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DispatchMetaGameplay

by The Propaganda Drake of The Word of the Dragon. . 1,196 reads.

Lair of the Dragon | Paths of Power

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All for the hoard, the hoard for the lair!


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Artwork Hoarding Details Hunt for Prestige with the Lair

Mention the phrase "Papa Jotun says pay me" to the Silver Dragon for 1000 Gold Coins. Redeemable once per kobold.

» The Paths of the Lair «


» Kobolds «

The Kobolds make up the bulk of the Lair, causing chaos, chanting for stories and treats, and occasionally setting something on fire that really shouldn't be ablaze. They also can pursue the paths of Wealth and Prestige within the Lair. To be officially recognized as a Kobold, one must join the Linksub-realm 'Discord' and make your request within.

On the Path of Prestige, the Kobold strives to gather the Treasure of Prestige for both themselves and the Lair overall. On this path, the Kobold will be trained to be a raiding Wyrm for The Lair, given all the skills and tools needed to plunder loot from foreign realms. The better the Wyrm does, and the more skills they accrue, the older and more powerful the Wyrm becomes.

On the Path of Wealth, the Kobold has the choice of pursuing; the Treasure of Gold Coins by completing tasks and quests within the Linksub-realm 'Discord'; the Treasure of Artwork; or the Treasure of GDP, by raising their statistics in Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output

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» The Path of Prestige «


» Hatchling «
"The Hatchlings are the youngest of the Lair, possessing unbound energy but no experience. Having just broken their shell in the Hatching Grounds, they sometimes need guiding and patience to grow into a proper raiding wyrm!"

Hatchlings are the first rank a raider will get upon completing their training. In order to achieve this rank, the Unhatched must complete a tag run, be the point nation in at least one jump and seize the delegacy, and participate in a stealth clean jump.


» Wyrmling «
"The Wyrmlings have grown into their own and are knowledgeable enough to cause havoc on their own. While they are young, they are mighty, and are taught new secrets to traversing the space between realms."

Wyrmlings are raiders who have done some raids under the Lair's banner. In order to achieve this rank, the Hatchling must have raided several times with the Lair, and work well with their fellow dragons. This rank allows a raider to both be eligible for the Conclave of Lords, as well as be allowed to train Unhatched.


» Young Dragon «
"The Young Dragons are skilled dragons, recognized by the Greatwyrms for their prowess in pillaging and looting. Wherever you see a Young Dragon, know that they are to be feared and respected."

Young Dragons are noted for their mechanical skill in raiding. In order to achieve this rank, the Wyrmling must demonstrate mechanical competency across several areas of raiding, and be able to guard secrets closely.


» Adult Dragon «
"Adult Dragons are terrifying creatures, able to hold their own against a dozen adventurers. They have survived and grown to such power for a reason."

Adult Dragons are longstanding and venerated members of the Lair. In order to achieve this rank, the Young Dragon must have helped train Unhatched and Hatchlings, be in good standing with our allies and those who would be Patron to the Lair, and display leadership qualities and skills.


» Ancient Dragon «
"Should you ever find yourself opposite an Ancient Dragon, it is too late. They are forces of nature, backed by the magics of the Lair and the Greatwyrms themselves. Your only chance is to hope you can offer a fitting tribute."

Ancient Dragons are the pinnacle of the Lair's raiding forces. In order to achieve this rank, the Adult Dragon must have a deep knowledge of the Lair's workings, have exceptional commitment to growing the hoards, show strong negotiating skills for mercenary contracts, and promotes the Lair's ideals of Wealth and Prestige.

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» The Path of Wealth «


» Novice «
Novices have a collection of Treasures large enough to no longer be able to carry it all in their hands at once. These denizens are taught the basic magics needed to transport and secure their hoards.

In order to become a Novice, a Kobold's hoard (resident nation) must consist of any one of the following:

» 500 - 2,499 Gold Coins «

» 500 - 2,499 Deck Value «

» Three Green badges in either Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output «


» Apprentice «
Apprentices have a notable hoard of Treasures, and may even have some rare items among their collection. They've mastered basic magics for security and have begun learning wards to ensnare would-be thieves.

In order to become a Apprentice, a Novice's hoard (resident nation) must consist of any one of the following:

» 2,500 - 9,999 Gold Coins «

» 2,500 - 9,999 Deck Value «

» All Five Green badges in Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output «

» One Orange badge in either Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output «


» Conjurer «
Conjurers are able to use the very rare Treasures they have, as well as their own magical acumen, to summon forth Familiars of the Lair to protect their great wealth of Treasures. These denizens can occasionally be found funding schemes of the Conclave of Lords with the promise on a grand return on investment.

In order to become a Conjurer, an Apprentice's hoard (resident nation) must consist of any one of the following:

» 10,000 - 24,999 Gold Coins «

» 10,000 - 24,999 Deck Value «

» A minimum of three Orange badges in either Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output «


» Sorcerer «
Sorcerers have vast hoards of Treasures and wealth, and have a staff of Familiars dedicated to their collection's security. Their magical prowess is known enough to have caught the eyes of powerful foreign realms, and have been rumored to fund the toppling of foreign realms.

In order to become a Sorcerer, a Conjurer's hoard (resident nation) must consist of any one of the following:

» 25,000 - 49,999 Gold Coins «

» 25,000 - 49,999 Deck Value «

» All five Orange badges or higher in Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output «

» One Gold badge in either Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output «


» Archmage «
Archmages rival realms with the size of their hoard, and the sheer volume of treasures generates a fantastical amount of magical energies. These paragons of Wealth are found in the Conclave of Lords and conversing with the Greatwyrms on secretive matters.

In order to become a Archmage, a Sorcerer must both be recognized by The Silver Dragon, and their hoard (resident nation) must consist of any one of the following:

» 50,000 - 99,999 Gold Coins «

» 50,000 - 99,999 Deck Value «

» At least three Gold badges in either Economy, Average Income, Average Disposable Income, Average Rich Income, or Economic Output «

↑ The Path of Wealth ↑
» The Titles of Responsibility «

The Titles of Responsibility may be granted to any denizen of the Lair, and also grant power and rewards. Each Title has a mandate, or task, that is the source of both the responsibility and power.

» Welcome Squad «

The Welcome Squad is the group of Kobolds and Wyrms that welcome new townsfolk and aspiring Kobolds to the Lair! They direct folks on where each part of the Lair is, who to ask questions, and give guidance when its needed. The Welcome Squad members earn 50 Gold Coins per week.

The Title of Welcome Squad is granted by either a Coin Lord or Greatwyrm.

» Ambissadors «

Denizens with this title act as the carrier of the Lair's Word to other realms. While sent to a foreign realm, they also act as the point of contact for questions regarding The Lair, and represent our interests whenever they can. Ambissadors earn 50 Gold Coins per week.

The Title of Ambissador is granted by either an Emissary Lord or Greatwyrm.

» Familiars «

Familiars are part of the Raiding force of the Lair. When summoned, they will help secure a target realm between Updates by piling on endorsements. Familiars earn 50 Gold Coins per week, plus additional coin for each operation.

The Title of Familiar can only be granted by a Thunder Lord.

» Wyrms «

Wyrms are the front line Raiding force of the Lair, flying along the currents between realms to seize them at the most opportune moment. When called upon to join, they will follow their Thunder Lord to a target realm or realms. Wyrms earn 50 Gold Coins per week, plus additional coin for each operation.

The Title of Wyrm can only be granted by a Thunder Lord.

» Clan Lords «

Clan Lords are responsible for ruling over their clan, setting its customs and laws, and formalizing the clan's lore. They are also an equal member of the Conclave of Lords. Clan Lords are unique in that they are responsible for determining how their successor is to be chosen. Clan Lords earn 100 Gold Coins per week.

The Title of Clan Lord is granted by the Inner Lair Overlord, at the behest of their predecessor's wishes.

» Nest Lords «

Nest Lords oversee specific parts of the Lair's Mandates, such as Kobold Integration, Hoard Development, or the deployment of our Raiding Wyrms. Often a Nest Lord will report to a Lair Lord as part of a coordinated effort, but are also an equal member of the Conclave of Lords. Nest Lords earn 200 Gold Coins per week.

The Title of Nest Lord is granted by the Conclave of Lords. A Denizen may petition the Conclave of Lords to be granted a particular Mandate. Multiple Nest Lords may be granted the same Mandate. The Nest Lords are grants a part of the following Mandares:
Martial | Foreign Relations | Hoard Development | Kobold Integration | World Assembly Priorities

» Lair Lords «

Lair Lords are responsible for the entirety of a Mandate, and can employ any of the Lair's resources to achieve success. They are an equal member of the Conclave of Lords, but wield considerable influence. Lair Lords earn 400 Gold Coins per week. Multiple Lair Lords may be granted the same Mandate, though this is far less common than Nest Lords. The Lair Lords oversee the following Mandates:
Martial, as Thunder Lord | Foreign Relations, as Emissary Lord | Hoard Development, as Coin Lord | Kobold Integration, as Tradition Lord | World Assembly Priorities, as Assembly Lord

The Title of Lair Lord is granted by the Overlords.

» Overlords of The Great Hoards «

The Overlords rule over the Lair in its entirety. As a group, they are known as The Great Hoards, and lead the Conclave of Lords. Overlord is synonymous with Greatwyrm.

The Overlords have a closely guarded secret ritual to elevate a chosen denizen to their ranks.


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Layout inspiration from Bran Astor & Fujai and The South Pacific

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