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Quests & Challenges

Quests, Challenges, and Festival games.
TOPIC | [Kingdomlocke] Of the Forest
[center][url=https://www1.flightrising.com/forums/cc/3316077#post_56205695][img]https://i.imgur.com/gophUze.png[/img][/url] [size=7][font=Times New Roman][b]Of the Forest[/b][/font][/size] [size=1]Baby's First Kingdomlocke[/size] [pinglist=41038] [img]https://i.postimg.cc/FsYX48ND/dh4.png[/img] [size=2][url=https://www1.flightrising.com/forums/qnc/3380232/1#post_3380232]>intro & rules<[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961201]dailies & events[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961202]jobs[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961203]characters[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961205]graveyard[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961207]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961209]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961221]table of contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961222]credits[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961224]x[/url][/size] [img]https://i.postimg.cc/44zX0r4t/b-2.png[/img][/center] 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 [url=https://www1.flightrising.com/forums/qnc/3102226/1#post_3102226]original Kingdomlocke 2.0[/url] and [url=https://www1.flightrising.com/forums/qnc/3283718#post_3283718]skelecore[/url]'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 [i]unfortunate[/i]. And equally, a bad karma rule doesn't mean that something terrible will definitely happen, it just has a bit of a [i]higher chance[/i]. 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: [LIST] [*]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 [i]not[/i] 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. [/LIST] [center][img]https://i.postimg.cc/5thM7mZn/m0.png[/img] [size=6][b][font=Times New Roman]Rules[/font][/b] [img]https://i.postimg.cc/WbqzV9NK/Divider-Branch4.png[/img][/center] [LIST] [*][b]If a dragon dies in the coliseum or in this challenge, the dragon is exalted,[/b] unless they have extra lives or the rules state otherwise. [indent]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.[/indent] [*][b]If a dragon reaches level 10 it gains an extra life. The same goes for level 15.[/b] [*][b]If a dragon reaches 25 it "retires."[/b] 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. [*][b]Cosmetic items such as apparel, genes, scenes, and familiars are free to be added, removed, or changed on any dragon at any time.[/b] 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. [size=1][size=2]agreed, skelecore![/size][/size] [*][b]You must flip a coin for each egg hatched.[/b] 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. [*][b]Every hatchling must be assigned a Guardian.[/b] 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. [*][b]If a dragon in the kingdom hatches with primal or multigaze eyes, they get an extra life.[/b] This does not apply to dragons purchased from the AH. [*][b]When a dragon reaches level 5 it must roll for a job.[/b] More than one dragon can have the same job, but, with the exception of the Priest, [b]job rules do not double or stack.[/b] [*][b]If a dragon changes jobs through a challenge they keep the lives they have gained from their past job.[/b] Example: Knights get 2 extra lives and keep them if they quit and become an Archivist. [*]Except for the Assassin, [b]you don’t have to do dragon jobs daily.[/b] Example: You can skip using the Matchmaker if you don’t want to pair any dragons. [*][b]If any dragon makes it 5 levels above your Royal, they flip a coin.[/b] On heads they challenge the Royal to take the throne. Roll a 1d4 to see what happens. [indent]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.[/indent] [*][b]If the Royal dies, the Royal’s oldest living Heir is given the role.[/b] 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. [*][b]If the Royal is overthrown and has any living relatives, roll 1d4 to see what happens.[/b] [indent]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.[/indent] [*][b]The Rule of Cool:[/b] 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. [indent]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.[/indent] [/LIST] [center][img]https://i.postimg.cc/vZG13yzj/Divider-107x50-3.png[/img] [b][font=Times New Roman][size=5]WIN CONDITION[/size][/font][/b] [i]The challenge is won (but not obligated to end) when both objectives are met; [/i][/center] [LIST=1] [*][b]Have at least one dragon in all 20 jobs[/b] making a complete full kingdom. [*][b]Have a Royal level up to 25.[/b] [/LIST]

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.

m0.png
Rules
Divider-Branch4.png
  • 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.

Divider-107x50-3.png
WIN CONDITION
The challenge is won (but not obligated to end) when both objectives are met;
  1. Have at least one dragon in all 20 jobs making a complete full kingdom.
  2. Have a Royal level up to 25.
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[center][img]https://i.postimg.cc/hvzDSjBx/extra1.png[/img] [font=Times New Roman][size=6][b]Dailies[/b][/size][/font] [size=2][url=https://www1.flightrising.com/forums/qnc/3380232/1#post_3380232]intro & rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961201]>dailies & events<[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961202]jobs[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961203]characters[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961205]graveyard[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961207]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961209]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961221]table of contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961222]credits[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961224]x[/url][/size] [img]https://i.postimg.cc/C5XKD8Nm/Divider-Branch3.png[/img][/center] [LIST=1][*][b]Check current dragons with jobs.[/b] Some of them have daily things you can do. Remember to roll for Assassins. [b]Oracles always go first,[/b] if you plan to use them. [*][b]Check nests[/b] and [b]roll for any hatchlings[/b] in your kingdom. [*]Pull from Pinkerton and follow the draw of fate for whatever you get. [/LIST] [center][img]https://i.postimg.cc/C5Qy8HHG/dh3.png[/img] [img]https://i.postimg.cc/XqRVXbjP/extra3.png[/img] [font=Times New Roman][size=6][b]Draws of Fate[/b][/size][/font][/center] [b]Food:[/b] Coliseum time! [indent][b]Plants:[/b] 10-20 matches [b]Insects:[/b] 20-30 matches [b]Seafood:[/b] 30-40 matches [b]Meat:[/b] 40-50 matches[/indent] [size=2][i]You must select coliseum challengers in your lair using a random number generator. Then, select the coliseum arena that corresponds to the lowest level dragon of that group. If your dragons level up while in an area, you can still stay there for the whole day. You cannot quit a battle streak, but you can flee from battles and have that count towards your total matches.[/i][/size] [b]Familiars:[/b] Buy the cheapest level 1 dragon in the auction house of a specific breed. Use a random number generator (between 1-16) to determine which breed you will get! [columns]1. Bogsneak 2. Coatl 3. Fae 4. Fathom 5. Guardian 6. Imperial 7. Mirror 8. Nocturne [nextcol][img]https://i.postimg.cc/CLGBG5jk/Divider-213x50-2.png[/img] [nextcol]9. Obelisk 10. Pearlcatcher 11. Ridgeback 12. Skydancer 13. Snapper 14. Spiral 15. Tundra 16. Wildclaw[/columns] [b]Apparel:[/b] Romance! Breed two of your dragons. The dragons you pick are up to you. [size=2][i]Optional: If you do not have any ready-to-breed dragons, you find some abandoned hatchlings instead! Roll 1d4 and buy that number of the cheapest hatchlings in the auction house.[/i][/size] [b]Battle items:[/b] Uh oh. Flip a coin and follow the result. [indent][i]Heads - Beast Clan Attack.[/i] The beast clans attack the kingdom in a full onslaught! Roll a 1d12 for every dragon including your royal. Any dragon who rolls a 1 is exalted or loses a life. [i]Tails - DEATH STREAK.[/i] Randomly select three dragons using a random number generator. 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 dies.[/indent] [b]Material/Trinket:[/b] Roll 1d20 and follow the selected challenge. [size=1]Please note: I may add more karma-based options at my discretion, as I think of them.[/size] [quote][b]1. [i]A romance.[/i][/b] Pick two of ready-to-breed dragons at random. Put them in a nest. The hatchlings, if they survive, join the kingdom. If nobody is ready to breed, grab a random hatchling off the auction house. [b]2. [i]A bond.[/i][/b] Pick two dragons at random. They are now in a death bond and their fates are bound together. If one gets exalted, so does the other. Death bonds ignore extra lives. [b]3. [i]A hunt.[/i][/b] Choose any three dragons in kingdom and enter a coliseum area low enough that they won’t gain XP, if applicable (if you have a scout you can enter any coli venue). Battle 40-50 matches under meat rules. [indent]For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life. If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives. Roll a 1d6 for each dragon after. If any roll a 1 they are exalted or lose a life.[/indent] [b]4. [i]A Newcomer.[/i][/b] Based on the karma of the group so far, use your discretion to select either the red (bad karma) or blue (good karma) event. [color=red]A wandering dragon comes to your kingdom seeking shelter. Buy the cheapest adult dragon off the auction house.[/color] [color=blue]A trained blade comes to your kingdom. Randomize a number between the lowest and highest leveled dragons in your kingdom, and buy a dragon off of the auction house with that level. Alternatively, buy a dragon off the auction house and level them to that level.[/color] [b]5. [i]A herd.[/i][/b] A devastating event in the wild has led to a group of familiars fleeing their home. [color=blue]They are seeking refuge with your dragons. Roll 1d4 and select that number of random familiars to assign to your dragons. If a Familiar Caretaker is in your kingdom, you may roll a 1d6.[/color] [color=red]Stampede! Flip a coin. On heads, the herd passes by harmlessly. On a tails, follow the Meat coliseum rules.[/color] [b]6. [i]A quest.[/i][/b] Pick three dragons at random for a quest. Raise all of them a level. Roll a 1d6 for each. If it’s a 1, they are exalted or lose a life as they were lost in the mission. During leveling for quests, dragons are invincible and cannot die in coliseum. [b]7. [i]A plague.[/i][/b] A great sickness overcomes your kingdom. Roll 1d12 for every dragon, excluding hatchlings. On a 1, they are exalted or lose a life. For each hatchling, flip a coin. On tails, they were too weak to survive. [b]8. [i]A contest.[/i][/b] Take two random dragons into the coliseum, excluding the Royal. Exalt whoever faints first. [b]9. [i]A test.[/i][/b] Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll. [b]10. [i]A change.[/i][/b] Choose a dragon at random. That dragon hates their job and quits! They roll for a new career. The Royal is exempt from this. A Heir can roll for a new job. [b]11. [i]A coup.[/i][/b] Roll 3d20. On a 1, the kingdom has dramatically betrayed the Royal a la the Ides of March and the Royal is exalted. The dragons elect a new Royal. Randomize a dragon to become the new Royal. On a 20, the Royal has caught wind of this betrayal and quenches the coup. Randomize one dragon and exalt them, as they were executed to send a message. [b]12. [i]A duel.[/i][/b] Choose two dragons at random, excluding the Royal. These dragons now fight! Roll a 1d4 for the results. Based on the karma of the group, use your discretion to include either the additional red (bad karma) [i]or[/i] blue (good karma) rules. If you include the bad karma rule, change the roll to a 1d5. [indent]1 - The dragons kill each other. 2 - The first dragon kills the second. 3 - The second dragon kills the first. 4 - The dragons kill a random dragon in the crossfire! Randomize a dragon. They are now exalted or lose a life. Flip a coin. If heads, the death of another dragon causes them to stop fighting. If tails, the two dragons continue fighting, and you must reroll the 1d4 and follow the results. [color=blue]The Royal gets involved and attempts to calm everyone down-- you now have advantage on the coinflip; flip twice, and if one or both flips are heads, then the duel stops.[/color] [color=red]5 - Tempers are high. The dragons have a higher chance of killing each other in this duel.[/color][/indent] [b]13. [i]A fire.[/i][/b] A great blaze has rampaged out of control in the forest nearby, and has reached your kingdom. Roll 1d10 for every dragon in the kingdom. On a 1, that dragon is lost to the flame and must be exalted. [b]14. [i]A malady.[/i][/b] The Royal has taken ill. Roll a 1d4. [indent]1 - The Royal succumbs to horrible sickness and is exalted or loses a life. If exaltation, a new Royal is chosen. 2 - The Royal is inflicted with madness! The Royal kills a random dragon. For every following day, flip a coin. Heads they kill another random dragon, tails they are no longer inflicted. Continue to flip coins each day until the Royal is no longer inflicted. 3 - The Royal is poisoned! Randomize a dragon for the one who poisoned your Royal. Flip a coin. On heads, the Royal survives. On tails, the Royal is killed. If the Royal survives, flip an additional coin. On heads, they know who poisoned them and had them killed. On tails, the poisoner got away this time. 4 - The Royal's “illness” is they’re sick of being the Royal. They choose a successor (from either the Nobles, or they grant the role to an Heir if applicable) and step down, rolling for a new career. [/indent] [b]15. [i]A sacrifice.[/i][/b] The Gods are angry with the kingdom and demand a blood sacrifice. Roll a 1d4. [indent]1 - A random dragon is offered as sacrifice. The Gods are pleased and take the dragon into their care. Choose a dragon at random who is not the Royal. Regardless of lives, this dragon is exalted. Choose three dragons at random, they each gain an extra life as a blessing. 2 - A familiar is offered as a sacrifice. The Gods decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest hatchling off of the auction house. You must remove a familiar from one of your dragons. 3 - A drop of the Royal’s blood is offered as sacrifice. The Gods are not impressed. They force three random dragons to battle under DEATH STREAK rules. 4 - Nothing is offered as sacrifice. The Gods are enraged and sends a horrible onslaught of disasters. Plague, earthquakes, floods… Roll a 1d8 for every dragon in your kingdom. On a 1 the dragon does not survive and is exalted or loses a life.[/indent] [b]16. [i]A murderer.[/i][/b] Roll a random dragon in your lair. They now gain the Assassin job. [b]17. [i]A gambit.[/i][/b] Take two dragons in coliseum and level them up once under quest rules. Flip a coin. One heads, they come across some travelers. Purchase two new adult dragons from the auction house. On tails, the two dragons are exalted or lose a life. [b]18. [i][color=red]A culling.[/color] [color=blue]A runaway.[/color][/i][/b] Based on the karma of the group so far, use your discretion to select either the red (bad karma) or blue (good karma) event. [color=red]Someone has decided that the weak must go. Excluding hatchlings, all level 1 dragons are exalted. Write how this happens-- was it the Royal’s choice, or someone else?[/color] [color=blue]A hatchling goes missing from the kingdom. Flip a coin. On a heads, the hatchling returns after 1d4 days, and you must roll a 1d6 from the table below. On a tails, the hatchling never returns.[/color] [indent]1 - New Friend The hatchling returns to the kingdom with a new familiar friend of your choice, that will only stay with the hatchling. 2 - New [i]Best[/i] Friend The hatchling returns to the kingdom with... another hatchling? 3 - Haunted One The hatchling returns, unscathed! However, as they grow, the dragons around them realize something’s... [i]off[/i]. When this hatchling reaches level 5, instead of rolling for a job they will immediately get the Medium job. 4 - Tailed The hatchling returns... but is followed by somebody else with malicious intent. Purchase a random adult dragon from the AH. Follow the rules of Event 12 to determine the outcome. If option 4 is rolled, then the dragon caught in the crossfire is the hatchling. You only roll for one random dragon from your kingdom for the duel, using the newly purchased adult dragon as the other. Additionally, if option 4 is rolled and the combat ends after that, then you may choose based on how it played out if the dragon that tailed the hatchling can be redeemed into the clan or not. 5 & 6 - Safe and Sound The hatchling returns, uneventfully.[/indent] [b]19. [i]A discovery.[/i][/b] While exploring, a dragon discovers a strange relic of a bygone era. Choose a random dragon and roll 1d4, then select either the red (bad karma) event or blue (good karma) event using your discretion of the kingdom's karma. [indent]1 - [color=blue]There is something powerful lurking beneath the surface. This dragon gains an extra life.[/color] [color=red]The relic carries with it a mighty curse. Every time this dragon would have been exalted or lose a life, flip a coin. Heads the dragon is exalted or loses a life, tails different random dragon is exalted or loses a life instead. The curse ends when the owner of the relic is exalted or loses a life.[/color] 2 - [color=blue]The relic is imbued with an invigorating energy. Raise this dragon’s level by 1. The power in the relic dissipates after use.[/color] [color=red]The relic is imbued with an addicting, invigorating energy. Raise this dragon’s level by 2. A strange madness afflicts this dragon. For 1d4 days, you must flip a coin. On heads, the dragon keeps control. On tails, the dragon attacks another random dragon, and you must follow the rules of event 12. If the dragon holding the relic is killed, the power in the relic dissipates.[/color] 3 - [color=blue]While holding the relic, no plague or illness can affect this dragon. However, if a plague or illness were to afflict them, you will instead select a [i]random dragon[/i] and roll their survival chance [i]twice[/i].[/color] [color=red]While holding the relic, this dragon gains the Necromancer job. They do not lose their previous job, and can choose only one job in which to participate in each day. When the relic is dropped, any effects from the Necromancer job immediately end.[/color] 4 - The relic seems to have no strange properties. Maybe it’s worth some money?[/indent] [b]20. [i]A celebration.[/i][/b] A festival is in order! Roll 1d4 for a blessing. [indent]1 - The dragons are filled with vigor while celebrating! Randomly select 5 dragons, they gain an extra life! 2 - Many dragons are attracted to the festival! Roll 1d6 and buy that number of the cheapest dragons from the auction house. At least one adult (who will act as the Guardian of any hatchlings until they grow). 3 - The dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in the coliseum and cannot die or lose lives. 4 - The Royal is filled with pride in seeing the kingdom thrive. They gain one extra life.[/indent][/quote]
  1. Check current dragons with jobs. Some of them have daily things you can do. Remember to roll for Assassins. Oracles always go first, if you plan to use them.
  2. Check nests and roll for any hatchlings in your kingdom.
  3. Pull from Pinkerton and follow the draw of fate for whatever you get.
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Draws of Fate

Food: Coliseum time!
Plants: 10-20 matches
Insects: 20-30 matches
Seafood: 30-40 matches
Meat: 40-50 matches
You must select coliseum challengers in your lair using a random number generator. Then, select the coliseum arena that corresponds to the lowest level dragon of that group. If your dragons level up while in an area, you can still stay there for the whole day. You cannot quit a battle streak, but you can flee from battles and have that count towards your total matches.


Familiars: Buy the cheapest level 1 dragon in the auction house of a specific breed. Use a random number generator (between 1-16) to determine which breed you will get!
1. Bogsneak

2. Coatl

3. Fae

4. Fathom

5. Guardian

6. Imperial

7. Mirror

8. Nocturne
Divider-213x50-2.png 9. Obelisk

10. Pearlcatcher

11. Ridgeback

12. Skydancer

13. Snapper

14. Spiral

15. Tundra

16. Wildclaw


Apparel: Romance! Breed two of your dragons. The dragons you pick are up to you.
Optional: If you do not have any ready-to-breed dragons, you find some abandoned hatchlings instead! Roll 1d4 and buy that number of the cheapest hatchlings in the auction house.

Battle items: Uh oh. Flip a coin and follow the result.
Heads - Beast Clan Attack. The beast clans attack the kingdom in a full onslaught! Roll a 1d12 for every dragon including your royal. Any dragon who rolls a 1 is exalted or loses a life.
Tails - DEATH STREAK. Randomly select three dragons using a random number generator. 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 dies.

Material/Trinket: Roll 1d20 and follow the selected challenge.
Please note: I may add more karma-based options at my discretion, as I think of them.
Quote:
1. A romance.
Pick two of ready-to-breed dragons at random. Put them in a nest. The hatchlings, if they survive, join the kingdom. If nobody is ready to breed, grab a random hatchling off the auction house.

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

3. A hunt.
Choose any three dragons in kingdom and enter a coliseum area low enough that they won’t gain XP, if applicable (if you have a scout you can enter any coli venue). Battle 40-50 matches under meat rules.
For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life.
If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives.
Roll a 1d6 for each dragon after. If any roll a 1 they are exalted or lose a life.

4. A Newcomer.
Based on the karma of the group so far, use your discretion to select either the red (bad karma) or blue (good karma) event.
A wandering dragon comes to your kingdom seeking shelter. Buy the cheapest adult dragon off the auction house.
A trained blade comes to your kingdom. Randomize a number between the lowest and highest leveled dragons in your kingdom, and buy a dragon off of the auction house with that level. Alternatively, buy a dragon off the auction house and level them to that level.

5. A herd.
A devastating event in the wild has led to a group of familiars fleeing their home.
They are seeking refuge with your dragons. Roll 1d4 and select that number of random familiars to assign to your dragons. If a Familiar Caretaker is in your kingdom, you may roll a 1d6.
Stampede! Flip a coin. On heads, the herd passes by harmlessly. On a tails, follow the Meat coliseum rules.

6. A quest.
Pick three dragons at random for a quest. Raise all of them a level. Roll a 1d6 for each. If it’s a 1, they are exalted or lose a life as they were lost in the mission. During leveling for quests, dragons are invincible and cannot die in coliseum.

7. A plague.
A great sickness overcomes your kingdom. Roll 1d12 for every dragon, excluding hatchlings. On a 1, they are exalted or lose a life. For each hatchling, flip a coin. On tails, they were too weak to survive.

8. A contest.
Take two random dragons into the coliseum, excluding the Royal. Exalt whoever faints first.

9. A test.
Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll.

10. A change.
Choose a dragon at random. That dragon hates their job and quits! They roll for a new career. The Royal is exempt from this. A Heir can roll for a new job.

11. A coup.
Roll 3d20. On a 1, the kingdom has dramatically betrayed the Royal a la the Ides of March and the Royal is exalted. The dragons elect a new Royal. Randomize a dragon to become the new Royal. On a 20, the Royal has caught wind of this betrayal and quenches the coup. Randomize one dragon and exalt them, as they were executed to send a message.

12. A duel.
Choose two dragons at random, excluding the Royal. These dragons now fight! Roll a 1d4 for the results. Based on the karma of the group, use your discretion to include either the additional red (bad karma) or blue (good karma) rules. If you include the bad karma rule, change the roll to a 1d5.
1 - The dragons kill each other.
2 - The first dragon kills the second.
3 - The second dragon kills the first.
4 - The dragons kill a random dragon in the crossfire! Randomize a dragon. They are now exalted or lose a life. Flip a coin. If heads, the death of another dragon causes them to stop fighting. If tails, the two dragons continue fighting, and you must reroll the 1d4 and follow the results. The Royal gets involved and attempts to calm everyone down-- you now have advantage on the coinflip; flip twice, and if one or both flips are heads, then the duel stops.
5 - Tempers are high. The dragons have a higher chance of killing each other in this duel.

13. A fire.
A great blaze has rampaged out of control in the forest nearby, and has reached your kingdom. Roll 1d10 for every dragon in the kingdom. On a 1, that dragon is lost to the flame and must be exalted.

14. A malady.
The Royal has taken ill. Roll a 1d4.
1 - The Royal succumbs to horrible sickness and is exalted or loses a life. If exaltation, a new Royal is chosen.
2 - The Royal is inflicted with madness! The Royal kills a random dragon. For every following day, flip a coin. Heads they kill another random dragon, tails they are no longer inflicted. Continue to flip coins each day until the Royal is no longer inflicted.
3 - The Royal is poisoned! Randomize a dragon for the one who poisoned your Royal. Flip a coin. On heads, the Royal survives. On tails, the Royal is killed. If the Royal survives, flip an additional coin. On heads, they know who poisoned them and had them killed. On tails, the poisoner got away this time.
4 - The Royal's “illness” is they’re sick of being the Royal. They choose a successor (from either the Nobles, or they grant the role to an Heir if applicable) and step down, rolling for a new career.

15. A sacrifice.
The Gods are angry with the kingdom and demand a blood sacrifice. Roll a 1d4.
1 - A random dragon is offered as sacrifice. The Gods are pleased and take the dragon into their care. Choose a dragon at random who is not the Royal. Regardless of lives, this dragon is exalted. Choose three dragons at random, they each gain an extra life as a blessing.
2 - A familiar is offered as a sacrifice. The Gods decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest hatchling off of the auction house. You must remove a familiar from one of your dragons.
3 - A drop of the Royal’s blood is offered as sacrifice. The Gods are not impressed. They force three random dragons to battle under DEATH STREAK rules.
4 - Nothing is offered as sacrifice. The Gods are enraged and sends a horrible onslaught of disasters. Plague, earthquakes, floods… Roll a 1d8 for every dragon in your kingdom. On a 1 the dragon does not survive and is exalted or loses a life.

16. A murderer.
Roll a random dragon in your lair. They now gain the Assassin job.

17. A gambit.
Take two dragons in coliseum and level them up once under quest rules.
Flip a coin. One heads, they come across some travelers. Purchase two new adult dragons from the auction house. On tails, the two dragons are exalted or lose a life.

18. A culling. A runaway.
Based on the karma of the group so far, use your discretion to select either the red (bad karma) or blue (good karma) event.
Someone has decided that the weak must go. Excluding hatchlings, all level 1 dragons are exalted. Write how this happens-- was it the Royal’s choice, or someone else?
A hatchling goes missing from the kingdom. Flip a coin. On a heads, the hatchling returns after 1d4 days, and you must roll a 1d6 from the table below. On a tails, the hatchling never returns.
1 - New Friend
The hatchling returns to the kingdom with a new familiar friend of your choice, that will only stay with the hatchling.
2 - New Best Friend
The hatchling returns to the kingdom with... another hatchling?
3 - Haunted One
The hatchling returns, unscathed! However, as they grow, the dragons around them realize something’s... off. When this hatchling reaches level 5, instead of rolling for a job they will immediately get the Medium job.
4 - Tailed
The hatchling returns... but is followed by somebody else with malicious intent. Purchase a random adult dragon from the AH. Follow the rules of Event 12 to determine the outcome. If option 4 is rolled, then the dragon caught in the crossfire is the hatchling. You only roll for one random dragon from your kingdom for the duel, using the newly purchased adult dragon as the other. Additionally, if option 4 is rolled and the combat ends after that, then you may choose based on how it played out if the dragon that tailed the hatchling can be redeemed into the clan or not.
5 & 6 - Safe and Sound
The hatchling returns, uneventfully.

19. A discovery.
While exploring, a dragon discovers a strange relic of a bygone era. Choose a random dragon and roll 1d4, then select either the red (bad karma) event or blue (good karma) event using your discretion of the kingdom's karma.
1 - There is something powerful lurking beneath the surface. This dragon gains an extra life. The relic carries with it a mighty curse. Every time this dragon would have been exalted or lose a life, flip a coin. Heads the dragon is exalted or loses a life, tails different random dragon is exalted or loses a life instead. The curse ends when the owner of the relic is exalted or loses a life.
2 - The relic is imbued with an invigorating energy. Raise this dragon’s level by 1. The power in the relic dissipates after use. The relic is imbued with an addicting, invigorating energy. Raise this dragon’s level by 2. A strange madness afflicts this dragon. For 1d4 days, you must flip a coin. On heads, the dragon keeps control. On tails, the dragon attacks another random dragon, and you must follow the rules of event 12. If the dragon holding the relic is killed, the power in the relic dissipates.
3 - While holding the relic, no plague or illness can affect this dragon. However, if a plague or illness were to afflict them, you will instead select a random dragon and roll their survival chance twice. While holding the relic, this dragon gains the Necromancer job. They do not lose their previous job, and can choose only one job in which to participate in each day. When the relic is dropped, any effects from the Necromancer job immediately end.
4 - The relic seems to have no strange properties. Maybe it’s worth some money?

20. A celebration.
A festival is in order! Roll 1d4 for a blessing.
1 - The dragons are filled with vigor while celebrating! Randomly select 5 dragons, they gain an extra life!
2 - Many dragons are attracted to the festival! Roll 1d6 and buy that number of the cheapest dragons from the auction house. At least one adult (who will act as the Guardian of any hatchlings until they grow).
3 - The dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in the coliseum and cannot die or lose lives.
4 - The Royal is filled with pride in seeing the kingdom thrive. They gain one extra life.
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[center][img]https://i.postimg.cc/XYBYhYYQ/Top.png[/img] [font=Times New Roman][size=6][b]Jobs[/b][/size][/font] [size=2][url=https://www1.flightrising.com/forums/qnc/3380232/1#post_3380232]intro & rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961201]dailies & events[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961202]>jobs<[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961203]characters[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961205]graveyard[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961207]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961209]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961221]table of contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961222]credits[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961224]x[/url][/size] [img]https://i.postimg.cc/BZ2cWJXZ/Bottom.png[/img][/center] When a dragon reaches level 5, either use a random number generator (between 1-20) or roll 1d20 to assign them a job. There can be duplicate jobs, but the effects do not stack unless otherwise mentioned. [quote][i][b]1. Knight[/b][/i] These dragons are strong, steadfast protectors. Gain two extra lives. You may now choose which dragons enter the coliseum, as long as one of them is a Knight. Knights can not pick dragons for DEATH STREAKS. [i][b]2. Alchemist[/b][/i] Can experiment on one dragon per day in hopes of giving them an extra life. Choose one dragon, including the Alchemist themself. If this is the dragon’s first time being experimented on, roll a 1d8. On a 8, the dragon gains an extra life; on a 1, they are exalted or lose a life. If this is the dragon’s second time being experimented on, roll a 1d4. On a 4, the dragon gains an extra life; on a 1, they are exalted or lose a life. If this is the dragon’s third time being experimented on, flip a coin. On heads, they gain an extra life. On tails, they are exalted or lose a life. A dragon can only be experimented on a total of three times. [i][b]3. Medic[/b][/i] When a dragon dies on a coliseum team with the Medic you can flip a coin and see if you can heal them. Heads they are healed and live, tails they cannot be saved and are exalted or lose a life. If the medic dies they cannot heal themselves. The medic also gives any dragon who reaches/has reached level 20 one extra life. [i][b]4. Nest-Sitter[/b][/i] Increase your hatchling’s chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted. [i][b]5. Caregiver[/b][/i] Increases your hatchlings chance of survival! Instead of going to a Guardian, any hatchling can instead be given to a Caregiver. Instead of rolling 1d6 daily, hatchlings looked after by a Caregiver roll 1d12. On a 1 the hatchling is exalted. Caregivers are able to look after six hatchlings at once. [i][b]6. Familiar Caretaker[/b][/i] Can give one dragon one familiar per day. If you don’t have a familiar caretaker you cannot give the kingdom familiars. You can only assign familiars that you acquire in the coliseum or by any events. Once assigned to a dragon, a familiar’s starting bond level starts at 1. It can go up every day by rolling 1d4. On a 1, the bond does not increase at all. On a 2-3, it increases by 1. On a 4, it increases by 2. Max bond level is 25. This bond level resets if the familiar’s dragon is exalted. At level 20 or higher, if the dragon it is bound to takes a blow that would result in either loss of a life or exaltation, the familiar can instead take the blow, causing them to perish in the process and remove them from the familiar pool. It's recommended to track familiar bond in the bios of dragons. [i][b]7. Matchmaker[/b][/i] Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted. [i][b]8. Scout[/b][/i] Lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for DEATH STREAKS. [i][b]9. Archivist[/b][/i] An Archivist can map out areas in the coliseum for easy traversing. An Archivist must battle in the Coli 5 times the level of the stage number of times before that stage is fully mapped out. Deaths in mapped out areas no longer count unless all dragons battling faint. DEATH STREAKS do not take this into account. (For example: For Redrock Cove to be fully mapped out, an Archivist much battle in the stage a total of 75 times (5 x lvl15).) Multiple Archivist can map out the same area and it still count towards the total score. [i][b]10. Artisan[/b][/i] Artisans are creative and with the things they make they can help other dragons see their own uniqueness! If a dragon rolls a career another dragon possesses already, the dragon can reroll once. [i][b]11. Herbalist[/b][/i] The herbalist is an expert in treating disease and infection. During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured. [i][b]12. Necromancer[/b][/i] A necromancer can bring back a single dragon that has died that day as a shade. Shades are marked in your lair and appear fully as the dragon originally did and can resume the job they had, but cannot gain extra lives, breed, or fight in the coliseum. If the Necromancer is exalted, all the shades that the Necromancer created are exalted with them. Shades cannot be exalted unless the Necromancer is exalted. Your Royal cannot be a shade. [i][b]13. Medium[/b][/i] A medium can speak to the dead from beyond. Flip a coin to determine the effect. On a tails, the medium is haunted to the point of splitting headaches by the spirits that surround them, and are rendered useless for the day. On a heads, the medium can commune with the dead and attempt to learn useful information. Roll 1d4 from the table below. [indent]1 - The dead are hazy and distant; the commune is unsuccessful. 2 - The dead whisper rumors of an assassin 3 - The medium is able to appease the spirits, and is given a gift-- purchase the cheapest battle stone on the auction house and immediately assign it to a randomized dragon in the kingdom. 4 - The medium is given a quest to embark on in which they must participate, following the rules of event 6.[/indent] [i][b]14. Blacksmith[/b][/i] A Blacksmith allows you to give one dragon per day a Battle Stone. You cannot give dragons Battle Stones without a Blacksmith. [i][b]15. Ambassador[/b][/i] Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful. [indent]1 - They are unsuccessful and return to the kingdom with no new dragons. 2 - They are successful! Buy the cheapest dragon from the auction house. 3 - They are super successful!! Buy the two cheapest dragons from the auction house. 4 - They are attacked! The Ambassador is exalted or losses a life.[/indent] [i][b]16. Trainer[/b][/i] Once per day, the Trainer can pick two dragons lower level than you Royal and level them by 1 under quest rules, rolling a 1d20 instead of a 1d6 for each to see if they are exalted or lose a life during the training. The Trainer must accompany them into the coliseum, but does not roll to see if they survive. The Trainer can also train the Royal, but the same rules apply. [i][b]17. Sentry[/b][/i] A dragon who has committed themself fully to their Royal. Whenever your Royal would have lost a life or been exalted, instead the Sentry is to take their place. There can only be one Sentry in a kingdom at a time. Sentry’s gain two extra lives. [i][b]18. Priest[/b][/i] Whether a pillar of the community or practicing secretly for fear of being cast out, these dragons are a devote follower of one of the Eleven. Each day, the Priest preaches their beliefs to a random dragon, rolling a 1d4 and succeeding on a 4. This dragon becomes an Acolyte of the Priest. Once a Priest has gained a minimum of two Acolytes, one of the following buffs is granted to your kingdom, depending on the Flight of the Priest. If the Priest dies, flip a coin to determine the outcome. On heads, a random Acolyte takes up the mantle, becoming the Priest and quitting any existing job they may have. On tails, the Acolytes disband, and the buff is lost. Priests buffs can stack. For example, if you have a Priest of Ice, a Priest of Nature, and a Priest of Arcane, all three buffs can stake as long as each Priest has a minimum of two Acolytes. [indent] [size=2][i][u]Earth[/u]:[/i]The Nest-Sitter now rolls 1d6 for every egg hatched, the hatchling exalted on a 1. [i][u]Fire[/u]:[/i] The Blacksmith can now give two dragons per day a Battle Stone. [i][u]Wind[/u]:[/i] The Artisan can now allow a dragon to reroll twice on jobs, whether or not the job is already taken. [i][u]Water[/u]:[/i] If the Ambassador succeeds in recruiting a dragon, increase the number of dragons they recruit by 1. [i][u]Ice[/u]:[/i] The Knight can now pick dragons for DEATH STREAKS. [i][u]Lightning[/u]:[/i] The dice the Alchemist roll for each experiment is now a 1d10 for the first experiment, a 1d6 for the second experiment, and a 1d4 for the third experiment. [i][u]Shadow[/u]:[/i] The Necromancer’s shades are now able to fight in the coliseum, but disappear and are exalted if the shade faints. [i][u]Light[/u]:[/i] The Trainer can now increase a dragon's level by 2. [i][u]Plague[/u]:[/i] The Herbalist can now cure any dragon of plague without needing to flip a coin. [i][u]Nature[/u]:[/i] The Medic can use one healing potion per day when in the coliseum, including on themself. [i][u]Arcane[/u]:[/i] The Oracle can redraw their divination once per day.[/size][/indent] [i][b]19. Oracle[/b][/i] Once a day, before the Pinkerton pull, the Oracle may choose to make a divination. Draw one random Major Arcana. Continue with dailies normally, taking the divination into account. If the divination does not apply (example: having drawn The Fool, but no eggs hatch that day), the divination is inaccurate and nothing happens. You can either randomize a number between 1 and 22, or draw a real-life card if you have them handy! [indent] [size=2]1. [i][u]The Fool[/u]:[/i] All eggs hatched this day are healthy. None are exalted. 2. [i][u]The Magician[/u]:[/i] If the pull from Pinkerton is not a Food or Battle Item, three random dragons lose a life or are exalted. 3. [i][u]The High Priestess[/u]:[/i] If the pull from Pinkerton is not a Material, Trinket, Familiar, or Apparel, three random dragons lose a life or are exalted. 4. [i][u]The Empress[/u]:[/i] One hatchling that would have died today miraculously survives. 5. [i][u]The Emperor[/u]:[/i] One adult dragon that would have died today miraculously survives. 6. [i][u]The Hierophant[/u]:[/i] The Oracle has delved too deep, and must pay the price. Flip a coin; if heads, the Oracle is exalted or loses a life. If tails, the Oracle is able to redirect their fate to another, a random dragon is exalted or loses a life. 7. [i][u]The Lovers[/u]:[/i] Choose two dragons. These two are now death bonded. 8. [i][u]The Chariot[/u]:[/i] Dragons in the Coli do 10 extra rounds (not effective if no dragons enter the Coli for this day). Does not effect DEATH STREAKS. 9. [i][u]Justice[/u]:[/i] One dragon avoids their fate, but at the cost of another. In place of one dragon being exalted or losing a life, choose another instead. If the original dragon would have been exalted, the new dragon is also exalted, ignoring extra lives. 10. [i][u]The Hermit[/u]:[/i] Choose two dragons who are death bonded to each other. They are no longer bonded. 11. [i][u]Wheel of Fortune[/u]:[/i] And the wheel keeps turning. Today’s divination held no results. 12. [i][u]Strength[/u]:[/i] Dragons who faint in the coliseum this day do not die, unless the whole team faints. Does not effect DEATH STREAKS. 13. [i][u]The Hanged Man[/u]:[/i] All eggs that hatch this day are unhealthy. Exalt all of them. 14. [i][u]Death[/u]:[/i] Despite knowing, it does not change the outcome. One dragon dies today. If no dragons are exalted this day, choose one at random to be exalted. Extra lives are ignored. 15. [i][u]Temperance[/u]:[/i] Dragons in the Coli do 10 less rounds, with a minimum of 10 rounds required. Does not effect DEATH STREAKS. 16. [i][u]The Devil[/u]:[/i] A new arrival has been discovered to be involved in something sinister. The last dragon to have joined the kingdom via the auction house is exalted. Extra lives are ignored. 17. [i][u]The Tower[/u]:[/i] The current Royal carries with them a terrible misfortune. Flip a coin; if heads, the Oracle convinces the kingdom to dethrone and exalt the Royal. If tails, the Oracle is exalted for their heresy. Extra lives are ignored in both instances. 18. [i][u]The Star[/u]:[/i] A child receives a blessing. Select a random hatchling. This hatchling no longer has to roll each day to determine if it survives, and when it reaches adulthood, it gains one extra life. 19. [i][u]The Moon[/u]:[/i] The fear of the unknown is paralyzing. Disregard today’s Pinkerton pull, resulting in nothing happening. 20. [i][u]The Sun[/u]:[/i] Select one random dragon. This dragon gains an extra life. 21. [i][u]Judgement[/u]:[/i] An Assassin is revealed. Flip a coin; if heads, the Assassin is redeemed back into the kingdom. If tails, the Assassin is exalted. If there is no Assassin in play, this does not take effect. If there is more than one Assassin in play, a random one is selected for judgement. 22. [i][u]The World[/u]:[/i] Someone’s journey has come to an end, and a new journey begins. Buy the cheapest dragon off the auction house to join the kingdom.[/size][/indent] [i][b]20. Royal[/b][/i] There can only be one. If another dragon rolls for the Royal while there is one already, the two dragons then battle and a 4 sided dice is rolled to see what happens. [indent]1 - Both dragons die. 2 - The Royal dies and the new Royal is crowned. 3 - The challenging dragon dies and the Royal continues their reign. 4 - Misunderstanding. They choose not to duel and the Royal lets them reroll for a career.[/indent] The royal is also responsible for populating your clan. They can nest at any time as soon as their cooldown is over. The royal is immune to death ONLY in the coliseum. If your Royal is killed and there are no dragons to take the place, the challenge is over. Dragons who become Royal must quit their previous jobs. [/quote] [img]https://i.postimg.cc/LX4hM25B/Divider-Branch-mega.png[/img] [center][img]https://i.postimg.cc/XYBYhYYQ/Top.png[/img] [font=Times New Roman][size=6][b][i]Special[/i] Jobs[/b][/size][/font] [img]https://i.postimg.cc/BZ2cWJXZ/Bottom.png[/img][/center] [size=2][i]These jobs are not rolled for, but rather are given to dragons once specific conditions are met.[/i][/size] [quote][b]Assassin[/b] Whether personal or just business, this dragon is assigned with killing a member of your kingdom. Use a number generator to determine the target. Roll 1d6 daily to determine the outcome. [indent]1 - The target is killed, and nobody suspects a thing. Exalt the target, ignoring extra lives. 2 - The target is killed, but the Assassin is discovered. Exalt the Assassin and the target, ignoring extra lives. 3 - The Assassin fails to kill the target. Better luck tomorrow! 4 - The Assassin fails to kill the target, and in the process is discovered. Exalt the Assassin, ignoring extra lives. 5 - The Assassin is convinced not to go through with the kill. The Assassin loses this role and is redeemed back into your clan. 6 - The Assassin is convinced not to go through with the kill, but it’s too late for redemption. Exalt the Assassin, ignoring extra lives.[/indent] If an Assassin is selected to enter the coliseum, they may refuse to enter. If an Assassin succeeds in killing the target and survives, roll 1d4. On a 1, the Assassin chooses a new target. On a 2-4, they lose the Assassin role and continue living in the kingdom normally. This role stacks with the job the assassin already has, and they can continue to perform the ability that job grants. Example: If a dragon with the Doctor profession becomes an Assassin, they can continue to perform their job as normally as not to draw suspicion to themselves, or they can purposefully not perform their ability (perhaps resulting in the death of their target). [b]Guardian[/b] A temporary role assigned to dragons looking after hatchlings. When a hatchling is born, flip a coin to determine which of their parents is assigned their 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. This role can stack with other jobs, however a Guardian will be unable to perform any other abilities while looking after hatchlings. This role is lost after the hatchling(s) grow up or are exalted. A Royal cannot be a Guardian. [b]Acolyte[/b] A follower of a Priest. This role can stack with other jobs. Acolytes continue performing their other jobs as they normally would. [b]Heir[/b] The Royal’s children, and first in line for the throne. Heirs cannot perform any other jobs. [b]Noble[/b] The Royal’s siblings, aunts, uncles, grandchildren (or great-grandchildren). This role can stack with other jobs. It’s honestly just used to keep track of the rest of the royal family.[/quote]

When a dragon reaches level 5, either use a random number generator (between 1-20) or roll 1d20 to assign them a job. There can be duplicate jobs, but the effects do not stack unless otherwise mentioned.
Quote:
1. Knight
These dragons are strong, steadfast protectors. Gain two extra lives. You may now choose which dragons enter the coliseum, as long as one of them is a Knight. Knights can not pick dragons for DEATH STREAKS.

2. Alchemist
Can experiment on one dragon per day in hopes of giving them an extra life. Choose one dragon, including the Alchemist themself. If this is the dragon’s first time being experimented on, roll a 1d8. On a 8, the dragon gains an extra life; on a 1, they are exalted or lose a life. If this is the dragon’s second time being experimented on, roll a 1d4. On a 4, the dragon gains an extra life; on a 1, they are exalted or lose a life. If this is the dragon’s third time being experimented on, flip a coin. On heads, they gain an extra life. On tails, they are exalted or lose a life. A dragon can only be experimented on a total of three times.

3. Medic
When a dragon dies on a coliseum team with the Medic you can flip a coin and see if you can heal them. Heads they are healed and live, tails they cannot be saved and are exalted or lose a life.
If the medic dies they cannot heal themselves. The medic also gives any dragon who reaches/has reached level 20 one extra life.

4. Nest-Sitter
Increase your hatchling’s chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted.

5. Caregiver
Increases your hatchlings chance of survival! Instead of going to a Guardian, any hatchling can instead be given to a Caregiver. Instead of rolling 1d6 daily, hatchlings looked after by a Caregiver roll 1d12. On a 1 the hatchling is exalted. Caregivers are able to look after six hatchlings at once.

6. Familiar Caretaker
Can give one dragon one familiar per day. If you don’t have a familiar caretaker you cannot give the kingdom familiars. You can only assign familiars that you acquire in the coliseum or by any events.
Once assigned to a dragon, a familiar’s starting bond level starts at 1. It can go up every day by rolling 1d4. On a 1, the bond does not increase at all. On a 2-3, it increases by 1. On a 4, it increases by 2. Max bond level is 25. This bond level resets if the familiar’s dragon is exalted.
At level 20 or higher, if the dragon it is bound to takes a blow that would result in either loss of a life or exaltation, the familiar can instead take the blow, causing them to perish in the process and remove them from the familiar pool.
It's recommended to track familiar bond in the bios of dragons.

7. Matchmaker
Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted.

8. Scout
Lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for DEATH STREAKS.

9. Archivist
An Archivist can map out areas in the coliseum for easy traversing. An Archivist must battle in the Coli 5 times the level of the stage number of times before that stage is fully mapped out. Deaths in mapped out areas no longer count unless all dragons battling faint. DEATH STREAKS do not take this into account. (For example: For Redrock Cove to be fully mapped out, an Archivist much battle in the stage a total of 75 times (5 x lvl15).) Multiple Archivist can map out the same area and it still count towards the total score.

10. Artisan
Artisans are creative and with the things they make they can help other dragons see their own uniqueness! If a dragon rolls a career another dragon possesses already, the dragon can reroll once.

11. Herbalist
The herbalist is an expert in treating disease and infection. During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured.

12. Necromancer
A necromancer can bring back a single dragon that has died that day as a shade. Shades are marked in your lair and appear fully as the dragon originally did and can resume the job they had, but cannot gain extra lives, breed, or fight in the coliseum. If the Necromancer is exalted, all the shades that the Necromancer created are exalted with them. Shades cannot be exalted unless the Necromancer is exalted. Your Royal cannot be a shade.

13. Medium
A medium can speak to the dead from beyond. Flip a coin to determine the effect.
On a tails, the medium is haunted to the point of splitting headaches by the spirits that surround them, and are rendered useless for the day.
On a heads, the medium can commune with the dead and attempt to learn useful information. Roll 1d4 from the table below.
1 - The dead are hazy and distant; the commune is unsuccessful.
2 - The dead whisper rumors of an assassin
3 - The medium is able to appease the spirits, and is given a gift-- purchase the cheapest battle stone on the auction house and immediately assign it to a randomized dragon in the kingdom.
4 - The medium is given a quest to embark on in which they must participate, following the rules of event 6.

14. Blacksmith
A Blacksmith allows you to give one dragon per day a Battle Stone. You cannot give dragons Battle Stones without a Blacksmith.

15. Ambassador
Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful.
1 - They are unsuccessful and return to the kingdom with no new dragons.
2 - They are successful! Buy the cheapest dragon from the auction house.
3 - They are super successful!! Buy the two cheapest dragons from the auction house.
4 - They are attacked! The Ambassador is exalted or losses a life.

16. Trainer
Once per day, the Trainer can pick two dragons lower level than you Royal and level them by 1 under quest rules, rolling a 1d20 instead of a 1d6 for each to see if they are exalted or lose a life during the training. The Trainer must accompany them into the coliseum, but does not roll to see if they survive. The Trainer can also train the Royal, but the same rules apply.

17. Sentry
A dragon who has committed themself fully to their Royal. Whenever your Royal would have lost a life or been exalted, instead the Sentry is to take their place. There can only be one Sentry in a kingdom at a time. Sentry’s gain two extra lives.

18. Priest
Whether a pillar of the community or practicing secretly for fear of being cast out, these dragons are a devote follower of one of the Eleven. Each day, the Priest preaches their beliefs to a random dragon, rolling a 1d4 and succeeding on a 4. This dragon becomes an Acolyte of the Priest. Once a Priest has gained a minimum of two Acolytes, one of the following buffs is granted to your kingdom, depending on the Flight of the Priest.
If the Priest dies, flip a coin to determine the outcome. On heads, a random Acolyte takes up the mantle, becoming the Priest and quitting any existing job they may have. On tails, the Acolytes disband, and the buff is lost.
Priests buffs can stack. For example, if you have a Priest of Ice, a Priest of Nature, and a Priest of Arcane, all three buffs can stake as long as each Priest has a minimum of two Acolytes.
Earth:The Nest-Sitter now rolls 1d6 for every egg hatched, the hatchling exalted on a 1.
Fire: The Blacksmith can now give two dragons per day a Battle Stone.
Wind: The Artisan can now allow a dragon to reroll twice on jobs, whether or not the job is already taken.
Water: If the Ambassador succeeds in recruiting a dragon, increase the number of dragons they recruit by 1.
Ice: The Knight can now pick dragons for DEATH STREAKS.
Lightning: The dice the Alchemist roll for each experiment is now a 1d10 for the first experiment, a 1d6 for the second experiment, and a 1d4 for the third experiment.
Shadow: The Necromancer’s shades are now able to fight in the coliseum, but disappear and are exalted if the shade faints.
Light: The Trainer can now increase a dragon's level by 2.
Plague: The Herbalist can now cure any dragon of plague without needing to flip a coin.
Nature: The Medic can use one healing potion per day when in the coliseum, including on themself.
Arcane: The Oracle can redraw their divination once per day.

19. Oracle
Once a day, before the Pinkerton pull, the Oracle may choose to make a divination. Draw one random Major Arcana. Continue with dailies normally, taking the divination into account. If the divination does not apply (example: having drawn The Fool, but no eggs hatch that day), the divination is inaccurate and nothing happens. You can either randomize a number between 1 and 22, or draw a real-life card if you have them handy!
1. The Fool: All eggs hatched this day are healthy. None are exalted.
2. The Magician: If the pull from Pinkerton is not a Food or Battle Item, three random dragons lose a life or are exalted.
3. The High Priestess: If the pull from Pinkerton is not a Material, Trinket, Familiar, or Apparel, three random dragons lose a life or are exalted.
4. The Empress: One hatchling that would have died today miraculously survives.
5. The Emperor: One adult dragon that would have died today miraculously survives.
6. The Hierophant: The Oracle has delved too deep, and must pay the price. Flip a coin; if heads, the Oracle is exalted or loses a life. If tails, the Oracle is able to redirect their fate to another, a random dragon is exalted or loses a life.
7. The Lovers: Choose two dragons. These two are now death bonded.
8. The Chariot: Dragons in the Coli do 10 extra rounds (not effective if no dragons enter the Coli for this day). Does not effect DEATH STREAKS.
9. Justice: One dragon avoids their fate, but at the cost of another. In place of one dragon being exalted or losing a life, choose another instead. If the original dragon would have been exalted, the new dragon is also exalted, ignoring extra lives.
10. The Hermit: Choose two dragons who are death bonded to each other. They are no longer bonded.
11. Wheel of Fortune: And the wheel keeps turning. Today’s divination held no results.
12. Strength: Dragons who faint in the coliseum this day do not die, unless the whole team faints. Does not effect DEATH STREAKS.
13. The Hanged Man: All eggs that hatch this day are unhealthy. Exalt all of them.
14. Death: Despite knowing, it does not change the outcome. One dragon dies today. If no dragons are exalted this day, choose one at random to be exalted. Extra lives are ignored.
15. Temperance: Dragons in the Coli do 10 less rounds, with a minimum of 10 rounds required. Does not effect DEATH STREAKS.
16. The Devil: A new arrival has been discovered to be involved in something sinister. The last dragon to have joined the kingdom via the auction house is exalted. Extra lives are ignored.
17. The Tower: The current Royal carries with them a terrible misfortune. Flip a coin; if heads, the Oracle convinces the kingdom to dethrone and exalt the Royal. If tails, the Oracle is exalted for their heresy. Extra lives are ignored in both instances.
18. The Star: A child receives a blessing. Select a random hatchling. This hatchling no longer has to roll each day to determine if it survives, and when it reaches adulthood, it gains one extra life.
19. The Moon: The fear of the unknown is paralyzing. Disregard today’s Pinkerton pull, resulting in nothing happening.
20. The Sun: Select one random dragon. This dragon gains an extra life.
21. Judgement: An Assassin is revealed. Flip a coin; if heads, the Assassin is redeemed back into the kingdom. If tails, the Assassin is exalted. If there is no Assassin in play, this does not take effect. If there is more than one Assassin in play, a random one is selected for judgement.
22. The World: Someone’s journey has come to an end, and a new journey begins. Buy the cheapest dragon off the auction house to join the kingdom.

20. Royal
There can only be one. If another dragon rolls for the Royal while there is one already, the two dragons then battle and a 4 sided dice is rolled to see what happens.
1 - Both dragons die.
2 - The Royal dies and the new Royal is crowned.
3 - The challenging dragon dies and the Royal continues their reign.
4 - Misunderstanding. They choose not to duel and the Royal lets them reroll for a career.
The royal is also responsible for populating your clan. They can nest at any time as soon as their cooldown is over.
The royal is immune to death ONLY in the coliseum. If your Royal is killed and there are no dragons to take the place, the challenge is over. Dragons who become Royal must quit their previous jobs.

Divider-Branch-mega.png
Top.png
Special Jobs
Bottom.png

These jobs are not rolled for, but rather are given to dragons once specific conditions are met.
Quote:
Assassin
Whether personal or just business, this dragon is assigned with killing a member of your kingdom. Use a number generator to determine the target. Roll 1d6 daily to determine the outcome.
1 - The target is killed, and nobody suspects a thing. Exalt the target, ignoring extra lives.
2 - The target is killed, but the Assassin is discovered. Exalt the Assassin and the target, ignoring extra lives.
3 - The Assassin fails to kill the target. Better luck tomorrow!
4 - The Assassin fails to kill the target, and in the process is discovered. Exalt the Assassin, ignoring extra lives.
5 - The Assassin is convinced not to go through with the kill. The Assassin loses this role and is redeemed back into your clan.
6 - The Assassin is convinced not to go through with the kill, but it’s too late for redemption. Exalt the Assassin, ignoring extra lives.
If an Assassin is selected to enter the coliseum, they may refuse to enter. If an Assassin succeeds in killing the target and survives, roll 1d4. On a 1, the Assassin chooses a new target. On a 2-4, they lose the Assassin role and continue living in the kingdom normally. This role stacks with the job the assassin already has, and they can continue to perform the ability that job grants.
Example: If a dragon with the Doctor profession becomes an Assassin, they can continue to perform their job as normally as not to draw suspicion to themselves, or they can purposefully not perform their ability (perhaps resulting in the death of their target).

Guardian
A temporary role assigned to dragons looking after hatchlings. When a hatchling is born, flip a coin to determine which of their parents is assigned their 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. This role can stack with other jobs, however a Guardian will be unable to perform any other abilities while looking after hatchlings. This role is lost after the hatchling(s) grow up or are exalted. A Royal cannot be a Guardian.

Acolyte
A follower of a Priest. This role can stack with other jobs. Acolytes continue performing their other jobs as they normally would.

Heir
The Royal’s children, and first in line for the throne. Heirs cannot perform any other jobs.

Noble
The Royal’s siblings, aunts, uncles, grandchildren (or great-grandchildren). This role can stack with other jobs. It’s honestly just used to keep track of the rest of the royal family.
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[center][img]https://i.imgur.com/jZfuu0o.png[/img][img]https://i.imgur.com/kyV4AVK.png[/img] [size=6][font=Times New Roman][b]Characters[/b][/font][/size] [size=2][url=https://www1.flightrising.com/forums/qnc/3380232/1#post_3380232]intro & rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961201]dailies & events[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961202]jobs[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961203]>characters<[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961205]graveyard[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961207]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961209]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961221]table of contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961222]credits[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961224]x[/url][/size] [img]https://i.imgur.com/vispFoa.png[/img][/center] [center][url=http://flightrising.com/main.php?dragon=99103788][img]http://flightrising.com/rendern/avatars/991038/99103788.png[/img][/url] [b]Tide[/b] [i]Royal[/i][/center] [center][img]https://i.postimg.cc/tT31cCDL/Divider-Horizontal.png[/img][/center] [columns]small dragon icon goes here [b]Name[/b] [i]Heir/noble job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]Heir/noble job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]Heir/noble job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]Heir/noble job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]Heir/noble job[/i][/columns] [center][img]https://i.postimg.cc/7YYCB4zW/Middle.png[/img][/center] [columns][url=http://flightrising.com/main.php?dragon=98890060][img]http://flightrising.com/rendern/avatars/988901/98890060.png[/img][/url] [b]Deimos[/b] [i]Ambassador[/i] [nextcol][url=http://flightrising.com/main.php?dragon=98702875][img]http://flightrising.com/rendern/avatars/987029/98702875.png[/img][/url] [b]Rikimaru[/b] [i]Familiar Caretaker[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99509059][img]http://flightrising.com/rendern/avatars/995091/99509059.png[/img][/url] [b]Aramorel[/b] [i]Caregiver[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99576199][img]http://flightrising.com/rendern/avatars/995762/99576199.png[/img][/url] [b]Surlaschi[/b] [i]Medium[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99619158][img]http://flightrising.com/rendern/avatars/996192/99619158.png[/img][/url] [b]Elian[/b] [i]Ambassador[/i][/columns] [columns][url=http://flightrising.com/main.php?dragon=99607963][img]http://flightrising.com/rendern/avatars/996080/99607963.png[/img][/url] [b]Euryl[/b] [i]Scout[/i] [nextcol][url=http://flightrising.com/main.php?dragon=72128985][img]http://flightrising.com/rendern/avatars/721290/72128985.png[/img][/url] [b]Kianos[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99054080][img]http://flightrising.com/rendern/avatars/990541/99054080.png[/img][/url] [b]Sincerus[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=69981211][img]http://flightrising.com/rendern/avatars/699813/69981211.png[/img][/url] [b]Phaeton[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=84648345][img]http://flightrising.com/rendern/avatars/846484/84648345.png[/img][/url] [b]Idelhol[/b] [i]job[/i][/columns] [columns][url=http://flightrising.com/main.php?dragon=86476142][img]http://flightrising.com/rendern/avatars/864762/86476142.png[/img][/url] [b]Yannis[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=96640139][img]http://flightrising.com/rendern/avatars/966402/96640139.png[/img][/url] [b]Kivin[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99726430][img]http://flightrising.com/rendern/avatars/997265/99726430.png[/img][/url] [b]Nyx[/b] [i]Blacksmith[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99726431][img]http://flightrising.com/rendern/avatars/997265/99726431.png[/img][/url] [b]Absi[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99817182][img]http://flightrising.com/rendern/avatars/998172/99817182.png[/img][/url] [b]Virenya[/b] [i]job[/i][/columns] [columns][url=http://flightrising.com/main.php?dragon=99815601][img]http://flightrising.com/rendern/avatars/998157/99815601.png[/img][/url] [b]Finn[/b] [i]Caregiver[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99314988][img]http://flightrising.com/rendern/avatars/993150/99314988.png[/img][/url] [b]Vale[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99994583][img]http://flightrising.com/rendern/avatars/999946/99994583.png[/img][/url] [b]Tombe[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=85225103][img]http://flightrising.com/rendern/avatars/852252/85225103.png[/img][/url] [b]Orrik[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=100083011][img]http://flightrising.com/rendern/avatars/1000831/100083011.png[/img][/url] [b]Ceren[/b] [i]job[/i][/columns] [columns][url=http://flightrising.com/main.php?dragon=100184578][img]http://flightrising.com/rendern/avatars/1001846/100184578.png[/img][/url] [b]Ozensa[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=100184579][img]http://flightrising.com/rendern/avatars/1001846/100184579.png[/img][/url] [b]Alesa[/b] [i]job[/i] [nextcol][url=http://flightrising.com/main.php?dragon=100184580][img]http://flightrising.com/rendern/avatars/1001846/100184580.png[/img][/url] [b]Zonei[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i][/columns] [code][columns]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i][/columns][/code]
99103788.png
Tide
Royal
Divider-Horizontal.png
small dragon icon goes here
Name
Heir/noble job
small dragon icon goes here
Name
Heir/noble job
small dragon icon goes here
Name
Heir/noble job
small dragon icon goes here
Name
Heir/noble job
small dragon icon goes here
Name
Heir/noble job
Middle.png
98890060.png
Deimos
Ambassador
98702875.png
Rikimaru
Familiar Caretaker
99509059.png
Aramorel
Caregiver
99576199.png
Surlaschi
Medium
99619158.png
Elian
Ambassador
99607963.png
Euryl
Scout
72128985.png
Kianos
job
99054080.png
Sincerus
job
69981211.png
Phaeton
job
84648345.png
Idelhol
job
86476142.png
Yannis
job
96640139.png
Kivin
job
99726430.png
Nyx
Blacksmith
99726431.png
Absi
job
99817182.png
Virenya
job
99815601.png
Finn
Caregiver
99314988.png
Vale
job
99994583.png
Tombe
job
85225103.png
Orrik
job
100083011.png
Ceren
job
100184578.png
Ozensa
job
100184579.png
Alesa
job
100184580.png
Zonei
job
small dragon icon goes here
Name
job
small dragon icon goes here
Name
job



Code:
[columns]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i][/columns]
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[center][img]https://i.postimg.cc/FHD3qF5j/h320-skull-right.png[/img] [size=6][font=Times New Roman][b]Graveyard[/b][/font][/size] [size=2][url=https://www1.flightrising.com/forums/qnc/3380232/1#post_3380232]intro & rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961201]dailies & events[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961202]jobs[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961203]characters[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961205]>graveyard<[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961207]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961209]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961221]table of contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961222]credits[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961224]x[/url][/size] [img]https://i.imgur.com/TAucrfz.png[/img][/center] [columns][url=https://www1.flightrising.com/dragon/99509325][img]https://i.imgur.com/GXRshi1.png[/img][/url] [b]Peata[/b] [i]Hatchling[/i] [nextcol][url=https://www1.flightrising.com/dragon/99505325][img]https://i.imgur.com/uEY9g6L.png[/img][/url] [b]Iuriti[/b] [i]Hatchling[/i] [nextcol][url=https://www1.flightrising.com/dragon/99681753][img]https://i.imgur.com/EvtBUHR.png[/img][/url] [b]Adalyn[/b] [i]Hatchling[/i] [nextcol][url=https://www1.flightrising.com/dragon/99681754][img]https://i.imgur.com/6Sjj1ng.png[/img][/url] [b]Xot[/b] [i]Hatchling[/i] [nextcol][url=https://www1.flightrising.com/dragon/99681755][img]https://i.imgur.com/dpHciy1.png[/img][/url] [b]Calanthis[/b] [i]Hatchling[/i][/columns] [columns][url=https://www1.flightrising.com/dragon/99550133][img]https://i.imgur.com/h8CUn7P.png[/img][/url] [b]Elvar[/b] [i]Medic[/i] [nextcol][url=https://www1.flightrising.com/dragon/93940460][img]https://i.imgur.com/didS1WW.png[/img][/url] [b]Gibraltar[/b] [i]Archivist[/i] [nextcol][url=http://flightrising.com/main.php?dragon=99831771][img]https://i.imgur.com/MlpDuDk.png[/img][/url] [b]Cynderyn[/b] [i]Hatchling[/i] [nextcol][url=http://flightrising.com/main.php?dragon=96871364][img]http://flightrising.com/rendern/avatars/968714/96871364.png[/img][/url] [b]Tessitura[/b] [i]Died Jobless[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i][/columns] [columns]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i] [nextcol]small dragon icon goes here [b]Name[/b] [i]job[/i][/columns]
GXRshi1.png
Peata
Hatchling
uEY9g6L.png
Iuriti
Hatchling
EvtBUHR.png
Adalyn
Hatchling
6Sjj1ng.png
Xot
Hatchling
dpHciy1.png
Calanthis
Hatchling
h8CUn7P.png
Elvar
Medic
didS1WW.png
Gibraltar
Archivist
MlpDuDk.png
Cynderyn
Hatchling
96871364.png
Tessitura
Died Jobless
small dragon icon goes here
Name
job
small dragon icon goes here
Name
job
small dragon icon goes here
Name
job
small dragon icon goes here
Name
job
small dragon icon goes here
Name
job
small dragon icon goes here
Name
job
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[center] [img]https://i.postimg.cc/g0ZPhXhP/Venue-Big.png[/img] [/center]
Venue-Big.png
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[center][img]https://i.postimg.cc/JnJ8gFcc/Venue-big.png[/img][/center]
Venue-big.png
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[left][img]https://i.postimg.cc/43KVWgDg/Curl-Left.png[/img][/left] [center][size=7][font=Times New Roman][b]Table of Contents[/b][/font][/size] [size=2][url=https://www1.flightrising.com/forums/qnc/3380232/1#post_3380232]intro & rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961201]dailies & events[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961202]jobs[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961203]characters[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961205]graveyard[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961207]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961209]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961221]>table of contents<[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961222]credits[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961224]x[/url][/size] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58012497]Prologue and Introductions[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58016894]Newcomers[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58023218]Settling In[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58028374]Maybe it Can Still be Home[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58035491]Illness[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58046562]Royal Journal Entry, Fragment #1[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58052266]Royal Journal Entry, Fragment #2[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/2#post_58071244]Dec 15th, 16th, and 17th megapost: Not Enough Time[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/3#post_58076829]Old and New[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/3#post_58081893]Lower Than Rock Bottom[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/3#post_58087198]To Mourn[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/3#post_58092079]Royal Journal Entry, Fragment #3[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/3#post_58107348]Efforts[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/3#post_58113361]Loreless Post[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58127816]Loreless Post (Again)[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58144357]Questions[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58152151]Loreless Post (Yes, Again)[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58159063]Accidents Happen[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58181620]New Season[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58194925]Distrust and Distortion[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58203623]Elian Log, Entry One[/url] [url=https://www1.flightrising.com/forums/qnc/3380232/4#post_58211076]Et Incipit[/url] [right][img]https://i.postimg.cc/26hvfxj9/Curl-Right-Top.png[/img][/right]
Curl-Left.png
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!
[center][img]https://i.postimg.cc/XYBYhYYQ/Top.png[/img] [size=7][font=Times New Roman][b]Credits[/b][/font][/size] [size=2][url=https://www1.flightrising.com/forums/qnc/3380232/1#post_3380232]intro & rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961201]dailies & events[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961202]jobs[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961203]characters[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961205]graveyard[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961207]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961209]x[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961221]table of contents[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961222]>credits<[/url] | [url=https://www1.flightrising.com/forums/qnc/3380232/1#post_57961224]x[/url][/size] [img]https://i.postimg.cc/g21nk6TC/Ornament.png[/img] [size=5][font=Times New Roman]Gameplay and Rules[/font][/size] [url=https://www1.flightrising.com/forums/qnc/3102226/1#post_3102226]Humdrum's Kingdomlocke 2.0[/url] [url=https://www1.flightrising.com/forums/qnc/3283718#post_3283718]skelecore's Kingdomlocke; The Hornets Nest[/url] [size=5][font=Times New Roman]Graphics[/font][/size] [url=https://www1.flightrising.com/forums/cc/3316077/1#post_3316077][img]https://i.imgur.com/rNd8Dvz.png[/img][/url] [url=https://www1.flightrising.com/forums/cc/2257922#post_2257922][img]https://s17.postimg.cc/rma0wdvr3/xolo-gif-right.gif[/img] [size=1]Poisonedpaper's Art Assets[/size][/url] [center][url=https://www1.flightrising.com/forums/cc/3249496#post_3249496][img]https://i.ibb.co/1fs72M8/2.png[/img] [size=1]yascherritsa's bio resources v2.0![/size][/url][/center]
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G1 sales riiiiight.... here!
[center][img]https://i.postimg.cc/J41X9JfK/Banner.png[/img][/center]
Banner.png
sparse activity, sorry for any late replies!

G1 sales riiiiight.... here!