Thunderfallen's Clan

Venerable Lair
carved into the

Clan Info

Returning to the game after a long hiatus :) Getting back into the game with a Kingdomlocke.

None of my dragons are currently for sale please dont ask.

Kingdomlocke homebrew rules to make it more fun for me:

-Royals can be killed in the coliseum.
-Random dragons are chosen as Royals only when the former Royal was overthrown. If a Royal dies from illness or injury the direct heir becomes the next Royal.
-Direct heirs (eldest living child/relative) are also considered royals and do not get another job. If the heir or Royal dies, the next heir must give up their job and become Royal.
-If a dragon would be killed, they are considered ill or injured instead. Roll 1d4 each day. 1 = succumbed to illness/injury. 2/3 = remain injured/ill. 4 = fully recovered. Injured and ill dragons can not perform their job.
-If an adult dragon were to be recruited into the kingdom, flip a coin. If heads, recruit from the main lair, otherwise recruit from the auction house.
-Assassins can enter the coliseum. If an assassin and their target enter the coliseum together, the quest becomes a Death Streak.
-If a dragon is caught attempting murder, treason, regicide, is discovered to be an assassin via the event, or killed an innocent bystander, they are imprisoned. Imprisoned dragons can not perform their job. Imprisoned dragons must participate in the next Death Streak or Bloody Duel. If they survive, they are allowed back into the Kingdom. An imprisoned dragon may also be used as a sacrifice instead of a dragon chosen at random.
-If multiple dragons have the same career, give advantage to dice rolls and coin flips.
-If a dragon rolls Royal as a job, the Royal may choose a Knight as a champion to fight in their place. If the champion loses the fight, the Royal, Royal Heir, and the champion are all imprisoned. If the now ex-royal or ex-royal heir survives imprisonment, they may challenge the new Royal for the throne without rolling Royal for a job. If successful, their family and knights who were imprisoned are freed.
-Dragons dont roll a death dice for quests or hunting trips, their fate is decided whether they survive in the coliseum or are injured by being KO'd.
Ambassador - Provides access to Grand Exchange and Swipp's Swap Stand. Flip 1 coin per day. If heads, recruit one adult dragon to your kingdom.
Alchemist - Provides access to Baldwin's Bubbling Brew and allows for gene/breed changes. After brewing an experiment roll 1d4. On a 1, the experiment causes injury to the alchemist. Creation of components dont count as experiments. When applying a gene, roll 1d4. On a 1, flip a coin. If heads, the dragon getting the change is injured, if tails the alchemist is injured. If a familiar is brewed roll 1d4 per day until either the familiar is tamed or all alchemists are injured.
Doctor - Any dragon that reaches level 20 gains 2 extra lives. Give all INJURED dragons an advantage roll when rolling for recovery.
Familiar Caretaker - Provides access to Fiona's Fantastic Familiars and allows dragons in the kingdom to keep familiars. When attempting to tame a familiar for the first time, roll 1d4. On a 1, the caretaker is injured and the familiar is not tamed. If a familiar has been brewed by an alchemist, this familiar must be tamed before any others.
Scribe - Memories are kept on the pages of the dragons who were affected by each day/event. Scribes compile all memories and maintain a clean timeline on their pages. Without a scribe, history of the kingdom can be lost when dragons are exalted.
Librarian - Researches the rifts in the world dumping dragons from the old realm into this one. When a dragon dies flip a coin, if tails they are exalted as normal, if heads they are returned to the main den.
Artist - Allows for rerolls on jobs and allows the ability to give scenes to dragons.
Gardener - Give any dragon that reaches level 20 1 additional life. Give all ILL dragons an advantage roll when rolling for recovery.
Necromancer - Once per day can create a shade of an exalted dragon. Save all "exalted" dragons in a lair tab while a necromancer is active in the kingdom. Shades can not be given extra lives, jobs, or breed. If the necromancer dies, all shades are exalted with them. Shades can not return to the main den even with an active librarian due the use of dark magicks.
Blacksmith - Provides access to Arlo's Ancient Artifacts. Once per day flip a coin. If tails, nothing happens, if heads, gift a piece of armour or weaponry to a Knight, Scout, Familiar Caretaker, Alchemist, Engineer, or Royal. That dragon is given an extra life.
Engineer - Flip a coin once per day. If heads, allow one dragon to reroll a failed dice or coin flip by using new technology and tools created by the engineers. If tails, the engineer is injured by their experiment.
Teacher - Once per day pick up to 3 random dragons below the Teacher's level and take them into the coliseum until they each gain one level. Dragons of the Kingdom can not be injured while in the Training Fields.

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Player ID
512007
Date Joined
Jan 23, 2020

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