

4. Traveler
An adult dragon has come to join your Kingdom. Grab the cheapest unnamed level 1 adult dragon off the AH.

5. Studied the blade
Randomize a number between your lowest and highest leveled dragons and buy a dragon off of the AH 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 to the randomized number.

6. A long, long journey
Pick three dragons at random. Raise all of them a level. Roll a 1d6 for each (or 1d8 if your kingdom has a Cartographer). If it’s a 1, they lose a life or they’re exalted as they were lost in the mission. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level. If a Doctor is in the party and one of the other dragons loses a life, flip a coin. On heads, the life is recovered.

7. Scouting mission
Pick two dragons at random. Raise both of them a level. Roll 1d6 for each (or 1d8 if your kingdom has a Cartographer). If it’s a 1, they lose a life, if they have any extra. If your kingdom has a Doctor, flip a coin for any lives lost - on heads, the life is recovered. Neither dragon can be exalted. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level.

8. Infection
A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your Commander. On a 1 the dragon loses a life. If there is a Doctor in your Kingdom, flip a coin for any dragon who is downed by the sickness. On heads, the Doctor manages to save them.

9. Poor judgement
Choose two dragons at random who are not the Commander or Assassin. Roll a 1d4.
  • 1. Witness! The first dragon loses a life or is exalted. If your kingdom has a Doctor, flip a coin to see if the victim can be saved - on heads, they live and on tails, they are exalted. The second dragon is known to be the culprit and, if the victim survives, they are demoted from their job and must roll for a new one. If the victim is exalted, the culprit loses a life.
  • 2. Bloody murder. The first dragon is exalted regardless of lives. Flip a coin. On heads, the culprit gets away with it. On tails, the culprit is eventually caught and loses a life.
  • 3. A petty crime. The event is stopped by the first dragon and the culprit is let go with a warning - nobody loses a life.
  • 4. Turning their life around. The first dragon catches the culprit in the act and convinces them not to resort to crime. Flip a coin. On heads, the two dragons are now Soul Bonded, unless either already are. On tails, the two go their separate ways.

10. Training!
Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level.

11. I quit
Choose a dragon at random. That dragon quits their job and rolls for a new career. The Commander is exempt from this, and if you land on a dragon that doesn't have a job then nothing happens.

12. Betrayal.
Roll 3 d20s. If you roll a 1 with any of them then your Kingdom has dramatically betrayed your Commander and you must exalt them. Roll 1d6.
  • 1. A violent coup. Flip a coin for each adult child. On heads, the dragon escapes. On tails, they lose a life. A new Commander is randomly generated from the remaining adult dragons in the kingdom. All children of the previous Commander reroll for jobs.
  • 2. Family matters. Randomly roll one of the previous Commander's children. They were behind it all and have forcefully overtaken rule. For each of their siblings, roll a 1d6. On a 1, that dragon loses a life in the infighting.
  • 3. A secret plot. Randomly generate an adult dragon in the kingdom that is not a child of the previous Commander. That dragon has been discovered as the perpetrator and is punished by exaltation, regardless of lives. A new Commander is then promoted from the previous Commander's children.
  • 4. An overthrowing! The Commander's children are all allowed to live, but are banned from claiming their rightful promotion. A new Commander is randomly generated from the remaining adult dragons in the kingdom.
  • 5. The Commander expected this. They escape death, but lose every extra life. Randomly generate an adult dragon in the kingdom that is not a child of the previous Commander. That dragon has been discovered as the perpetrator is punished by exaltation, regardless of lives.
  • 5. A peaceful protest. The Commander and only loses one extra life, ultimately stepping down and rerolling for a job. Randomly generate an adult dragon in the kingdom to take up leadership.

13. Duel
Choose two dragons at random, excluding your Commander. These dragons now fight! Roll a 1d4 for the results, taking into account any extra lives.
  • 1. It's a bloody battle - both dragons lose a life.
  • 2. Flip a coin. On heads, the first dragon loses a life. On tails, the second dragon loses a life.
  • 3. Neither dragons die, but both dragons lose an extra life, if any.
  • 4. The fight is stopped in its tracks. Neither dragon loses a life.
If your kingdom has a Doctor, flip a coin for any lives lost or dragons exalted. On heads, the life is recovered or the dragon is saved.

14. Attack!
Your Kingdom is rampaged by enemies! If there is a Carpenter in your Kingdom, roll 1d4 - or if your kingdom has both a Carpenter and an Engineer, roll 1d6. On a 1, the enemies break through the barricades. In the event that enemies make it into your Kingdom, roll 1d12 for every adult dragon in your kingdom, including your Commander. On a 1, the dragon loses a life or is exalted.
If your kingdom has a Doctor, flip a coin for any lives lost or dragons exalted. On heads, the life is recovered or the dragon is saved.

15. The Commander is ill...
Roll 1d4.
  • 1. Your Commander succumbs to horrible sickness. If your Kingdom does not have a Doctor, your Commander loses a life or is exalted.
  • 2. Your Commander is inflicted with madness! Choose a random dragon and flip a coin. On heads, the Commander kills them. Flip an additional coin to see if the Commander is cured of madness. On heads, you target another random dragon. Any tails mean your Commander snaps out of the madness. Once this happens, refer to event '12. Betrayal' and roll for the consequences.
  • 3. The Commander's "illness" is they're sick of being the leader. Flip a coin, if heads they choose a successor and step down, rolling for a new career. You choose the next Commander, from any of their children or from any adult dragons in the kingdom if they have none.
  • 4. The common cold. Your Commander overcomes the sickness, and nothing happens.

16. The Fates
Whispers carry on the winds. The fates have plans for your kingdom... Roll 1d4.

  • 1. Disaster strikes. Plague, earthquakes, floods, tornadoes - roll 1d6 for every dragon in your kingdom, unless your Kingdom has a Carpenter, in which case roll 1d8. On a 1, the dragon loses two lives. If your kingdom has a Doctor, only one life is lost per dragon which rolls a 1.
  • 2. Your kingdom offers a dragon as a sacrifice to appease the fates. Choose a dragon at random, excluding your Commander. Regardless of lives, this dragon is exalted. Choose three dragons at random - they each gain an extra life.
  • 3. Your kingdom hosts a series of deadly arena battles to entertain the masses. Flip a coin, on heads refer to event '13. Duel' and roll for a battle. On tails, battle under Death Streak rules.
  • 4. A random hatchling appears, seemingly good fortune. Buy the cheapest unnamed hatchling off of the auction house.

17. There's an imposter among us
Roll a random dragon in your lair, regardless of role or level they now have the job of an Assassin. The Commander is not exempt from this event.

18. Commander's Travels
Pick your Commander and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 1d10 for each (or 1d12 if your kingdom has a Cartographer). If it’s a 1, they lose a life or were exalted as they were lost in the mission. If a Doctor is in the party and one of the other dragons loses a life, flip a coin. On heads, the life is recovered. If your Commander is exalted, flip a coin to determine a new Commander between the two randomly rolled dragons that went on the quest.
During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level.

19. Expedition
Take two dragons at random and level them up once under quest rules. Flip a coin.
Heads - You find a wandering dragon on your quest. Purchase an adult level 1 dragon from the auction house to join your kingdom.
Tails - Flip a coin for both dragons. On tails, they lose a life. If your kingdom has a Cartographer, roll a 1d4 instead of flipping a coin. On a 1, they lose a life.
If your kingdom has an Ambassador, roll 1d4. On a 4, the group finds two dragons instead of just one.

20. Celebration!
The kingdom hosts a festival! Roll a 4 sided dice for a blessing.
  • 1. Your dragons are filled with food and vigor! Randomize five dragons, they each gain an extra life.
  • 2. Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest adult dragons from the auction house for your kingdom.
  • 3. Your dragons have regulated duels against each other in celebration! Level up all dragons lower than level 5 until they reach level 5. During this event, dragons cannot die in coliseum, and you may use your personal dragons to raise them a level.
  • 4. Your Commander is filled with pride in seeing the kingdom thrive. They gain two extra lives.

Quote:
Familiars: A new dragon!

Buy the cheapest level 1 adult dragon in the auction house of a specific breed. This dragon joins your Kingdom. Use a random number generator (between 1-15) to determine which modern breed you'll buy.
1. Fae
2. Guardian
3. Mirror
4. Pearlcatcher
5. Ridgeback
6. Tundra
7. Spiral
8. Imperial
9. Snapper
10. Wildclaw
11. Nocturne
12. Coatl
13. Skydancer
14. Bogsneak
15. Obelisk

Quote:
Apparel: Hatchlings!

Nest two of your dragons at random. If you have an Officiant, the pair can be chosen by you. Remember that your Commander can be nested anytime when off cooldown - either with a random dragon or, if you have an Officiant, with a dragon of your choosing.

If you do not have any ready-to-nest dragons, you find some abandoned hatchlings instead! Roll a four-sided dice and buy the cheapest nest of hatchlings in the auction house for the resulting number.
Quote:
Battle items: Flip a coin.

Heads = SIEGE. The Beastclans, a rival group, or other such enemy attack your kingdom. If there is a Carpenter in your Kingdom, flip a coin. On heads, the barricades are strong enough to deter the attack. If your kingdom has both a Carpenter and an Engineer roll 1d4 instead - on tails or a 1, the enemies break through.

In the event that enemies make it into your Kingdom, roll 1d10 for every adult dragon in your kingdom, including your Commander. On a 1, the dragon loses a life or is exalted. If your kingdom has a Doctor, flip a coin for any lives lost or dragons exalted. On heads, the life is recovered or the dragon is saved.

Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragons level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon is killed.
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[center][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_3229643]Table of Contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925684]Kingdom[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925690]Challenge Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925692]Rolls of Fate[/url] | [url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925694]Jobs[/url][/center] ----- [center][img]https://dl.dropboxusercontent.com/s/v1lkw6rrxwcvpzr/windh8.png[/img] [size=7][font=georgia]DRAGON JOBS[/font][/size] Roll a 1d20 when a dragon reaches level 5 to give them a job, and potentially unlock more dailies! [emoji=d20 size=1][i] = mandatory dailies [color=transparent]_____[/color] [emoji=dice 2 size=1] = optional dailies available [emoji=book size=1] = influence on events/jobs/rolls[/i][/center] [quote] [u][b]1. Assassin[/b][/u] [i]A plot brews...[/i] | [emoji=d20 size=1] An Assassin lurks among your dragons. Randomly generate a dragon who is to be their target. Roll a 1d4 daily to see the result - a new target is selected if the previous is exalted, either through a successful hit or other means. An Assassin can be the target of another Assassin.[list] [*]1. Successful hit! The target loses a life or is exalted, and the Assassin remains undiscovered. [*]2. Death penalty. The hit is successful, but the Assassin is discovered. The target loses a life or is exalted. If your kingdom has a [b]Doctor,[/b] flip a coin. On heads, the target regains the life or is saved. The Assassin is exalted regardless of lives. [*]3. Gone wrong. The Assassin dramatically failed and loses a life. If they survive, flip a coin. On heads, they remain undiscovered. On tails, they have been found out and are forced into rehabilitation. If the Assassin survives, they are forced into rehabilitation and must reroll for a job. They cannot roll for a Delegate, Ambassador or Commander in this event. [*]4. Caught in the act! Randomly generate a dragon that is not the target. The Assassin is discovered mid-hit by them, before they can attack their target - refer to event '13. Duel' and roll for a battle. The original target remains unscathed... for today. [*]5. Co-conspirator...? Randomly generate a dragon that is not the target. This dragon has discovered the Assassin's plot, but is on their side. Roll 1d4. [indent]1. In for a penny. The dragon becomes an Assassin (unless there are already two Assassins in the Kingdom.) Flip a coin. On heads, the two dragons are now Soul Bonded, unless either already are. 2. Distrustful. The Assassin does not trust this dragon, and attacks them. The new dragon loses a life - if they survive, flip a coin. On heads, they alert the kingdom about the Assassin and have them exalted, regardless of lives. On tails, nothing happens. 3. Double-player. The dragon gains the Assassin's trust and becomes an Assassin, but is actually a backstabber. The original Assassin is now their target. 4. The dragon decides not to confront the Assassin.[/indent] [*]6. Redemption. The target convinces the Assassin not to go through with the hit and redeems them into your clan - the Assassin rerolls for a job. Flip a coin. On heads, the two dragons are now Soul Bonded, unless either already are. On tails, the two go their separate ways. [/indent] Assassins cannot enter the coliseum unless they have been redeemed into your clan. There cannot be more than two Assassins in the kingdom, since they must lay low to avoid discovery.[/list] [u][b]2. Farmer[/b][/u] [i]Cultivation![/i] | [emoji=book size=1] If your kingdom has a Farmer, you may add an additional 5 battles to a [i]plant or insects[/i] roll for more level-up chances. [u][b]3. Fisher[/b][/u] [i]Full nets means full bellies![/i] | [emoji=book size=1] If your kingdom has a Fisher, you may add an additional 5 battles to a [i]seafood[/i] roll for more level-up chances. [u][b]4. Hunter[/b][/u] [i]The arrow finds its mark.[/i] | [emoji=book size=1] If your kingdom has a Hunter, you may add an additional 5 battles to a [i]meat[/i] roll for more level-up chances. [u][b]5. Tailor[/b][/u] [i]Let's make you look stunning![/i] | [emoji=dice 2 size=1] Can give one dragon one piece of apparel OR one skin/accent a day. [i]If you don’t have a tailor you cannot give the kingdom apparel, aside from the Royal who wears the crown.[/i] If a piece of apparel happens to drop in the coli during Kingdomlocke coli battles, or if Pinkerton gifts you one, that apparel can be placed on a dragon right away. [u][b]6. Scout[/b][/u] [i]I spot something downwind.[/i] | [emoji=book size=1] Scouts get one extra life. Lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for Death Streaks. [u][b]7. Knight[/b][/u] [i]Time to train![/i] | [emoji=book size=1] Knights get three extra lives. They also allow you to pick the dragons you wish to send to the Coliseum. Knights can not pick dragons for Death Streaks. [u][b]8. Doctor[/b][/u] [i]I diagnose you with...[/i] | [emoji=book size=1] May heal or save dragons during select events. When on a coliseum team, a Doctor has the chance to heal or save their team members when they lose a life or are exalted by flipping a coin.[list] [*]Heads - the life is regained or the dragon is saved. [*]Tails - the life is lost or the dragon is exalted.[/list] If the Doctor loses a life they cannot heal themselves. The Doctor gives any dragon who reaches/has reached level 20 one extra life. [u][b]9. Nestmaid[/b][/u] [i]Caring for the young![/i] | [emoji=book size=1] Instead of flipping a coin for each [u]egg[/u], you roll a 1d4. On a 1 the egg doesn't survive. Instead of rolling 1d6 for [u]hatchlings[/u], you roll 1d8. On a 1 the hatchling doesn't survive. [u][b]10. Officiant[/b][/u] [i]Church bells ring.[/i] | [emoji=dice 2 size=1][emoji=book size=1] Officiants allow you to choose dragons to nest when nesting is rolled. Once a day, an Officiant can marry two dragons to create a permanent pair. Once a pair is matched, they can nest at any time, but they cannot nest with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll 1d6. On a 1 the pair had formed a Soul Bond and both are exalted. [u][b]11. Scribe[/b][/u] [i]That's a lot of paperwork...[/i] | [emoji=dice 2 size=1] A Scribe is able to apply a Title to a dragon, or change the name of a dragon once per day. Flip a coin. On heads, the Scribe may gift a Title to a random dragon that day, unless a dragon who already has a Title is rolled, in which case nothing happens. Dragons with Titles are well respected in the kingdom and get one reroll for any Rolls of Fate that affects them. Once this reroll is used up, they are not granted another one. [i]Examples of Titles: Windsinger the Wanderer, Marva the Marvelous, etc.[/i] [u][b]12. Cartographer[/b][/u] [i]Let the stars guide you.[/i] | [emoji=book size=1] If you have a Cartographer and a Scout in your kingdom, you’ve discovered the best route through the first three coliseum areas! Deaths in these areas no longer count, excluding Death Streaks. [u][b]13. Professor[/b][/u] [i]... and DON'T be tardy![/i] | [emoji=dice 2 size=1][emoji=book size=1] Having a Professor allows you to pick two dragons lower leveled than your Commander and level them up by one level under quest rules once per day, or twice per day if your kingdom has a [b]Metalsmith[/b]. Roll a 1d20 to see if each of the two dragons lose a life in training - the dragon loses a life on a 1. The Professor [i]does not[/i] accompany the dragons in Coli. If there are no dragons lower leveled than the Commander, the Professor can instead train the Commander themself to gain a level. [u][b]14. Metalsmith[/b][/u] [i]I need another order of steel ingots.[/i] | [emoji=book size=1] Better equips your dragons for battle. If your kingdom has a Metalsmith and a Professor, you can use your Professor's ability twice a day. [u][b]15. Carpenter[/b][/u] [i]I've inhaled too much sawdust today.[/i] | [emoji=book size=1] Builds better defenses and housing for your kingdom, fending off attacks or certain events more effectively. [u][b]16. Engineer[/b][/u] [i]Hand me that wrench.[/i] | [emoji=d20 size=1][emoji=book size=1] Builds public systems and machinery for your kingdom, bringing better quality of life. Every day, flip a coin. On heads, a random dragon in the kingdom is granted an extra life. If tails, roll a d20. On a 1, a construction of theirs has become faulty - roll 1d4:[indent] 1. The Engineer is injured and loses a life or is exalted. 2. The fault affects a big area. Roll 5 random dragons, then 1d12 for each dragon. On a 1, the dragon is injured and loses a life or is exalted. If your kingdom has a [b]Doctor[/b], flip a coin for each life lost - on heads, the life is regained or the dragon is saved. 3. The results are widespread. Roll 1d12 for every dragon in the kingdom. On a 1, the dragon is injured and loses a life or is exalted. If your kingdom has a [b]Doctor[/b], roll 1d4 for each life lost - on a 4, the life is regained or the dragon is saved. 4. The damage luckily leads to no injuries.[/indent] [u][b]17. Delegate[/b][/u] [i]Let's all pull our weight.[/i] | [emoji=book size=1] A Delegate helps ensure that available jobs are assigned to those best fit for them! If a dragon rolls a job that another dragon possesses already, the dragon can reroll once, excluding rolls for Commander. [u][b]18. Tactician[/b][/u] [i]That's not a good move.[/i] | [emoji=dice 2 size=1] A good Tactician can often foresee the consequences of governing a kingdom. A Tactician can choose to disregard the Roll of Fate (Pinkerton pull) once per day, resulting in nothing happening. If a Roll of Fate is disregarded using a Tactician, flip a coin. On tails, they lose two lives. If your kingdom has a [b]Doctor[/b], they only lose one life. [u][b]19. Ambassador[/b][/u] [i]I represent this kingdom![/i] | [emoji=dice 2 size=1][emoji=book size=1] Ambassadors can search for dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful.[indent] 1. Is attacked on their journey! Flip a coin, or roll 1d4 if your kingdom has a [b]Cartographer[/b]. On tails or a 1, the Ambassador loses a life. 2. Is unsuccessful, but returns safely. 3. Success! Buy the cheapest dragon from the auction house to join your kingdom. 4. Highly successful! Randomize a number between your lowest and highest leveled dragons and buy a dragon off of the AH 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 to the randomized number.[/indent] [u][b]20. Commander[/b][/u] [i]There can be only be one.[/i] If another dragon rolls for Commander while there is one already, they challenge the Commander, regardless of if the kingdom has a [b]Tactician[/b]. Roll 1d4:[indent] 1. The challenging dragon loses a life and the old Commander remains in authority. 2. The Commander is defeated and loses a life, and the challenger is promoted. The previous Commander must reroll for a job if they survive. 3. Both dragons lose a life in the scuffle. The survivor takes the position, defaulting to the Commander if they survive. If both dragons are exalted, randomly roll for a dragon to promote to Commander. 4. The challenging dragon and the Commander earn respect for one another and the challenge is a draw. The standing Commander remains and allows the challenger to reroll for a job.[/indent] The Commander is immune to losing lives ONLY in the coliseum. If your Commander is exalted and there are no dragons left to take their place, the challenge is lost. [/quote]

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DRAGON JOBS
Roll a 1d20 when a dragon reaches level 5 to give them a job,
and potentially unlock more dailies!

= mandatory dailies _____ = optional dailies available
= influence on events/jobs/rolls
Quote:

1. Assassin A plot brews... |
An Assassin lurks among your dragons. Randomly generate a dragon who is to be their target. Roll a 1d4 daily to see the result - a new target is selected if the previous is exalted, either through a successful hit or other means. An Assassin can be the target of another Assassin.
  • 1. Successful hit! The target loses a life or is exalted, and the Assassin remains undiscovered.
  • 2. Death penalty. The hit is successful, but the Assassin is discovered. The target loses a life or is exalted. If your kingdom has a Doctor, flip a coin. On heads, the target regains the life or is saved. The Assassin is exalted regardless of lives.
  • 3. Gone wrong. The Assassin dramatically failed and loses a life. If they survive, flip a coin. On heads, they remain undiscovered. On tails, they have been found out and are forced into rehabilitation. If the Assassin survives, they are forced into rehabilitation and must reroll for a job. They cannot roll for a Delegate, Ambassador or Commander in this event.
  • 4. Caught in the act! Randomly generate a dragon that is not the target. The Assassin is discovered mid-hit by them, before they can attack their target - refer to event '13. Duel' and roll for a battle. The original target remains unscathed... for today.
  • 5. Co-conspirator...? Randomly generate a dragon that is not the target. This dragon has discovered the Assassin's plot, but is on their side. Roll 1d4.
    1. In for a penny. The dragon becomes an Assassin (unless there are already two Assassins in the Kingdom.) Flip a coin. On heads, the two dragons are now Soul Bonded, unless either already are.
    2. Distrustful. The Assassin does not trust this dragon, and attacks them. The new dragon loses a life - if they survive, flip a coin. On heads, they alert the kingdom about the Assassin and have them exalted, regardless of lives. On tails, nothing happens.
    3. Double-player. The dragon gains the Assassin's trust and becomes an Assassin, but is actually a backstabber. The original Assassin is now their target.
    4. The dragon decides not to confront the Assassin.
  • 6. Redemption. The target convinces the Assassin not to go through with the hit and redeems them into your clan - the Assassin rerolls for a job. Flip a coin. On heads, the two dragons are now Soul Bonded, unless either already are. On tails, the two go their separate ways.
    [/indent]
    Assassins cannot enter the coliseum unless they have been redeemed into your clan. There cannot be more than two Assassins in the kingdom, since they must lay low to avoid discovery.

2. Farmer Cultivation! |
If your kingdom has a Farmer, you may add an additional 5 battles to a plant or insects roll for more level-up chances.

3. Fisher Full nets means full bellies! |
If your kingdom has a Fisher, you may add an additional 5 battles to a seafood roll for more level-up chances.

4. Hunter The arrow finds its mark. |
If your kingdom has a Hunter, you may add an additional 5 battles to a meat roll for more level-up chances.

5. Tailor Let's make you look stunning! |
Can give one dragon one piece of apparel OR one skin/accent a day.
If you don’t have a tailor you cannot give the kingdom apparel, aside from the Royal who wears the crown. If a piece of apparel happens to drop in the coli during Kingdomlocke coli battles, or if Pinkerton gifts you one, that apparel can be placed on a dragon right away.

6. Scout I spot something downwind. |
Scouts get one extra life. Lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for Death Streaks.

7. Knight Time to train! |
Knights get three extra lives. They also allow you to pick the dragons you wish to send to the Coliseum. Knights can not pick dragons for Death Streaks.

8. Doctor I diagnose you with... |
May heal or save dragons during select events. When on a coliseum team, a Doctor has the chance to heal or save their team members when they lose a life or are exalted by flipping a coin.
  • Heads - the life is regained or the dragon is saved.
  • Tails - the life is lost or the dragon is exalted.
If the Doctor loses a life they cannot heal themselves. The Doctor gives any dragon who reaches/has reached level 20 one extra life.

9. Nestmaid Caring for the young! |
Instead of flipping a coin for each egg, you roll a 1d4. On a 1 the egg doesn't survive.
Instead of rolling 1d6 for hatchlings, you roll 1d8. On a 1 the hatchling doesn't survive.

10. Officiant Church bells ring. |
Officiants allow you to choose dragons to nest when nesting is rolled. Once a day, an Officiant can marry two dragons to create a permanent pair. Once a pair is matched, they can nest at any time, but they cannot nest with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll 1d6. On a 1 the pair had formed a Soul Bond and both are exalted.

11. Scribe That's a lot of paperwork... |
A Scribe is able to apply a Title to a dragon, or change the name of a dragon once per day. Flip a coin. On heads, the Scribe may gift a Title to a random dragon that day, unless a dragon who already has a Title is rolled, in which case nothing happens.
Dragons with Titles are well respected in the kingdom and get one reroll for any Rolls of Fate that affects them. Once this reroll is used up, they are not granted another one.
Examples of Titles: Windsinger the Wanderer, Marva the Marvelous, etc.

12. Cartographer Let the stars guide you. |
If you have a Cartographer and a Scout in your kingdom, you’ve discovered the best route through the first three coliseum areas! Deaths in these areas no longer count, excluding Death Streaks.

13. Professor ... and DON'T be tardy! |
Having a Professor allows you to pick two dragons lower leveled than your Commander and level them up by one level under quest rules once per day, or twice per day if your kingdom has a Metalsmith. Roll a 1d20 to see if each of the two dragons lose a life in training - the dragon loses a life on a 1. The Professor does not accompany the dragons in Coli. If there are no dragons lower leveled than the Commander, the Professor can instead train the Commander themself to gain a level.

14. Metalsmith I need another order of steel ingots. |
Better equips your dragons for battle. If your kingdom has a Metalsmith and a Professor, you can use your Professor's ability twice a day.

15. Carpenter I've inhaled too much sawdust today. |
Builds better defenses and housing for your kingdom, fending off attacks or certain events more effectively.

16. Engineer Hand me that wrench. |
Builds public systems and machinery for your kingdom, bringing better quality of life. Every day, flip a coin. On heads, a random dragon in the kingdom is granted an extra life. If tails, roll a d20. On a 1, a construction of theirs has become faulty - roll 1d4:
1. The Engineer is injured and loses a life or is exalted.
2. The fault affects a big area. Roll 5 random dragons, then 1d12 for each dragon. On a 1, the dragon is injured and loses a life or is exalted. If your kingdom has a Doctor, flip a coin for each life lost - on heads, the life is regained or the dragon is saved.
3. The results are widespread. Roll 1d12 for every dragon in the kingdom. On a 1, the dragon is injured and loses a life or is exalted. If your kingdom has a Doctor, roll 1d4 for each life lost - on a 4, the life is regained or the dragon is saved.
4. The damage luckily leads to no injuries.

17. Delegate Let's all pull our weight. |
A Delegate helps ensure that available jobs are assigned to those best fit for them! If a dragon rolls a job that another dragon possesses already, the dragon can reroll once, excluding rolls for Commander.

18. Tactician That's not a good move. |
A good Tactician can often foresee the consequences of governing a kingdom. A Tactician can choose to disregard the Roll of Fate (Pinkerton pull) once per day, resulting in nothing happening. If a Roll of Fate is disregarded using a Tactician, flip a coin. On tails, they lose two lives. If your kingdom has a Doctor, they only lose one life.

19. Ambassador I represent this kingdom! |
Ambassadors can search for dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful.
1. Is attacked on their journey! Flip a coin, or roll 1d4 if your kingdom has a Cartographer. On tails or a 1, the Ambassador loses a life.
2. Is unsuccessful, but returns safely.
3. Success! Buy the cheapest dragon from the auction house to join your kingdom.
4. Highly successful! Randomize a number between your lowest and highest leveled dragons and buy a dragon off of the AH 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 to the randomized number.

20. Commander There can be only be one.
If another dragon rolls for Commander while there is one already, they challenge the Commander, regardless of if the kingdom has a Tactician. Roll 1d4:
1. The challenging dragon loses a life and the old Commander remains in authority.
2. The Commander is defeated and loses a life, and the challenger is promoted. The previous Commander must reroll for a job if they survive.
3. Both dragons lose a life in the scuffle. The survivor takes the position, defaulting to the Commander if they survive. If both dragons are exalted, randomly roll for a dragon to promote to Commander.
4. The challenging dragon and the Commander earn respect for one another and the challenge is a draw. The standing Commander remains and allows the challenger to reroll for a job.
The Commander is immune to losing lives ONLY in the coliseum. If your Commander is exalted and there are no dragons left to take their place, the challenge is lost.
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[columns][img]https://www1.flightrising.com/static/layout/lair_icons/56.png[/img] [img]https://dl.dropboxusercontent.com/s/2623e2f92xw1s9r/windv2.png[/img] [nextcol][center][url=http://flightrising.com/main.php?dragon=78918773][img]http://flightrising.com/rendern/portraits/789188/78918773p.png[/img][/url] [size=6][font=georgia][i]PRELUDE - AERGATE[/i][/font][/size] At the heart of Windsinger's domain lies an ancient relic, crumbling and engraved walls overgrown with grasses and bamboos. Deep and limitless energy thrums through every inch of this place and the rolling hills surrounding it. It waits. The Aergate is broken, the colossal rings of runic stone broken and laying in pieces, scattered among the pillars and steps. Not a breath of breeze stirs here. The sky is bigger here than anywhere. It calls. Nothing stirs, until it does. Dragons filled with a determination to set things right step foot among the ruins. Claws sink into blades of grass as still as the dead, and an ancient runestone is nestled back into its rightful crook. [i]It sings.[/i] [nextcol][img]https://www1.flightrising.com/static/layout/lair_icons/56.png[/img] [img]https://dl.dropboxusercontent.com/s/2623e2f92xw1s9r/windv2.png[/img][/columns]
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PRELUDE - AERGATE

At the heart of Windsinger's domain lies an ancient relic, crumbling and engraved walls overgrown with grasses and bamboos. Deep and limitless energy thrums through every inch of this place and the rolling hills surrounding it. It waits.

The Aergate is broken, the colossal rings of runic stone broken and laying in pieces, scattered among the pillars and steps. Not a breath of breeze stirs here. The sky is bigger here than anywhere. It calls.

Nothing stirs, until it does. Dragons filled with a determination to set things right step foot among the ruins. Claws sink into blades of grass as still as the dead, and an ancient runestone is nestled back into its rightful crook.

It sings.
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[img]https://dl.dropboxusercontent.com/s/kk5kaag52acu28a/windtop.png[/img] [columns][center][font=book antiqua][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53925750]< previous[/url][/font] [img]https://www1.flightrising.com/static/layout/lair_icons/56.png[/img][/center] [nextcol][center][color=transparent]__________________________________________________________[/color] [size=6][font=book antiqua]CHAPTER 1[/font][/size][/center] ----- [nextcol][center][font=book antiqua][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_54091780]next >[/url][/font] [img]https://www1.flightrising.com/static/layout/lair_icons/56.png[/img][/center][/columns] [center][url=http://flightrising.com/main.php?dragon=75778747][img]http://flightrising.com/rendern/portraits/757788/75778747p.png[/img][/url][url=http://flightrising.com/main.php?dragon=80312987][img]http://flightrising.com/rendern/portraits/803130/80312987p.png[/img][/url][url=http://flightrising.com/main.php?dragon=84378456][img]http://flightrising.com/rendern/portraits/843785/84378456p.png[/img][/url][/center] The air was dead. It simply... Stopped moving, once the trio neared the border of the Windswept Plateau. Such a name did not befall it now - the swaths of air that filled their wings during their journey simply vanished, whisked away like a breath from one's lungs as they flew into the region. The strain on their wings, without any support from even a breeze, made them grow weary not long after. The two Guardians began lagging behind, their heavy bodies harder to keep in the air compared to the Coatl's light feathers. It was nearly an hour before - "I think we need a break, Essence." strained one of the Guardians. She beat her heavy, azure wings with a grimace, looking up toward the graceful Coatl floating above her. "...Yes. I agree." Essence's voice was quiet, calculating, but easy to catch above the quiet air, even as it moved against their wings in flight. The Coatl drifted downward, sunlight glimmering off of their shiny cerulean feathers. The two Guardians followed gratefully, their leader scanning the lands below for a place fit for landing. It wasn't difficult - much of the Plateau was hilly, grassy plains. Spotting a gently sloped hillside with some bamboo cover, they nodded toward it. "There." The Guardians landed with loud [i]'whumps'[/i] befitting of their size, as Essence flitted gently unto the grass. Their wings, too, were strained despite their gracefulness, and they sighed with relief as they folded them inward for a rest. The Guardian heavily slumped into the grass with a groan, tucking her legs and wings in. "Just how much farther is it, Prized?" She looked toward the third of the group, a large male Guardian with scales a gentle gradient of orange and teal. He stood in the tall grass, alert and looking outward, seemingly untired. It was good that he carried most of their gear - despite his own weight being the heaviest to carry, his endurance was impressive. Prized reached for his bag, extracting a map scroll. He peered at it and the landscape, before snapping it shut. "A day's journey at most." His voice was deep and gruff, not looking at his companions as he spoke. "A day. [i]If[/i] we continue flying. Which, I don't think is entirely feasible," she gently stretched her wing out, wincing. "Without any wind..." She shook her heavy head, turning it to gaze out at the Plateau. Essence's headfeathers flicked away a dragonfly. "We'll make it, Daenara. We shall walk for now." A beat of silence. "I had heard of this," Essence spoke again. "To see it with my eyes..." They ran their claws gently through the grass. Nothing carried on the breeze. The bamboo stalks did not clatter together with gusts of wind. No storm brewed on the horizon. The clouds were still. It was all wrong. "This is not how it should be." She let out a short, humorless laugh. "It's not how it should be [i]everywhere.[/i] Who knows... if we can actually fix this." ----- The remainder of their journey felt a slog, but Prized's estimation wasn't for naught - as the sun kissed the horizon, the silhouette of their destination broke the sunset sky. "There it is," Daenara called, legs trembling with exhaustion as she crested the hilltop. "We've made it! Just a bit more." The cricketsong trickled up from the wild grasses as they approached, dark shadows cast by giant broken stonework. Ruined steps led up to the dark mouth of the temple, foreboding but not malevolent. Essence thought it best to set up camp outside for the night, and explore the interior come day - his companions agreed wholeheartedly, and they unpacked the supplies which they needed. It was not long before the crackling of fire roasted their dinners. The crescented moon bit into the inky blanket of the sky. It felt so open here, and encompassing, as if gazing to it through a fishglass, distorted to cover the edges of all one's vision, and inviting and free. Essence's neck craned elegantly as they mulled over their thoughts between the stars, the warmth of the fire against their feathers mirroring the cool night air against their back. Supper had filled their bellies, and soft grasses stamped under bedrolls in preparation for a rest well-granted. Essence blinked. The bugs had gone quiet. Something moved in the grass. The fur on the back of their neck rose. The next moments were a whir - the softest [i]'shlink'[/i] of metal was the only warning before a lance jabbed through where Essence's skull had been a moment prior. They whipped their tail around backward. The heft of it caught the legs of the raptorik and swept it off its talons. "Watch out!" Essence cried out to the others - in the firelight, they saw their companion's large forms clambering against more enemies armed with spears. Daenara's broad jaw clamped shut on one's javelin, and with a yank of her head they were sent flying, before she crushed the javelin to splinters between her teeth. Prized swiped an enemy down with hefty paw, and stood up to crush them under his claws before a lance speared his hide. With a disdained huff, he beat his large wings, whipping up air - the squawking raptorik were easily gusted away. They could clearly handle themselves - Essence whipped back around to face their readying assailant, building up magic in their chest before blasting the bird with ice breath. The three stood their ground - it was mere minutes before the group of raptorik retreated with a squabble, tumbling indignantly away into the plains. Prized roared shortly, a warning - Daenara lobbed a couple of rocks after the group for good measure. The three panted deeply, catching their breath. "Well," Daenara sat, reaching under he arm. "so much for a warm-" she wrenched a lance out of her side with a grimace, "--[i]welcome![/i]" Essence turned to them. "Were you two injured?" Prized sighed against his scales as he licked some blood off of his shoulder. "I'll be fine." Essence nodded, eyebrows furrowed. "I as well," Daenara stood up, shaking herself off. "They couldn't do much to me with those toothpicks. Ha!" "Right." Essence combed his claws through the ruffled feathers of his wings and mane, swallowing nervously. "I thought it safe here." Daenara swept away some broken bits of weaponry with her tail, stamping the dirt of their camping grounds. "It is now. I don't think they'll be back, seeing how we kicked their rumps." She dusted off her bedroll before fishing out a roll of gauze from her supplies. Prized hummed in agreement, turning to look Essence over with an investigative gaze. "Ah... I wasn't hurt," the Coatl stammered slightly under the intense stare. This answer seemed enough though, and the big guy nodded before turning task to tidying the supplies and restoking the fire. The group got ready for a night's rest, agreeing to keep watch in shifts. Prized took the first watch without complaint, settling atop a broken stone pillar to stare out at the lands. All was quiet and still once more, and as the stars twinkled above the dragons fell into slumber. None would see the dim quartet of eyes peering out at them from the shadowed maw of the temple entryway. They stared for a while, before retreating into the dark. [img]https://dl.dropboxusercontent.com/s/x70o1tgtwji443a/windbottom.png[/img]
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CHAPTER 1


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The air was dead.

It simply... Stopped moving, once the trio neared the border of the Windswept Plateau. Such a name did not befall it now - the swaths of air that filled their wings during their journey simply vanished, whisked away like a breath from one's lungs as they flew into the region.

The strain on their wings, without any support from even a breeze, made them grow weary not long after. The two Guardians began lagging behind, their heavy bodies harder to keep in the air compared to the Coatl's light feathers. It was nearly an hour before -

"I think we need a break, Essence." strained one of the Guardians. She beat her heavy, azure wings with a grimace, looking up toward the graceful Coatl floating above her.

"...Yes. I agree." Essence's voice was quiet, calculating, but easy to catch above the quiet air, even as it moved against their wings in flight. The Coatl drifted downward, sunlight glimmering off of their shiny cerulean feathers. The two Guardians followed gratefully, their leader scanning the lands below for a place fit for landing. It wasn't difficult - much of the Plateau was hilly, grassy plains. Spotting a gently sloped hillside with some bamboo cover, they nodded toward it. "There."

The Guardians landed with loud 'whumps' befitting of their size, as Essence flitted gently unto the grass. Their wings, too, were strained despite their gracefulness, and they sighed with relief as they folded them inward for a rest.

The Guardian heavily slumped into the grass with a groan, tucking her legs and wings in. "Just how much farther is it, Prized?" She looked toward the third of the group, a large male Guardian with scales a gentle gradient of orange and teal. He stood in the tall grass, alert and looking outward, seemingly untired. It was good that he carried most of their gear - despite his own weight being the heaviest to carry, his endurance was impressive.

Prized reached for his bag, extracting a map scroll. He peered at it and the landscape, before snapping it shut. "A day's journey at most." His voice was deep and gruff, not looking at his companions as he spoke.

"A day. If we continue flying. Which, I don't think is entirely feasible," she gently stretched her wing out, wincing. "Without any wind..." She shook her heavy head, turning it to gaze out at the Plateau.

Essence's headfeathers flicked away a dragonfly. "We'll make it, Daenara. We shall walk for now."

A beat of silence. "I had heard of this," Essence spoke again. "To see it with my eyes..." They ran their claws gently through the grass. Nothing carried on the breeze. The bamboo stalks did not clatter together with gusts of wind. No storm brewed on the horizon. The clouds were still. It was all wrong. "This is not how it should be."

She let out a short, humorless laugh. "It's not how it should be everywhere. Who knows... if we can actually fix this."



The remainder of their journey felt a slog, but Prized's estimation wasn't for naught - as the sun kissed the horizon, the silhouette of their destination broke the sunset sky.

"There it is," Daenara called, legs trembling with exhaustion as she crested the hilltop. "We've made it! Just a bit more."

The cricketsong trickled up from the wild grasses as they approached, dark shadows cast by giant broken stonework. Ruined steps led up to the dark mouth of the temple, foreboding but not malevolent. Essence thought it best to set up camp outside for the night, and explore the interior come day - his companions agreed wholeheartedly, and they unpacked the supplies which they needed. It was not long before the crackling of fire roasted their dinners.

The crescented moon bit into the inky blanket of the sky. It felt so open here, and encompassing, as if gazing to it through a fishglass, distorted to cover the edges of all one's vision, and inviting and free. Essence's neck craned elegantly as they mulled over their thoughts between the stars, the warmth of the fire against their feathers mirroring the cool night air against their back. Supper had filled their bellies, and soft grasses stamped under bedrolls in preparation for a rest well-granted.

Essence blinked. The bugs had gone quiet.

Something moved in the grass. The fur on the back of their neck rose.

The next moments were a whir - the softest 'shlink' of metal was the only warning before a lance jabbed through where Essence's skull had been a moment prior.

They whipped their tail around backward. The heft of it caught the legs of the raptorik and swept it off its talons.

"Watch out!" Essence cried out to the others - in the firelight, they saw their companion's large forms clambering against more enemies armed with spears. Daenara's broad jaw clamped shut on one's javelin, and with a yank of her head they were sent flying, before she crushed the javelin to splinters between her teeth.

Prized swiped an enemy down with hefty paw, and stood up to crush them under his claws before a lance speared his hide. With a disdained huff, he beat his large wings, whipping up air - the squawking raptorik were easily gusted away.

They could clearly handle themselves - Essence whipped back around to face their readying assailant, building up magic in their chest before blasting the bird with ice breath.

The three stood their ground - it was mere minutes before the group of raptorik retreated with a squabble, tumbling indignantly away into the plains. Prized roared shortly, a warning - Daenara lobbed a couple of rocks after the group for good measure. The three panted deeply, catching their breath.

"Well," Daenara sat, reaching under he arm. "so much for a warm-" she wrenched a lance out of her side with a grimace, "--welcome!"

Essence turned to them. "Were you two injured?"

Prized sighed against his scales as he licked some blood off of his shoulder. "I'll be fine." Essence nodded, eyebrows furrowed.

"I as well," Daenara stood up, shaking herself off. "They couldn't do much to me with those toothpicks. Ha!"

"Right." Essence combed his claws through the ruffled feathers of his wings and mane, swallowing nervously. "I thought it safe here."

Daenara swept away some broken bits of weaponry with her tail, stamping the dirt of their camping grounds. "It is now. I don't think they'll be back, seeing how we kicked their rumps." She dusted off her bedroll before fishing out a roll of gauze from her supplies.

Prized hummed in agreement, turning to look Essence over with an investigative gaze.

"Ah... I wasn't hurt," the Coatl stammered slightly under the intense stare. This answer seemed enough though, and the big guy nodded before turning task to tidying the supplies and restoking the fire.

The group got ready for a night's rest, agreeing to keep watch in shifts. Prized took the first watch without complaint, settling atop a broken stone pillar to stare out at the lands.

All was quiet and still once more, and as the stars twinkled above the dragons fell into slumber. None would see the dim quartet of eyes peering out at them from the shadowed maw of the temple entryway. They stared for a while, before retreating into the dark.



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[img]https://dl.dropboxusercontent.com/s/kk5kaag52acu28a/windtop.png[/img] [columns][center][font=book antiqua][url=https://www1.flightrising.com/forums/qnc/3229643/1#post_53960479]< previous[/url][/font] [img]https://www1.flightrising.com/static/layout/lair_icons/56.png[/img][/center] [nextcol][center][color=transparent]__________________________________________________________[/color] [size=6][font=book antiqua]CHAPTER 2[/font][/size][/center] ----- [nextcol][center][font=book antiqua]next >[/font] [img]https://www1.flightrising.com/static/layout/lair_icons/56.png[/img][/center][/columns] [center][url=http://flightrising.com/main.php?dragon=75778747][img]http://flightrising.com/rendern/portraits/757788/75778747p.png[/img][/url][url=http://flightrising.com/main.php?dragon=80312987][img]http://flightrising.com/rendern/portraits/803130/80312987p.png[/img][/url][url=http://flightrising.com/main.php?dragon=84378456][img]http://flightrising.com/rendern/portraits/843785/84378456p.png[/img][/url][/center] The next morning, the dragons were slow to wake, content with staying comfortable upon their bedrolls after the long journey the day before. However, they were here on a mission. "[i]Goooood[/i] morning," Essence hummed in a sing-song, prodding the enormous Guardians until they stirred with grumbles of disdain. "Be lucky you slept this late. The sun is nearing its zenith, and we have much to do." Scouting the nearby area was a priority, and revealed no lairs of dragon nor beast. It seemed the band of raptorik that attacked them last night were travelers or hunters, rather than residents of a stumbled-upon den. Tall grasses rolled along the peaceful hills, dotted only with a few acacia trees and bamboo clusters. Foraging and building materials would require travel, for here they were to stay. The main attraction of this place was the ruins they had camped outside of. Now that the sun was high, the stone pillars and mossy steps were no longer obscured in shadow and moonlight. Ruins they were. Essence had long heard tales of this place in the region to his homeclan's north. Built in the middle of the sprawling plateau, this place held a magic that brought the entire region together and connected its denizens. It allowed one to travel leagues in moments, and made the entirety of Sornieth all the more accessible to tradedragons that frequented the plateau and neighboring regions. Now, it lay in pieces, the trade city that once sprawled around it in ancient times reduced to the occasional column base and half-wall sticking out of the grasses. The monument itself stood in the center, taller than anything for miles, as it had been built to last. Steps constructed in all four cardinal directions led up to a large platform, on which nothing currently stood. Facing southward between the steps was a large entryway, from which hung vines and flowers. Scattered atop and around the structure, among the crumbled foundation, were massive stone pieces carved into curves, seemingly meant to fit together into rings or circles. The place was worn by the once-wild winds, patches of moss and weeds sprouting all over. The Aergate, as it had been called by its creators, hadn't been touched in millennia. Yet it stood patiently before them... as if it knew it was the reason they were here. Essence stared up at the ruins with awe. Despite its unkempt appearance, it was still impressive, and almost sacred. "Now that we know we're safe here... Why don't we take a look inside?" Daenara encouraged with a grin from where she sat next to Essence, looking down at him bemusedly. "Yes... yes, I think we should." He turned to look up at her, headfeathers perked and eyes twinkling with excitement. Before the Coatl could bound forth, a large paw held against his chest. He looked quizzically up at Prized, who stood on his opposite side, peering down at him like a parent would an impatient hatchling. "...I'll go first. Who knows what we will find inside." Stoically, Prized stepped forth, putting himself in the lead. Essence felt the push of Daenara's snout against his back. "I'll take the rear," she insisted, and he could hear the smile in her voice. "You're smaller than the both of us, which means you're more vulnerable." At this, he somewhat bristled and huffed, but followed Prized. No need to keep them from their task over some indignation. Daenara laughed softly and lowered her head near his once more. "Don't take it personally. We're here to keep you safe, remember?" Essence hummed flatly and crossed their arms, prompting another chuckle from the big gal. The cool shadows of the mild day befell their scales and feathers as they stepped inside the monument's entrance. The inside was remarkably clean after hundreds of years of disrepair. Stone corridors led in multiple directions, large windows letting in plenty of natural light. Tiny butterflies fluttered among the dust motes in the sunbeams. The ground floor seemed to function for traveling through each side of the monument, rather than having to climb over the stairs or walk around the building to do so. The large, intersecting hallways led to three more entryways like the one they just come through. There was a spiral staircase in the center with enough legroom around it for traffic - it led up and down, both paths shrouded in a darkness which would've been banished by the torchlights along the walls in ancient times... now, they'd been left unlit for a long while. Still, the light of the sun pervaded the halls, once the eyes adjusted. It was still, and peaceful, with nothing destroyed or out of place besides what had been damaged by the weather. They decided to check upstairs first. The shadows quickly gave way to more natural light, which filtered in through a grate in the ceiling, through which could be seen the sky. The group was just below the platform atop the building. The grate seemed able to be walked on by any dragons that would have traveled to the once-working Aergate. A short corridor of stairs housed a sealed door leading outside. Along the northward wall of the room was what seemed to be an ancient control panel. A large, flat table stood in the center, and on the southward wall were shelves of books and scrolls. It was messy, and ruined cloth scraps littered the floor. Essence stepped up to the control panel as the two Guardians explored. The runestones were devoid of magic and the scriptures dull, but they seemed more *empty* than they did dead. Like they were flasks waiting to be filled... The way they were arranged was interesting. It was similar to an abacus, although the runestones weren't perfectly spherical or even smooth. Some fiddling proved that they could be rotated but not moved side-to-side, and secured in position with a lever to form different combinations of runes. Some more table space to the sides held large, flat runestones and small, button-like ones secured in divots. Some were chipped or scraped, and a few seemed to be missing - and some slots seemed more for navigation instruments like compasses. The wall the controls rested against was partially covered in vines, but it was obvious that it was no ordinary wall... clambering atop the panels, Essence attempted to claw aside the vines to reveal what was beneath. After a few huffs of effort, Daenara joined him, much more easily tearing down the ivy with her large paws. What was underneath was an arc of stone jutting out from the groundwork, inlaid with more runes and even some compartments - once full of map scrolls, now stuffed with spiderwebs and moss. One runestone in particular was missing: the large keystone at the very top and center of the arch. "That... seems like it would be important." Essence sighed in frustration. None of the runes yet seen were elemental runes - rare and powerful symbols that captured and channeled a source of magical energy to other runes in the vicinity that were attuned to it. Before the inventions of wires and steam power, contraptions such as this large control panel were powered by magic in the form of these elemental runestones. But the one used for the Aergate... was missing. Prized began searching the floor, drawers and shelves while Daenara winced and swayed her tail. "Stolen, to sell or trade?" she suggested. "Perhaps," Essence agreed with a nod. "Or... maybe it was taken and hidden. For safekeeping." They mused, letting their gaze travel across the contents of the room. The Coatl leapt gently onto the stone table, walking across it to hop down in front of the shelves. Standing, they began perusing its contents. Nothing much stood out, but a few leatherbound books and encased scrolls were still intact. Gathering these up in his arms, Essence dumped them carefully onto the table, Daenara peering curiously over his shoulder as he dusted them off. Prized turned to the two, having searched his fill. "Nothing." Essence nodded. "I thought not. This place seems cleared out." He cracked open a few of the books and began to thumb through the pages, Daenara looking through the larger ones. The scripts were faded, smudged or stained, and each page smelled heavily of dust and mothballs. However, they seemed promising... Before they could begin their research, somewhere within the Aergate came a muffled sound. Prized was immediately on alert, large head swiveling and teal eyes nearly boring a hole into the entryway. Daenara too, tensed and shifted, while Essence's headfeathers strained upward and he grew still. Whatever it was didn't seem to be barreling its way through, so maybe it was just an animal..? "I'll go take a look," Prized mumbled, stepping forward, and Daenara nodded, situating herself squarely beside Essence as their companion slinked down the stairwell, quieter than one may expect of such a large fellow. The two waited, worry beginning to creep into Essence's chest after a few minutes of complete silence. Suddenly, there was a yell and some scuffling. Glancing at each other, Daenara bumbled hurriedly down the stairs with Essence close behind. She stopped halfway, and the much smaller Coatl climbed up her back to get a better view of the commotion. [center][url=http://flightrising.com/main.php?dragon=85234697][img]http://flightrising.com/rendern/portraits/852347/85234697p.png[/img][/url][/center] Prized was standing menacingly, a low growl sitting deep in his chest. A small Mirror was crouched at the mouth of the stairwell leading underground, a loud hiss accompanying her snarl as her earfins and wings flared out. Essence quickly wiggled his way over Daenara's wing to drop down to the floor with a flutter — the Mirror's attention snapped to him and she hissed even louder, prompting Prized to snap his jaw and Daenara to step forward protectively. The Coatl held his hands out, a gesture mostly directed at his two Guardians. "We are not here for a fight..!" They projected their voice over the warning vocals, glancing between everyone. "Please, cease." The Mirror's hissing dropped to a quiet, cautious one in the back of her throat, and her wings relaxed ever so slightly. Essence noted to himself that he was certainly the negotiator of the group. They cleared their throat, lowering their claws and talking to the Mirror. "I apologize for the intrusion… we were not aware of any residents." He eyed Prized, a cue to back off. "We are not here for trouble." Prized cut the growl in his throat with a snort and squinted at the stranger. "We are to inhabit this place. Leave." "[i]Prized[/i]..!" Daenara exclaimed in disbelief, frowning deeply at her comrade. Essence flicked his tongue worriedly as Daenara descended the rest of the stairs, keeping her pace calm and steps light. "I'm sorry about him," she spoke to the Mirror, voice softer than Essence had yet heard. "He's [i]real[/i] uptight—" "This is not your place to keep. [i]You[/i] are the ones who should fly the coop." The Mirror rasped, glaring at Prized. "I understand if you've lived here," Essence interjected softly, stepping in front of Prized in an effort to de-escalate. "I reiterate, we are not here for trouble. We are researchers." The Mirror blinked at him, shifting slightly. "... Why are you here?" "We aim to rebuild the Aergate." Daenara announced, wings filling with pride. Essence nodded. "It's true. We are here to help the plateau." The Mirror looked between the two, flexing her claws. Her neck curled contemplatively. "... The Aergate, huh.." A squeak sounded behind her, and she rounded with a hiss, pushing away something behind her. "I said to stay hidden! What part of [i]'hide until I find you'[/i] do you not understand—?" A number of hatchlings peeked curiously from her hindclaws at the newcomers, with one small crimson Imperial managing to squirm its way to the front to peer up at Essence - who merely tilted his head quizzically, tension suddenly vanishing into thin air. "Oh! Oh, you've got hatchlings—" Daenara chuckled with a bashful grin. "No wonder you were so up in arms." "They're—" the Mirror huffed in effort, trying to gather up the unruly babies. "They're not [i]mine[/i], I just—they were abandoned, so…" Another overtly adventurous hatchling fluttered forward, a small white and pink Spiral. It skittered up to Essence's hindclaws and began attempting to climb up him. The Mirror hissed protectively, but it stuttered when Essence giggled melodically, allowing the hatchling to do as it pleased. "I promise you that we will bring no harm to the hatchlings. Or you." With the baby Spiral perched happily upon their shoulder, Essence stepped forward and held out a claw. "Truce?" The Mirror eyed the offered hand with a bit of a grimace as a hatchling flopped onto her head. Then she sighed, giving up the tough act and reaching out a claw to shake. "Fine. Truce." Behind the group, Prized stood quietly and unseen, a deep scowl on his face and a stony look in his eyes. ----- The Mirror— Sera, she'd introduced herself as— had been living in the bowels of the Aergate with the hatchlings, and reassured that there were no other residents. It took little convincing on Essence's part for Sera to take the invitation to join their group. It was easy to see that she'd been run ragged attempting to care for the hatchlings on her lonesome, and was relieved at the prospect of help. There were two sets of twins, one pair of Spirals and another of Imperials, none of which were Sera's own children. She claimed she couldn't leave the abandoned clutches to fend for themselves and had taken them in about a month prior, settling here as she herself was clanless. Essence resumed researching the scrolls they'd found with earnest, eventually reporting back that no record of where the wind runestone had gone were among the dusty contents of the office. There was one lead, however, being that those who managed the Aergate routinely traded with clans in the Earth flight for construction materials. Another note stated that the underground vault had been emptied upon decommission. The vault was one of a few rooms on the underground floor - the rest of the space seemed to have originally been used for storage. The entire floor was indeed empty, save for a few discarded barrels and chests, and plenty of cobwebs. Of course, one room was currently a living space for Sera and her adopted hatchlings. It was far from glamorous, but it was cozy and warm thanks to the blankets, curtains and cloaks that Sera had hand-sewn. Essence commented that she had the potential to be a good tailor, to which she seemed to preen. Daenara herself was delighted to be in the company of hatchlings. She'd always wanted some herself, and quickly struck up the beginnings of a friendship with Sera. The Mirror herself wasn't so keen on motherhood despite her protective nature, and joked she was glad that someone else had the tolerance to let four unruly tykes climb all over them and tug at their ears. Prized, unfortunately, was not so thrilled about their newest compatriot. He'd quickly dismissed himself after the initial confrontation with a mutter about patrolling the area, and was not seen again until late evening. "Beastclans usually steer clear of this area," Sera said through the mouthful of food she'd torn off a cooking skewer. "Seems they don't see nothin' of value here. "Mm- that is good news," Essence nodded, chewing thoughtfully. "I wish to avoid any more attacks." "[i]That[/i] was annoying!" Daenara agreed. The four hatchlings were resting under her wings against her side, warm and tired after an earlier play session. "I'm sure you heard the commotion?" "Last night, yeah. Tough luck, that's the first I've seen of raptorik so close to the uh, the Aergate." Sera finished off the seasoned meat skewer, licking her jowls. It was probably the most filling meal she'd had in a while, since she hardly left the hatchlings alone or unfed. Suddenly, she startled, eyes focusing on something past the two. "Cripes! D-didn't hear you coming." Essence and Daenara looked over their shoulders - at the edge of the firelight stood the imposing shadowed form of Prized. He said nothing, walking slowly around to sit next to Daenara. "Um… we saved you a helping." Essence offered, gesturing to some leftover food skewers in the pot. Prized nodded, starting to cook his dinner over the fire. Sera looked between the three, obviously awkward and uncomfortable. Essence shot her an apologetic grimace. Daenara wacked Prized's side lightly. "Didya see anything while on patrol?" Prized contemplated for a moment, not looking away from his task. "Hm. I found an area that would work well for a proper camp. We should set one up, if we are to remain here long." The tension cleared some. "Yes, yes," Essence nodded. "That would be good. We can't all live within the Aergate." "I think it'll take a while to get this thing up and running again, so… yeah." Daenara conceded. "It's much more run-down than I'd hoped." "I agree. Especially since we now need to locate a wind runestone to power it." Essence pulled a scroll from his pack, reading over it in the firelight. "There are few regions mentioned in these trade logs besides Dragonhome. I wonder if we may have to travel there…" Conversation resumed easily, their bellies full and the fire warm. They discussed plans to move forward with their mission, and perhaps journey or send a scout to Dragonhome to find the clan responsible for storing the Aergate's runestone, or perhaps even excavate a new one. All the while, Prized imperceptibly eyed their newest companion, and the four hatchlings sleeping under Daenara's wing. [img]https://dl.dropboxusercontent.com/s/x70o1tgtwji443a/windbottom.png[/img]
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CHAPTER 2

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The next morning, the dragons were slow to wake, content with staying comfortable upon their bedrolls after the long journey the day before.

However, they were here on a mission.

"Goooood morning," Essence hummed in a sing-song, prodding the enormous Guardians until they stirred with grumbles of disdain. "Be lucky you slept this late. The sun is nearing its zenith, and we have much to do."

Scouting the nearby area was a priority, and revealed no lairs of dragon nor beast. It seemed the band of raptorik that attacked them last night were travelers or hunters, rather than residents of a stumbled-upon den. Tall grasses rolled along the peaceful hills, dotted only with a few acacia trees and bamboo clusters. Foraging and building materials would require travel, for here they were to stay.

The main attraction of this place was the ruins they had camped outside of. Now that the sun was high, the stone pillars and mossy steps were no longer obscured in shadow and moonlight.

Ruins they were. Essence had long heard tales of this place in the region to his homeclan's north. Built in the middle of the sprawling plateau, this place held a magic that brought the entire region together and connected its denizens. It allowed one to travel leagues in moments, and made the entirety of Sornieth all the more accessible to tradedragons that frequented the plateau and neighboring regions.

Now, it lay in pieces, the trade city that once sprawled around it in ancient times reduced to the occasional column base and half-wall sticking out of the grasses. The monument itself stood in the center, taller than anything for miles, as it had been built to last. Steps constructed in all four cardinal directions led up to a large platform, on which nothing currently stood. Facing southward between the steps was a large entryway, from which hung vines and flowers. Scattered atop and around the structure, among the crumbled foundation, were massive stone pieces carved into curves, seemingly meant to fit together into rings or circles. The place was worn by the once-wild winds, patches of moss and weeds sprouting all over.

The Aergate, as it had been called by its creators, hadn't been touched in millennia. Yet it stood patiently before them... as if it knew it was the reason they were here.

Essence stared up at the ruins with awe. Despite its unkempt appearance, it was still impressive, and almost sacred.

"Now that we know we're safe here... Why don't we take a look inside?" Daenara encouraged with a grin from where she sat next to Essence, looking down at him bemusedly.

"Yes... yes, I think we should." He turned to look up at her, headfeathers perked and eyes twinkling with excitement.

Before the Coatl could bound forth, a large paw held against his chest. He looked quizzically up at Prized, who stood on his opposite side, peering down at him like a parent would an impatient hatchling.

"...I'll go first. Who knows what we will find inside." Stoically, Prized stepped forth, putting himself in the lead.

Essence felt the push of Daenara's snout against his back. "I'll take the rear," she insisted, and he could hear the smile in her voice. "You're smaller than the both of us, which means you're more vulnerable." At this, he somewhat bristled and huffed, but followed Prized. No need to keep them from their task over some indignation.

Daenara laughed softly and lowered her head near his once more. "Don't take it personally. We're here to keep you safe, remember?"

Essence hummed flatly and crossed their arms, prompting another chuckle from the big gal.

The cool shadows of the mild day befell their scales and feathers as they stepped inside the monument's entrance. The inside was remarkably clean after hundreds of years of disrepair. Stone corridors led in multiple directions, large windows letting in plenty of natural light. Tiny butterflies fluttered among the dust motes in the sunbeams.

The ground floor seemed to function for traveling through each side of the monument, rather than having to climb over the stairs or walk around the building to do so. The large, intersecting hallways led to three more entryways like the one they just come through. There was a spiral staircase in the center with enough legroom around it for traffic - it led up and down, both paths shrouded in a darkness which would've been banished by the torchlights along the walls in ancient times... now, they'd been left unlit for a long while. Still, the light of the sun pervaded the halls, once the eyes adjusted. It was still, and peaceful, with nothing destroyed or out of place besides what had been damaged by the weather.

They decided to check upstairs first. The shadows quickly gave way to more natural light, which filtered in through a grate in the ceiling, through which could be seen the sky. The group was just below the platform atop the building. The grate seemed able to be walked on by any dragons that would have traveled to the once-working Aergate. A short corridor of stairs housed a sealed door leading outside. Along the northward wall of the room was what seemed to be an ancient control panel. A large, flat table stood in the center, and on the southward wall were shelves of books and scrolls. It was messy, and ruined cloth scraps littered the floor.

Essence stepped up to the control panel as the two Guardians explored. The runestones were devoid of magic and the scriptures dull, but they seemed more *empty* than they did dead. Like they were flasks waiting to be filled...

The way they were arranged was interesting. It was similar to an abacus, although the runestones weren't perfectly spherical or even smooth. Some fiddling proved that they could be rotated but not moved side-to-side, and secured in position with a lever to form different combinations of runes. Some more table space to the sides held large, flat runestones and small, button-like ones secured in divots. Some were chipped or scraped, and a few seemed to be missing - and some slots seemed more for navigation instruments like compasses.

The wall the controls rested against was partially covered in vines, but it was obvious that it was no ordinary wall... clambering atop the panels, Essence attempted to claw aside the vines to reveal what was beneath. After a few huffs of effort, Daenara joined him, much more easily tearing down the ivy with her large paws.

What was underneath was an arc of stone jutting out from the groundwork, inlaid with more runes and even some compartments - once full of map scrolls, now stuffed with spiderwebs and moss. One runestone in particular was missing: the large keystone at the very top and center of the arch.

"That... seems like it would be important." Essence sighed in frustration. None of the runes yet seen were elemental runes - rare and powerful symbols that captured and channeled a source of magical energy to other runes in the vicinity that were attuned to it. Before the inventions of wires and steam power, contraptions such as this large control panel were powered by magic in the form of these elemental runestones. But the one used for the Aergate... was missing.

Prized began searching the floor, drawers and shelves while Daenara winced and swayed her tail. "Stolen, to sell or trade?" she suggested.

"Perhaps," Essence agreed with a nod. "Or... maybe it was taken and hidden. For safekeeping." They mused, letting their gaze travel across the contents of the room. The Coatl leapt gently onto the stone table, walking across it to hop down in front of the shelves. Standing, they began perusing its contents.

Nothing much stood out, but a few leatherbound books and encased scrolls were still intact. Gathering these up in his arms, Essence dumped them carefully onto the table, Daenara peering curiously over his shoulder as he dusted them off.

Prized turned to the two, having searched his fill. "Nothing."

Essence nodded. "I thought not. This place seems cleared out." He cracked open a few of the books and began to thumb through the pages, Daenara looking through the larger ones. The scripts were faded, smudged or stained, and each page smelled heavily of dust and mothballs. However, they seemed promising...

Before they could begin their research, somewhere within the Aergate came a muffled sound.

Prized was immediately on alert, large head swiveling and teal eyes nearly boring a hole into the entryway. Daenara too, tensed and shifted, while Essence's headfeathers strained upward and he grew still. Whatever it was didn't seem to be barreling its way through, so maybe it was just an animal..?

"I'll go take a look," Prized mumbled, stepping forward, and Daenara nodded, situating herself squarely beside Essence as their companion slinked down the stairwell, quieter than one may expect of such a large fellow. The two waited, worry beginning to creep into Essence's chest after a few minutes of complete silence.

Suddenly, there was a yell and some scuffling. Glancing at each other, Daenara bumbled hurriedly down the stairs with Essence close behind. She stopped halfway, and the much smaller Coatl climbed up her back to get a better view of the commotion.
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Prized was standing menacingly, a low growl sitting deep in his chest. A small Mirror was crouched at the mouth of the stairwell leading underground, a loud hiss accompanying her snarl as her earfins and wings flared out.

Essence quickly wiggled his way over Daenara's wing to drop down to the floor with a flutter — the Mirror's attention snapped to him and she hissed even louder, prompting Prized to snap his jaw and Daenara to step forward protectively.

The Coatl held his hands out, a gesture mostly directed at his two Guardians. "We are not here for a fight..!" They projected their voice over the warning vocals, glancing between everyone. "Please, cease."

The Mirror's hissing dropped to a quiet, cautious one in the back of her throat, and her wings relaxed ever so slightly. Essence noted to himself that he was certainly the negotiator of the group. They cleared their throat, lowering their claws and talking to the Mirror.

"I apologize for the intrusion… we were not aware of any residents." He eyed Prized, a cue to back off. "We are not here for trouble."

Prized cut the growl in his throat with a snort and squinted at the stranger. "We are to inhabit this place. Leave."

"Prized..!" Daenara exclaimed in disbelief, frowning deeply at her comrade. Essence flicked his tongue worriedly as Daenara descended the rest of the stairs, keeping her pace calm and steps light. "I'm sorry about him," she spoke to the Mirror, voice softer than Essence had yet heard. "He's real uptight—"

"This is not your place to keep. You are the ones who should fly the coop." The Mirror rasped, glaring at Prized.

"I understand if you've lived here," Essence interjected softly, stepping in front of Prized in an effort to de-escalate. "I reiterate, we are not here for trouble. We are researchers."

The Mirror blinked at him, shifting slightly. "... Why are you here?"

"We aim to rebuild the Aergate." Daenara announced, wings filling with pride.

Essence nodded. "It's true. We are here to help the plateau."

The Mirror looked between the two, flexing her claws. Her neck curled contemplatively. "... The Aergate, huh.."

A squeak sounded behind her, and she rounded with a hiss, pushing away something behind her. "I said to stay hidden! What part of 'hide until I find you' do you not understand—?"

A number of hatchlings peeked curiously from her hindclaws at the newcomers, with one small crimson Imperial managing to squirm its way to the front to peer up at Essence - who merely tilted his head quizzically, tension suddenly vanishing into thin air.

"Oh! Oh, you've got hatchlings—" Daenara chuckled with a bashful grin. "No wonder you were so up in arms."

"They're—" the Mirror huffed in effort, trying to gather up the unruly babies. "They're not mine, I just—they were abandoned, so…"

Another overtly adventurous hatchling fluttered forward, a small white and pink Spiral. It skittered up to Essence's hindclaws and began attempting to climb up him. The Mirror hissed protectively, but it stuttered when Essence giggled melodically, allowing the hatchling to do as it pleased.

"I promise you that we will bring no harm to the hatchlings. Or you." With the baby Spiral perched happily upon their shoulder, Essence stepped forward and held out a claw. "Truce?"

The Mirror eyed the offered hand with a bit of a grimace as a hatchling flopped onto her head. Then she sighed, giving up the tough act and reaching out a claw to shake. "Fine. Truce."

Behind the group, Prized stood quietly and unseen, a deep scowl on his face and a stony look in his eyes.



The Mirror— Sera, she'd introduced herself as— had been living in the bowels of the Aergate with the hatchlings, and reassured that there were no other residents. It took little convincing on Essence's part for Sera to take the invitation to join their group. It was easy to see that she'd been run ragged attempting to care for the hatchlings on her lonesome, and was relieved at the prospect of help.

There were two sets of twins, one pair of Spirals and another of Imperials, none of which were Sera's own children. She claimed she couldn't leave the abandoned clutches to fend for themselves and had taken them in about a month prior, settling here as she herself was clanless.

Essence resumed researching the scrolls they'd found with earnest, eventually reporting back that no record of where the wind runestone had gone were among the dusty contents of the office. There was one lead, however, being that those who managed the Aergate routinely traded with clans in the Earth flight for construction materials. Another note stated that the underground vault had been emptied upon decommission.

The vault was one of a few rooms on the underground floor - the rest of the space seemed to have originally been used for storage. The entire floor was indeed empty, save for a few discarded barrels and chests, and plenty of cobwebs. Of course, one room was currently a living space for Sera and her adopted hatchlings. It was far from glamorous, but it was cozy and warm thanks to the blankets, curtains and cloaks that Sera had hand-sewn. Essence commented that she had the potential to be a good tailor, to which she seemed to preen.

Daenara herself was delighted to be in the company of hatchlings. She'd always wanted some herself, and quickly struck up the beginnings of a friendship with Sera. The Mirror herself wasn't so keen on motherhood despite her protective nature, and joked she was glad that someone else had the tolerance to let four unruly tykes climb all over them and tug at their ears.

Prized, unfortunately, was not so thrilled about their newest compatriot. He'd quickly dismissed himself after the initial confrontation with a mutter about patrolling the area, and was not seen again until late evening.

"Beastclans usually steer clear of this area," Sera said through the mouthful of food she'd torn off a cooking skewer. "Seems they don't see nothin' of value here.

"Mm- that is good news," Essence nodded, chewing thoughtfully. "I wish to avoid any more attacks."

"That was annoying!" Daenara agreed. The four hatchlings were resting under her wings against her side, warm and tired after an earlier play session. "I'm sure you heard the commotion?"

"Last night, yeah. Tough luck, that's the first I've seen of raptorik so close to the uh, the Aergate." Sera finished off the seasoned meat skewer, licking her jowls. It was probably the most filling meal she'd had in a while, since she hardly left the hatchlings alone or unfed.

Suddenly, she startled, eyes focusing on something past the two. "Cripes! D-didn't hear you coming."

Essence and Daenara looked over their shoulders - at the edge of the firelight stood the imposing shadowed form of Prized. He said nothing, walking slowly around to sit next to Daenara.

"Um… we saved you a helping." Essence offered, gesturing to some leftover food skewers in the pot. Prized nodded, starting to cook his dinner over the fire.

Sera looked between the three, obviously awkward and uncomfortable. Essence shot her an apologetic grimace. Daenara wacked Prized's side lightly. "Didya see anything while on patrol?"

Prized contemplated for a moment, not looking away from his task. "Hm. I found an area that would work well for a proper camp. We should set one up, if we are to remain here long."

The tension cleared some. "Yes, yes," Essence nodded. "That would be good. We can't all live within the Aergate."

"I think it'll take a while to get this thing up and running again, so… yeah." Daenara conceded. "It's much more run-down than I'd hoped."

"I agree. Especially since we now need to locate a wind runestone to power it." Essence pulled a scroll from his pack, reading over it in the firelight. "There are few regions mentioned in these trade logs besides Dragonhome. I wonder if we may have to travel there…"

Conversation resumed easily, their bellies full and the fire warm. They discussed plans to move forward with their mission, and perhaps journey or send a scout to Dragonhome to find the clan responsible for storing the Aergate's runestone, or perhaps even excavate a new one. All the while, Prized imperceptibly eyed their newest companion, and the four hatchlings sleeping under Daenara's wing.


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