The Starting Star
A gold star is set in the floor at the fountain’s edge. Every run begins with one claw on it, and the whole team must be touching it before the first leap.
ReadyThe Academy Fountain
Twenty legendary obstacles.
Gate I of the Trial of Six Gates
Fountains, falls, pools, and platforms make the Academy’s obstacle course. It begins in the great fountain and ends where the falls drop into the clouds. Every young dragon at Star Academy knows its twenty obstacles by name.
Teams of three cross it together, and every edge is marked with glowing rope. A dragon may fall at any obstacle and try again. The team finishes together, or not at all.
From the Elders’ notes: No two teams found the same obstacle hardest. We stopped ranking the obstacles and started listening to the teams.

The course begins in the great fountain at the heart of the Academy. Every run starts wet.
A gold star is set in the floor at the fountain’s edge. Every run begins with one claw on it, and the whole team must be touching it before the first leap.
ReadyStepping stones across the fountain basin. Each holds firm the first time, and sinks the second, so no dragon may step where another has stepped.
LightnessThe fountain’s spouts rise and fall in a rhythm. Leap from spout to spout while each is at its highest.
TimingA walk around the basin’s rim between lit lanterns. Knock one into the water, and it must be fished out and relit before going on.
BalanceOne dive to the bottom of the fountain to bring back a single gold coin. The coin is returned at the finish, with a wish for the next team.
Breath
Water from the fountain spills into the channels and races toward the falls. So must the dragons.
The first channel is a slide of fast water. Ride it down on your tail, wings tucked, and steer with your feet.
NerveFly low along the rapids with your wingtips dry. Touch the water and the current pulls you back to the start of the run.
ControlA pool that spins. Swim against it and you go nowhere; circle out the way it turns.
PatienceA run of arched bridges, each lower than the last. Measure each arch before flying under it.
MeasureThe channel splits three ways, and only one reaches the pillars. Read the water before choosing.
Choice
Above the falls stand the pillars and the ring gates of light, marked at every edge with glowing rope.
Pillar to pillar across the spray, each a different height. A long leap up is a short hop down.
MeasureA ring gate of light. Fly through the center without touching the edge.
AimA ring gate that slowly turns. Wait for it to face you, then go.
TimingA platform that floats only for teams that cheer for each other. Quiet teams find it sinking.
TeamworkTwo ring gates, one behind the other and never in line. Fly through both in a single turn.
Precision
Last come the falls themselves, where the course drops into the clouds.
A curtain of spray hides the first drop. Judge the falls by the drop, not the spray.
NerveEvery safe ledge down the falls sparkles gold. Land on each one, in order, to the bottom.
MeasureA ledge that appears only when the sun makes a rainbow in the spray. Wait for the light.
PatienceThe tallest fall on the course. Fold your wings and drop, and open them at the last gold ledge.
TrustThe falls end in cloud. Land softly, together, and the run is done.
TogetherAt the bottom of the falls
Every team that lands in the clouds is written into the Star Ledger, with the time of its run and the name of the obstacle that was hardest. The hardest one is different for every team.
Gate I in the Trials → Lessons at the Fountain and Falls → The Cloud Waterfall →