Before the first gate
The Gauntlet Opens
Once in every young dragon’s time at Star Academy, the star floor of the great courtyard lights from edge to edge, and six gates open in a line across the kingdom. Each gate is harder than the last, and each tests something new.
The rule is old and simple. A dragon may fall at any gate and rise again, but no dragon passes the last gate alone.

Gate I · The Academy Fountain and Falls
Race the Falls
The gauntlet begins with speed. The course runs along rushing channels, from pillar to pillar, over drops that fall straight into cloud. The spray hides the edges, so every leap is measured by eye and by nerve.
From the Elders’ notes: Young ones judge the falls by the spray, not the drop. Drops sparkle gold.

Gate II · The Firefly Labyrinth
Labyrinth at Dusk
Speed will not help here. The paths twist between dark cliffs, lit only by fireflies. A dragon who rushes gets lost. A dragon who watches, remembers, and waits for the light finds the way.
From the Elders’ notes: The fireflies light up and move. If you remember where there is light, it’s safe to fly.

Gate III · The Mountain Lake Underwater Pass
The Great Splash
One dive, and the light turns blue. The pass runs beneath the Mountain Lake, through a hidden current and under arches older than the Academy, to a door that opens only for divers who share their air. The way out is longer than it looks. Here young dragons learn to trust one another: the one beside you sees the next arch.
From the Elders’ notes: They shared the air in equal parts, so every diver had enough. Only then did the door open.

Gate IV · The Hall of Truth and the Unknown
Three Sides to Every Story
The fourth gate has no water and no wind, only a hall of glass, one column of light, and one question. Every story has three sides: one side, the other side, and the truth. A dragon must tell all three, even the hard one.
From the Elders’ notes: We asked for the truth, and they gave us three sides. We had only been listening for one.


Gate V · The Star Library
Maps and Riddles
In the map room of the Star Library, every table holds a piece of the kingdom and every piece hides a riddle. Young dragons must read maps, solve riddles, and chart the way to the last gate themselves. No one instructs which route to navigate.
From the Elders’ notes: Their route crossed an island our maps do not show. Send the map-makers.

Gate VI · The Cloud Waterfall, Sometimes Tempest
The Final Gate
The last gate is everything at once. The Cloud Waterfall turns to tempest, lightning splits the sky, and every lesson of the first five gates is needed together: speed, patience, trust, truth, and navigation.
Here the old rule is kept: no dragon passes the last gate alone. Young dragons who reach it turn back for each other and fly through together.
From the Elders’ notes: They turn back for one another, something we forgot.
Through the last gate
Hall of Acknowledgement
Beyond the tempest waits the stair of the Hall of Acknowledgement. Every dragon who flies through is acknowledged on the glass scoreboard, and what the Hall acknowledges is what sticks.
Ledger entry of elder wisdom
Secret of the Trials
The Elders made the trials because they had grown set in their ways and were losing the ability to see. Through young eyes, they learned to see again.
What no one knew was that the Elders were always taking notes, quietly, to improve their own ways. The games were secretly about learning, and the Elders were the students. Every note went into the Star Ledger, and every exploration and expansion of the kingdom grew from what the Elders learned watching the Dragon Games.
The ledger and the archives gave rise to the glass scoreboard. It took many eons to build, and it may be broken in a moment.
Six gates. One gauntlet. No dragon passes alone.