The Owl's Show
Within one of the glistening mountains that surround the Starfall Isles. An underground base has been dug deep into the surface, rose-colored crystals glimmering and protecting dragons from the wild magic that roams this area. A view of the Oculus of Eleven can be seen. The ancient temple frames a scenic view. An array of feathers scatters outside of the cave, the source of the plumage never detected. The feathers have fallen all across Sornieth, each one tipped a walnut-brown. A quadrant of dragons has discovered these feathers, seeming to be drawn to the Starfall Isles and the radiant magic within. These feathers soon prove that they belong to no ordinary beast, but a being with power that dragonkind cannot comprehend.
They have joined the Owl’s Show, and their lives will never be the same.
Hello there and welcome to my newest playthrough, The Owl’s Show! I have decided that I need to look towards Flight Rising with a clean slate and because of this have started to make not only a new playthrough but a new universe for myself. My hopes are to make a more organized and more coherent story and to make a Clan that I can be proud of. There will be a basic plot outline for me to follow, but otherwise, this will be determined by the rolls that I end up obtaining.
I will be using certain terminology that may be unfamiliar to other users, and because of this, I will make a list of what terms will be utilized within the story. I will update this as I continue to do the playthrough.
Terminology
-Actor - A dragon corrupted by the entity.
-Adult - A dragon that is above thirty-six phases old.
-Comp - A dragon that has prominent features from another breed of dragon.
-Dragoness - A female dragon.
-Hatchling - A dragon that is up to five phases old.
-Phase - The time that it takes for the sun to cycle around the world eleven times.
-Shock-Eyes - A dragon that has a special variant of eyes.
-Teenager - A dragon that is anywhere from six to thirty-five phases old.
Ruleset wrote:
The Basics
-Begin with 4 unrelated adult dragons that have been bought from the Auction House. Give them 1 life each and 0 Plumage.
-Afterwards, use the Random Number Generator to determine what kind of result occurs.
Results
1-25 - Fight. Roll 1-100 for every dragon involved in the fight to determine their fate and roll the number of dragons that are involved in the fight.
1-50: No Change
51-85: Minor Injury
86-95: Major Injury
96-100: Dies
If it is rolled with no change, then that dragon is fine. If the dragon dies, they will be removed from the story. If the dragon gains an injury, subsequent fights will be impacted depending on the injury type. The start of each day will require a roll to try and heal the injury.
Minor Injuries do not impact a dragon in a fight, but if a dragon has three minor injuries at one time, these will combine into a major injury. At the start of the day before the main roll is performed, do a roll from 1-10 for each minor injury a dragon has to determine whether it heals.
1-7: Heal
8-10: Doesn't Heal
Major Injuries impact a dragon in a fight. A dragon in a fight with a major injury must roll a number ranging from 1-100 in order to determine what happens to them. Major injuries also have to be healed off with the following rates. If a dragon obtains three minor injuries, then it becomes a major injury.
1-10: Survive unharmed
11-20: Minor Injury
21-50: Major Injury
51-80: Incapacitated
81-100: Dies
1-5: Heal
6-10: Doesn't Heal
Incapacitated dragons are those that are close to death or are otherwise severely injured. They are unable to breed and if they are selected when an event is rolled, they are always killed off. If a dragon that is incapacitated is chosen for an ordinary fight, then roll between the number 1 and 2. If the number is 1, then they survive but remain incapacitated. If the number is 2, then they die. Incapacitated dragons can be healed like any other dragon, however.
1-5: Healed of their incapacitated status
6-8: Remains incapacitated for that day
9-10: Dies
26-55 - Write. Write a piece revolving around the Owl's Show.
56-85 - Draw. Draw a piece revolving around the Owl's Show.
86-90 - Buy. Buy an adult dragon from the Auction House.
91-95 - Breed. Breed two dragons with each other. If there are no compatible dragons with one another, instead buy a hatchling from the Arcane Auction House. Roll a number between 1 and 4. If the number is from 1-3, buy a single hatchling. If it is 4, buy a clutch of hatchlings if possible.
96-100 - Event. A dragon is seen by the entity and witnesses its presence. Randomly determine which dragon sees the entity. Now then roll from 1 to 3 to determine their fate.
1 - The dragon comes out no worse for the wear.
2 - The dragon is influenced by the entity and gains 1 plumage.
3 - The dragon dies.
Corruptions
When a dragon obtains 3 plumage, they are corrupted by the entity. Roll a number between 1 and 12. If a dragon rolls a corruption that is already taken, then roll again. The dragon gains the following role.
1-2 - The Ears - This dragon hears all that they need to. If a dragon is about to die. The Ears rolls a number between 1 and 6. If the number is 1-5, then the dragon dies. If the number is 6, then the Ears brings them back as a Cast Member. The Ears has 2 lives. There can only be 3 Ears at a time.
3-4 - The Eyes - This dragon sees all is needed. Roll a number between 1 and 6. If the number is 1-5, then nothing happens. If the number is 6, then a single adult dragon is recruited, being brought in by a feather. There can only be 3 Eyes at a time.
5-6 - The Wings - This dragon flies beyond their mortal confines. Roll a number between 1 and 6. If the number is 1-5, then nothing happens. If the number is 6, then a random dragon is given 1 plumage. The Wings has 2 lives. There can only be 3 Wings at a time.
7-8 - The Resolved - This dragon should have been corrupted, but is unable to. They are instead dedicated to removing corruption. Roll a number between 1 and 6. If the number is 1-5, then nothing happens. If the number is 6, then remove 1 plumage from a random dragon. A corrupted dragon cannot have plumage removed from them.
9-11 - Cast Member - This dragon is corrupted, but has no special role.
12 - The Show Ringleader - This dragon is specially designated as a conduit for the entity. They will decrease any chances that other corruptions, with the exception of the Resolved, have of failing, changing their odds from 1/6 to 1/4. There can only be one Show Ringleader at a time. The Show Ringleader has 3 lives.
Other
-When an egg is hatched. Roll a number between 1 and 2. If the number is 1, the hatchling survives. If the number is 2. The hatchling dies.
-I will be using the Lorelocke Prompt Generator to inspire what will be written.
Inspirations for The Owl's Show ruleset were taken from serpentarius's Lucklocke, StrawberryAlex's Pinkerlocke Mark System, and Pasafatu's Lovecraftian Nuzlocke Variant.
-Begin with 4 unrelated adult dragons that have been bought from the Auction House. Give them 1 life each and 0 Plumage.
-Afterwards, use the Random Number Generator to determine what kind of result occurs.
Results
1-25 - Fight. Roll 1-100 for every dragon involved in the fight to determine their fate and roll the number of dragons that are involved in the fight.
1-50: No Change
51-85: Minor Injury
86-95: Major Injury
96-100: Dies
If it is rolled with no change, then that dragon is fine. If the dragon dies, they will be removed from the story. If the dragon gains an injury, subsequent fights will be impacted depending on the injury type. The start of each day will require a roll to try and heal the injury.
Minor Injuries do not impact a dragon in a fight, but if a dragon has three minor injuries at one time, these will combine into a major injury. At the start of the day before the main roll is performed, do a roll from 1-10 for each minor injury a dragon has to determine whether it heals.
1-7: Heal
8-10: Doesn't Heal
Major Injuries impact a dragon in a fight. A dragon in a fight with a major injury must roll a number ranging from 1-100 in order to determine what happens to them. Major injuries also have to be healed off with the following rates. If a dragon obtains three minor injuries, then it becomes a major injury.
1-10: Survive unharmed
11-20: Minor Injury
21-50: Major Injury
51-80: Incapacitated
81-100: Dies
1-5: Heal
6-10: Doesn't Heal
Incapacitated dragons are those that are close to death or are otherwise severely injured. They are unable to breed and if they are selected when an event is rolled, they are always killed off. If a dragon that is incapacitated is chosen for an ordinary fight, then roll between the number 1 and 2. If the number is 1, then they survive but remain incapacitated. If the number is 2, then they die. Incapacitated dragons can be healed like any other dragon, however.
1-5: Healed of their incapacitated status
6-8: Remains incapacitated for that day
9-10: Dies
26-55 - Write. Write a piece revolving around the Owl's Show.
56-85 - Draw. Draw a piece revolving around the Owl's Show.
86-90 - Buy. Buy an adult dragon from the Auction House.
91-95 - Breed. Breed two dragons with each other. If there are no compatible dragons with one another, instead buy a hatchling from the Arcane Auction House. Roll a number between 1 and 4. If the number is from 1-3, buy a single hatchling. If it is 4, buy a clutch of hatchlings if possible.
96-100 - Event. A dragon is seen by the entity and witnesses its presence. Randomly determine which dragon sees the entity. Now then roll from 1 to 3 to determine their fate.
1 - The dragon comes out no worse for the wear.
2 - The dragon is influenced by the entity and gains 1 plumage.
3 - The dragon dies.
Corruptions
When a dragon obtains 3 plumage, they are corrupted by the entity. Roll a number between 1 and 12. If a dragon rolls a corruption that is already taken, then roll again. The dragon gains the following role.
1-2 - The Ears - This dragon hears all that they need to. If a dragon is about to die. The Ears rolls a number between 1 and 6. If the number is 1-5, then the dragon dies. If the number is 6, then the Ears brings them back as a Cast Member. The Ears has 2 lives. There can only be 3 Ears at a time.
3-4 - The Eyes - This dragon sees all is needed. Roll a number between 1 and 6. If the number is 1-5, then nothing happens. If the number is 6, then a single adult dragon is recruited, being brought in by a feather. There can only be 3 Eyes at a time.
5-6 - The Wings - This dragon flies beyond their mortal confines. Roll a number between 1 and 6. If the number is 1-5, then nothing happens. If the number is 6, then a random dragon is given 1 plumage. The Wings has 2 lives. There can only be 3 Wings at a time.
7-8 - The Resolved - This dragon should have been corrupted, but is unable to. They are instead dedicated to removing corruption. Roll a number between 1 and 6. If the number is 1-5, then nothing happens. If the number is 6, then remove 1 plumage from a random dragon. A corrupted dragon cannot have plumage removed from them.
9-11 - Cast Member - This dragon is corrupted, but has no special role.
12 - The Show Ringleader - This dragon is specially designated as a conduit for the entity. They will decrease any chances that other corruptions, with the exception of the Resolved, have of failing, changing their odds from 1/6 to 1/4. There can only be one Show Ringleader at a time. The Show Ringleader has 3 lives.
Other
-When an egg is hatched. Roll a number between 1 and 2. If the number is 1, the hatchling survives. If the number is 2. The hatchling dies.
-I will be using the Lorelocke Prompt Generator to inspire what will be written.
Inspirations for The Owl's Show ruleset were taken from serpentarius's Lucklocke, StrawberryAlex's Pinkerlocke Mark System, and Pasafatu's Lovecraftian Nuzlocke Variant.