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TOPIC | [Lore] The Rekhanci Kingdom
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[center][img]https://i.imgur.com/9MNe5dA.png[/img] [size=5][font=Book Antiqua][color=2a748f]The Rekhanci Kingdom[/color] [i]Index[/i][/font][/size][/center] ----- ----- [font=Book Antiqua][size=4][i]Page One[/i] [LIST][*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_16535305]Geography[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_16535360]History[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_16535370]Present[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_16535391]Dragon Ranks[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_16544353]Keepers of the Witchwood[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_18144962]Kazirin[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_23565083]Blades of the King[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_23565418]Port Kaslarec[/url] [*][font=Book Antiqua][url=http://www1.flightrising.com/forums/cc/1695329#post_23617611]Saints[/url][/LIST] [font=Book Antiqua][size=4][i]Page Two[/i] [LIST][*][font=Book Antiqua][url=https://www1.flightrising.com/forums/cc/1695329/2#post_27427098]City Locations[/url] [*][font=Book Antiqua][url=https://www1.flightrising.com/forums/cc/1695329/2#post_27427100]Hoarded Items[/url] [*][font=Book Antiqua][url=https://www1.flightrising.com/forums/cc/1695329/2#post_27427111]Allies[/url] [*][font=Book Antiqua][url=https://www1.flightrising.com/forums/cc/1695329/2#post_27427113]Important Links[/url]
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The Rekhanci Kingdom
Index



Page One

Page Two
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[center][size=5][font=Book Antiqua][color=2a748f]The Rekhanci Kingdom[/color] [i]Geography[/i][/font][/size][/center] ----- ----- [center][map x=1736 y=4985 view=land width=480 height=240]The kingdom is bordered by the sea to the south, the drop steep and dangerous—for non-flying creatures.[/map] [img]https://i.imgur.com/h7FPvT3.jpg[/img][/center] [font=Book Antiqua][size=4][b]Rekhanci City[/b][/size] The kingdom consists of a few major inhabited areas. The first is the crown city itself, Rekhanci, where the majority of dragons make their livelihood and trade. It consists of an outer section that is free to all visiting parties, with guards watching from several posts along the city walls. Within, Rekhanci is divided into four major quadrants. To the southwest, the Artisanal Quarter is bursting with life, every corner stuffed with some shop or stall attempting to sell and craft only the best. Just beside it, to the right, is the Flame Quarter. Here, a great warmth seeps in such a way as to keep the entire city warm whether by magic or the sheer amount of dragons working metal over hot flame. Many visiting Fire dragons find great comfort in this section, where fire and lava are more common than snow and ice. Most of the northern part of the city is inhabited by homes, inns, bars, and eateries. Along the streets, craftsmen sell beautiful pieces of art, or merely sing and play their instruments for those watching. Here, too, is the palace and the Keep on the northeastern side. A gate separates the palace grounds from the rest of the city, and the Keep is a monolith of grand architecture, stoic and impressive beside the beautiful polished castle. Lastly, folded neatly into the eastern side of the city just to the south of the palace and keep, the Beastclan District thrives with a predominant centaur population. While the denizens of Rekhanci are comfortable amongst these friendly Beastclan members, both parties prefer their own spaces often enough given the frequent size differences, however it is common to see non-draconic kind taking advantage of the rest of the city, too. [center][img]https://i.imgur.com/J8SeYnB.png[/img] [size=2][font=Book Antiqua][url=https://www1.flightrising.com/forums/cc/1695329/2#post_27427098](click for Shop Map)[/url][/size][/center] [font=Book Antiqua][size=4][b]Port Kaslarec[/b][/size] Beyond the city, to the west, Port Kaslarec lies across the gorge. To get there from the city, one must venture to the watchtowers. Trained Kazirin mages wait on either side, fabricating flat boats of ice to ferry the way across the frigid waters. On the western side, great beasts of ice brought to life by magic can be mounted for non-flying parties on the short trek south to Kaslarec. Port Kaslarec itself is a quaint seaside town, beautiful in architecture for its seaglass windows and salt scrubbed wood. The docks make up the entire southern side of the town, and many ships come and go through the waters. As the Kingdom resides on the southernmost tip of the Fortress, it is a straight journey along the coast to get anywhere else if one travels by sea. If one wishes to travel by air, however, the airship towers that stand on either end of Kaslarec may make the journey. The western tower is for incoming traffic whereas the eastern is for outgoing. Often enough, the airships carry passengers rather than cargo, as its speedy delivery is much preferred to the seabound ships. Imported and exported goods, however, keep the seaships heavy and in frequent use. [center][img]https://i.imgur.com/ino4UYR.png[/img][/center] [font=Book Antiqua][size=4][b]The Witchwood[/b][/size] Far to the north, where the gorge thins and the drop is less dizzying, the Witchwood waits. It is acres of trees as spindly as if they were dead, although they are so evidently alive. The trunks are made of opaque ice, freezing to the touch, and ice as sharp as shattered glass coats the boughs. When the wind blows, the entire forest rings and chimes as the glass leaves clink against each other. Just past the trees, in a section where the forest has yet to grow too thick, a temple stands tall and proud. Here is where the Keepers live, although often enough the temple itself is as quiet as a grave. Often, it is far more likely to see the Keepers amongst the trees themselves, ever vigilant on their constant prowl, watching and waiting for any sign of something going wrong. The Witchwood is a living thing, see, and it births monstrous creations. [center][font=Book Antiqua][size=2]([url=http://www1.flightrising.com/forums/cc/1695329#post_1695329]Back to top[/url])[/center]
The Rekhanci Kingdom
Geography




Rekhanci City

The kingdom consists of a few major inhabited areas. The first is the crown city itself, Rekhanci, where the majority of dragons make their livelihood and trade. It consists of an outer section that is free to all visiting parties, with guards watching from several posts along the city walls. Within, Rekhanci is divided into four major quadrants. To the southwest, the Artisanal Quarter is bursting with life, every corner stuffed with some shop or stall attempting to sell and craft only the best.

Just beside it, to the right, is the Flame Quarter. Here, a great warmth seeps in such a way as to keep the entire city warm whether by magic or the sheer amount of dragons working metal over hot flame. Many visiting Fire dragons find great comfort in this section, where fire and lava are more common than snow and ice.

Most of the northern part of the city is inhabited by homes, inns, bars, and eateries. Along the streets, craftsmen sell beautiful pieces of art, or merely sing and play their instruments for those watching.

Here, too, is the palace and the Keep on the northeastern side. A gate separates the palace grounds from the rest of the city, and the Keep is a monolith of grand architecture, stoic and impressive beside the beautiful polished castle.

Lastly, folded neatly into the eastern side of the city just to the south of the palace and keep, the Beastclan District thrives with a predominant centaur population. While the denizens of Rekhanci are comfortable amongst these friendly Beastclan members, both parties prefer their own spaces often enough given the frequent size differences, however it is common to see non-draconic kind taking advantage of the rest of the city, too.


Port Kaslarec

Beyond the city, to the west, Port Kaslarec lies across the gorge. To get there from the city, one must venture to the watchtowers. Trained Kazirin mages wait on either side, fabricating flat boats of ice to ferry the way across the frigid waters. On the western side, great beasts of ice brought to life by magic can be mounted for non-flying parties on the short trek south to Kaslarec.

Port Kaslarec itself is a quaint seaside town, beautiful in architecture for its seaglass windows and salt scrubbed wood. The docks make up the entire southern side of the town, and many ships come and go through the waters. As the Kingdom resides on the southernmost tip of the Fortress, it is a straight journey along the coast to get anywhere else if one travels by sea.

If one wishes to travel by air, however, the airship towers that stand on either end of Kaslarec may make the journey. The western tower is for incoming traffic whereas the eastern is for outgoing. Often enough, the airships carry passengers rather than cargo, as its speedy delivery is much preferred to the seabound ships. Imported and exported goods, however, keep the seaships heavy and in frequent use.

ino4UYR.png

The Witchwood

Far to the north, where the gorge thins and the drop is less dizzying, the Witchwood waits. It is acres of trees as spindly as if they were dead, although they are so evidently alive. The trunks are made of opaque ice, freezing to the touch, and ice as sharp as shattered glass coats the boughs. When the wind blows, the entire forest rings and chimes as the glass leaves clink against each other.

Just past the trees, in a section where the forest has yet to grow too thick, a temple stands tall and proud. Here is where the Keepers live, although often enough the temple itself is as quiet as a grave. Often, it is far more likely to see the Keepers amongst the trees themselves, ever vigilant on their constant prowl, watching and waiting for any sign of something going wrong. The Witchwood is a living thing, see, and it births monstrous creations.


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History




Before the Kingdom

The Rekhanci Kingdom has a history of war, although not many know all of it. It began with the first frost of the Icefields, when the children of the Icewarden were first settling into the home their lord had chosen for them. It would not end until many ages later.

The clan had been born out of deceit, out of an act of betrayal that had been kept silent for generations. After two tribes had at last sworn to peace, one group slew the other in the dead of the night. They made off with the unhatched young and laid claim to the prime land the other tribe had lived on since the fighting began: a series of twisting tunnels beneath the earth that were easy to defend and difficult to find.

They renamed themselves the Frozen-Sea Clan and boasted of their prowess in battle. The scrolls of history were rewritten to make them victors, not betrayers, so that their kin down the line would look back and believe they’d won the great war. So that they would not know the tricks they used to claim their land.

It could not remain secret forever, for in the Icefields, nothing truly stays dead.

Acres away from where the newly dubbed Frozen-Sea Clan made their home, a grove sprouted impossibly from the ice. The trees were half ice themselves, with trunks of everlasting frost and leaves of tinkling glass. This was to be the Witchwood, and it had been born from death.

When those who remembered the Frozen-Sea Clan’s dark origins were gone and the truth had been forgotten, when Imperator Aelius had finally settled into his role as leader, the Witchwood would at last awaken and begin to play its part. The clan was none the wiser, for they were in the flush of prosperity. Martial in nature, Aelius’ clan of dragons offered their aid to anyone willing to ally themselves with the clan. They fought wars and battles that were not their own, and they would return home with coin and trade goods for their labor.

It began with a few spirits, ghosts with eyes as black as Shade and with words of dark promise on their tongues. The things they uttered were too dreadful to believe, but why else would they come if not to speak the truth?

We have died for your glory, they would whisper, creeping through the night and chilling the sleeping dragons. You are not free from the mistakes of your past.

It was the noble Imperator who sought the truth out, him and his wife, the beloved Archmage Mira. Although all the dragons in the clan were being disturbed by these ghosts, the two leaders could not truly rest with the doubt that had been sewn into their minds.

When the truth was revealed, that their past was built on the blood of innocents and left to be forgotten, Aelius and Mira struck them from their history. They abandoned the tunnels that had been their home for generations, and the Archmage began her quest to bring release to the dead of the Witchwood.

Hardest of all, Aelius revealed the truth to their clanmates. Some stayed while others left, fearful of being haunted further and playing any role in such dark tidings.

With fewer numbers, Aelius and Mira rebuilt their clan in the full light of the sun. They were done with underground tunnels, with buried truths. They let their kingdom stretch out from the earth, to catch what sun they could. In time, that light might reach their hearts.


The Rekhanci Kingdom
History




Before the Kingdom

The Rekhanci Kingdom has a history of war, although not many know all of it. It began with the first frost of the Icefields, when the children of the Icewarden were first settling into the home their lord had chosen for them. It would not end until many ages later.

The clan had been born out of deceit, out of an act of betrayal that had been kept silent for generations. After two tribes had at last sworn to peace, one group slew the other in the dead of the night. They made off with the unhatched young and laid claim to the prime land the other tribe had lived on since the fighting began: a series of twisting tunnels beneath the earth that were easy to defend and difficult to find.

They renamed themselves the Frozen-Sea Clan and boasted of their prowess in battle. The scrolls of history were rewritten to make them victors, not betrayers, so that their kin down the line would look back and believe they’d won the great war. So that they would not know the tricks they used to claim their land.

It could not remain secret forever, for in the Icefields, nothing truly stays dead.

Acres away from where the newly dubbed Frozen-Sea Clan made their home, a grove sprouted impossibly from the ice. The trees were half ice themselves, with trunks of everlasting frost and leaves of tinkling glass. This was to be the Witchwood, and it had been born from death.

When those who remembered the Frozen-Sea Clan’s dark origins were gone and the truth had been forgotten, when Imperator Aelius had finally settled into his role as leader, the Witchwood would at last awaken and begin to play its part. The clan was none the wiser, for they were in the flush of prosperity. Martial in nature, Aelius’ clan of dragons offered their aid to anyone willing to ally themselves with the clan. They fought wars and battles that were not their own, and they would return home with coin and trade goods for their labor.

It began with a few spirits, ghosts with eyes as black as Shade and with words of dark promise on their tongues. The things they uttered were too dreadful to believe, but why else would they come if not to speak the truth?

We have died for your glory, they would whisper, creeping through the night and chilling the sleeping dragons. You are not free from the mistakes of your past.

It was the noble Imperator who sought the truth out, him and his wife, the beloved Archmage Mira. Although all the dragons in the clan were being disturbed by these ghosts, the two leaders could not truly rest with the doubt that had been sewn into their minds.

When the truth was revealed, that their past was built on the blood of innocents and left to be forgotten, Aelius and Mira struck them from their history. They abandoned the tunnels that had been their home for generations, and the Archmage began her quest to bring release to the dead of the Witchwood.

Hardest of all, Aelius revealed the truth to their clanmates. Some stayed while others left, fearful of being haunted further and playing any role in such dark tidings.

With fewer numbers, Aelius and Mira rebuilt their clan in the full light of the sun. They were done with underground tunnels, with buried truths. They let their kingdom stretch out from the earth, to catch what sun they could. In time, that light might reach their hearts.


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Rise of the Kingdom

With no dark secrets holding them back, Aelius and Mira were able to focus on building a clan that was worthy of being proud of. It had started with a new home, but it continued with filling their numbers once more.

Although their clan had been known for their martial attitude in the past, it seemed ill-fitting to continue that path after knowing their origins had begun with such death. Many knights were retired to simpler jobs, while others simply remained as protectors of the clan, guardians for the inhabitants within.

The Imperator Aelius continued to work on outer-clan relations, building foundations with other clans and kingdoms to strengthen themselves. Archmage Mira, however, dedicated her resources inward, steadily growing the Frozen-Sea Clan into something noteworthy.

In this time, the clan saw many changes. The Archmage founded a group of powerful magi dedicated to many different classes of knowledge and magic, led in part by her prodigy Azalon. The Kazirin they were named, wielders of a specific type of magic that the Archmage had perfected that relied on ones lifeforce, their essence.

Aelius’ right hand, Rairye, became the head of the Blades, the reforged knights dedicated to protecting their territory. Rairye, as First Blade to the King, was the clan’s chief weapon against outside forces.

The last change was Rei, a guardian who dedicated their time to the Witchwood, which was closer now to the clan’s territory and still full of many secrets and the wanting dead. Rei led two groups of Keepers in their care of of that deadly grove. The first was the Court of the Glass Spire, a group of magi capable of stepping into the realm of mirrors that sat just within the trees of ice and glass. The second was the Court of Weeping Ice, a team dedicated to watching the physical land of the Witchwood, so that no rogue ghost could disturb the peace. There are many angry dead that wander beneath the icy boughs of the Wood, and not all were born from the clan’s own past.

In time, the two leaders of the clan would come to realize that they were no longer the small group of dragons of their past, but a full-fledged city of lives that coexisted. They would rename themselves the Rekhanci Kingdom, a name that would not forget the ice of their past while fully embracing the sunlight of their future.


The Rekhanci Kingdom
Current




Rise of the Kingdom

With no dark secrets holding them back, Aelius and Mira were able to focus on building a clan that was worthy of being proud of. It had started with a new home, but it continued with filling their numbers once more.

Although their clan had been known for their martial attitude in the past, it seemed ill-fitting to continue that path after knowing their origins had begun with such death. Many knights were retired to simpler jobs, while others simply remained as protectors of the clan, guardians for the inhabitants within.

The Imperator Aelius continued to work on outer-clan relations, building foundations with other clans and kingdoms to strengthen themselves. Archmage Mira, however, dedicated her resources inward, steadily growing the Frozen-Sea Clan into something noteworthy.

In this time, the clan saw many changes. The Archmage founded a group of powerful magi dedicated to many different classes of knowledge and magic, led in part by her prodigy Azalon. The Kazirin they were named, wielders of a specific type of magic that the Archmage had perfected that relied on ones lifeforce, their essence.

Aelius’ right hand, Rairye, became the head of the Blades, the reforged knights dedicated to protecting their territory. Rairye, as First Blade to the King, was the clan’s chief weapon against outside forces.

The last change was Rei, a guardian who dedicated their time to the Witchwood, which was closer now to the clan’s territory and still full of many secrets and the wanting dead. Rei led two groups of Keepers in their care of of that deadly grove. The first was the Court of the Glass Spire, a group of magi capable of stepping into the realm of mirrors that sat just within the trees of ice and glass. The second was the Court of Weeping Ice, a team dedicated to watching the physical land of the Witchwood, so that no rogue ghost could disturb the peace. There are many angry dead that wander beneath the icy boughs of the Wood, and not all were born from the clan’s own past.

In time, the two leaders of the clan would come to realize that they were no longer the small group of dragons of their past, but a full-fledged city of lives that coexisted. They would rename themselves the Rekhanci Kingdom, a name that would not forget the ice of their past while fully embracing the sunlight of their future.


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Active Dragons & Ranks




High Order
Leaders

Aelius - Mira

The Illustrious

Rairye - Rei - Azalon

The Honoured

Aleksandra - Paris

The Grand

Malak - Audra - Vardan - Icarus

The Chamber

Evangelos - Koa - Hemera

The Sentinels

Odhran - Kai - Asher - Anthea - Aina - Caspian

Flight Representatives

Valyr - Wither - Siani - Felicity
Daithi - Keion - Fujin - Bitter
Stathis - Evelyn - Yaari

Keepers
Court of the Glass Spire

Farran - Avery - Shalin - Leilani
Philomel - Baridi - Seneca - Aoi
Irys - Ouranthos - Varuna - Adina
Elune - Dusan - Pandora - Odd
Khaos

Court of Weeping Ice

Pyrrhus - Astraea - Helios - Vasanta
Clymene - Elanor - Caelestis - Fiametta
Deniere - Lior - Atlas - Mordacity
Bhumi - Artemis - Alric - Ezra
Kovali

Kazirin

Charm - Akantha - Cyneric - Novio
Sinister - Scorn - Asuka - Flora
Mahiru - Delani - Kalan - Theriza
Absolom - Rohais - Kynigos - Emyr
Imriel - Astrophel - Lavender - Thamir
Alma - Fiorella - Jasmin - Abraham
Themis - Aysu - Ralia - Valerie
Cheimonas - Dasos - Venus - Jinx
Rondeau - Malachite - Eos - Veera
Lazuli - Sanzuwu - Astratis

Blades

Mortuse - Rune - Anahera - Kasumi
Gwyneira - Kora - Silver - Kamen
Bast - Photios - Lucius - Vipin
Ariadne - Serkan - Amarante - Soleil
Altan - Anh - Setekh - Kousa
Drogo - Avoria - Laurent - Diaval
Zina - Shiho - Orhan - Savitri
Patroclus - Raijin - Malak - Baldr
Kerrick - Vesuvius - Bal - Solaire
Kais - Seji

Special Classes
The Blood of Kings

Orpheus - Nyx - Sithis - Nereus

The Hands of Fate

Cromwell - Erana - Eurydice - Pankaja

The Bells of Secrets

Leviana - Moonstone - Naia - Nadiya

The Menders of Faith

Rose - Florus - Piroska - Forest

The Eyes of Tides

Yui - Apollo - Aurelia - Symphony

The Heralds of Truth

Onyx - Midori - Phirun - Senka

The Finders of Life

Iyld - Caste - Vayu - Undine

Artisans

Asphodel - Koronis - Zahrah - Capricorn
Deora - Maurus - Foss - Melia
Leafstorm - Krasi - Mikoto - Escaroon
Mathias - Kleio - Olivier - Kinsa
Sanctius - Arabella - Siavash - Vedran
Volkan - Delmont - Euria - Xero
Tsvetan - Oscar - Ajax - Moss

The Rising Silence

Osoroshi - Admiral - Windfall - Pontius
Kaltrina - Esen - Sable - Kamala
Llyr - Muir - Kyanite - Aconite
Abyssal - Barnabas- Deepmurk

Port Kaslarec

Rika - Hera - Haizea - Kyuu
Ruark - Gyatso - Taike - Elle
Marietta - Valassa - Anthem - Kassander
Alexia - Aatos - Wynne - Folandir
Apricot - Phyllo - Knaller

Outside the Kingdom

Haydn - Osiris - Vrya - Anyi
Althea - Ikarian - Skoria - Ilios
Fengari - Orion - Evaristus - Diastima
Semion - Malek

The Mysteries

Gentaro - Kitrios - Bullrush - Axios
Clytemnestra - Helen - Wrath - Deppmarsh
Koray - Vitrios - Katheti - Josh
Wend - Ascendant - Anemos - Xira
Almi - Idealic - Whisper - Vis
Vasilios - Cidi - Koraki - Jun
Tiffin - Pou

The Garden

Kraken - Omen - Kosmos - Shatter - Olesya
Zaahira - Knight - Aimatos - Constantine - Skias
Tai - Skanda - Blot - Khufu - Queen
King - Chrysos - Knack - Rajiya - Basira
Arcien - Kuozo - Khannak - Fennel

The Rekhanci Kingdom
Active Dragons & Ranks




High Order
Leaders

Aelius - Mira

The Illustrious

Rairye - Rei - Azalon

The Honoured

Aleksandra - Paris

The Grand

Malak - Audra - Vardan - Icarus

The Chamber

Evangelos - Koa - Hemera

The Sentinels

Odhran - Kai - Asher - Anthea - Aina - Caspian

Flight Representatives

Valyr - Wither - Siani - Felicity
Daithi - Keion - Fujin - Bitter
Stathis - Evelyn - Yaari

Keepers
Court of the Glass Spire

Farran - Avery - Shalin - Leilani
Philomel - Baridi - Seneca - Aoi
Irys - Ouranthos - Varuna - Adina
Elune - Dusan - Pandora - Odd
Khaos

Court of Weeping Ice

Pyrrhus - Astraea - Helios - Vasanta
Clymene - Elanor - Caelestis - Fiametta
Deniere - Lior - Atlas - Mordacity
Bhumi - Artemis - Alric - Ezra
Kovali

Kazirin

Charm - Akantha - Cyneric - Novio
Sinister - Scorn - Asuka - Flora
Mahiru - Delani - Kalan - Theriza
Absolom - Rohais - Kynigos - Emyr
Imriel - Astrophel - Lavender - Thamir
Alma - Fiorella - Jasmin - Abraham
Themis - Aysu - Ralia - Valerie
Cheimonas - Dasos - Venus - Jinx
Rondeau - Malachite - Eos - Veera
Lazuli - Sanzuwu - Astratis

Blades

Mortuse - Rune - Anahera - Kasumi
Gwyneira - Kora - Silver - Kamen
Bast - Photios - Lucius - Vipin
Ariadne - Serkan - Amarante - Soleil
Altan - Anh - Setekh - Kousa
Drogo - Avoria - Laurent - Diaval
Zina - Shiho - Orhan - Savitri
Patroclus - Raijin - Malak - Baldr
Kerrick - Vesuvius - Bal - Solaire
Kais - Seji

Special Classes
The Blood of Kings

Orpheus - Nyx - Sithis - Nereus

The Hands of Fate

Cromwell - Erana - Eurydice - Pankaja

The Bells of Secrets

Leviana - Moonstone - Naia - Nadiya

The Menders of Faith

Rose - Florus - Piroska - Forest

The Eyes of Tides

Yui - Apollo - Aurelia - Symphony

The Heralds of Truth

Onyx - Midori - Phirun - Senka

The Finders of Life

Iyld - Caste - Vayu - Undine

Artisans

Asphodel - Koronis - Zahrah - Capricorn
Deora - Maurus - Foss - Melia
Leafstorm - Krasi - Mikoto - Escaroon
Mathias - Kleio - Olivier - Kinsa
Sanctius - Arabella - Siavash - Vedran
Volkan - Delmont - Euria - Xero
Tsvetan - Oscar - Ajax - Moss

The Rising Silence

Osoroshi - Admiral - Windfall - Pontius
Kaltrina - Esen - Sable - Kamala
Llyr - Muir - Kyanite - Aconite
Abyssal - Barnabas- Deepmurk

Port Kaslarec

Rika - Hera - Haizea - Kyuu
Ruark - Gyatso - Taike - Elle
Marietta - Valassa - Anthem - Kassander
Alexia - Aatos - Wynne - Folandir
Apricot - Phyllo - Knaller

Outside the Kingdom

Haydn - Osiris - Vrya - Anyi
Althea - Ikarian - Skoria - Ilios
Fengari - Orion - Evaristus - Diastima
Semion - Malek

The Mysteries

Gentaro - Kitrios - Bullrush - Axios
Clytemnestra - Helen - Wrath - Deppmarsh
Koray - Vitrios - Katheti - Josh
Wend - Ascendant - Anemos - Xira
Almi - Idealic - Whisper - Vis
Vasilios - Cidi - Koraki - Jun
Tiffin - Pou

The Garden

Kraken - Omen - Kosmos - Shatter - Olesya
Zaahira - Knight - Aimatos - Constantine - Skias
Tai - Skanda - Blot - Khufu - Queen
King - Chrysos - Knack - Rajiya - Basira
Arcien - Kuozo - Khannak - Fennel

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[center][size=5][font=Book Antiqua][color=2a748f]The Rekhanci Kingdom[/color] [i]Keepers of the Witchwood[/i][/font][/size][/center] ----- ----- [font=Book Antiqua][size=4][b]The Keepers[/b][/size] The Keepers are a sect within the nation that were created just before Rekhanci declared itself a kingdom. With the threat of the Witchwood very much alive, a group was needed to staunch the flow of the dead filtering out of the dismal woods. The team is headed by Rei, a guardian of bleak origins with the resolve to take care of the damned. They are all too familiar with what sort of wickedness the world can spawn, and they’ve trained their second-in-commands to be aware of the same. There is little room for weakness among the Keepers, for any mistake could lead to the deaths of innocents. It is this reason that Rei chose their seconds very carefully. Audra and Icarus both understand the severity of their roles, performing up to par in a variety of ways. Audra is the Keeper of the Glass Spire and his duty is to guard the mirrored realm wherein all spirits lie. Him and his like take great care that no spirit slips through the ice into the physical world, for any spirit can cause great harm in the realm of the living. Icarus, the Keeper of Weeping Ice, stands watchful guard over the forest itself so that whatever unholy creature the forest spawns does not know life long. The Witchwood is fond of games and fonder still of keeping the Keepers on their toes. [font=Book Antiqua][size=4][b]The Witchwood[/b][/size] It is uncertain what magic caused the Witchwood itself to be born. It is known that it was spawned over the great wronging that marks Rekhanci's past, from many spirits first shattering the veil between life and death in their outrage. From their endless grief and rage, the forest first bloomed, and they spilled from it like blood from a wound, saturating the world in their fury. The sort of magic that sustains the Witchwood is dark and forbidden by Archmage Mira from study. The Keepers know only what is before them, which is to say how the Witchwood has always and likely will always be: full of the dead and constantly pulsing with wickedness. The trees are only tree-like in appearance, for surely they are not made of the same root and rough bark as the living world knows. They are frosted with ice entirely, shuddering in the wind, and unchanging no matter the weather or season. Indeed, it seems the Witchwood never changes from its constant snow-covered winter even when the rest of the world is in the flush of summer. [font=Book Antiqua][size=4][b]Harvestmen[/b][/size] The forest itself is said to be alive, and this is believed to be proven with how many harvestmen are spawned from the trees. The Wood itself births them, the Keepers say. It seeds the trees until they are ripe with the spirits' anger, and only then do they tear themselves from the earth to wreak havoc upon dragon kind. The beasts themselves are instilled with a false life, however. They have no will of their own, no drive to exist beyond whatever dark order the Wood bids them. They are creatures of chaos, wishing to rip the world apart with their own sallow hands. Their wooden spindly arms are reaching and sharp, full of thorns and shredded bark. [center][img]https://i.imgur.com/Bb5Re5e.png[/img][/center] [font=Book Antiqua]They wield weapons made of bone stripped of flesh, with armour of thick padded moss. Just past the moss and bones, one can see and hear the heartbeat of some sinister origin, for surely it doesn’t come from the harvestmen themselves. [font=Book Antiqua][size=4][b]The Realm of Mirrors[/b][/size] Stepping into the mirror realm requires a skill that is not common knowledge. It’s origins stem from the Kazirin’s studying and from the Witchwood's unique magic. The veil is thin within the Wood, and Audra does not believe that phasing through it into the realm of the dead is possible elsewhere. The Realm of Mirrors, as it’s come to be called, looks almost like ours. Not enough to be fooled, for the sense of dread one gets in that place cannot be mistaken. It feels inverted, it feels cold, and it feels completely devoid of life. The Keepers who stay within do so at great cost to themselves. No doubt, the mirrored Witchwood eats away at their souls, at their life, for it is a great hungering void that can never be satisfied. It is dense with the souls of the dead, yet still that is not enough. The souls of the dead want more life, more warmth, and it is because of this that the Keepers of the Glass Spire must never rest. The entered the Realm of Mirrors through a door that works both ways, and so they must spend their days making sure no spirit ever crosses into the living realm. [font=Book Antiqua][size=4][b]Whispers[/b][/size] Whispers are not alive, perhaps even less so than harvestmen. They are fragments of life stripped bare of who they used to be, left only with the cold and the dark of their hearts. Left only with grief and rage. They make up the greatest stress of the Keepers time, for although they are weak alone, they seldom ever attack alone. [center][img]https://i.imgur.com/4yegWGG.png[/img][/center] [font=Book Antiqua]Their numbers are many, and their unceasing desire to see the living realm is fuel enough to have them plow against the Keepers like fodder. Where their souls go once they are vanquished is uncertain, as it is hard to imagine a further afterlife for the dead. The Keepers try not to think about this, the knowledge that the Whispers were once dragons like them. They cannot be consumed with grief, lest they too become consumed by Whispers. [center][font=Book Antiqua][size=2]([url=http://www1.flightrising.com/forums/cc/1695329#post_1695329]Back to top[/url])[/center]
The Rekhanci Kingdom
Keepers of the Witchwood




The Keepers

The Keepers are a sect within the nation that were created just before Rekhanci declared itself a kingdom. With the threat of the Witchwood very much alive, a group was needed to staunch the flow of the dead filtering out of the dismal woods.

The team is headed by Rei, a guardian of bleak origins with the resolve to take care of the damned. They are all too familiar with what sort of wickedness the world can spawn, and they’ve trained their second-in-commands to be aware of the same. There is little room for weakness among the Keepers, for any mistake could lead to the deaths of innocents.

It is this reason that Rei chose their seconds very carefully. Audra and Icarus both understand the severity of their roles, performing up to par in a variety of ways. Audra is the Keeper of the Glass Spire and his duty is to guard the mirrored realm wherein all spirits lie. Him and his like take great care that no spirit slips through the ice into the physical world, for any spirit can cause great harm in the realm of the living. Icarus, the Keeper of Weeping Ice, stands watchful guard over the forest itself so that whatever unholy creature the forest spawns does not know life long. The Witchwood is fond of games and fonder still of keeping the Keepers on their toes.

The Witchwood

It is uncertain what magic caused the Witchwood itself to be born. It is known that it was spawned over the great wronging that marks Rekhanci's past, from many spirits first shattering the veil between life and death in their outrage. From their endless grief and rage, the forest first bloomed, and they spilled from it like blood from a wound, saturating the world in their fury.

The sort of magic that sustains the Witchwood is dark and forbidden by Archmage Mira from study. The Keepers know only what is before them, which is to say how the Witchwood has always and likely will always be: full of the dead and constantly pulsing with wickedness.

The trees are only tree-like in appearance, for surely they are not made of the same root and rough bark as the living world knows. They are frosted with ice entirely, shuddering in the wind, and unchanging no matter the weather or season. Indeed, it seems the Witchwood never changes from its constant snow-covered winter even when the rest of the world is in the flush of summer.

Harvestmen

The forest itself is said to be alive, and this is believed to be proven with how many harvestmen are spawned from the trees. The Wood itself births them, the Keepers say. It seeds the trees until they are ripe with the spirits' anger, and only then do they tear themselves from the earth to wreak havoc upon dragon kind.

The beasts themselves are instilled with a false life, however. They have no will of their own, no drive to exist beyond whatever dark order the Wood bids them. They are creatures of chaos, wishing to rip the world apart with their own sallow hands. Their wooden spindly arms are reaching and sharp, full of thorns and shredded bark.
Bb5Re5e.png
They wield weapons made of bone stripped of flesh, with armour of thick padded moss. Just past the moss and bones, one can see and hear the heartbeat of some sinister origin, for surely it doesn’t come from the harvestmen themselves.

The Realm of Mirrors

Stepping into the mirror realm requires a skill that is not common knowledge. It’s origins stem from the Kazirin’s studying and from the Witchwood's unique magic. The veil is thin within the Wood, and Audra does not believe that phasing through it into the realm of the dead is possible elsewhere.

The Realm of Mirrors, as it’s come to be called, looks almost like ours. Not enough to be fooled, for the sense of dread one gets in that place cannot be mistaken. It feels inverted, it feels cold, and it feels completely devoid of life.

The Keepers who stay within do so at great cost to themselves. No doubt, the mirrored Witchwood eats away at their souls, at their life, for it is a great hungering void that can never be satisfied. It is dense with the souls of the dead, yet still that is not enough.

The souls of the dead want more life, more warmth, and it is because of this that the Keepers of the Glass Spire must never rest. The entered the Realm of Mirrors through a door that works both ways, and so they must spend their days making sure no spirit ever crosses into the living realm.

Whispers

Whispers are not alive, perhaps even less so than harvestmen. They are fragments of life stripped bare of who they used to be, left only with the cold and the dark of their hearts. Left only with grief and rage. They make up the greatest stress of the Keepers time, for although they are weak alone, they seldom ever attack alone.
4yegWGG.png
Their numbers are many, and their unceasing desire to see the living realm is fuel enough to have them plow against the Keepers like fodder. Where their souls go once they are vanquished is uncertain, as it is hard to imagine a further afterlife for the dead.

The Keepers try not to think about this, the knowledge that the Whispers were once dragons like them. They cannot be consumed with grief, lest they too become consumed by Whispers.


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[center][size=5][font=Book Antiqua][color=2a748f]The Rekhanci Kingdom[/color] [i]Kazirin[/i][/font][/size][/center] ----- ----- [font=Book Antiqua][size=4][b]Essence[/b][/size] Every dragon is born with magic on a scale. Some dragons have a great deal of magic and others have very little or none at all. It isn't certain what decides this, and while most are fine simply not knowing, others theorize a few possibilities. The first is spiritual in origin, being that having magic reflects being favoured by the Eleven Deities. This sort of class segregation is in general frowned upon, and only a few zealots truly believe in it. Other theories revolve around when and where a dragon is hatched, although this is frequently disproven or discredited. Saying a dragon receives more magic being born around ancient lairs, for example, cannot be true when plenty of dragons are born magicless in these territories. At the root of all magic is essence. In Rekhanci, this is renamed [i]kazir[/i]. It is the heart and soul of all magic wielding dragons, a metaphorical second heart that beats alongside the first. A dragon capable of wielding a great amount of magic is simply more capable of harnessing their [i]kazir[/i] and taming the chaos within. To some, it means a great deal of willpower and wisdom. To others, it is something one either knows or doesn't. [center][img]https://i.imgur.com/Zkik7tn.png[/img][/center] [font=Book Antiqua]The beauty of [i]kazir[/i] is that it is only limited by the user. One can use as much of the [i]kazir[/i] as is available to them, but it's a hard wall at the other end. To attempt to work past it is to exhaust one’s own soul and perish. On the other side of the spectrum, [i]kazir[/i] requires a certain amount of creativity to wield. Someone incapable of imaging the impossible and without the will to try for that impossibility will never know the true lengths their magic can go. Dragons are capable of shapeshifting into bipedal forms. The more [i]kazir[/i] one has, the smoother the transition. A dragon with a great deal of magic can hide their wings, horns, and skin markings if they so choose to. Likewise, a dragon without much magic at all might still find scales upon their limbs and tufts of fur when they shift. Others don't possess enough magic to change at all. [font=Book Antiqua][size=4][b]Kazirin[/b][/size] In Rekhanci, magic is beloved even if one does not themselves have it. Dragons who wield [i]kazir[/i] and wish to strengthen their knowledge may become Kazirin, or magi. The Imperatrix of the kingdom, Mira, is also the clans chief Archmage and the most studied in [i]kazir[/i]. Her second-in-command, High Kazirin Azalon, also holds exceptional power. Such magical gifts were not only bestowed upon them in birth, but also harnessed and tamed through years of dedicated practice. It is important to note that not all dragons born with magic become Kazirin. The Kazirin are an elite group working specifically under the Rekhanci crown for the good of the kingdom. Any dragon with magic can become Kazirin, but not every dragon with magic is Kazirin. [center][img]https://i.imgur.com/VuXURbo.png[/img][/center] [font=Book Antiqua]Although a dragon can study for years with utmost dedication, it is a well-known fact that the study of magic has no end. In Rekhanci especially, the Archmage dedicates her day almost entirely to the magic within herself and her kingdom and expects that level of devotion from all her pupils. If one wishes to claim the title of Kazirin, they must do so with the intention of weaving all that it symbolizes into every facet of their life. [center][font=Book Antiqua][size=2]([url=http://www1.flightrising.com/forums/cc/1695329#post_1695329]Back to top[/url])[/center]
The Rekhanci Kingdom
Kazirin




Essence

Every dragon is born with magic on a scale. Some dragons have a great deal of magic and others have very little or none at all. It isn't certain what decides this, and while most are fine simply not knowing, others theorize a few possibilities. The first is spiritual in origin, being that having magic reflects being favoured by the Eleven Deities. This sort of class segregation is in general frowned upon, and only a few zealots truly believe in it.

Other theories revolve around when and where a dragon is hatched, although this is frequently disproven or discredited. Saying a dragon receives more magic being born around ancient lairs, for example, cannot be true when plenty of dragons are born magicless in these territories.

At the root of all magic is essence. In Rekhanci, this is renamed kazir. It is the heart and soul of all magic wielding dragons, a metaphorical second heart that beats alongside the first. A dragon capable of wielding a great amount of magic is simply more capable of harnessing their kazir and taming the chaos within. To some, it means a great deal of willpower and wisdom. To others, it is something one either knows or doesn't.
Zkik7tn.png
The beauty of kazir is that it is only limited by the user. One can use as much of the kazir as is available to them, but it's a hard wall at the other end. To attempt to work past it is to exhaust one’s own soul and perish. On the other side of the spectrum, kazir requires a certain amount of creativity to wield. Someone incapable of imaging the impossible and without the will to try for that impossibility will never know the true lengths their magic can go.

Dragons are capable of shapeshifting into bipedal forms. The more kazir one has, the smoother the transition. A dragon with a great deal of magic can hide their wings, horns, and skin markings if they so choose to. Likewise, a dragon without much magic at all might still find scales upon their limbs and tufts of fur when they shift. Others don't possess enough magic to change at all.

Kazirin

In Rekhanci, magic is beloved even if one does not themselves have it. Dragons who wield kazir and wish to strengthen their knowledge may become Kazirin, or magi. The Imperatrix of the kingdom, Mira, is also the clans chief Archmage and the most studied in kazir. Her second-in-command, High Kazirin Azalon, also holds exceptional power. Such magical gifts were not only bestowed upon them in birth, but also harnessed and tamed through years of dedicated practice.

It is important to note that not all dragons born with magic become Kazirin. The Kazirin are an elite group working specifically under the Rekhanci crown for the good of the kingdom. Any dragon with magic can become Kazirin, but not every dragon with magic is Kazirin.
VuXURbo.png
Although a dragon can study for years with utmost dedication, it is a well-known fact that the study of magic has no end. In Rekhanci especially, the Archmage dedicates her day almost entirely to the magic within herself and her kingdom and expects that level of devotion from all her pupils. If one wishes to claim the title of Kazirin, they must do so with the intention of weaving all that it symbolizes into every facet of their life.


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[center][size=5][font=Book Antiqua][color=2a748f]The Rekhanci Kingdom[/color] [i]Blades of the King[/i][/font][/size][/center] ----- ----- [font=Book Antiqua][size=4][b]Blades[/b][/size] The Blades are what remains of the martial dragons of old. Although no longer expressly trained for war, they instead are made into weapons for the Kingdom, elite guards and knights who defend Rekhanci to their utmost ability. They are led by First Blade to the King, Rairye, who earned his position through years of service and for exemplary loyalty to the Imperator, Aelius. Beyond that, he is a close and trusted friend of Rekhanci’s leaders and will likely continue to be for many years. While the Kazirin deal with magic, the Blades typically rely exclusively on physical combat and prowess. It isn’t unheard of for a dragon with some magic to join, of course, but all Blades are trained with weaponry and physical assault above all else. If one wishes to include magic into their skillset, they must do so on their own. [font=Book Antiqua][size=4][b]Trials[/b][/size] [center][img]https://i.imgur.com/iCvWaZC.png[/img][/center] [font=Book Antiqua]The Blades are nestled within the Keep, a building built of new stonework and old history. Here, they are trained and tested. Initiates run through a series of tests simply dubbed the Trials, where it is decided if their strengths truly lie with the Blades. The Trials might span over the course of a few months, but they are simple in design. The first test, the Trial of Courtesy, is often mistaken as easy, but it is also the first to weed out the most initiates. This test will determine if one has the self-control and restraint to become a Blade, for they are an order with dignity. An ill-temper and poor behavior does not suit them. The second test is the Trial of Honesty. A Blade must never lie and must never break a vow. This includes the vow made to the Blades, meaning a Blade cannot leave the order without first being properly dismissed. The Trial of Valor makes up the third test. The kingdom has not seen true battle for some time, but the Blades are constantly prepared for it. They cannot risk having members who will not proudly face battle to the best of their ability. The fourth test is the Trial of Honor, where dragons must show they will behave only in a morally sound way, acting with integrity, and showing mercy when it is rightly due. Blades do not inflict unjust suffering and frown at those who derive pleasure from it. The last test is the Trial of Generosity and is not one that takes place in any set time. Instead, initiates must show they are giving throughout the span of their trials, for true Blades act generously even when no one is watching. [font=Book Antiqua][size=4][b]The Quarter of Beasts[/b][/size] To some, it was a novelty to witness a kingdom mesh Beastclan and dragonkind life so efficiently. To those within the castle and familiar with its long history, it was more an impressive feat of time and dedication from both species. It was no small matter not only reaching a diplomatic agreement to even arrive at the possibility of allowing Beastclan to live within the city, but also a mechanical feat of creating a district that was capable of comfortably holding the smaller creatures in a city full of more than a few giants by comparison. However, much time has passed now since its creation, and even those who’d been in staunch opposition have grown to let their grumbling cease. What had started as only a handful of small Beastclan families has since grown into a bustling district, one that can rival even the merchant square in activity. They Beastlcan District is kept right outside the palace, which to many was considered an undeserved position of privilege. It was argued that not only did it mean less room for dragonkind, but it also meant that the proximity towards the palace and the Keep were being reserved by creatures who had no stakes in the cities prosperity and growth. This, however, was entirely intentional by the palace and the architects who initially carved out this section for the Beastclan. The positioning, although unusual at the time, meant that the Blades could keep a protective eye on the blossoming Beastclan district, and in a political sense it also meant that no dragons could claim to be favoured by the crown for residency closest to the palace. It evened the climate of the city and ensured that equality above all else was maintained. [center][font=Book Antiqua][size=2]([url=http://www1.flightrising.com/forums/cc/1695329#post_1695329]Back to top[/url])[/center]
The Rekhanci Kingdom
Blades of the King




Blades

The Blades are what remains of the martial dragons of old. Although no longer expressly trained for war, they instead are made into weapons for the Kingdom, elite guards and knights who defend Rekhanci to their utmost ability. They are led by First Blade to the King, Rairye, who earned his position through years of service and for exemplary loyalty to the Imperator, Aelius. Beyond that, he is a close and trusted friend of Rekhanci’s leaders and will likely continue to be for many years.

While the Kazirin deal with magic, the Blades typically rely exclusively on physical combat and prowess. It isn’t unheard of for a dragon with some magic to join, of course, but all Blades are trained with weaponry and physical assault above all else. If one wishes to include magic into their skillset, they must do so on their own.

Trials
iCvWaZC.png
The Blades are nestled within the Keep, a building built of new stonework and old history. Here, they are trained and tested. Initiates run through a series of tests simply dubbed the Trials, where it is decided if their strengths truly lie with the Blades.

The Trials might span over the course of a few months, but they are simple in design. The first test, the Trial of Courtesy, is often mistaken as easy, but it is also the first to weed out the most initiates. This test will determine if one has the self-control and restraint to become a Blade, for they are an order with dignity. An ill-temper and poor behavior does not suit them.

The second test is the Trial of Honesty. A Blade must never lie and must never break a vow. This includes the vow made to the Blades, meaning a Blade cannot leave the order without first being properly dismissed.

The Trial of Valor makes up the third test. The kingdom has not seen true battle for some time, but the Blades are constantly prepared for it. They cannot risk having members who will not proudly face battle to the best of their ability.

The fourth test is the Trial of Honor, where dragons must show they will behave only in a morally sound way, acting with integrity, and showing mercy when it is rightly due. Blades do not inflict unjust suffering and frown at those who derive pleasure from it.

The last test is the Trial of Generosity and is not one that takes place in any set time. Instead, initiates must show they are giving throughout the span of their trials, for true Blades act generously even when no one is watching.

The Quarter of Beasts

To some, it was a novelty to witness a kingdom mesh Beastclan and dragonkind life so efficiently. To those within the castle and familiar with its long history, it was more an impressive feat of time and dedication from both species. It was no small matter not only reaching a diplomatic agreement to even arrive at the possibility of allowing Beastclan to live within the city, but also a mechanical feat of creating a district that was capable of comfortably holding the smaller creatures in a city full of more than a few giants by comparison.

However, much time has passed now since its creation, and even those who’d been in staunch opposition have grown to let their grumbling cease. What had started as only a handful of small Beastclan families has since grown into a bustling district, one that can rival even the merchant square in activity.

They Beastlcan District is kept right outside the palace, which to many was considered an undeserved position of privilege. It was argued that not only did it mean less room for dragonkind, but it also meant that the proximity towards the palace and the Keep were being reserved by creatures who had no stakes in the cities prosperity and growth.

This, however, was entirely intentional by the palace and the architects who initially carved out this section for the Beastclan. The positioning, although unusual at the time, meant that the Blades could keep a protective eye on the blossoming Beastclan district, and in a political sense it also meant that no dragons could claim to be favoured by the crown for residency closest to the palace. It evened the climate of the city and ensured that equality above all else was maintained.


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[center][size=5][font=Book Antiqua][color=2a748f]The Rekhanci Kingdom[/color] [i]Port Kaslarec[/i][/font][/size][/center] ----- ----- [font=Book Antiqua][size=4][b]Kaslarec[/b][/size] The town itself, separate from Rekhanci City by a road and a long walk, is only a fraction the size of the kingdom. There are three entrances, two beings gates and one being by sea. The walls are low and thin, a strong defense not as necessary. Within the port town, a few homes are sprinkled throughout. Shops for fishing and sailing pop up the closer one gets to the docks, and along the shore a variety of storage shops are lined up. The docks are always bustling with activity, dozens of crew members and workers loading and unloading ships. Incoming cargo, if there’s room, gets immediately loaded onto carts and driven up and towards Rekhanci. Exported goods sit in storage units and loaded up as the ships arrive. Other travel is done by the airships, where dragons themselves often board to go elsewhere in Sornieth. The arrivals is outside the town walls to the west, where the airship docks at a tower and the passengers file down and towards Kaslarec. Dragons wishing to leave can visit the departing tower within the town, a simple building close to the wall between the city square and the docks. On the northern side of the city surrounded by a beautiful mossy stone wall taller than a skydancer, the city hall stands impressively. It’s carved from beautiful wood and stone and kept dutifully clean. Within, the Honoured Aleksandra and Paris work tirelessly to keep note of every bit of coin and trade going in and out of the town, as well as what heads towards Rekhanci. Here, visiting dragons fresh off the airship can petition Aleksandra and Paris for a permit to sell their goods in the Rekhanci market. All goods must be inspected before being sold, and all dragons must sign a contract to abide by city law or face the consequences. Arriving Beastclan may also state their case to the city keepers in order to be allowed residency within the city. This can sometimes be a lengthy process depending, but the town's select few inns and taverns will happily offer accommodations in the meantime. [font=Book Antiqua][size=4][b]Trade[/b][/size] Rekhanci offers many items up for trade with their allies. They work primarily with metal and magic, and this is evident in their goods. Weaponry, armour, and shields are made with great care and for a variety of dragon sizes and builds. The Kazirin within the city also sell magical trinkets and artifacts outside the city, such as runes of great power or other baubles capable of harnessing magic: amulets, rings, and charms to name a few. On a lesser scale, the crafters of the city also sell their wares. Clothing and cut jewels are shipped to dragons willing to pay the price for them; books and paintings are carefully packaged and sent out to collectors; familiars trained under the most dutiful eye are lovingly put into carriers and sent to new homes. Although anyone can buy from Rekhanci, it is often the kingdoms own allies who receive the best deal. It is usually their bartering chip to secure an alliance in the first place. [font=Book Antiqua][size=4][b]The Crew of [i]The Rising Silence[/i][/b][/size] [i]The Rising Silence[/i] sports a strange group of dragons lead under the wing of Captain Osoroshi, an eccentric and excitable skydancer with a chaotic love for the sea. First Mate Admiral is second-in-command and a great deal more serious than his wayward captain. He does his job and is well respected by the other dragons. Then there is the Quartermaster Windfall, a protective skydancer with a smart head atop her shoulders. She’s an efficient dragon and an excellent listener, getting the job done fast the first time. Working in tangent with her is Pontius, a no-nonsense fae with a meticulous manner of keeping the ship perfectly in line for sailing. Then there’s the navigator Kaltrina and the helmsman Esen, two dragons kept in charge of making sure the ship goes in the right direction. With Kaltrina’s excellent navigational skills and Esen’s sharp eye, it’s an easy task. The gunner’s Sable and Kamala are the offense of the crew, keeping the cannons polished to a shine. Their ruthlessness in battle is what earned them this spot, and they are fond of taking no prisoners. In a different vein, Asherah is a striker with a penchant for snares. She’s capable of trapping anything in her netting, although outside of battle that often means lunch. The crew also employs a dragon who can fix anything: Llyr the carpenter, capable of patching up the ship from even the brink of death. Outside of battle, he offers services around the crew where he's needed, although Llyr spends most of his time making sure absolutely nothing is wrong with [i]The Rising Silence[/i]—likely why he gets along so well with Pontius. Muir is the chef of the crew, a close friend of Asherah’s and convincing her to grab all sorts of fresh fish right out of the sea. He employs a little bit of magic into his work as well, making sure his food is always delicious to keep the crew happy. The other crewmen make up the riggers, ropers, and other such dragons in charge of making the ship move. Kyanite, Aconite, Abyssal, and Barnabas all share the same love of the sea as their fellow crewmates and a strong loyalty to [i]The Rising Silence[/i]. It’s no wonder they were hired aboard. [center][img]https://i.imgur.com/R3USDAm.png[/img][/center] [center][font=Book Antiqua][size=2]([url=http://www1.flightrising.com/forums/cc/1695329#post_1695329]Back to top[/url])[/center]
The Rekhanci Kingdom
Port Kaslarec




Kaslarec

The town itself, separate from Rekhanci City by a road and a long walk, is only a fraction the size of the kingdom. There are three entrances, two beings gates and one being by sea. The walls are low and thin, a strong defense not as necessary. Within the port town, a few homes are sprinkled throughout. Shops for fishing and sailing pop up the closer one gets to the docks, and along the shore a variety of storage shops are lined up.

The docks are always bustling with activity, dozens of crew members and workers loading and unloading ships. Incoming cargo, if there’s room, gets immediately loaded onto carts and driven up and towards Rekhanci. Exported goods sit in storage units and loaded up as the ships arrive.

Other travel is done by the airships, where dragons themselves often board to go elsewhere in Sornieth. The arrivals is outside the town walls to the west, where the airship docks at a tower and the passengers file down and towards Kaslarec. Dragons wishing to leave can visit the departing tower within the town, a simple building close to the wall between the city square and the docks.

On the northern side of the city surrounded by a beautiful mossy stone wall taller than a skydancer, the city hall stands impressively. It’s carved from beautiful wood and stone and kept dutifully clean. Within, the Honoured Aleksandra and Paris work tirelessly to keep note of every bit of coin and trade going in and out of the town, as well as what heads towards Rekhanci.

Here, visiting dragons fresh off the airship can petition Aleksandra and Paris for a permit to sell their goods in the Rekhanci market. All goods must be inspected before being sold, and all dragons must sign a contract to abide by city law or face the consequences.

Arriving Beastclan may also state their case to the city keepers in order to be allowed residency within the city. This can sometimes be a lengthy process depending, but the town's select few inns and taverns will happily offer accommodations in the meantime.

Trade

Rekhanci offers many items up for trade with their allies. They work primarily with metal and magic, and this is evident in their goods. Weaponry, armour, and shields are made with great care and for a variety of dragon sizes and builds. The Kazirin within the city also sell magical trinkets and artifacts outside the city, such as runes of great power or other baubles capable of harnessing magic: amulets, rings, and charms to name a few.

On a lesser scale, the crafters of the city also sell their wares. Clothing and cut jewels are shipped to dragons willing to pay the price for them; books and paintings are carefully packaged and sent out to collectors; familiars trained under the most dutiful eye are lovingly put into carriers and sent to new homes.

Although anyone can buy from Rekhanci, it is often the kingdoms own allies who receive the best deal. It is usually their bartering chip to secure an alliance in the first place.

The Crew of The Rising Silence

The Rising Silence sports a strange group of dragons lead under the wing of Captain Osoroshi, an eccentric and excitable skydancer with a chaotic love for the sea. First Mate Admiral is second-in-command and a great deal more serious than his wayward captain. He does his job and is well respected by the other dragons.

Then there is the Quartermaster Windfall, a protective skydancer with a smart head atop her shoulders. She’s an efficient dragon and an excellent listener, getting the job done fast the first time. Working in tangent with her is Pontius, a no-nonsense fae with a meticulous manner of keeping the ship perfectly in line for sailing.

Then there’s the navigator Kaltrina and the helmsman Esen, two dragons kept in charge of making sure the ship goes in the right direction. With Kaltrina’s excellent navigational skills and Esen’s sharp eye, it’s an easy task.

The gunner’s Sable and Kamala are the offense of the crew, keeping the cannons polished to a shine. Their ruthlessness in battle is what earned them this spot, and they are fond of taking no prisoners. In a different vein, Asherah is a striker with a penchant for snares. She’s capable of trapping anything in her netting, although outside of battle that often means lunch.

The crew also employs a dragon who can fix anything: Llyr the carpenter, capable of patching up the ship from even the brink of death. Outside of battle, he offers services around the crew where he's needed, although Llyr spends most of his time making sure absolutely nothing is wrong with The Rising Silence—likely why he gets along so well with Pontius.

Muir is the chef of the crew, a close friend of Asherah’s and convincing her to grab all sorts of fresh fish right out of the sea. He employs a little bit of magic into his work as well, making sure his food is always delicious to keep the crew happy.

The other crewmen make up the riggers, ropers, and other such dragons in charge of making the ship move. Kyanite, Aconite, Abyssal, and Barnabas all share the same love of the sea as their fellow crewmates and a strong loyalty to The Rising Silence. It’s no wonder they were hired aboard.
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The Rekhanci Kingdom
Saints




Saint Ajun of Sunlight and Gold

With a body made from molten gold and wings of flaming feathers, Saint Ajun is a bright figure in the publics eye. He brings warmth to the people, chasing away the eternal chill that presides in the Icefields, and manifests the sun. He is also known for his blessings of wealth, for conjuring fortune to those who deserve it. His kindness is boundless, many say, and his wisdom is often sought out in times of need.

Those who pray to Ajun are often troubled enough to deserve his guidance. His devoted are dragons who love the daylight, who would spend the day basking in the rays of the sun and seeking its warmth. They are dragons of quick minds and fast fingers, with coin in their pockets and a vision for the future.

Saint Khodall of Labor and Metal

Born of lightning, Khodall is everything the dragons within the Flame Quarter embrace. He is boundless energy, endless strength. His creations are legendary and magnificent, long-lasting and a marvel to behold. He is the saint of struggle, of hardship, of reaching the goal just beyond the top of the hill. He rewards those who work hard and helps those who need that helping hand.

Khodall is often patron to those with a hunger within them. Not a hunger for food and drink, but for growth. For success, for a hard days work. Those who pray to him want to build and create, to leave a legacy behind with physical items.

Saint Qildona of Sanctuary and Drink

Saint Qildona is said to have known much suffering in her life, and in the absence of happiness she created comfort for those around her. She is a beacon for the needy, for where she goes rest is sure to follow. Qildona is the saint of home and hearth, of a place to lay your head and drink your wine. She is a warm cave in the midst of a snow storm, a trickling stream in the heat of a desert.

Those who pray to Qildona often have little else to pray for. She offers the thing all living things deserve, and to not have it is to not live. Those truly devoted to her must have known a life of hardship, a life when all one wanted was a warm place to sleep and something in the belly. It is these ones that Qildona loves.

Saint Vyone of Justice and Truth

Although a frightening sight to behold, Saint Vyone is the very saint that divides the civilized from the unlawful. In truth, they are only a terror to those unwilling to adhere to the basic rules of living. Those who lie might have Vyone cursed upon them, that Vyone’s all-seeing eyes might pierce the souls of those with wretched intentions.

Vyone is often the subject of great debate. There are those who pray to them because they believe in being lawful, in justice and doing the right thing. Guardsmen and councilmen might conjure their name in times of need, when Vyone’s guidance could be used to illuminate a tricky situation. Others pray to Vyone because they believe that Saint Vyone might be the saint of justice and truth—and, beyond that, lawfulness—but that to know justice is to embrace the chaos it wards off. These dragons wish to know that chaos, and to know Vyone’s relationship with it.

Saint Oses of the Sea and Plague

Born of the sea, it only made sense that Saint Oses would return to it. He rules the tide and, allegedly, the storms that can change it in a second. Oses himself is an unbiased soul, for the ocean is uncaring and impassive, so he must be too. And, although not a Plague dragon himself, Oses is also the saint of sickness and death, of plague that creeps in the night.

It is debated where Oses stands to the public. The things he presides over can be cruel and unforgiving, but the sea is also a great beauty and the source of life itself. What would we be without water? Those who pray to Oses due so without expecting any aid from the aquatic saint. To conjure Oses’ name is to do so as a final prayer, a whispered apology to the sea and the world when a storm or plague devours you.

Saint Theldas of the Harvest and Life

A dragon of humble origins, Saint Theldas radiates life amidst the snow storms and permafrost. They are the green that sprouts in the night, the animals that burrow deep in the snow for warmth. They are the food that is coaxed into the full flush of prosperity to be eaten and grown again. Theldas is beloved for their gift, the endless offering to dragonkind that is food and life.

Many pray to Theldas. They are the root of all of Sornieth, the heart of the world. Their generosity is without end, and when they answer prayers they do so with great affection. Theldas protects all, loves all, and wishes only for the things they create to be loved in turn.


The Rekhanci Kingdom
Saints




Saint Ajun of Sunlight and Gold

With a body made from molten gold and wings of flaming feathers, Saint Ajun is a bright figure in the publics eye. He brings warmth to the people, chasing away the eternal chill that presides in the Icefields, and manifests the sun. He is also known for his blessings of wealth, for conjuring fortune to those who deserve it. His kindness is boundless, many say, and his wisdom is often sought out in times of need.

Those who pray to Ajun are often troubled enough to deserve his guidance. His devoted are dragons who love the daylight, who would spend the day basking in the rays of the sun and seeking its warmth. They are dragons of quick minds and fast fingers, with coin in their pockets and a vision for the future.

Saint Khodall of Labor and Metal

Born of lightning, Khodall is everything the dragons within the Flame Quarter embrace. He is boundless energy, endless strength. His creations are legendary and magnificent, long-lasting and a marvel to behold. He is the saint of struggle, of hardship, of reaching the goal just beyond the top of the hill. He rewards those who work hard and helps those who need that helping hand.

Khodall is often patron to those with a hunger within them. Not a hunger for food and drink, but for growth. For success, for a hard days work. Those who pray to him want to build and create, to leave a legacy behind with physical items.

Saint Qildona of Sanctuary and Drink

Saint Qildona is said to have known much suffering in her life, and in the absence of happiness she created comfort for those around her. She is a beacon for the needy, for where she goes rest is sure to follow. Qildona is the saint of home and hearth, of a place to lay your head and drink your wine. She is a warm cave in the midst of a snow storm, a trickling stream in the heat of a desert.

Those who pray to Qildona often have little else to pray for. She offers the thing all living things deserve, and to not have it is to not live. Those truly devoted to her must have known a life of hardship, a life when all one wanted was a warm place to sleep and something in the belly. It is these ones that Qildona loves.

Saint Vyone of Justice and Truth

Although a frightening sight to behold, Saint Vyone is the very saint that divides the civilized from the unlawful. In truth, they are only a terror to those unwilling to adhere to the basic rules of living. Those who lie might have Vyone cursed upon them, that Vyone’s all-seeing eyes might pierce the souls of those with wretched intentions.

Vyone is often the subject of great debate. There are those who pray to them because they believe in being lawful, in justice and doing the right thing. Guardsmen and councilmen might conjure their name in times of need, when Vyone’s guidance could be used to illuminate a tricky situation. Others pray to Vyone because they believe that Saint Vyone might be the saint of justice and truth—and, beyond that, lawfulness—but that to know justice is to embrace the chaos it wards off. These dragons wish to know that chaos, and to know Vyone’s relationship with it.

Saint Oses of the Sea and Plague

Born of the sea, it only made sense that Saint Oses would return to it. He rules the tide and, allegedly, the storms that can change it in a second. Oses himself is an unbiased soul, for the ocean is uncaring and impassive, so he must be too. And, although not a Plague dragon himself, Oses is also the saint of sickness and death, of plague that creeps in the night.

It is debated where Oses stands to the public. The things he presides over can be cruel and unforgiving, but the sea is also a great beauty and the source of life itself. What would we be without water? Those who pray to Oses due so without expecting any aid from the aquatic saint. To conjure Oses’ name is to do so as a final prayer, a whispered apology to the sea and the world when a storm or plague devours you.

Saint Theldas of the Harvest and Life

A dragon of humble origins, Saint Theldas radiates life amidst the snow storms and permafrost. They are the green that sprouts in the night, the animals that burrow deep in the snow for warmth. They are the food that is coaxed into the full flush of prosperity to be eaten and grown again. Theldas is beloved for their gift, the endless offering to dragonkind that is food and life.

Many pray to Theldas. They are the root of all of Sornieth, the heart of the world. Their generosity is without end, and when they answer prayers they do so with great affection. Theldas protects all, loves all, and wishes only for the things they create to be loved in turn.


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