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Quests & Challenges

Quests, Challenges, and Festival games.
TOPIC | [E+K] Babysitting an Emperor (finished)
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[center][img]https://i.imgur.com/J3q5alo.png[/img] [font=Arial][size=5][b]INTRODUCTION.[/b][/size] [map x=1528 y=4328 view=land width=480 height=240]Emperor's Fortress[/map] An Emperor washed up on the shores of the Southern Icefield. Not just any Emperor, but a four-headed one. Made entirely of Water-aligned Imperial hatchlings. As if that wasn't enough, it seemed to be in a state of a deep slumber. Wait, what? Oh right, it washed up near a small fortress at the base of Cloudscrape Crags. Gaolers living in there were rudely awoken by the storm and then by the 'intruder'. Despite their respective duties, when they realized [i]what[/i] washed up, majority of the dragons ran away, fearing for their life. Not all did, though. The remaining dragons brought the Emperor to the fortress and locked it in the makeshift prison (previously it was just a wine cellar.. they didn't care about having prisoners). The weird aura surrounding the sleeping beast seemed to accept magic energy only from three elements: Ice, Water and Fire. Despite the fact that it was Icewarden's domain and the Emperor had only one element, Water. Where did the Fire even came from? Why did it matter? Well, it wasn't like the dragons could ask Emperor about it, though. So far the beast seems to be deeply and peacefully sleeping, and didn't grew even an inch - in all grotesque and ridiculousness, it remained in a small, seemingly harmless hatchling form. Deities only know where it even came from and what will happen if it ever wakes up. [img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] * [url=https://www1.flightrising.com/forums/gde/2669851]Source of the banners![/url] * [url=https://www1.flightrising.com/dragon/60927224]Source of the dividers![/url] * Also I'm using a [url=https://www.rangen.co.uk/chars/pergen.php]personality generator[/url] for fun. * ALSO also I'm putting [url=https://www1.flightrising.com/forums/gde/3046364]this training guide[/url] for easiest access when putting stats on the dragons. No eliminate on those badboys. [b]Pinglist[/b]: (if I won't forget about it) (ask to be added) [img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] [b][url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url][/b] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
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INTRODUCTION.



An Emperor washed up on the shores of the Southern Icefield. Not just any Emperor, but a four-headed one. Made entirely of Water-aligned Imperial hatchlings. As if that wasn't enough, it seemed to be in a state of a deep slumber.

Wait, what?

Oh right, it washed up near a small fortress at the base of Cloudscrape Crags. Gaolers living in there were rudely awoken by the storm and then by the 'intruder'. Despite their respective duties, when they realized what washed up, majority of the dragons ran away, fearing for their life.
Not all did, though. The remaining dragons brought the Emperor to the fortress and locked it in the makeshift prison (previously it was just a wine cellar.. they didn't care about having prisoners). The weird aura surrounding the sleeping beast seemed to accept magic energy only from three elements: Ice, Water and Fire. Despite the fact that it was Icewarden's domain and the Emperor had only one element, Water. Where did the Fire even came from? Why did it matter? Well, it wasn't like the dragons could ask Emperor about it, though.

So far the beast seems to be deeply and peacefully sleeping, and didn't grew even an inch - in all grotesque and ridiculousness, it remained in a small, seemingly harmless hatchling form.
Deities only know where it even came from and what will happen if it ever wakes up.

icemid2.png

* Source of the banners!
* Source of the dividers!
* Also I'm using a personality generator for fun.
* ALSO also I'm putting this training guide for easiest access when putting stats on the dragons. No eliminate on those badboys.

Pinglist: (if I won't forget about it)
(ask to be added)

icemid2.png

Start | Rules | Emperor | Cast | Graveyard

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Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
[center][img]https://i.imgur.com/J3q5alo.png[/img] [font=Arial][size=5][b]RULES.[/b][/size] [url=https://www1.flightrising.com/forums/qnc/3117806]Emperorlocke[/url] [url=https://www1.flightrising.com/forums/qnc/3102226]Kingdomlocke[/url] [url=https://www1.flightrising.com/forums/qnc/3119585]Hybrid variant inspired by "Til End of Days" by Pikabolt[/url] [url=https://www1.flightrising.com/forums/qnc/3115749#post_3115749]Some rules changed and borrowed from my previous Kingdomlocke[/url] [url=https://www1.flightrising.com/forums/qnc/3127492/1]Some changes borrowed from "A Lost Diary" by Uyi[/url] [quote=BASE] [b][u]Rules[/u][/b] 1. Jax has four heads and eleven chains per head. The beast itself cannot battle, participate in events, or breed, but it is very much there as a part of the locke. Can't have an Emperorlocke without an Emperor, after all. 2. When a dragon loses all of its lives and dies forever, one of the chains binding Jax's heads snaps, even if the dragon in question is raised from the dead by a necromancer. Roll a d4 to see which head the broken chain was restraining. 3. When all the chains restraining a head are broken, that particular head wakes up and the magical restraints binding the beast weaken. 4. An attempt can be made to repair the magical restraints (not to be confused with the chains) after one is broken. First, generate two numbers between 1 and 100. Then, roll a d100. If it lands on a number between the first two, then the restraint was successfully repaired. If not, then it remains broken. 5. Emperorlocke dragons start out with 10 lives. 6. All dragons have to be Gaolers, with one of the three elements: Ice, Water or Fire. They can have any genes and colors, but they can't be of different element. 7. Hatchlings who fail to make it out of the egg don’t count for breaking one of the Emperor’s chains, as they were never actually born. 8. A life is lost if a dragon faints in the coliseum or is killed by an event. [b][u]Winning/Losing[/u][/b] This challenge is won once all 20 jobs are filled, making a full kingdom, or if any member of the group reaches level 25. The locke is lost if all of the Gaolers die, or the Emperor breaks free.[/quote] [quote=JOBS] 1) [b]Assassin.[/b] This dragon has been hired to kill every dragon in the group. RNG determines who the current target is - roll a d4 to see how the hit goes. [indent]1: The target is killed/minus a life. 2: The assassin failed and was imprisoned. 3: The target got away, oblivious to the identity of their attacker. 4: The assassin is convinced by the target not to go through with the hit, and is redeemed into the group. They may reroll for a new job, but they can also keep it.[/indent] 2) [b]Tailor.[/b] Since they can't wear clothes, the Tailor can turn any found pieces of apparel into a super-duper life giving talisman. Or something. They need at least [u]3[/u] pieces of apparel to create one, and then toss a coin to see if it works. [indent]Tails - Failure, but at least no one died. Heads - Success! A random dragon gains 1 additional life.[/indent] 3) [b]Soldier.[/b] These dragons are trained warriors, and gain three extra lives upon attaining this rank. They also allow you to pick the dragons you send into the coliseum rather than letting RNG do it. They can't pick the dragons caught up in a death streak, however. 4) [b]Alchemist.[/b] Once a day, they can give an alchemical mixture to another dragon. Roll a d6. [indent]1: The mixture does the exact opposite and the dragon loses 1 life. 2-5: Nothing happens. 6: The mixture works and the dragon gains 1 life![/indent] 5) [b]Doctor.[/b] When a dragon dies in the coliseum, flip a coin. If heads, the doctor is able to save their teammate, who otherwise would have died. If tails, then they were too far gone for the doctor to save. Beware: doctors also cannot heal themselves, so be careful when adding them to a coliseum team 6) [b]Familiar Caretaker.[/b] Allows members of your kingdom to be able to keep pets. Without a familiar caretaker, no one can have pets. Also, whenever a party finds a familiar in the coliseum, instead of rolling a 6-sided dice, toss a coin. [indent]Tails - Familiar runs away without harming anybody. Heads - Familiar joins the clan.[/indent] 7) [b]Nesting-Helper.[/b] Increases a hatchling's chances of survival. Instead of flipping a coin for each egg hatched, roll a d4. On a 1 the hatchie is Exalted. Instead of rolling a d6 for each day the dragon remains a baby, roll a d12. On a 1 the hatchie is Exalted. 8) [b]Merchant.[/b] In case the blacksmith doesn't find any ores during the gathering, the merchant can embark on a journey to purchase 1d6 ores. Such journeys are not without risk, however. Roll a d10 any time they embark to trade; if a 1 is rolled, they fail and die along the way. 9) [b]Scout.[/b] They have the sharpest eyesight in the group, and are able to spot incoming invasions a lot earlier and alert the clan to take cover. During the invasion and Beastclan Attack, roll a d20 for each dragon instead. But they can be also noticed by the opposing forces. Roll a d10, if it's 1 then the scout is discovered and loses 1 life, while the clan is still alerted. 10) [b]Carpenter.[/b] The artistry of these dragons brings legitimacy to the Ruler’s palace. Roll one less d20 when a coup occurs. This role does not stack. 11) [b]Librarian.[/b] These well-read dragons are very keen when it comes to secret plots. If there is an assassin in the clan, change their daily roll to a d6. A roll of 5 is equivalent to a roll of 2, and a roll of 6 is equivalent to a roll of 4. This role does not stack. 12) [b]Artist.[/b] These are creative dragons, 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 in question can reroll once. 13) [b]Gardener.[/b] If you have both a gardener and a doctor, you've discovered good plants that can act as medicine and begin cultivating it. During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured of the plague! 14) [b]Necromancer.[/b] A necromancer can bring back a single dragon that has died that day as a shade. They can use this ability once a day. However, if they try to raise a royal, you must roll a 4 sided dice and only succeed on a 4. They cannot, however, revive hatchlings who failed to hatch - those guys are dead. Shades are marked in your lair and have glowing irises to signify their status as a shade, but otherwise look unchanged. They can resume the job they had, but cannot gain extra lives or breed. If the necromancer is Exalted, flip a coin for each shade. On heads, the shade is fully restored as a normal dragon. On tails, the shade is Exalted with the necromancer. 15) [b]Blacksmith.[/b] Use one gathering turn to dig each day. For every piece of ore gained, roll a 1d10. On a roll of 10, the Blacksmith forges a piece of armor for a random dragon in the kingdom and they gain an extra life. 16) [b]Engineer.[/b] When a dragon become an engineer, flip a coin. On heads, they give a random dragon an extra life. If tails they do nothing You must roll a d20 for them each day. On a 1 they manage to cause an explosion. Roll a 1d4 to see what happens. [indent]1: They blow themselves up and are Exalted or lose a life. 2: They blow up a small piece of the kingdom. Roll a 1d12 for every dragon in your clan. On a 1 the dragon is caught in the explosion and either loses a life or is Exalted. 3: They cause a MASSIVE explosion and take out a chunk of the kingdom. Roll a 1d6 for every dragon in your kingdom. On a 1 the dragon either loses a life or is Exalted. 4: The explosion was a harmless but very large smoke bomb, nobody is injured.[/indent] 17) [b]Ambassador.[/b] Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful. [indent]1: The ambassador is attacked! Flip a coin. On tails, the ambassador either loses a life or is Exalted. 2: The ambassador was unsuccessful at convincing a dragon to join the group with the limited information they're allowed to share with outsiders. 3-4: The ambassador was successful! Buy the cheapest Ice/Water/Fire Gaoler from the auction house to join your kingdom.[/indent] 18) [b]Teacher.[/b] Having a teacher allows you to pick two dragons lower leveled than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in coli. If there are no dragons lower leveled than the royal the teacher can instead train the royal themselves to gain a single level. 19) [b]Fortune Teller.[/b] A fortune teller can see the future and thus can choose to disregard one pull once per day, resulting in nothing happening. If they use this ability the fortune teller flips a coin. On tails they are Exalted or lose a life. 20) [b]Royal.[/b] There can be only one. If another dragon rolls for the leader while there is one already, the two dragons then battle, and a 4 sided dice is rolled to see what happens. [indent]1: The old royal loses 2 lives, is imprisoned and the new royal is crowned. 2: The challenging dragon loses 2 lives, is imprisoned for overthrow attempts and the old royal continues her reign. 3 - 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, and can nest at any time as soon as her cooldown is over. The royal is immune to death only in the coli during food pulls or if otherwise specified. If the royal is killed and there are no dragons to take her place, the challenge is over. Dragons who become royal must quit their previous jobs. Every time a dragon was elected the Royal, you would randomize a 6 sided dice to choose the type of ruler unless you had an Heir. (explained below.) [b]1. Dark Lord[/b] - A ruler tainted with evil. [+] If your royal is about to lose a life, they can sacrifice two dragons in their place or sacrifice the heir in their place (they both lose 1 life each). They can also sacrifice any level 5+ dragon to gain 1 level (roll d3 to determine how many lives the sacrificed dragon loses). [-] The land is cursed thanks to the evil of the Dark Lord. Roll a 4 sided dice for a possible curse every day. [indent][b]1.[/b] Food shortage There's not enough food for the kingdom. Roll a 10 sided dice for all dragons and hatchlings in your kingdom besides your royal. On a 1 the dragon/hatchling lose 1 life of. (If you have a gardener, nothing happens.) [b]2.[/b] Nothing happens... [b]3.[/b] Sacrifice for the greater good. Choose a random dragon as a sacrifice. A festival is held for a sacrificial blessing and that dragon is exalted regardless of lives. Toss a coin to determine if the sacrifice loosens the Emperor's chains - on tails it does, on heads it doesn't. [b]4.[/b] Evil threatens to take total control of your Royal. Roll a d20. On a 1 darkness falls and there is a great calamity. All hatchlings are exalted instantly (and their deaths don't count towards the Emperor's chains breaking) and adult dragons must roll a 10 sided dice. On a 1 they are exalted/lose a life.[/indent] [b]2. Wizard King/ Archmage[/b] - A ruler blessed with magic. [+] Through deep connections with magic, your royal can sense what's happening in the universe. If you pull a material or trinket, you may roll for an event twice and choose between the two for your outcome. If you have a fortune teller you may roll three events and choose between the three for your outcome. [-] Magic and technology don't mix very well. if you have an Engineer, they roll a 10-sided dice instead of a 20-sided dice. [b]3. Elder[/b] - A ruler grounded in tradition. [+] You may throw a festival for a blessing If a nest produces 4+ eggs. Festivals also now provide one dragon with an opportunity to ask the 11 for guidance. During festivals, you can reroll one dragon's job up to two times. [-] Dragons keep to their own traditions and might not welcome all newcomers into the clan. If you have to add a dragon from the auction house for any reason roll a 6 sided dice. On a 1 the dragon is not accepted into the clan. [b]4. Boss[/b] - A ruler with criminal ties [+] Assassins are automatically redeemed and do not try to kill dragons. Instead, they act as recruiters. For every assassin you can have one dragon join your kingdom. [+] If a dragon rolls a job that is already filled in, you may roll once more for another job. [-] The Royal cannot fight in the coliseum at any time and cannot gain any XP. The only way to win is to have a full kingdom. [b]5. Monarch[/b] - A ruler of a kingdom [+] Any [i]relative[/i] or [i]child[/i] of the Royal can give up their job and become an Heir. Heirs lay claim to the throne if the Royal dies. [+] If your monarch or heir is about to die, a knight can step in to sacrifice a life for them. Knights also now gain 4 lives instead of 3. [-] Dragons are more likely to overthrow your Royal in a coup. If you get the coup event, instead of a 20 sided dice you roll a 12 sided dice. Fortune tellers can't use their power to ignore the coup, but the carpenter's perk is still working. [b]6. General[/b] - A ruler skilled in combat [+] Each day you can choose 3 separate dragons and have them gain 1 level in coli. During leveling the dragons cannot die by fainting. [-] When you do choose to train up to 3 dragons, roll a 1d10 for each dragon. On a 1 the training was too grueling for them and they lose a life. [-] Weak dragons are not acceptable. All adult dragons at level 1 must roll a 10 sided dice each day. On a 1 they lose 1 life. 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. [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]21. Heir[/b] - Trained to take the throne. [u]Exists only when the current royal is a Monarch![/u] If you have an heir in your kingdom they become the Royal once the current Royal dies. You can choose what type of Royal the Heir becomes. [indent]* There can only be one Heir at a time. * If the dragons stage a successful coup your heir is forced to swear the oath with the Royal. * If a dragon duels the Royal and kills them they must fight the Heir now in a second duel.[/indent][/quote] [quote=DAILIES] Step 1: Check current dragons with jobs. Some of them have daily things they can do. Remember to roll for assassins and engineers if there are any in your kingdom! Step 2: Check nests and roll for any hatchlings in the kingdom Step 3: Pull from Pinkerton (and Crim if you want more action) and follow the draw of fate for whatever you get! 1) [b]Food.[/b] Plants: 20 matches Insects: 30 matches Seafood: 40 matches Meat: 50 matches You must select coliseum challengers in your lair using a random number generator. (If a soldier is in your kingdom then any dragons can be selected). If your dragons level up while in an area, you can still stay there for the whole day. You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate. 2) [b]Material/Trinket.[/b] Roll a d20. The challenge is as follows: 1. [b]There’s a scandal (or romance) afoot.[/b] Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your kingdom. If nobody is ready to breed, buy a cheapest Gaoler hatchling of the fitting element (Ice, Water, Fire) off the AH. A secret sibling or child discovered! [indent]- If one of the pair is already married, flip a coin. If heads, the cheated on spouse duels the dragon their spouse cheated on them with to the death. If tails, they die of a broken heart.[/indent] 2. [b]There’s romance/friendship in the air.[/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 do not ignore extra lives - yes, this means two dragons can both keel over and then get up again minus the bond. 3. [b]Hunting trip.[/b] Choose any three dragons in the group and enter a coliseum area low enough that they won’t gain XP. (If you have a scout you can enter any coli venue.) Battle 40-50 matches under meat rules. You can switch out dragons in between battles. [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 on the team three extra lives. - Roll a 1d6 for each dragon after. If any roll a 1 they lose a life or are Exalted.[/indent] 4. [b]Mercenary.[/b] Some random dragon is hanging around the kingdom. Who is this guy???? Use RNG to select which adult dragon encountered the treasure hunter. Roll a d6. [indent]1-4: The dragon isn't a Gaoler, and must be chased out! Toss a coin. Tails - the dragon is successfully chased off. Heads - the dragon that encountered them loses a life. 5: The dragon is a Gaoler, but off a different element. Toss a coin. Tails - the dragon is successfully chased off. Heads - the dragon that encountered them loses a life. 6: The dragon is a Gaoler with the right element and wants to join! Buy the cheapest Gaoler adult off the AH.[/indent] 5. [b]Studied the blade.[/b] Randomize a number between your lowest and highest leveled dragons and simply buy the cheapest Ice/Water/Fire Gaoler off of the auction house and train them yourself using your personal dragons to level it up. 6. [b]Large Quest time![/b] Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, they lose a life or are Exalted as they were lost in the mission. During Quests, dragons are invincible and cannot die in coli. 7. [b]Quest time![/b] Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, they lose a life or are Exalted as they were lost in the mission. During Quests, dragons are invincible and cannot die in coli. 8. [b]The Plague![/b] A great sickness comes over the group. Roll a 1d12 for every dragon including the royal. On a 1 the dragon does not survive or loses a life. 9. [b]Backstabbing.[/b] Choose a dragon at random who is not the royal. They lose a life. 10. [b]Train the Newbies.[/b] Take all your level 4 or lower dragons and level them up one level. These dragons cannot die in the training even if they faint in the coliseum. If there aren't any in the group, skip this roll. 11. [b]I quit.[/b] Choose a dragon at random. That dragon hates their job and quits. They now have to roll for a new one. The royal is exempt from this. 12. [b]A coup![/b] Roll 3 d20s. If you roll a 1 with any of them then your kingdom has dramatically betrayed your royal a la the ides of march and imprison them.. because they aren't that stupid and risk waking up the Emperor. Come on guys. The dragons elect a new royal. Randomize a dragon that isn’t a child of the previous royal to become the new royal. [indent]- If the coup is successful and the royal was sitting on a nest of eggs, the mutinous dragons will have smashed every one. Exalt them all, since their deaths don't lose the Emperor's chains. - If the coup fails because a 1 was never rolled, roll RNG to decide the instigator of the coup, who will then roll a d6 to escape execution. On a 1 they will escape, otherwise they will be executed in retaliation.[/indent] On a successful coup, roll a d10 for each dragon (excluding the new royal) to see if they are loyalists to the overthrown loyal. Those are (for now) purely for lore, rather than giving any special rolls, perks, etc. [indent]1-5: The dragon is loyal to the new royal. 6-10: The dragon is loyal to the old royal.[/indent] Imprisoned royal lose their job and can't fight in coli. Every day roll d6 to see how are they doing. [indent]1: The prisoner tries to escape, but is caught and loses 1 life. 2: The prisoner tries to escape, but gets in the fight with a dragon loyal to the new royal. They both lose 1 life, before the prisoner is thrown back to their cell. 3: The loyalists help them escape and overthrown the current royal! The tables had turned. 4: The prisoner finally pleads the oath to the new loyal and is freed. They roll a new job and can participate in the coli again. Yes, they can still roll to become a royal in the future. 5-6: They wait for a better day to act.[/indent] 13. [b]Bloody Duel.[/b] Choose two dragons at random, excluding your royal. These dragons now fight! Roll a 1d4 for the results. [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. reroll the 1d4 and follow the results.[/indent] 14. [b]Invasion![/b] The group is attacked by a large band of bandits! Roll a 10 sided dice for every dragon in your kingdom. On a 1, the dragon is Exalted or loses a life. 15. [b]Royal’s Illness.[/b] Your royal has taken ill. Roll a 4 sided dice for an event. [indent]1: Your royal succumbs to horrible sickness and is Exalted or loses a life. A new royal is chosen as the sickness has left the old one severely weakened and physically unable to rule. 2: Your royal is inflicted with madness! Choose a random dragon and flip a coin. On heads, the royal kills them. Flip an additional coin to see if the royal is cured of madness. On heads, you target another random dragon. Any tails mean your royal snaps out of the madness. 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 loses 1 life and is too weak to rule, and then roll for the instigator as they become the new royal. If the royal survives, flip an additional coin. On heads, they know who poisoned them and has them imprisoned (like assassin). On tails, the poisoner got away this time. 4: Your royal’s “illness” is they are sick of being the royal. Flip a coin, if heads they chooses a successor and step down, rolling for a new career. You choose the next royal.[/indent] 16. [b]The Sacrifice.[/b] The 11 are angry with the group and demand a blood sacrifice. Roll for a 1d4 for an event. [indent]1: You offer a familiar sacrifice. The 11 are pleased and give three random dragons an extra life as a blessing. 2: You offer a food offering. The 11 decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest Gaoler hatchling off of the auction house (or grant a random dragon an extra life if out of space). 3: You offer a drop of Royal’s blood as a sacrifice. The 11 are not impressed. Flip a coin, on tails they force you to battle under deathstreak rules. On heads they begrudgingly accept the paltry sacrifice. 4: For whatever reason you offer nothing. The 11 are enraged and send a horrible onslaught of disasters. Plague, earthquakes, floods… Roll an 8 sided dice for every dragon in your kingdom. On a 1 the dragon does not survive and is Exalted or loses a life.[/indent] 17. [b]Assassin discovered![/b] Roll a random dragon in your lair, regardless of job or level they now have the job of an assassin and are immediately thrown in jail for their treachery. Yes, your royals can be discovered as assassins. An assassin who is imprisoned rolls a d6 and takes one of the following actions: [indent]1: The assassin manages to escape but is killed before they can get far from the group. If they have extra lives left, they're thrown back in jail. 2: The assassin kills a dragon in their escape attempt but is captured and thrown back in their cell. 3: The assassin has a change of heart and is redeemed into the group. 4: The imprisoned assassin successfully escapes and reverts to being a normal assassin. Forced into hiding, these assassins strike from the shadows rather than from within the kingdom. 5-6: The assassin waits, biding their time.[/indent] 18. [b]Royal Quest time![/b] Pick your royal and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, they lose a life or they’re exalted as they were lost in the mission. If your royal is exalted, pick a random dragon to take the mantle. During Quests, dragons are invincible and cannot die in coli. 19. [b]Nature's Gambit. [/b] Take two dragons in coli and level them up once under quest rules. Flip a coin. [indent]Heads: You find wandering dragons on your quest that fit the group. Buy two Ice/Water/Fire Gaolers off the AH. Tails: These two dragons are Exalted or lose a life.[/indent] 20. [b]Festival![/b] The kingdom celebrates something of your choosing with a festival! Roll a 4 sided dice for a blessing from The 11. [indent]1: Your dragons are filled with vigor while celebrating! Randomize 5 dragons, they gain an extra life! 2: Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest dragons from the auction house for your kingdom. 3: Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in coli and cannot die or lose lives while you level. 4: Your royal is filled with pride in seeing the kingdom thrive. She gains one extra life.[/indent] 3) [b]Familiars.[/b] Buy the cheapest Ice/Water/Fire Gaoler off the auction house. 4) [b]Apparel.[/b] Romance! Breed two of your dragons. The dragons you pick are up to you. If you don't have any ready to breed dragons, roll a d2 and buy that many Gaoler hatchlings of the right element. 5) [b]Battle stone.[/b] Death Streak. [indent]Heads = Beast Clan Attack. The beast clans attack your 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. Assassins are exempt. Fight in the coliseum at the highest dragons level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.[/indent] ---- Bonus rules: 1. [b]Familiar Uprising![/b] - For every familiar found in the coliseum, roll a 6 sided dice. [indent]1-2: The familiar flees without harming any dragon in the party. 3: The familiar is angry! One of the party dragons loses 1 life and the familiar flees. 4: The familiar is angry! One of the party dragons loses 1 life, but they manage to subdue it and bring to the clan. 5-6: The familiar is friendly and joins the clan willingly![/indent][/quote] [img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] [url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url] | [b][url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url][/b] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
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RULES.
Emperorlocke
Kingdomlocke
Hybrid variant inspired by "Til End of Days" by Pikabolt
Some rules changed and borrowed from my previous Kingdomlocke
Some changes borrowed from "A Lost Diary" by Uyi

BASE wrote:
Rules
1. Jax has four heads and eleven chains per head. The beast itself cannot battle, participate in events, or breed, but it is very much there as a part of the locke. Can't have an Emperorlocke without an Emperor, after all.

2. When a dragon loses all of its lives and dies forever, one of the chains binding Jax's heads snaps, even if the dragon in question is raised from the dead by a necromancer. Roll a d4 to see which head the broken chain was restraining.

3. When all the chains restraining a head are broken, that particular head wakes up and the magical restraints binding the beast weaken.

4. An attempt can be made to repair the magical restraints (not to be confused with the chains) after one is broken. First, generate two numbers between 1 and 100. Then, roll a d100. If it lands on a number between the first two, then the restraint was successfully repaired. If not, then it remains broken.

5. Emperorlocke dragons start out with 10 lives.

6. All dragons have to be Gaolers, with one of the three elements: Ice, Water or Fire. They can have any genes and colors, but they can't be of different element.

7. Hatchlings who fail to make it out of the egg don’t count for breaking one of the Emperor’s chains, as they were never actually born.

8. A life is lost if a dragon faints in the coliseum or is killed by an event.

Winning/Losing
This challenge is won once all 20 jobs are filled, making a full kingdom, or if any member of the group reaches level 25.
The locke is lost if all of the Gaolers die, or the Emperor breaks free.
JOBS wrote:
1) Assassin.
This dragon has been hired to kill every dragon in the group. RNG determines who the current target is - roll a d4 to see how the hit goes.
1: The target is killed/minus a life.
2: The assassin failed and was imprisoned.
3: The target got away, oblivious to the identity of their attacker.
4: The assassin is convinced by the target not to go through with the hit, and is redeemed into the group. They may reroll for a new job, but they can also keep it.

2) Tailor.
Since they can't wear clothes, the Tailor can turn any found pieces of apparel into a super-duper life giving talisman. Or something. They need at least 3 pieces of apparel to create one, and then toss a coin to see if it works.
Tails - Failure, but at least no one died.
Heads - Success! A random dragon gains 1 additional life.

3) Soldier.
These dragons are trained warriors, and gain three extra lives upon attaining this rank. They also allow you to pick the dragons you send into the coliseum rather than letting RNG do it. They can't pick the dragons caught up in a death streak, however.

4) Alchemist.
Once a day, they can give an alchemical mixture to another dragon. Roll a d6.
1: The mixture does the exact opposite and the dragon loses 1 life.
2-5: Nothing happens.
6: The mixture works and the dragon gains 1 life!

5) Doctor.
When a dragon dies in the coliseum, flip a coin. If heads, the doctor is able to save their teammate, who otherwise would have died. If tails, then they were too far gone for the doctor to save.
Beware: doctors also cannot heal themselves, so be careful when adding them to a coliseum team

6) Familiar Caretaker.
Allows members of your kingdom to be able to keep pets. Without a familiar caretaker, no one can have pets.
Also, whenever a party finds a familiar in the coliseum, instead of rolling a 6-sided dice, toss a coin.
Tails - Familiar runs away without harming anybody.
Heads - Familiar joins the clan.

7) Nesting-Helper.
Increases a hatchling's chances of survival. Instead of flipping a coin for each egg hatched, roll a d4. On a 1 the hatchie is Exalted. Instead of rolling a d6 for each day the dragon remains a baby, roll a d12. On a 1 the hatchie is Exalted.

8) Merchant.
In case the blacksmith doesn't find any ores during the gathering, the merchant can embark on a journey to purchase 1d6 ores. Such journeys are not without risk, however. Roll a d10 any time they embark to trade; if a 1 is rolled, they fail and die along the way.

9) Scout.
They have the sharpest eyesight in the group, and are able to spot incoming invasions a lot earlier and alert the clan to take cover. During the invasion and Beastclan Attack, roll a d20 for each dragon instead.
But they can be also noticed by the opposing forces. Roll a d10, if it's 1 then the scout is discovered and loses 1 life, while the clan is still alerted.

10) Carpenter.
The artistry of these dragons brings legitimacy to the Ruler’s palace. Roll one less d20 when a coup occurs. This role does not stack.

11) Librarian.
These well-read dragons are very keen when it comes to secret plots. If there is an assassin in the clan, change their daily roll to a d6. A roll of 5 is equivalent to a roll of 2, and a roll of 6 is equivalent to a roll of 4. This role does not stack.

12) Artist.
These are creative dragons, 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 in question can reroll once.

13) Gardener.
If you have both a gardener and a doctor, you've discovered good plants that can act as medicine and begin cultivating it. During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured of the plague!

14) Necromancer.
A necromancer can bring back a single dragon that has died that day as a shade. They can use this ability once a day. However, if they try to raise a royal, you must roll a 4 sided dice and only succeed on a 4. They cannot, however, revive hatchlings who failed to hatch - those guys are dead.
Shades are marked in your lair and have glowing irises to signify their status as a shade, but otherwise look unchanged. They can resume the job they had, but cannot gain extra lives or breed. If the necromancer is Exalted, flip a coin for each shade. On heads, the shade is fully restored as a normal dragon. On tails, the shade is Exalted with the necromancer.

15) Blacksmith.
Use one gathering turn to dig each day. For every piece of ore gained, roll a 1d10. On a roll of 10, the Blacksmith forges a piece of armor for a random dragon in the kingdom and they gain an extra life.

16) Engineer.
When a dragon become an engineer, flip a coin. On heads, they give a random dragon an extra life. If tails they do nothing
You must roll a d20 for them each day. On a 1 they manage to cause an explosion. Roll a 1d4 to see what happens.
1: They blow themselves up and are Exalted or lose a life.
2: They blow up a small piece of the kingdom. Roll a 1d12 for every dragon in your clan. On a 1 the dragon is caught in the explosion and either loses a life or is Exalted.
3: They cause a MASSIVE explosion and take out a chunk of the kingdom. Roll a 1d6 for every dragon in your kingdom. On a 1 the dragon either loses a life or is Exalted.
4: The explosion was a harmless but very large smoke bomb, nobody is injured.

17) Ambassador.
Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful.
1: The ambassador is attacked! Flip a coin. On tails, the ambassador either loses a life or is Exalted.
2: The ambassador was unsuccessful at convincing a dragon to join the group with the limited information they're allowed to share with outsiders.
3-4: The ambassador was successful! Buy the cheapest Ice/Water/Fire Gaoler from the auction house to join your kingdom.

18) Teacher.
Having a teacher allows you to pick two dragons lower leveled than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training.
The teacher does not accompany the dragons in coli. If there are no dragons lower leveled than the royal the teacher can instead train the royal themselves to gain a single level.

19) Fortune Teller.
A fortune teller can see the future and thus can choose to disregard one pull once per day, resulting in nothing happening. If they use this ability the fortune teller flips a coin. On tails they are Exalted or lose a life.

20) Royal.
There can be only one. If another dragon rolls for the leader while there is one already, the two dragons then battle, and a 4 sided dice is rolled to see what happens.
1: The old royal loses 2 lives, is imprisoned and the new royal is crowned.
2: The challenging dragon loses 2 lives, is imprisoned for overthrow attempts and the old royal continues her reign.
3 - 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, and can nest at any time as soon as her cooldown is over.
The royal is immune to death only in the coli during food pulls or if otherwise specified. If the royal is killed and there are no dragons to take her place, the challenge is over. Dragons who become royal must quit their previous jobs.

Every time a dragon was elected the Royal, you would randomize a 6 sided dice to choose the type of ruler unless you had an Heir. (explained below.)

1. Dark Lord - A ruler tainted with evil.
[+] If your royal is about to lose a life, they can sacrifice two dragons in their place or sacrifice the heir in their place (they both lose 1 life each). They can also sacrifice any level 5+ dragon to gain 1 level (roll d3 to determine how many lives the sacrificed dragon loses).
[-] The land is cursed thanks to the evil of the Dark Lord. Roll a 4 sided dice for a possible curse every day.
1. Food shortage
There's not enough food for the kingdom. Roll a 10 sided dice for all dragons and hatchlings in your kingdom besides your royal. On a 1 the dragon/hatchling lose 1 life of. (If you have a gardener, nothing happens.)

2. Nothing happens...

3. Sacrifice for the greater good.
Choose a random dragon as a sacrifice. A festival is held for a sacrificial blessing and that dragon is exalted regardless of lives. Toss a coin to determine if the sacrifice loosens the Emperor's chains - on tails it does, on heads it doesn't.

4. Evil threatens to take total control of your Royal. Roll a d20. On a 1 darkness falls and there is a great calamity. All hatchlings are exalted instantly (and their deaths don't count towards the Emperor's chains breaking) and adult dragons must roll a 10 sided dice. On a 1 they are exalted/lose a life.

2. Wizard King/ Archmage - A ruler blessed with magic.
[+] Through deep connections with magic, your royal can sense what's happening in the universe. If you pull a material or trinket, you may roll for an event twice and choose between the two for your outcome. If you have a fortune teller you may roll three events and choose between the three for your outcome.
[-] Magic and technology don't mix very well. if you have an Engineer, they roll a 10-sided dice instead of a 20-sided dice.

3. Elder - A ruler grounded in tradition.
[+] You may throw a festival for a blessing If a nest produces 4+ eggs.
Festivals also now provide one dragon with an opportunity to ask the 11 for guidance. During festivals, you can reroll one dragon's job up to two times.
[-] Dragons keep to their own traditions and might not welcome all newcomers into the clan. If you have to add a dragon from the auction house for any reason roll a 6 sided dice. On a 1 the dragon is not accepted into the clan.

4. Boss - A ruler with criminal ties
[+] Assassins are automatically redeemed and do not try to kill dragons. Instead, they act as recruiters. For every assassin you can have one dragon join your kingdom.
[+] If a dragon rolls a job that is already filled in, you may roll once more for another job.
[-] The Royal cannot fight in the coliseum at any time and cannot gain any XP. The only way to win is to have a full kingdom.

5. Monarch - A ruler of a kingdom
[+] Any relative or child of the Royal can give up their job and become an Heir. Heirs lay claim to the throne if the Royal dies.
[+] If your monarch or heir is about to die, a knight can step in to sacrifice a life for them. Knights also now gain 4 lives instead of 3.
[-] Dragons are more likely to overthrow your Royal in a coup. If you get the coup event, instead of a 20 sided dice you roll a 12 sided dice. Fortune tellers can't use their power to ignore the coup, but the carpenter's perk is still working.

6. General - A ruler skilled in combat
[+] Each day you can choose 3 separate dragons and have them gain 1 level in coli. During leveling the dragons cannot die by fainting.
[-] When you do choose to train up to 3 dragons, roll a 1d10 for each dragon. On a 1 the training was too grueling for them and they lose a life.
[-] Weak dragons are not acceptable. All adult dragons at level 1 must roll a 10 sided dice each day. On a 1 they lose 1 life.

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.


21. Heir - Trained to take the throne. Exists only when the current royal is a Monarch!
If you have an heir in your kingdom they become the Royal once the current Royal dies. You can choose what type of Royal the Heir becomes.
* There can only be one Heir at a time.
* If the dragons stage a successful coup your heir is forced to swear the oath with the Royal.
* If a dragon duels the Royal and kills them they must fight the Heir now in a second duel.
DAILIES wrote:
Step 1: Check current dragons with jobs. Some of them have daily things they can do. Remember to roll for assassins and engineers if there are any in your kingdom!

Step 2: Check nests and roll for any hatchlings in the kingdom

Step 3: Pull from Pinkerton (and Crim if you want more action) and follow the draw of fate for whatever you get!


1) Food.
Plants: 20 matches
Insects: 30 matches
Seafood: 40 matches
Meat: 50 matches

You must select coliseum challengers in your lair using a random number generator. (If a soldier is in your kingdom then any dragons can be selected).
If your dragons level up while in an area, you can still stay there for the whole day. You can quit your battle streak at any time to regain health, and flee from battles if it is appropriate.


2) Material/Trinket.
Roll a d20. The challenge is as follows:

1. There’s a scandal (or romance) afoot.
Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your kingdom. If nobody is ready to breed, buy a cheapest Gaoler hatchling of the fitting element (Ice, Water, Fire) off the AH. A secret sibling or child discovered!
- If one of the pair is already married, flip a coin. If heads, the cheated on spouse duels the dragon their spouse cheated on them with to the death. If tails, they die of a broken heart.

2. There’s romance/friendship in the air.
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 do not ignore extra lives - yes, this means two dragons can both keel over and then get up again minus the bond.

3. Hunting trip.
Choose any three dragons in the group and enter a coliseum area low enough that they won’t gain XP. (If you have a scout you can enter any coli venue.) Battle 40-50 matches under meat rules. You can switch out dragons in between battles.
- 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 on the team three extra lives.
- Roll a 1d6 for each dragon after. If any roll a 1 they lose a life or are Exalted.

4. Mercenary.
Some random dragon is hanging around the kingdom. Who is this guy???? Use RNG to select which adult dragon encountered the treasure hunter. Roll a d6.
1-4: The dragon isn't a Gaoler, and must be chased out! Toss a coin. Tails - the dragon is successfully chased off. Heads - the dragon that encountered them loses a life.
5: The dragon is a Gaoler, but off a different element. Toss a coin. Tails - the dragon is successfully chased off. Heads - the dragon that encountered them loses a life.
6: The dragon is a Gaoler with the right element and wants to join! Buy the cheapest Gaoler adult off the AH.

5. Studied the blade.
Randomize a number between your lowest and highest leveled dragons and simply buy the cheapest Ice/Water/Fire Gaoler off of the auction house and train them yourself using your personal dragons to level it up.

6. Large Quest time!
Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, they lose a life or are Exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die in coli.

7. Quest time!
Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, they lose a life or are Exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die in coli.

8. The Plague!
A great sickness comes over the group. Roll a 1d12 for every dragon including the royal. On a 1 the dragon does not survive or loses a life.

9. Backstabbing.
Choose a dragon at random who is not the royal. They lose a life.

10. Train the Newbies.
Take all your level 4 or lower dragons and level them up one level. These dragons cannot die in the training even if they faint in the coliseum. If there aren't any in the group, skip this roll.

11. I quit.
Choose a dragon at random. That dragon hates their job and quits. They now have to roll for a new one. The royal is exempt from this.

12. A coup!
Roll 3 d20s. If you roll a 1 with any of them then your kingdom has dramatically betrayed your royal a la the ides of march and imprison them.. because they aren't that stupid and risk waking up the Emperor. Come on guys.
The dragons elect a new royal. Randomize a dragon that isn’t a child of the previous royal to become the new royal.
- If the coup is successful and the royal was sitting on a nest of eggs, the mutinous dragons will have smashed every one. Exalt them all, since their deaths don't lose the Emperor's chains.
- If the coup fails because a 1 was never rolled, roll RNG to decide the instigator of the coup, who will then roll a d6 to escape execution. On a 1 they will escape, otherwise they will be executed in retaliation.

On a successful coup, roll a d10 for each dragon (excluding the new royal) to see if they are loyalists to the overthrown loyal. Those are (for now) purely for lore, rather than giving any special rolls, perks, etc.
1-5: The dragon is loyal to the new royal.
6-10: The dragon is loyal to the old royal.

Imprisoned royal lose their job and can't fight in coli. Every day roll d6 to see how are they doing.
1: The prisoner tries to escape, but is caught and loses 1 life.
2: The prisoner tries to escape, but gets in the fight with a dragon loyal to the new royal. They both lose 1 life, before the prisoner is thrown back to their cell.
3: The loyalists help them escape and overthrown the current royal! The tables had turned.
4: The prisoner finally pleads the oath to the new loyal and is freed. They roll a new job and can participate in the coli again. Yes, they can still roll to become a royal in the future.
5-6: They wait for a better day to act.

13. Bloody Duel.
Choose two dragons at random, excluding your royal. These dragons now fight! Roll a 1d4 for the results.
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. reroll the 1d4 and follow the results.

14. Invasion!
The group is attacked by a large band of bandits! Roll a 10 sided dice for every dragon in your kingdom. On a 1, the dragon is Exalted or loses a life.

15. Royal’s Illness.
Your royal has taken ill. Roll a 4 sided dice for an event.
1: Your royal succumbs to horrible sickness and is Exalted or loses a life. A new royal is chosen as the sickness has left the old one severely weakened and physically unable to rule.
2: Your royal is inflicted with madness! Choose a random dragon and flip a coin. On heads, the royal kills them. Flip an additional coin to see if the royal is cured of madness. On heads, you target another random dragon. Any tails mean your royal snaps out of the madness.
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 loses 1 life and is too weak to rule, and then roll for the instigator as they become the new royal. If the royal survives, flip an additional coin. On heads, they know who poisoned them and has them imprisoned (like assassin). On tails, the poisoner got away this time.
4: Your royal’s “illness” is they are sick of being the royal. Flip a coin, if heads they chooses a successor and step down, rolling for a new career. You choose the next royal.

16. The Sacrifice.
The 11 are angry with the group and demand a blood sacrifice. Roll for a 1d4 for an event.
1: You offer a familiar sacrifice. The 11 are pleased and give three random dragons an extra life as a blessing.
2: You offer a food offering. The 11 decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest Gaoler hatchling off of the auction house (or grant a random dragon an extra life if out of space).
3: You offer a drop of Royal’s blood as a sacrifice. The 11 are not impressed. Flip a coin, on tails they force you to battle under deathstreak rules. On heads they begrudgingly accept the paltry sacrifice.
4: For whatever reason you offer nothing. The 11 are enraged and send a horrible onslaught of disasters. Plague, earthquakes, floods… Roll an 8 sided dice for every dragon in your kingdom. On a 1 the dragon does not survive and is Exalted or loses a life.

17. Assassin discovered!
Roll a random dragon in your lair, regardless of job or level they now have the job of an assassin and are immediately thrown in jail for their treachery. Yes, your royals can be discovered as assassins.

An assassin who is imprisoned rolls a d6 and takes one of the following actions:
1: The assassin manages to escape but is killed before they can get far from the group. If they have extra lives left, they're thrown back in jail.
2: The assassin kills a dragon in their escape attempt but is captured and thrown back in their cell.
3: The assassin has a change of heart and is redeemed into the group.
4: The imprisoned assassin successfully escapes and reverts to being a normal assassin. Forced into hiding, these assassins strike from the shadows rather than from within the kingdom.
5-6: The assassin waits, biding their time.

18. Royal Quest time!
Pick your royal and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, they lose a life or they’re exalted as they were lost in the mission. If your royal is exalted, pick a random dragon to take the mantle.
During Quests, dragons are invincible and cannot die in coli.

19. Nature's Gambit.
Take two dragons in coli and level them up once under quest rules. Flip a coin.
Heads: You find wandering dragons on your quest that fit the group. Buy two Ice/Water/Fire Gaolers off the AH.
Tails: These two dragons are Exalted or lose a life.

20. Festival!
The kingdom celebrates something of your choosing with a festival! Roll a 4 sided dice for a blessing from The 11.
1: Your dragons are filled with vigor while celebrating! Randomize 5 dragons, they gain an extra life!
2: Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest dragons from the auction house for your kingdom.
3: Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in coli and cannot die or lose lives while you level.
4: Your royal is filled with pride in seeing the kingdom thrive. She gains one extra life.


3) Familiars.
Buy the cheapest Ice/Water/Fire Gaoler off the auction house.


4) Apparel.
Romance! Breed two of your dragons. The dragons you pick are up to you. If you don't have any ready to breed dragons, roll a d2 and buy that many Gaoler hatchlings of the right element.


5) Battle stone.
Death Streak.
Heads = Beast Clan Attack. The beast clans attack your 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. Assassins are exempt. Fight in the coliseum at the highest dragons level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies.

----

Bonus rules:
1. Familiar Uprising! - For every familiar found in the coliseum, roll a 6 sided dice.
1-2: The familiar flees without harming any dragon in the party.
3: The familiar is angry! One of the party dragons loses 1 life and the familiar flees.
4: The familiar is angry! One of the party dragons loses 1 life, but they manage to subdue it and bring to the clan.
5-6: The familiar is friendly and joins the clan willingly!

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Start | Rules | Emperor | Cast | Graveyard

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Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
[center][img]https://i.imgur.com/J3q5alo.png[/img] [font=Arial][size=5][b]EMPEROR.[/b][/size] [url=https://www1.flightrising.com/dragon/77445451][img]https://www1.flightrising.com/rendern/350/774455/77445451_350.png[/img][/url] 1. [b]Jax[/b] (main head, he/they): 11/11 chains (100%) 2. [b]Rajin[/b] (she/her): 10/11 chains (91%) 3. [b]Arpine[/b] (he/him) 11/11 chains (100%) 4. [b]Sufismos[/b] (she/her): 9/11 chains (82%) [b]Restrains level[/b]: 4/4 (100%) [b]Bonus info[/b]: - They are all Water Imperial hatchlings. [s]Ignore the fact that Jax has an adult pose.[/s] - Rajin, Arpine and Sufismos are (were?) siblings from the same clutch. Technically they are older than Jax, but he controls the body. - Strangely enough they hail from Sea of a Thousand Currents. How did they got that far to Southern Icefield? It's.. uh, a mystery! - The triplet's original clan does know how to bury Imperials, thanks you very much. But their respective graves were robed the same night they were buried. - They require Ice, Water and Fire dragons to keep their chains in place. Uh, well.. Ice because they feel connected to their current place; Water because they are all Water dragons; Fire because.. Jax's mother is a Fire representative of her clan.. despite being born as Light dragon.. don't ask how that works, it just does. [img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] [url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url] | [b][url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url][/b] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
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EMPEROR.

77445451_350.png

1. Jax (main head, he/they): 11/11 chains (100%)
2. Rajin (she/her): 10/11 chains (91%)
3. Arpine (he/him) 11/11 chains (100%)
4. Sufismos (she/her): 9/11 chains (82%)

Restrains level: 4/4 (100%)

Bonus info:
- They are all Water Imperial hatchlings. Ignore the fact that Jax has an adult pose.
- Rajin, Arpine and Sufismos are (were?) siblings from the same clutch. Technically they are older than Jax, but he controls the body.
- Strangely enough they hail from Sea of a Thousand Currents. How did they got that far to Southern Icefield? It's.. uh, a mystery!
- The triplet's original clan does know how to bury Imperials, thanks you very much. But their respective graves were robed the same night they were buried.
- They require Ice, Water and Fire dragons to keep their chains in place. Uh, well.. Ice because they feel connected to their current place; Water because they are all Water dragons; Fire because.. Jax's mother is a Fire representative of her clan.. despite being born as Light dragon.. don't ask how that works, it just does.

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Start | Rules | Emperor | Cast | Graveyard

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Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
[center][img]https://i.imgur.com/J3q5alo.png[/img] [font=Arial][size=5][b]LIVING CAST.[/b][/size] No, it doesn't fir the canon descriptions of the orders. No, I don't care. [size=5]1. [b]Sentinel[/b]:[/size] [size=4] [b]Loyal (General)[/b][/size] - [url=https://www1.flightrising.com/dragon/77607348]Wrendal[/url] (6/10) [he/they] [size=5]2. [b]Overseers[/b]:[/size] [size=4] [b]Scouts[/b][/size] - [url=https://www1.flightrising.com/dragon/77761609]Serkhan[/url] (8/10) [she/they] [size=4] [b]Necromancers[/b][/size] - [url=https://www1.flightrising.com/dragon/77819362]Orthus[/url] (7/10) [she/her] - [url=https://www1.flightrising.com/dragon/76108302]Kiyo[/url] (8/10) [they/them] [size=4] [b]Librarians[/b][/size] - [url=https://www1.flightrising.com/dragon/77393387]Worms[/url] (4/10) [she/they] [size=4] [b]Alchemists[/b][/size] - [url=https://www1.flightrising.com/dragon/77742970]Lartessa[/url] (8/10) [she/her] [size=4] [b]Assassins (redeemed)[/b][/size] - [url=https://www1.flightrising.com/dragon/77950581]Seraphine[/url] (8/10) [she/her] [size=5]3. [b]Keepers[/b]:[/size] [size=4] [b]Carpenters[/b][/size] - [url=https://www1.flightrising.com/dragon/77115209]Cassidy[/url] (7/10) [she/her] [size=4] [b]Doctors[/b][/size] - [url=https://www1.flightrising.com/dragon/77374122]Atraxa[/url] (7/10) [they/them] [size=4] [b]Familiar caretakers[/b][/size] - [url=https://www1.flightrising.com/dragon/77653432]Chase[/url] (4/10) [he/him] [size=4] [b]Blacksmiths[/b][/size] - [url=https://www1.flightrising.com/dragon/77726471]Uriagen[/url] (6/10) [they/them] [size=4] [b]Engineers[/b][/size] - [url=https://www1.flightrising.com/dragon/77430994]Marros[/url] (5/10) [he/him] [size=5]4. [b]Sentries[/b]:[/size] [size=4] [b]Soldiers[/b][/size] - [url=https://www1.flightrising.com/dragon/77612202]Pox[/url] (8/10) [he/him] - [url=https://www1.flightrising.com/dragon/77819360]Bubba[/url] (7/10) [he/him] [size=4] [b]Fortune tellers[/b][/size] - [url=https://www1.flightrising.com/dragon/77966535]Gild[/url] (7/10) [she/her] [size=4] [b]Nesting-helpers[/b][/size] - [url=https://www1.flightrising.com/dragon/77131721]Linnet[/url] (7/10) [he/him] - [url=https://www1.flightrising.com/dragon/77819363]Quixotic[/url] (8/10) [he/him] [size=4] [b]Teachers[/b][/size] - [url=https://www1.flightrising.com/dragon/77149547]Moonglow[/url] (3/10) [he/they] [s][size=4] [b]Heirs[/b][/size][/s] [size=5]5. [b]Seekers[/b]:[/size] [size=4] [b]Gardeners[/b][/size] - [url=https://www1.flightrising.com/dragon/77653432]Phantom[/url] (2/10) [they/he] - [url=https://www1.flightrising.com/dragon/77826237]Eleff[/url] (9/10) [he/him] [size=4] [b]Artists[/b][/size] - [url=https://www1.flightrising.com/dragon/77671642]Akkeri[/url] (2/10) [she/they] - [url=https://www1.flightrising.com/dragon/77966536]Aranict[/url] (7/10) [she/her] [size=4] [b]Merchants[/b][/size] - [url=https://www1.flightrising.com/dragon/77365338]Mitri[/url] (9/10) [he/him] [size=4] [b]Tailors[/b][/size] - [url=https://www1.flightrising.com/dragon/72341380]Kerubi[/url] (9/10) [she/her] [size=4] [b]Ambassadors[/b][/size] - [url=https://www1.flightrising.com/dragon/77732251]NimmII[/url] (8/10) [they/them] [size=5]6. [b]Orderless[/b]:[/size] [size=4] [b]Jobless[/b][/size] - [url=https://www1.flightrising.com/dragon/78013645]Ashia[/url] (8/10) [she/her] - [url=https://www1.flightrising.com/dragon/78012557]Nighttooth[/url] (10/10) [he/him] - [url=https://www1.flightrising.com/dragon/78042174]Elessar[/url] (9/10) [she/her] - [url=https://www1.flightrising.com/dragon/78042175]Ren[/url] (8/10) [she/her] - [url=https://www1.flightrising.com/dragon/78042176]Elderyth[/url] (9/10) [she/her] - [url=https://www1.flightrising.com/dragon/78116768]Rikuto[/url] (10/10) [he/him] - [url=https://www1.flightrising.com/dragon/78116769]Vaille[/url] (9/10) [she/her] - [url=https://www1.flightrising.com/dragon/78077912]Ylsa[/url] (10/10) [she/her] [size=4] [b]Assassins (not redeemed)[/b][/size] - ??? [size=5]7. [b]Prisoners[/b]:[/size] - ??? [img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] [url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url] | [b][url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url][/b] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
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LIVING CAST.
No, it doesn't fir the canon descriptions of the orders. No, I don't care.

1. Sentinel:
Loyal (General)
- Wrendal (6/10) [he/they]

2. Overseers:
Scouts
- Serkhan (8/10) [she/they]

Necromancers
- Orthus (7/10) [she/her]
- Kiyo (8/10) [they/them]

Librarians
- Worms (4/10) [she/they]

Alchemists
- Lartessa (8/10) [she/her]

Assassins (redeemed)
- Seraphine (8/10) [she/her]

3. Keepers:
Carpenters
- Cassidy (7/10) [she/her]

Doctors
- Atraxa (7/10) [they/them]

Familiar caretakers
- Chase (4/10) [he/him]

Blacksmiths
- Uriagen (6/10) [they/them]

Engineers
- Marros (5/10) [he/him]

4. Sentries:
Soldiers
- Pox (8/10) [he/him]
- Bubba (7/10) [he/him]

Fortune tellers
- Gild (7/10) [she/her]

Nesting-helpers
- Linnet (7/10) [he/him]
- Quixotic (8/10) [he/him]

Teachers
- Moonglow (3/10) [he/they]

Heirs

5. Seekers:
Gardeners
- Phantom (2/10) [they/he]
- Eleff (9/10) [he/him]

Artists
- Akkeri (2/10) [she/they]
- Aranict (7/10) [she/her]

Merchants
- Mitri (9/10) [he/him]

Tailors
- Kerubi (9/10) [she/her]

Ambassadors
- NimmII (8/10) [they/them]

6. Orderless:
Jobless
- Ashia (8/10) [she/her]
- Nighttooth (10/10) [he/him]
- Elessar (9/10) [she/her]
- Ren (8/10) [she/her]
- Elderyth (9/10) [she/her]
- Rikuto (10/10) [he/him]
- Vaille (9/10) [she/her]
- Ylsa (10/10) [she/her]

Assassins (not redeemed)
- ???

7. Prisoners:
- ???

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Start | Rules | Emperor | Cast | Graveyard

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Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
[center][img]https://i.imgur.com/J3q5alo.png[/img] [font=Arial][size=5][b]GRAVEYARD.[/b][/size] - [url=https://www1.flightrising.com/dragon/77742971][b]Deri[/b][/url] and [url=https://www1.flightrising.com/dragon/77742972][b]Verity[/b][/url]: Stillborn ([url=https://www1.flightrising.com/forums/qnc/3129846/2#post_51115859]Day 7[/url]) - [url=https://www1.flightrising.com/dragon/77819361][b]Eurfryn[/b][/url] and [url=https://www1.flightrising.com/dragon/77819364][b]Arcadia[/b][/url]: Stillborn ([url=https://www1.flightrising.com/forums/qnc/3129846/2#post_51115859]Day 10[/url]) - [url=https://www1.flightrising.com/dragon/77456131][b]Taichi[/b][/url]: Bloody duel with Moonglow ([url=https://www1.flightrising.com/forums/qnc/3129846/3#post_51162494]Day 12[/url]) - [url=https://www1.flightrising.com/dragon/77966534][b]Halfmoon[/b][/url]: Stillborn ([url=https://www1.flightrising.com/forums/qnc/3129846/3#post_51201713]Day 16[/url]) - [url=https://www1.flightrising.com/dragon/77092632][b]Arey[/b][/url]: Beastclan attack ([url=https://www1.flightrising.com/forums/qnc/3129846/4#post_51230979]Day 19[/url]) - [url=https://www1.flightrising.com/dragon/78116770][b]Kai[/b][/url]: Stillborn ([url=https://www1.flightrising.com/forums/qnc/3129846/4#post_51260402]Day 22[/url]) - [url=https://www1.flightrising.com/dragon/53019577][b]Sharra[/b][/url]: Duel with Wrendal [exiled] ([url=https://www1.flightrising.com/forums/qnc/3129846/4#post_51260402]Day 22[/url]) [img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] [url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url] | [b][url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url][/b] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
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GRAVEYARD.
- Deri and Verity: Stillborn (Day 7)
- Eurfryn and Arcadia: Stillborn (Day 10)
- Taichi: Bloody duel with Moonglow (Day 12)
- Halfmoon: Stillborn (Day 16)
- Arey: Beastclan attack (Day 19)
- Kai: Stillborn (Day 22)
- Sharra: Duel with Wrendal [exiled] (Day 22)

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Start | Rules | Emperor | Cast | Graveyard

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Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
[center][img]https://i.imgur.com/J3q5alo.png[/img][/center] [font=Arial][center][size=5][b]DAY 1.[/b][/size][/center] [quote=Daily jobs] Everyone is jobless :/ [b]Current hatchlings[/b]: Nursery is empty (for now).[/quote] [quote=Daily pulls] [b]Pinkerton[/b]: [item=Snowflake Eel] [b]Crim[/b]: none [b]Results[/b]: - Coliseum battles x1[/quote] [quote=Coliseum] [b]Number of battles[/b]: 40 [b]Participants[/b]: - Linnet (lv. 1) [10/10] - Cassidy (lv. 1) [10/10] - Moonglow (lv. 1) [10/10] [b]Notable drops[/b]: [item=Giant Sand Dollar](5) || [item=Wildwood Owl](1) [b]Log[/b]: - As always, I start with only one pull on the Day 1. - Moonglow lost 1 life to a Clown Charger. Cassidy lost 1 life to a Basilisk. - [b]Wildwood Owl[/b]: 6. The familiar joins the clan! - They are all level 5. -- Cassidy becomes a [b]doctor[/b]. Moonglow becomes a [b]librarian[/b].[/quote] [quote=Small lore] "[i]Crap crap crap crap crap-[/i]" was all Linnet could think of when placing protection runes and candles and drawing circles with salt around the Emperor. A [i]baby[/i] Emperor at that - despite the four bodies squashed into one, it was barely 8 meters big. Which was still a lot, but compared to an adult Gaoler, it wasn't that much. The [i]thing[/i] was sleeping peacefully, all four pairs of eyes tightly shut, and its chest raising and falling in a steady rhythm. It didn't even twitch when they moved it down there and wrapped chains around its body, with protection runes engraved on every single one of them. Whatever was making the dragon sleep, it was strangely powerful, but extra protection wouldn't hurt. Believing that his work for now was done, the Fire Gaoler left the cellar quietly and walked down the corridor, heading towards the so-called 'throne room'. It was just conveniently big room where their Sentiels were gathering to make plans, but.. now he was the only Sentiel left, so it was technically his room now. Their group used to be a lot bigger, but the moment the Emperor washed up in the shore after a strom-of-the-century, majority of them just left. That left him and two others - Cassidy and Moonglow. And as Linnet was approaching the room, he already could hear them arguing. "[b]-we supposed to do, then?[/b]" one of them hisses. "[b]I don't know, kill it maybe? Like we always do with Shades?[/b]" the other voice snarled. "[b]What's stopping you now?[/b]" "[b]We don't know if it [i]can[/i] be killed! What if it wakes it up instead?[/b]" he recognized the first voice as Moonglow. "[b]Also, it's literally a [i]hatchling[/i]. I'm not touching that.[/b]" "[b]You are going to doom us, Moonglow.[/b]" Cassidy retorted in a tense, annoyed voice. "[b]No wonder they never promoted you to a Sentiel.[/b]" "[b]Said a [i]Keeper[/i].[/b]" Linnet sighed and rolled his eyes. Why, of all Gaolers, was he left with those two?[/quote] [center][img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] [url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
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DAY 1.
Daily jobs wrote:
Everyone is jobless :/

Current hatchlings: Nursery is empty (for now).
Daily pulls wrote:
Pinkerton:
Snowflake Eel

Crim:
none

Results:
- Coliseum battles x1
Coliseum wrote:
Number of battles: 40
Participants:
- Linnet (lv. 1) [10/10]
- Cassidy (lv. 1) [10/10]
- Moonglow (lv. 1) [10/10]

Notable drops:
Giant Sand Dollar (5) || Wildwood Owl (1)

Log:
- As always, I start with only one pull on the Day 1.
- Moonglow lost 1 life to a Clown Charger. Cassidy lost 1 life to a Basilisk.
- Wildwood Owl: 6. The familiar joins the clan!
- They are all level 5.
-- Cassidy becomes a doctor. Moonglow becomes a librarian.
Small lore wrote:
"Crap crap crap crap crap-" was all Linnet could think of when placing protection runes and candles and drawing circles with salt around the Emperor. A baby Emperor at that - despite the four bodies squashed into one, it was barely 8 meters big. Which was still a lot, but compared to an adult Gaoler, it wasn't that much.

The thing was sleeping peacefully, all four pairs of eyes tightly shut, and its chest raising and falling in a steady rhythm. It didn't even twitch when they moved it down there and wrapped chains around its body, with protection runes engraved on every single one of them. Whatever was making the dragon sleep, it was strangely powerful, but extra protection wouldn't hurt.
Believing that his work for now was done, the Fire Gaoler left the cellar quietly and walked down the corridor, heading towards the so-called 'throne room'. It was just conveniently big room where their Sentiels were gathering to make plans, but.. now he was the only Sentiel left, so it was technically his room now.

Their group used to be a lot bigger, but the moment the Emperor washed up in the shore after a strom-of-the-century, majority of them just left. That left him and two others - Cassidy and Moonglow. And as Linnet was approaching the room, he already could hear them arguing.
"-we supposed to do, then?" one of them hisses.
"I don't know, kill it maybe? Like we always do with Shades?" the other voice snarled. "What's stopping you now?"
"We don't know if it can be killed! What if it wakes it up instead?" he recognized the first voice as Moonglow. "Also, it's literally a hatchling. I'm not touching that."
"You are going to doom us, Moonglow." Cassidy retorted in a tense, annoyed voice. "No wonder they never promoted you to a Sentiel."
"Said a Keeper."
Linnet sighed and rolled his eyes. Why, of all Gaolers, was he left with those two?
Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
[center][img]https://i.imgur.com/J3q5alo.png[/img][/center] [font=Arial][center][size=5][b]DAY 2.[/b][/size][/center] [quote=Daily jobs] Everyone is jobless :/ [b]Current hatchlings[/b]: Well, Linnet and Cassidy have a nest together. They have [b]three eggs[/b]![/quote] [quote=Daily pulls] [b]Pinkerton[/b]: [item=Venus Flytrap] [b]Crim[/b]: [item=Creeping Cluster][item=Painted Turtle Shell][item=Basilisk Feather Fan][item=Bark Paper][item=Stormcatcher Scrap Metal Welding] [b]Results[/b]: - Coliseum battles x1 - New dragon x1 - Challenge rolls x4[/quote] [quote=Newcomer(s)] Well, there is no 'rolling', since the breed is always set to Gaolers. Meet [b]Worms[/b]. She already had this name, okay. [she/they] Passionate, A fast learner and Flirtatious [url=https://www1.flightrising.com/dragon/77393387][img]https://www1.flightrising.com/rendern/350/773934/77393387_350.png[/img][/url][/quote] [quote=Challenge A] [b]Trinket / Material[/b]: [item=Painted Turtle Shell] [b]Rolled number[/b]: 19 (Nature's Gambit) [b]Participants[/b]: - [b]Linnet[/b] (lv. 5 - lv. 6) [10/10] - [b]Cassidy[/b] (lv. 5 - lv. 6) [9/10] [b]Notable drops[/b]: [item=Giant Sand Dollar](4) || [item=White Wooly Coat](1) [b]Outcome[/b]: [heads] So first off, Cassidy lost 1 life to a Bamboo Phytocat. They kept on targeting her :| Then Linnet also lost 1 life, to a Basilisk. Cassidy flipped [tails] so she couldn't save him. Anyways, they found two dragons. Meet [b]Taichi[/b]. [he/him] A joker, Intuitive and Perfectionist [url=https://www1.flightrising.com/dragon/77456131][img]https://www1.flightrising.com/rendern/350/774562/77456131_350.png[/img][/url] Meet [b]Arey[/b]. [they/them] Unsociable and Stubborn [url=https://www1.flightrising.com/dragon/77092632][img]https://www1.flightrising.com/rendern/350/770927/77092632_350.png[/img][/url][/quote] [quote=Challenge B] [b]Trinket / Material[/b]: [item=Basilisk Feather Fan] [b]Rolled number[/b]: 16 (The Sacrifice.) + [3] + [Tails] Really. [b]Outcome[/b]: Well, nobody died and Worms is now level 4 at least. [b]Participants[/b]: - [b]Cassidy[/b] [8/10] - [b]Worms[/b] [10/10] - [b]Moonglow[/b] [9/10] [b]Notable drops[/b]: [item=Leafy Pack](1) || [item=Giant Sand Dollar](2) || [item=Minor Health Potion](1)[/quote] [quote=Coliseum] [b]Number of battles[/b]: 20 [b]Participants[/b]: - Moonglow (lv. 5) [9/10] - Worms (lv. 4) [10/10] - Taichi (lv. 1) [10/10] [b]Notable drops[/b]: nothing :| [b]Log[/b]: - Worms lost 1 life to a Wildwood Owl and then another 1 to a Blooming Strangler. Taichi and Moonglow lost 1 life to the same Blooming Strangler. Taichi then lost 1 life to a Coral Basilisk. - Moonglow is now level 6. Worms is now level 5. Taichi is now level 4. -- Worms becomes a [b]librarian[/b]. Really, duplicates already???[/quote] [quote=Challenge C] [b]Trinket / Material[/b]: [item=Bark Paper] [b]Rolled number[/b]: 8 (The Plague!) SERIOUSLY. [b]Participants[/b]: - [b]Linnet[/b]: 8 - [b]Cassidy[/b]: 8 - [b]Moonglow[/b]: 10 - [b]Worms[/b]: 5 - [b]Taichi[/b]: [b]1[/b] - [b]Arey[/b]: 7 [b]Outcome:[/b] Taichi loses 1 life. Dude stop dying.[/quote] [quote=Challenge D] [b]Trinket / Material[/b]: [item=Stormcatcher Scrap Metal Welding] [b]Rolled number[/b]: 10 (Train the Newbies.) Alright. [b]Participants[/b]: - [b]Taichi[/b] (lv. 4 - lv. 5) - [b]Arey[/b] (lv. 1 - lv. 3???) [b]Notable drops[/b]: none :| [b]Outcome:[/b] I wanted to be smarter and level them up with my trainer, because in no way in the world I'm going to sit and level up level 4 and level 1 dragons in Training Fields/Woodland Path. But I miscalculated the exp and Arey is level higher than they should. Oops. Anyways, Taichi is level 5 and becomes a [b]necromancer[/b]. Ironic, considering how many lives he already lost, but okay.[/quote] [quote=Small lore] Moonglow inhaled sharply, before entering the nursery. It was a small room with few nests in there and fireplace. Sure, Ice Eggs didn't need them, but it wasn't hurting them. Only one nest was occupied - Cassidy was lying down, wrapping her tail around some Water Eggs. She seemed to be dozing off, before she heard him come. "[b]Yes?[/b]" "I was wondering.. if it was a good idea." he muttered. "[b]You know, having hatchlings when that [i]thing[/i] is there.[/b]" "[b]Oh, so now it's a "that thing"?[/b]" she snorted, making him wince. She then brushed the eggs with her tail. "[b]But to answer your question, I'm aware. But we were planning that with Linnet for a while now, it's just an unfortunate timing.[/b]" He breathed out. That didn't help, but at least that made sense. "[b]Alright, I.. see. Good for you.[/b]" It wasn't an easy thing to swallow, given how they are now dealing with an Emperor in their cellar and that will pose a danger to hatchlings (not to mention the weather), but.. what else could he say? If they wanted to be parents, then good for them. And it wasn't like Moonglow liked her that way, anyways.[/quote] [center][img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] [url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
J3q5alo.png

DAY 2.
Daily jobs wrote:
Everyone is jobless :/

Current hatchlings:
Well, Linnet and Cassidy have a nest together. They have three eggs!
Daily pulls wrote:
Pinkerton:
Venus Flytrap

Crim:
Creeping Cluster Painted Turtle Shell Basilisk Feather Fan Bark Paper Stormcatcher Scrap Metal Welding

Results:
- Coliseum battles x1
- New dragon x1
- Challenge rolls x4
Newcomer(s) wrote:
Well, there is no 'rolling', since the breed is always set to Gaolers.

Meet Worms. She already had this name, okay.
[she/they]
Passionate, A fast learner and Flirtatious
77393387_350.png
Challenge A wrote:
Trinket / Material: Painted Turtle Shell

Rolled number: 19 (Nature's Gambit)

Participants:
- Linnet (lv. 5 - lv. 6) [10/10]
- Cassidy (lv. 5 - lv. 6) [9/10]

Notable drops:
Giant Sand Dollar (4) || White Wooly Coat (1)

Outcome: [heads]
So first off, Cassidy lost 1 life to a Bamboo Phytocat. They kept on targeting her :|
Then Linnet also lost 1 life, to a Basilisk. Cassidy flipped [tails] so she couldn't save him.
Anyways, they found two dragons.

Meet Taichi.
[he/him]
A joker, Intuitive and Perfectionist
77456131_350.png

Meet Arey.
[they/them]
Unsociable and Stubborn
77092632_350.png
Challenge B wrote:
Trinket / Material: Basilisk Feather Fan

Rolled number: 16 (The Sacrifice.) + [3] + [Tails]
Really.

Outcome: Well, nobody died and Worms is now level 4 at least.

Participants:
- Cassidy [8/10]
- Worms [10/10]
- Moonglow [9/10]

Notable drops:
Leafy Pack (1) || Giant Sand Dollar (2) || Minor Health Potion (1)
Coliseum wrote:
Number of battles: 20
Participants:
- Moonglow (lv. 5) [9/10]
- Worms (lv. 4) [10/10]
- Taichi (lv. 1) [10/10]

Notable drops:
nothing :|

Log:
- Worms lost 1 life to a Wildwood Owl and then another 1 to a Blooming Strangler. Taichi and Moonglow lost 1 life to the same Blooming Strangler. Taichi then lost 1 life to a Coral Basilisk.
- Moonglow is now level 6. Worms is now level 5. Taichi is now level 4.
-- Worms becomes a librarian. Really, duplicates already???
Challenge C wrote:
Trinket / Material: Bark Paper

Rolled number: 8 (The Plague!)
SERIOUSLY.

Participants:
- Linnet: 8
- Cassidy: 8
- Moonglow: 10
- Worms: 5
- Taichi: 1
- Arey: 7

Outcome: Taichi loses 1 life. Dude stop dying.
Challenge D wrote:
Trinket / Material: Stormcatcher Scrap Metal Welding

Rolled number: 10 (Train the Newbies.)
Alright.

Participants:
- Taichi (lv. 4 - lv. 5)
- Arey (lv. 1 - lv. 3???)

Notable drops:
none :|

Outcome: I wanted to be smarter and level them up with my trainer, because in no way in the world I'm going to sit and level up level 4 and level 1 dragons in Training Fields/Woodland Path. But I miscalculated the exp and Arey is level higher than they should. Oops.
Anyways, Taichi is level 5 and becomes a necromancer. Ironic, considering how many lives he already lost, but okay.
Small lore wrote:
Moonglow inhaled sharply, before entering the nursery. It was a small room with few nests in there and fireplace. Sure, Ice Eggs didn't need them, but it wasn't hurting them. Only one nest was occupied - Cassidy was lying down, wrapping her tail around some Water Eggs. She seemed to be dozing off, before she heard him come. "Yes?"
"I was wondering.. if it was a good idea." he muttered. "You know, having hatchlings when that thing is there."
"Oh, so now it's a "that thing"?" she snorted, making him wince. She then brushed the eggs with her tail. "But to answer your question, I'm aware. But we were planning that with Linnet for a while now, it's just an unfortunate timing."
He breathed out. That didn't help, but at least that made sense. "Alright, I.. see. Good for you."

It wasn't an easy thing to swallow, given how they are now dealing with an Emperor in their cellar and that will pose a danger to hatchlings (not to mention the weather), but.. what else could he say? If they wanted to be parents, then good for them.
And it wasn't like Moonglow liked her that way, anyways.
Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
[center][img]https://i.imgur.com/J3q5alo.png[/img][/center] [font=Arial][center][size=5][b]DAY 3.[/b][/size][/center] [quote=Daily jobs] Everyone is jobless :/ [b]Current hatchlings[/b]: No babies yet, only eggs.[/quote] [quote=Daily pulls] [b]Pinkerton[/b]: [item=Infestation Maggot] [b]Crim[/b]: [item=Mire Chestnut][item=Analogous Pigment Blend][item=Ward][item=Yellow-Frilled Eel][item=White Knight] [b]Results[/b]: - Coliseum battles x3 - Battle stone event x1 - Challenge roll x2[/quote] [quote=Challenge A] [b]Trinket / Material[/b]: [item=Analogous Pigment Blend] [b]Rolled number[/b]: 7 (Quest time!) [b]Participants[/b]: - [b]Taichi[/b] (lv. 5 - lv. 6) [7/10]: 5 - [b]Cassidy[/b] (lv. 6 - lv. 7) [8/10]: 5 [b]Notable drops[/b]: [item=Giant Sand Dollar](1) || [item=Scratch](1) || [item=Sap](1) [b]Outcome[/b]: *shakes both of them* STOP DYING. It's good that deaths in coli don't count because they would be down like.. three lives EACH. Hell.[/quote] [quote=Battle Stone Event] [b]Coin side[/b]: Tails (DEATH STREAK) Hell <3 [b]Participants[/b]: - [b]Cassidy[/b] (lv. 7) [8/10] - [s]Taichi[/s] (lv. 6) [7/10] - [b]Linnet[/b] (lv. 6) [9/10] [b]Notable drops[/b]: [item=Giant Sand Dollar](1) [b]Outcome[/b]: - Taichi fainted and lost 1 life (Red-Winged Owlcat) [3rd battle].[/quote] [quote=Coliseum A] [b]Number of battles[/b]: 20 [b]Participants[/b]: - Moonglow (lv. 6) [8/10] - Taichi (lv. 6) [6/10] - Arey (lv. 3) [10/10] [b]Notable drops[/b]: [item=Leafy Pack](2) || [item=Giant Sand Dollar](2) [b]Log[/b]: - For once no one died. - Arey is now level 5. -- They become a [b]teacher[/b].[/quote] [quote=Coliseum B] [b]Number of battles[/b]: 30 [b]Participants[/b]: - Moonglow (lv. 6) [8/10] - Worms (lv. 5) [8/10] - Arey (lv. 5) [10/10] [b]Notable drops[/b]: [item=Giant Sand Dollar](3) || [item=Minor Health Potion](2) || [item=Leafy Pack](2) [b]Log[/b]: - Moonglow lost 1 life (Wildwood Owl). - Arey lost 1 life (Blooming Strangler). - Moonglow is now level 7, Worms is level 6 and Arey is also level 6.[/quote] [quote=Challenge B] [b]Trinket / Material[/b]: [item=White Knight] [b]Rolled number[/b]: 19 (Nature's Gambit) [b]Participants[/b]: - [b]Linnet[/b] (lv. 6 - lv. 7) [9/10] - [b]Moonglow[/b] (lv. 7 - lv. 8) [7/10] [b]Notable drops[/b]: [item=Giant Sand Dollar](5) || [item=Leafy Pack](3) || [item=Minor Health Potion](2) || [item=Clown Charger](1) [b]Outcome[/b]: [heads] I forgot previously that dragons don't lose lives when they faint during quests. Oops. [b]Clown Charger[/b]: 5 (The familiar joins without harming anyone!) Anyways, they found two dragons. Again. I'm going bankrupt ALREADY. Meet [b]Atraxa[/b]. [they/them] Focused, A dreamer, Determined, Sentimental and Clever [url=https://www1.flightrising.com/dragon/77374122][img]https://www1.flightrising.com/rendern/350/773742/77374122_350.png[/img][/url] Meet [b]Marros[/b]. [he/him] Greedy, Harmonic, Patient, Intelligent and Quiet [url=https://www1.flightrising.com/dragon/77430994][img]https://www1.flightrising.com/rendern/350/774310/77430994_350.png[/img][/url] [/quote] [quote=Coliseum C] [b]Number of battles[/b]: 40 [b]Participants[/b]: - Taichi (lv. 6) [6/10] - Worms (lv. 6) [8/10] - Marros (lv. 1) [10/10] [b]Notable drops[/b]: [item=Giant Sand Dollar](8) || [item=Leafy Pack](2) || [item=Friend Hedgehog](1) || [item=Minor Health Potion](1) [item=Dark Acuity Fragment](1) [b]Log[/b]: - Taichi is now level 7, Worms is level 7 and Marros is level 5. -- Marros becomes a [b]fortune teller[/b]. - Worms lost 2 lives (Coral Basilisk, Wildwood Owl). - Marros lost 1 life (Grouse Basilisk). - Taichi lost 1 life (Cockatrice).[/quote] [quote=Small lore] Worms turned out to be a lot more competent than the group gave her credit for. Well, she didn't look all that serious and her attitude could say otherwise, but she has been in the fortress barely for a day and she already made a huge discovery. Other than breaking into the archives and fishing out a book about necromancy of all things and handing it to Taichi of all dragons. Linnet was that close of getting her head, and it was a good thing he didn't. "[b]You are saying we have to do [i]what[/i]?[/b]" the Sentiel asked, leaning closer. He feels like he misheard her. "[b]Get more dragons. That is the only way to ensure that the baby Emperor won't wake up. Or grow.[/b]" Worms (how ridiculous her name sounded) said again, her front arms neatly lying on the wooden table. The books and worn out papers lying in the middle, so all the gathered Gaolers could have a look. "[b]And how do [i]you[/i] know that?[/b]" Moonglow asked, curling his lip. Until now, they were the only librarian with the access to the archives. The fact that some newcomer discovered something important didn't sit well with him. "[b]Other than deciphering the text? An [url=https://www1.flightrising.com/dragon/76887588]old acquaintance[/url] of mine told me few interesting things.[/b]" the pearly Gaoler flicked her tail dismissively and grinned. "[b]I don't know how they came to such conclusion, but they seemed to speak from experience.[/b]" "[b]What experience? More Emperors?[/b]" Linnet's tail tip twitched. He prayed there weren't that many of those out there, but.. well, everyone knew about Luminax and how nobody is doing anything about it. "[b]Maybe. Probably. I didn't pry, as I wasn't expecting such knowledge to be useful in a near future.[/b]" she shrugged, before turning to Moonglow with a smug expression. "[b]You know, if you hadn't spend all your time brooding and complaining, you might had discovered the texts earlier.[/b]" The darker Gaoler bristled when Taichi snorted at the comment, but before he could react further, Cassidy tapped her claws against the table. "[b]So, it's decided? We need to get more dragons to keep the seal in place?[/b]" "[b]For now, yes.[/b]" her 'mate' grumbled, before dismissing the meeting. That wasn't ideal but at least they could do [i]something[/i].[/quote] [center][img]https://dl.dropboxusercontent.com/s/nk3jx6iuz7bgutw/icemid2.png[/img] So, few things. One, I changed the alchemist job a bit, thanks to @/Pikabolt's suggestion. Also I bought Moonbright from them, and I decided to sort-of include them here (I had the general idea before I noticed that the other EmperorKingdomLocke is being discontinued and then I got Moonbright). Uh, it would be really funny (not) if the very first perma-death in the challenge was the necromancer. He is doing a poor job :/ And, well, they don't know that perma-dying breaks the seals/chains yet. So :) And at first I was upset about getting duplicate jobs already, but now I think it makes stuff really hilarious between the two librarians. [url=https://www1.flightrising.com/forums/qnc/3129846#post_3129846]Start[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058771]Rules[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058772]Emperor[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058774]Cast[/url] | [url=https://www1.flightrising.com/forums/qnc/3129846#post_51058779]Graveyard[/url] [img]https://i.imgur.com/8JzsRAt.png[/img][/center]
J3q5alo.png

DAY 3.
Daily jobs wrote:
Everyone is jobless :/

Current hatchlings: No babies yet, only eggs.
Daily pulls wrote:
Pinkerton:
Infestation Maggot

Crim:
Mire Chestnut Analogous Pigment Blend Ward Yellow-Frilled Eel White Knight

Results:
- Coliseum battles x3
- Battle stone event x1
- Challenge roll x2
Challenge A wrote:
Trinket / Material: Analogous Pigment Blend

Rolled number: 7 (Quest time!)

Participants:
- Taichi (lv. 5 - lv. 6) [7/10]: 5
- Cassidy (lv. 6 - lv. 7) [8/10]: 5

Notable drops:
Giant Sand Dollar (1) || Scratch (1) || Sap (1)

Outcome: *shakes both of them* STOP DYING. It's good that deaths in coli don't count because they would be down like.. three lives EACH. Hell.
Battle Stone Event wrote:
Coin side: Tails (DEATH STREAK)
Hell <3

Participants:
- Cassidy (lv. 7) [8/10]
- Taichi (lv. 6) [7/10]
- Linnet (lv. 6) [9/10]

Notable drops:
Giant Sand Dollar (1)

Outcome:
- Taichi fainted and lost 1 life (Red-Winged Owlcat) [3rd battle].
Coliseum A wrote:
Number of battles: 20
Participants:
- Moonglow (lv. 6) [8/10]
- Taichi (lv. 6) [6/10]
- Arey (lv. 3) [10/10]

Notable drops:
Leafy Pack (2) || Giant Sand Dollar (2)

Log:
- For once no one died.
- Arey is now level 5.
-- They become a teacher.
Coliseum B wrote:
Number of battles: 30
Participants:
- Moonglow (lv. 6) [8/10]
- Worms (lv. 5) [8/10]
- Arey (lv. 5) [10/10]

Notable drops:
Giant Sand Dollar (3) || Minor Health Potion (2) || Leafy Pack (2)

Log:
- Moonglow lost 1 life (Wildwood Owl).
- Arey lost 1 life (Blooming Strangler).
- Moonglow is now level 7, Worms is level 6 and Arey is also level 6.
Challenge B wrote:
Trinket / Material: White Knight

Rolled number: 19 (Nature's Gambit)

Participants:
- Linnet (lv. 6 - lv. 7) [9/10]
- Moonglow (lv. 7 - lv. 8) [7/10]

Notable drops:
Giant Sand Dollar (5) || Leafy Pack (3) || Minor Health Potion (2) || Clown Charger (1)

Outcome: [heads]
I forgot previously that dragons don't lose lives when they faint during quests. Oops.
Clown Charger: 5 (The familiar joins without harming anyone!)

Anyways, they found two dragons. Again. I'm going bankrupt ALREADY.

Meet Atraxa.
[they/them]
Focused, A dreamer, Determined, Sentimental and Clever
77374122_350.png

Meet Marros.
[he/him]
Greedy, Harmonic, Patient, Intelligent and Quiet
77430994_350.png
Coliseum C wrote:
Number of battles: 40
Participants:
- Taichi (lv. 6) [6/10]
- Worms (lv. 6) [8/10]
- Marros (lv. 1) [10/10]

Notable drops:
Giant Sand Dollar (8) || Leafy Pack (2) || Friend Hedgehog (1) || Minor Health Potion (1)
Dark Acuity Fragment (1)

Log:
- Taichi is now level 7, Worms is level 7 and Marros is level 5.
-- Marros becomes a fortune teller.
- Worms lost 2 lives (Coral Basilisk, Wildwood Owl).
- Marros lost 1 life (Grouse Basilisk).
- Taichi lost 1 life (Cockatrice).
Small lore wrote:
Worms turned out to be a lot more competent than the group gave her credit for. Well, she didn't look all that serious and her attitude could say otherwise, but she has been in the fortress barely for a day and she already made a huge discovery.
Other than breaking into the archives and fishing out a book about necromancy of all things and handing it to Taichi of all dragons. Linnet was that close of getting her head, and it was a good thing he didn't.

"You are saying we have to do what?" the Sentiel asked, leaning closer. He feels like he misheard her.
"Get more dragons. That is the only way to ensure that the baby Emperor won't wake up. Or grow." Worms (how ridiculous her name sounded) said again, her front arms neatly lying on the wooden table. The books and worn out papers lying in the middle, so all the gathered Gaolers could have a look.
"And how do you know that?" Moonglow asked, curling his lip. Until now, they were the only librarian with the access to the archives. The fact that some newcomer discovered something important didn't sit well with him.
"Other than deciphering the text? An old acquaintance of mine told me few interesting things." the pearly Gaoler flicked her tail dismissively and grinned. "I don't know how they came to such conclusion, but they seemed to speak from experience."
"What experience? More Emperors?" Linnet's tail tip twitched. He prayed there weren't that many of those out there, but.. well, everyone knew about Luminax and how nobody is doing anything about it.
"Maybe. Probably. I didn't pry, as I wasn't expecting such knowledge to be useful in a near future." she shrugged, before turning to Moonglow with a smug expression. "You know, if you hadn't spend all your time brooding and complaining, you might had discovered the texts earlier."
The darker Gaoler bristled when Taichi snorted at the comment, but before he could react further, Cassidy tapped her claws against the table. "So, it's decided? We need to get more dragons to keep the seal in place?"
"For now, yes." her 'mate' grumbled, before dismissing the meeting. That wasn't ideal but at least they could do something.
icemid2.png

So, few things. One, I changed the alchemist job a bit, thanks to @/Pikabolt's suggestion. Also I bought Moonbright from them, and I decided to sort-of include them here (I had the general idea before I noticed that the other EmperorKingdomLocke is being discontinued and then I got Moonbright).
Uh, it would be really funny (not) if the very first perma-death in the challenge was the necromancer. He is doing a poor job :/ And, well, they don't know that perma-dying breaks the seals/chains yet. So :)
And at first I was upset about getting duplicate jobs already, but now I think it makes stuff really hilarious between the two librarians.

Start | Rules | Emperor | Cast | Graveyard

8JzsRAt.png
Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
*hands on face* I forgot royals don't lose lifes in coli, aaaaa. But that does add some thrill to it, doesn't it?? Well, I will keep the lost lives but I should remember about the rule later. And then add bonus royal variants, from here.
*hands on face* I forgot royals don't lose lifes in coli, aaaaa. But that does add some thrill to it, doesn't it?? Well, I will keep the lost lives but I should remember about the rule later. And then add bonus royal variants, from here.
Ian / Jill / Gris || 25yo || He/They Lesbian || Avatar
I can't tell you how many times I've missed that dragons have extra lives XD

The royal variants are going to be interesting to see here, I'm looking forward to it!
I can't tell you how many times I've missed that dragons have extra lives XD

The royal variants are going to be interesting to see here, I'm looking forward to it!
tumblr_542ab0f1a7f1d0810e8769fececf6c76_4ec57c30_250.png IMG_8661.png
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