
Of the Forest
Baby's First Kingdomlocke

>intro & rules< | dailies & events | jobs | characters | graveyard | x | x | table of contents | credits | x

Hello and welcome to my first ever Kingdomlocke-- and locke of any kind! I've been interested in this idea for weeks, so I think it's finally time for me to get one started myself!
For my Kingdomlocke, I've combined most of the roles and events of the original Kingdomlocke 2.0 and skelecore's version. I used mostly skelecore's version, though I did add two new roles to make a flat 20.
I also introduced a "karma" ruleset, which is custom made. Essentially, when an event that involves a good karma or bad karma outcome is rolled, you take a good big-picture look at either the kingdom as a whole or the individual(s) that the event is effecting, and decide whether they have done good deeds to earn the good karma rule, or if they're evil and earned the bad karma rule. Good karma rules don't automatically mean that it's incredibly fortunate, just that it's not unfortunate. And equally, a bad karma rule doesn't mean that something terrible will definitely happen, it just has a bit of a higher chance.
I don't quite remember what all I've changed in terms of events, so feel free to look between my ruleset, skelecore's, and the OG 2.0! I know for sure I added Medium and Familiar Caretaker in terms of jobs.
One last thing-- I don't intend on placing this Kingdomlocke within Sornieth. My entire lair is essentially a worldbuilding project, and my intent for this locke is to be the basis for the city that will eventually be placed in my lair. And considering I'm a G1 lair, that means that this locke is quite literally a basis that the final product will rely on. I intend on getting G1 versions of all the survivors, and "replacing" them. So when this locke eventually ends, bios will be transferred, and every survivor will be for sale! Keep an eye out if that interests you, I guess!
Edit:
- Time is an illusion, to even me. I have no idea how much time has passed. I just know it's passing. Time is like silly putty in this story, please don't look too deep into it because it will not make sense lmao.
- This wasn't the case before, but I have officially decided to retcon some things; when I mention a "draconic form", that is essentially a humanoid-sized form with dragon-like essence that alters their appearance and allows them to fly. True dragon forms are very rare. Draconic forms are not the actual dragon. This change was made to make sense of dens being around the same size in the settlement despite the fact that faes are tiny and imperials are huge. Actual dragon forms will eventually come into play, though!
- Landwalking form is essentially the human form. It's a matter of convenience to use versus draconic forms. More dexterity for delicate work or attention to detail.

Rules

- If a dragon dies in the coliseum or in this challenge, the dragon is exalted, unless they have extra lives or the rules state otherwise.
Extra lives mean even if your dragon dies, they come back from the dead once per life. For example, if they die in the coliseum they do not get exalted but lose a life instead.
- If a dragon reaches level 10 it gains an extra life. The same goes for level 15.
- If a dragon reaches 25 it "retires." This dragon is unable to die or be affected by challenges, locking in its job from being taken, however, it cannot battle in the coliseum or breed due to age.
- Cosmetic items such as apparel, genes, scenes, and familiars are free to be added, removed, or changed on any dragon at any time. I get infinitely more attached to a dragon that I have taken the time to dress up then one I haven’t, and its a great way to give them a personality. agreed, skelecore!
- You must flip a coin for each egg hatched. Heads the hatchling is healthy, tails the egg didn’t make it and it exalted. Likewise, it's dangerous in your kingdom's early days. Every day you must roll a d6 for every hatchling in your lair. On a 1 the hatchling does not make it and is exalted.
- Every hatchling must be assigned a Guardian. By default, one of the hatchling’s parents will be assigned its Guardian. If a hatchling is orphaned, use a number generator to select a new Guardian. A hatchling without a Guardian will be exalted. A Guardian can only look after three hatchlings at once.
- If a dragon in the kingdom hatches with primal or multigaze eyes, they get an extra life. This does not apply to dragons purchased from the AH.
- When a dragon reaches level 5 it must roll for a job. More than one dragon can have the same job, but, with the exception of the Priest, job rules do not double or stack.
- If a dragon changes jobs through a challenge they keep the lives they have gained from their past job. Example: Knights get 2 extra lives and keep them if they quit and become an Archivist.
- Except for the Assassin, you don’t have to do dragon jobs daily. Example: You can skip using the Matchmaker if you don’t want to pair any dragons.
- If any dragon makes it 5 levels above your Royal, they flip a coin. On heads they challenge the Royal to take the throne. Roll a 1d4 to see what happens.
1 - Both dragons die in the scuffle. Crown a new Royal.
2 - The Royal dies and the challenger is crowned the new Royal.
3 - The challenging dragon dies and the old Royal continues their reign.
4 - Respect earned. The challenging dragon and the Royal earn respect for one another and the challenge is a draw. - If the Royal dies, the Royal’s oldest living Heir is given the role. If the Royal is overthrown, this does not occur. If the Royal has no Heirs, the eldest Noble is given the role. If the Royal has no living relatives, the dragon with the highest level becomes the Royal.
- If the Royal is overthrown and has any living relatives, roll 1d4 to see what happens.
1 - The legacy of the old ruler must die with them. Exalt all living relatives.
2 - Flip a coin for each living relative. On tails, they refuse to recognize the new Royal and are exalted.
3 - The new Royal does not believe the living relatives to be a threat. None are exalted.
4 - They refuse to give up the crown so easily! Flip a coin. On heads, the living relatives succeed in taking back the throne; the Royal is exalted and the eldest living relative is crowned Royal. On tails, they fail; exalt all living relatives. - The Rule of Cool: the Rule of Cool dictates that, if I think it would be cool if something happens, it can happen, even if the rules don’t support it. I’ll always try and add some RNG element to the outcome.
Hypothetical example of the rule in action: Say in the narrative the Royal and one of their Knights fall in love, and then the Royal is challenged for the throne. The rules dictate that the Royal must be the one to fight, but instead I like the drama of the Knight choosing to fight in their place. The result of the battle would still be up to the dice roll.

WIN CONDITION
The challenge is won (but not obligated to end) when both objectives are met;
- Have at least one dragon in all 20 jobs making a complete full kingdom.
- Have a Royal level up to 25.