Back

Creative Corner

Share your own art and stories, or ask for critique.
TOPIC | Clan Azurenight [Lore]
1 2 3 4
[center][font=Century Gothic][size=7][color=#3d716a]Territory Maps[/color][/font][/size][/center] [center][url=https://i.imgur.com/y7spZF9.jpg][img]https://i.imgur.com/y7spZF9.jpg[/img][/url][/center] [right][size=2][i]Azurenight Clan Territory, overview of the region.[/i][/size][/right] The Azurenight Territory is home to three large cities, three (soon to be four) townships, three Beast Clan tribes, and many interesting places to visit and explore. ------- [font=Century Gothic][size=6][color=#3d716a]Cities[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/3#post_28389176]Concordia[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_29233542]Whisperwind City[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_32441989]Port Wildwind[/url] ------- [font=Century Gothic][size=6][color=#3d716a]Towns[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/3#post_32524550]Breezeholme[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_34527666]Wind's Grace[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_34527696]New Haven[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_35199058]Etesian[/url] ------- [font=Century Gothic][size=6][color=#3d716a]Beastclan Villages[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/3#post_38817939]Hózhó Tribe[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_38817942]Inark Tribe[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817958]Lotia Tribe [/url] ------- [font=Century Gothic][size=6][color=#3d716a]Important Areas[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817959]Traveling Merchants | Dragon's Rest | Dash's Sanctuary | Howling Falls[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817961]Wanderers Plains | Arris Falls & Lake | The Stairs to Nowhere | Dunhoof Foothills[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817972]Dipping Pools | Explorers Island | Haunted Wood | Uriel's Observatory[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817973]Ruu's Dig Site | Maren's Bane Beach[/url]
Territory Maps
y7spZF9.jpg
Azurenight Clan Territory, overview of the region.
The Azurenight Territory is home to three large cities, three (soon to be four) townships, three Beast Clan tribes, and many interesting places to visit and explore.
Cities
Concordia | Whisperwind City | Port Wildwind


Towns
Breezeholme | Wind's Grace | New Haven | Etesian


Beastclan Villages
Hózhó Tribe | Inark Tribe | Lotia Tribe


Important Areas
Traveling Merchants | Dragon's Rest | Dash's Sanctuary | Howling Falls | Wanderers Plains | Arris Falls & Lake | The Stairs to Nowhere | Dunhoof Foothills | Dipping Pools | Explorers Island | Haunted Wood | Uriel's Observatory | Ruu's Dig Site | Maren's Bane Beach
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/yGVnoay.jpg][font=Century Gothic][color=#3d716a]Concordia[/url][/size][/color][/font] [img]https://i.imgur.com/yGVnoay.jpg[/img] The political center point of the Azurenight territory. The City is the main lair for the clan and is where the territory was founded. It is where foreign dignitaries visit and all government processes are handled. It is also the home to the Azurenight Clan (the governing body) and houses many of clan. Just beyond the gates of the massive, city sized, fortress is the small town of Breezeholme. It holds most of the clan's artisans and the merchants that sell their products. Leadership: Lair- The Founders
Concordia
yGVnoay.jpg
The political center point of the Azurenight territory. The City is the main lair for the clan and is where the territory was founded. It is where foreign dignitaries visit and all government processes are handled. It is also the home to the Azurenight Clan (the governing body) and houses many of clan. Just beyond the gates of the massive, city sized, fortress is the small town of Breezeholme. It holds most of the clan's artisans and the merchants that sell their products.
Leadership:

Lair-

The Founders
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/yGVnoay.jpg][font=Century Gothic][color=#3d716a]Whisperwind City[/url][/size][/color][/font] [url=https://i.imgur.com/yGVnoay.jpg][img]https://i.imgur.com/yGVnoay.jpg[/img][/url] The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region. [b]Areas of Interest[/b]: [u][i]Whisperwind Capitol[/i][/u]-- This area is one of the smallest in the city, but it's presence is the most predominant. It was the first area developed when the city first started and is what remains of the small village it started out as. Today, it stands as the seat of government, where all political decisions are made and delegates are welcomed. [LIST] [*][i]The Clock Tower[/i]-- The second building erected in Whisperwind, it was built in memorial to those brave members that founded the city over a hundred ([i]double check age[/i]) years ago. It is the tallest structure in the city and can be used as a watch tower as it sees every inch of it. In fact, during SoD it was used for precisely that reason and the advantage it provided managed to save the city and its denizens and refugees. [*][i]Dignitaries House[/i]-- Fenna resides here along with Callista and they are the first to welcome all visiting dignitaries (draconic) to the area. They had hoped to place Orick within the Dignitaries' house to welcome Beast dignitaries, but thus far the Beasts have been hesitant to visit the large city. It is from this building that Fenna will do most of her ambassadorial work. [*][i]Capitol Building[/i]-- The first building constructed when Whisperwind was named a city. It's the seat of government for the area and when she's not out perusing the Market District with various important visitors, Marina can be found here tending to the everyday concerns of the government. [/LIST] [u][i]Market District[/i][/u] -- [i]Merchants Guild-[/i]- [i]Whisperwind Library[/i]-- [i]Jadevine Detective Agency[/i]-- [i]Anahara's Junk Shop[/i]-- [i]The Brewing Pot[/i]-- [i]Faran's General Store[/i]-- [i]Whisperwind Inn[/i]-- [i]Whisperwind Bank[/i]-- [i]The Joke Stop[/i]-- [i]Postmaster[/i]-- [u][i]Scholars District[/i][/u]-- The center of advanced learning in all of the region and outlying territories. The colleges within Whisperwind are the pride of the region as they are one of the few areas to offer higher education to beasts as well as underprivileged dragons. [LIST] [*][i]Mages College[/i]-- Under the watchful eye of Magnus Kira the college offers a broad range of magical studies to all students that make entry into the schools. Though it is a Wind college it does rival that of the Arcane, a fact Kira and the rest of the instructors are very proud of. The students are free to study and explore, though they are monitored closely and they have regulations which bind them. [*][i]Scholars College[/i]-- The college provides higher learning for other professions drakes or beasts might wish to engage in. There are a number of different professors at the college that teach anything from construction to medicine. Lady Azurefire oversee's the college and ensures that all students are getting the education they deserve. A matter of pride for the Clan is that the higher education is not something the students have to pay for. The region is successful enough to afford paying the professors for their work. Students just pay for books, food, and resources ([i]for citizens of the region only[/i]). [*][i]The Portal Tower[/i]-- This is the transportation hub for Whisperwind City. It connects to all areas within the region as well as the Fire territories along the opposite coast of the [i]Ashwind Channel[/i], and surrounding allied territories. It also supports a long range connection to their platform on the [i]Cloudsong[/i], where the clan maintains a presence. In addition to the Portal Tower the building holds an impressive library and school dedicated to the art of teleportation. [*][i]Cartographers Workshop[/i]-- Located just outside of the Scholar's District gates, Quesnel's workshop is where he and Isadora finalize and catalog their impressive maps. [/LIST] [u][i]Citadel District[/i][/u]-- [i]The Citadel[/i]-- [i]Whisperwind Fire Patrol[/i]-- [i]Tobin's Mercenaries[/i]-- [i]Memorial to the Fallen[/i]-- [u][i]Cathedral District[/i][/u]-- [i]The House of the Eleven[/i]-- [b]Area History[/b]: [LIST] [*][b]Magnus Kira[/b] Overseer of the schools of magic. [*][b]Commander Halaza[/b] Basic training instructor for The Wardens and The Enforcers. [*][b]Provisioner Anara[/b] She oversees the Merchants Guild in Lomer's stead and ensures all logistics run smoothly. [*][b]Commander Arra[/b] Overseer and trainer for the scouts in the city. All information goes through her before it gets to Blaze. [*][b]Marina [/b]Governor of Whisperwind city, she oversees the ever day functions and all political situations. [i]Note: Not a part of the clan[/i]. [*][b]Captain Zim[/b] Leads the enforcers in the city. [*][b]Priest Orian[/b] Lead Priest in [i]The House of the Eleven[/i]. [/LIST]
Whisperwind City
yGVnoay.jpg
The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.

Areas of Interest:

Whisperwind Capitol-- This area is one of the smallest in the city, but it's presence is the most predominant. It was the first area developed when the city first started and is what remains of the small village it started out as. Today, it stands as the seat of government, where all political decisions are made and delegates are welcomed.
  • The Clock Tower-- The second building erected in Whisperwind, it was built in memorial to those brave members that founded the city over a hundred (double check age) years ago. It is the tallest structure in the city and can be used as a watch tower as it sees every inch of it. In fact, during SoD it was used for precisely that reason and the advantage it provided managed to save the city and its denizens and refugees.
  • Dignitaries House-- Fenna resides here along with Callista and they are the first to welcome all visiting dignitaries (draconic) to the area. They had hoped to place Orick within the Dignitaries' house to welcome Beast dignitaries, but thus far the Beasts have been hesitant to visit the large city. It is from this building that Fenna will do most of her ambassadorial work.
  • Capitol Building-- The first building constructed when Whisperwind was named a city. It's the seat of government for the area and when she's not out perusing the Market District with various important visitors, Marina can be found here tending to the everyday concerns of the government.

Market District --

Merchants Guild--
Whisperwind Library--
Jadevine Detective Agency--
Anahara's Junk Shop--
The Brewing Pot--
Faran's General Store--
Whisperwind Inn--
Whisperwind Bank--
The Joke Stop--
Postmaster--

Scholars District-- The center of advanced learning in all of the region and outlying territories. The colleges within Whisperwind are the pride of the region as they are one of the few areas to offer higher education to beasts as well as underprivileged dragons.
  • Mages College-- Under the watchful eye of Magnus Kira the college offers a broad range of magical studies to all students that make entry into the schools. Though it is a Wind college it does rival that of the Arcane, a fact Kira and the rest of the instructors are very proud of. The students are free to study and explore, though they are monitored closely and they have regulations which bind them.
  • Scholars College-- The college provides higher learning for other professions drakes or beasts might wish to engage in. There are a number of different professors at the college that teach anything from construction to medicine. Lady Azurefire oversee's the college and ensures that all students are getting the education they deserve. A matter of pride for the Clan is that the higher education is not something the students have to pay for. The region is successful enough to afford paying the professors for their work. Students just pay for books, food, and resources (for citizens of the region only).
  • The Portal Tower-- This is the transportation hub for Whisperwind City. It connects to all areas within the region as well as the Fire territories along the opposite coast of the Ashwind Channel, and surrounding allied territories. It also supports a long range connection to their platform on the Cloudsong, where the clan maintains a presence. In addition to the Portal Tower the building holds an impressive library and school dedicated to the art of teleportation.
  • Cartographers Workshop-- Located just outside of the Scholar's District gates, Quesnel's workshop is where he and Isadora finalize and catalog their impressive maps.

Citadel District--

The Citadel--
Whisperwind Fire Patrol--
Tobin's Mercenaries--
Memorial to the Fallen--

Cathedral District--

The House of the Eleven--



Area History:

  • Magnus Kira Overseer of the schools of magic.
  • Commander Halaza Basic training instructor for The Wardens and The Enforcers.
  • Provisioner Anara She oversees the Merchants Guild in Lomer's stead and ensures all logistics run smoothly.
  • Commander Arra Overseer and trainer for the scouts in the city. All information goes through her before it gets to Blaze.
  • Marina Governor of Whisperwind city, she oversees the ever day functions and all political situations. Note: Not a part of the clan.
  • Captain Zim Leads the enforcers in the city.
  • Priest Orian Lead Priest in The House of the Eleven.
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/9kwSCy8.jpg][font=Century Gothic][color=#3d716a]Port Wildwind[/url][/size][/color][/font] [img]https://i.imgur.com/9kwSCy8.jpg[/img] A large port city that is capable of handling sea faring vessels as well as air faring ships. The docks stay busy with merchant ships and fisherdrakes year around. As one might imagine this town can get rather rowdy because of the constant influx of sailors, adventurers, and merchants coming and going. For most this is the first stop before heading further into the rest of the region. Port Wildwind is home to the Fish and Fowl Market which supplies everyone in the area with an array of local and exotic flavors from the sea and air. It also sports a healthy market for numerous aquatic goods and services. Being as the crime in the town is high it holds the greatest number of enforcers than any other city. It also has a wide variety of inns and taverns. Naturally, the Scouts have a presence here as well. [b]Areas of Interest[/b]: [u][i]The Fish & Fowl Market[/i][/u]-- As its name suggests, this market specializes in providing fish and fowl fresh from the air and sea. It is the first thing those coming from the port see and is the second busiest area in the town. Aside from the merchants selling seafood and wild birds there is also a great many inns and taverns lining the walls of this district. It is there that many sailors, dragon and beast alike, relax after a long term at sea (or air). [LIST] [*][i]Harbor Master[/i]-- This large building situated near the docks is were you will find most of the Captains or First Officers trying to dock and off load their goods. It's here that one will find Mirthen, The Dockmaster. He oversees all of the ins and outs of the port, ensuring everyone has a chance to dock and all fees and fines are settled. As well as Provisioner Inon Leader of the Merchants Guild. This town is his central hub, and essential to his ability to easily monitor the distribution, collection, and security of all trade in the region. [*][i]Sailors Run[/i]-- The favored row of taverns, inns, and *specialty houses in the F&F Market. The bulk of sailors that come ashore will be found here as well as those wishing to be hired on for another turn at sea (or air). It is no wonder that this stretch of town is one of the worst for criminal activity. [*] [i]The Salty Ridgeback[/i]-- The primary shipping and fishing company in the region. Owned and operated by Savik this is his office building in the Port, where he arranges new contracts and hires new sailors. Most of the sailors in town are hopeful to get work aboard his ships. [*] [i]Asphodel's Cannery[/i]-- As the name might suggest, this is Asphodel's company. She cans much of the incoming fish, making it possible to preserve and ship the bounty of the sea to anywhere in Sornieth. [/LIST] [u][i]Market Square[/i][/u]-- Heading through the north gates you enter yet another market. Though this one provides the less smelly gifts from the sea, such as shells, fruits, and herbs and spices that could not be grown in the region. There are also tailors, leather workers, and blacksmiths that ply their impressive skills here. Their works are some of the best in the region, which is the reason so many adventurers visit the market. Market Square is the most active and densely populated districts in Port Wildwind. [LIST] [*][i]The Mayor's Seat[/i]-- *Flaxen, Mayor of Port Wildwind, resides in this large spire in the center of the square. It is here that she oversees the day to day functions of the town as well as handling any political visitors that stop in on their way towards the Lair or Whisperwind. At any given time you can find any or all of the Leaders in town here. Architect Uma is usually found in the Seat as she plans for the repair and upgrade of the town's more run down buildings. Thus far she has encountered opposition from the older members of the community that do not wish to see their city (or their hard work) changed. As of the [i]Sins of the Deities[/i] arch Uma has not been in Port Wildwind. Her attention is needed in the more desperate of towns, but as soon as the region is rebuilt she will be back to butt heads with the citizens again. [*][i]Port District[/i]-- The first of the residential areas, it belongs to those who live in the Square and is considered the poorest area in the town. This district is compromised of older, smaller houses, some of which are tumbling down. The oldest residents in town reside in this district (which was build by their hand during the birth of the port town). It is also one of the most diverse areas in the region, as it is home to a great many beasts as well as dragons. You will find that most drakes in this part of town do not stand for intolerance. The locals have been known to pummel foolish sailors and adventurers that feel the need to ridicule one of their Longneck neighbors. [*][i]Bits & Bobbles[/i]-- [*][i]Fire Breather Bar[/i]-- [*][i]Post Master[/i]-- [/LIST] [u][i]Cathedral Square[/i][/u]-- Easily the largest area in the port town, it holds the remaining districts, most of which are residential. Though, it is not as densely populated as Market Square it still holds a great many creatures. The most popular building in the square is the Cathedral, or the Lifegivers Temple. This is an extension for [i]The House of the Eleven[/i] in Whisperwind City. It is also where the bulk of the guardians are, as well as the prison. Due to the large force of Enforcers In Cathedral Square most of the crime is centered in Market Square and F&F Market. [LIST] [*][i]Cathedral District[/i]-- The second largest populated residential area is home to many of the priests and priestesses that teach at or tend to the temple. The homes there are newer and sturdier; it's considered the middle wealth district. In addition to the clergy this area is also home to the vast majority of the merchants that work the two markets. [*][i]Lifegiver Temple[/i]-- This temple is an extension of [i]The House of the Eleven[/i] in Whisperwind City. Priestess Olexa oversees all daily events, the priests, and all clergy visitors within the temple. She also ensures all religious celebrations occur without issues within the city. In addition to their duties to the deities they are also (and possibly better known as being) the therapists in town. Those with worries or fears will flock to their door for care and a compassionate ear. [*][i]Wildwind Bank-[/i]- [*][i]Military District[/i]-- As the name might suggest this is where most of the guardians (Wardens, Scouts, and Enforcers alike) are stationed. It also happens to be the safest area of the town. The guardians and their family make up a unique culture of their own, one that others might not be comfortable around. For this reason very few bother to visit the district. There are no merchants in the area so anyone living there must go to the West End District, or to Market Square to shop. [*][i]Wildwind Prison[/i]-- It is the regions prison, meaning all prisoners deemed to dangerous to serve their time in the small jails come here. Conditions in the prison are tolerable when Mayor Flaxen is not attending the building. Her hatred for anything criminal is well known as is her viciousness towards inmates. Those incarcerated within the Prison known to keep their heads down and their nose clean so long as she's there. Thankfully, she does not visit all too often, leaving the care of the prisoners in the hands of the Enforcers that oversee normal operations. This is much to the relief of the prisoners there. The prison also holds special cells for maximum security prisoners. Any detainees that are deemed extremely deadly are processed and sent to [url=http://flightrising.com/main.php?p=lair&tab=userpage&id=268438]The Canyon Home[/url] in the Shifting Expanse. [*][i]Enforcers Barriks[/i]-- They call it the Enforcers Barriks, but in all reality it's the headquarters for all guardians in the town. It was nicknamed the Barriks, or the Enforcers Barriks, because more often then not it's swarming with Enforcers. Captain Tanic and Captain Arris of the Enforcers can be found tucked away in the barriks, going over the city's crime list and big criminals. They share the building with Warden Captain Icetalon and Scout Captain Eria. Captain Icetalon over sees all military actions in and around the town and has his Wardens ready for a fight at a moments notice. Captain Eria is the lead scout in the town, she makes sure all information coming is gets sent straight to Arra safely and she makes sure Governor Flaxen has all information she needs on the goings on in her town. [*][i]Garden District[/i]-- This is the wealthiest part of the town. The walled in district is filled with the luxurious homes of wealthy merchants and Sea Captains. Mayor Flaxen resides here as well as Inon and Captain Savik. [*][i]The Siren's Garden[/i]-- The garden park off of the Garden district. This area is open to everyone regardless of what district they hail from. A great many celebrations are held here as well as a grand fireworks display at the beginning of the year. [*][i]West End District[/i]-- This area is part store and part residential. It's considered a wealthier area in town and the merchants there sell high grade items that come from all over the region and other ports around Sornieth. Explorer Narie runs her Explorers Club from this district, which in turn brings a great many adventurers to the area looking for work. [*][i]Portal Complex[/i]-- This portal tower located against the back wall in the West End District is the portal control point for Port Wildwind. It is connected to the rest of the region as well as the nearest portal stations in the Ashfall Wastes. [/LIST] [u][i]Maiden's Hair Beach[/i][/u]-- This is the stretch of beach that the city hovers over. It's name comes from the Maiden's Hair kelp that constantly washes ashore. The underwater flora washes up in such abundance that no matter the effort to remove it the beach is always covered with it. Aside from the stringy ([i]and often times stinky[/i]) bunches of kelp it is a beautiful beach that many dragons and beasts enjoy visiting. [LIST] [*][i]The Hole[/i]-- Is as it's name suggests. It is a hole in the cliff side that fills up with water. Thus far, it's been impossible to investigate this caverns system of tunnels; with the caves flooding it's simply too dangerous to attempt. [*][i]Deaddrake's Hovel[/i]-- Before the city was established this cavern served as a hideaway for pirates. It's riddled with traps and pitfalls and is surrounded by rumors of an incredible treasure. As with it's cousin, this cavern system is deemed too dangerous to explore, so treasure seekers are typically turned away. [/LIST]
Port Wildwind
9kwSCy8.jpg
A large port city that is capable of handling sea faring vessels as well as air faring ships. The docks stay busy with merchant ships and fisherdrakes year around. As one might imagine this town can get rather rowdy because of the constant influx of sailors, adventurers, and merchants coming and going. For most this is the first stop before heading further into the rest of the region. Port Wildwind is home to the Fish and Fowl Market which supplies everyone in the area with an array of local and exotic flavors from the sea and air. It also sports a healthy market for numerous aquatic goods and services. Being as the crime in the town is high it holds the greatest number of enforcers than any other city. It also has a wide variety of inns and taverns. Naturally, the Scouts have a presence here as well.

Areas of Interest:

The Fish & Fowl Market-- As its name suggests, this market specializes in providing fish and fowl fresh from the air and sea. It is the first thing those coming from the port see and is the second busiest area in the town. Aside from the merchants selling seafood and wild birds there is also a great many inns and taverns lining the walls of this district. It is there that many sailors, dragon and beast alike, relax after a long term at sea (or air).
  • Harbor Master-- This large building situated near the docks is were you will find most of the Captains or First Officers trying to dock and off load their goods. It's here that one will find Mirthen, The Dockmaster. He oversees all of the ins and outs of the port, ensuring everyone has a chance to dock and all fees and fines are settled. As well as Provisioner Inon Leader of the Merchants Guild. This town is his central hub, and essential to his ability to easily monitor the distribution, collection, and security of all trade in the region.
  • Sailors Run-- The favored row of taverns, inns, and *specialty houses in the F&F Market. The bulk of sailors that come ashore will be found here as well as those wishing to be hired on for another turn at sea (or air). It is no wonder that this stretch of town is one of the worst for criminal activity.
  • The Salty Ridgeback-- The primary shipping and fishing company in the region. Owned and operated by Savik this is his office building in the Port, where he arranges new contracts and hires new sailors. Most of the sailors in town are hopeful to get work aboard his ships.
  • Asphodel's Cannery-- As the name might suggest, this is Asphodel's company. She cans much of the incoming fish, making it possible to preserve and ship the bounty of the sea to anywhere in Sornieth.

Market Square-- Heading through the north gates you enter yet another market. Though this one provides the less smelly gifts from the sea, such as shells, fruits, and herbs and spices that could not be grown in the region. There are also tailors, leather workers, and blacksmiths that ply their impressive skills here. Their works are some of the best in the region, which is the reason so many adventurers visit the market. Market Square is the most active and densely populated districts in Port Wildwind.
  • The Mayor's Seat-- *Flaxen, Mayor of Port Wildwind, resides in this large spire in the center of the square. It is here that she oversees the day to day functions of the town as well as handling any political visitors that stop in on their way towards the Lair or Whisperwind. At any given time you can find any or all of the Leaders in town here. Architect Uma is usually found in the Seat as she plans for the repair and upgrade of the town's more run down buildings. Thus far she has encountered opposition from the older members of the community that do not wish to see their city (or their hard work) changed. As of the Sins of the Deities arch Uma has not been in Port Wildwind. Her attention is needed in the more desperate of towns, but as soon as the region is rebuilt she will be back to butt heads with the citizens again.
  • Port District-- The first of the residential areas, it belongs to those who live in the Square and is considered the poorest area in the town. This district is compromised of older, smaller houses, some of which are tumbling down. The oldest residents in town reside in this district (which was build by their hand during the birth of the port town). It is also one of the most diverse areas in the region, as it is home to a great many beasts as well as dragons. You will find that most drakes in this part of town do not stand for intolerance. The locals have been known to pummel foolish sailors and adventurers that feel the need to ridicule one of their Longneck neighbors.
  • Bits & Bobbles--
  • Fire Breather Bar--
  • Post Master--

Cathedral Square-- Easily the largest area in the port town, it holds the remaining districts, most of which are residential. Though, it is not as densely populated as Market Square it still holds a great many creatures. The most popular building in the square is the Cathedral, or the Lifegivers Temple. This is an extension for The House of the Eleven in Whisperwind City. It is also where the bulk of the guardians are, as well as the prison. Due to the large force of Enforcers In Cathedral Square most of the crime is centered in Market Square and F&F Market.
  • Cathedral District-- The second largest populated residential area is home to many of the priests and priestesses that teach at or tend to the temple. The homes there are newer and sturdier; it's considered the middle wealth district. In addition to the clergy this area is also home to the vast majority of the merchants that work the two markets.
  • Lifegiver Temple-- This temple is an extension of The House of the Eleven in Whisperwind City. Priestess Olexa oversees all daily events, the priests, and all clergy visitors within the temple. She also ensures all religious celebrations occur without issues within the city. In addition to their duties to the deities they are also (and possibly better known as being) the therapists in town. Those with worries or fears will flock to their door for care and a compassionate ear.
  • Wildwind Bank--
  • Military District-- As the name might suggest this is where most of the guardians (Wardens, Scouts, and Enforcers alike) are stationed. It also happens to be the safest area of the town. The guardians and their family make up a unique culture of their own, one that others might not be comfortable around. For this reason very few bother to visit the district. There are no merchants in the area so anyone living there must go to the West End District, or to Market Square to shop.
  • Wildwind Prison-- It is the regions prison, meaning all prisoners deemed to dangerous to serve their time in the small jails come here. Conditions in the prison are tolerable when Mayor Flaxen is not attending the building. Her hatred for anything criminal is well known as is her viciousness towards inmates. Those incarcerated within the Prison known to keep their heads down and their nose clean so long as she's there. Thankfully, she does not visit all too often, leaving the care of the prisoners in the hands of the Enforcers that oversee normal operations. This is much to the relief of the prisoners there. The prison also holds special cells for maximum security prisoners. Any detainees that are deemed extremely deadly are processed and sent to The Canyon Home in the Shifting Expanse.
  • Enforcers Barriks-- They call it the Enforcers Barriks, but in all reality it's the headquarters for all guardians in the town. It was nicknamed the Barriks, or the Enforcers Barriks, because more often then not it's swarming with Enforcers. Captain Tanic and Captain Arris of the Enforcers can be found tucked away in the barriks, going over the city's crime list and big criminals. They share the building with Warden Captain Icetalon and Scout Captain Eria. Captain Icetalon over sees all military actions in and around the town and has his Wardens ready for a fight at a moments notice. Captain Eria is the lead scout in the town, she makes sure all information coming is gets sent straight to Arra safely and she makes sure Governor Flaxen has all information she needs on the goings on in her town.
  • Garden District-- This is the wealthiest part of the town. The walled in district is filled with the luxurious homes of wealthy merchants and Sea Captains. Mayor Flaxen resides here as well as Inon and Captain Savik.
  • The Siren's Garden-- The garden park off of the Garden district. This area is open to everyone regardless of what district they hail from. A great many celebrations are held here as well as a grand fireworks display at the beginning of the year.
  • West End District-- This area is part store and part residential. It's considered a wealthier area in town and the merchants there sell high grade items that come from all over the region and other ports around Sornieth. Explorer Narie runs her Explorers Club from this district, which in turn brings a great many adventurers to the area looking for work.
  • Portal Complex-- This portal tower located against the back wall in the West End District is the portal control point for Port Wildwind. It is connected to the rest of the region as well as the nearest portal stations in the Ashfall Wastes.
Maiden's Hair Beach-- This is the stretch of beach that the city hovers over. It's name comes from the Maiden's Hair kelp that constantly washes ashore. The underwater flora washes up in such abundance that no matter the effort to remove it the beach is always covered with it. Aside from the stringy (and often times stinky) bunches of kelp it is a beautiful beach that many dragons and beasts enjoy visiting.
  • The Hole-- Is as it's name suggests. It is a hole in the cliff side that fills up with water. Thus far, it's been impossible to investigate this caverns system of tunnels; with the caves flooding it's simply too dangerous to attempt.
  • Deaddrake's Hovel-- Before the city was established this cavern served as a hideaway for pirates. It's riddled with traps and pitfalls and is surrounded by rumors of an incredible treasure. As with it's cousin, this cavern system is deemed too dangerous to explore, so treasure seekers are typically turned away.
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/yGVnoay.jpg][font=Century Gothic][color=#3d716a]Breezeholme[/url][/size][/color][/font] [img]https://i.imgur.com/yGVnoay.jpg[/img] Just beyond the gates of the massive, city sized, fortress is the small town of Breezeholme. It holds most of the clan's artisans and the merchants that sell their products. [LIST][*][b]Chima[/b] Head of the artists in the town. [*][b]Inon[/b] Head of the Merchants guild and provisioner for the guild, he guides Breezeholme, but also keeps watch over the merchants of each of the towns and cities in the region. [*][b]Bromel[/b] The actual governor of Breezeholme. He oversees all day to day functions and ensures the citizens are taken care of. [i]Note: Not a member of the Clan[/i]. [*][b]Captian Maya[/b] head of the enforcers in town. [/LIST]
Breezeholme
yGVnoay.jpg
Just beyond the gates of the massive, city sized, fortress is the small town of Breezeholme. It holds most of the clan's artisans and the merchants that sell their products.
  • Chima Head of the artists in the town.
  • Inon Head of the Merchants guild and provisioner for the guild, he guides Breezeholme, but also keeps watch over the merchants of each of the towns and cities in the region.
  • Bromel The actual governor of Breezeholme. He oversees all day to day functions and ensures the citizens are taken care of. Note: Not a member of the Clan.
  • Captian Maya head of the enforcers in town.
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/2CXyrn7.jpg][font=Century Gothic][color=#3d716a]Wind's Grace[/url][/size][/color][/font] [img]https://i.imgur.com/2CXyrn7.jpg[/img] A small farming community, it provides the region with most of their herbs, fruits, and vegetables; as well as raising domesticated livestock. It is also the home to most of the hunters in the area as the woods next to the town holds an abundance of wild game. The hunters usually are called on to help keep the woods in balance as the local tribe in that area does not hunt for meat the wild fauna will often times start over breeding. The Farmers Market is located in this town. This town has the second highest ratio of beast to drake in the region. [u]Leadership[/u]: [LIST] [*][b]Xosel [/b]Governor of the little farm town, she oversees all aspects of daily life and ensures the crops and livestock are delivered. [i]Note: Not a member of the Clan[/i]. [*][b]Captain Neo[/b] Lead enforcer for this little town. [*][b]Herbalist Hexa[/b] and [b]Herbalist Corvid[/b] provide counsel for the governor. [/LIST]
Wind's Grace
2CXyrn7.jpg
A small farming community, it provides the region with most of their herbs, fruits, and vegetables; as well as raising domesticated livestock. It is also the home to most of the hunters in the area as the woods next to the town holds an abundance of wild game. The hunters usually are called on to help keep the woods in balance as the local tribe in that area does not hunt for meat the wild fauna will often times start over breeding. The Farmers Market is located in this town. This town has the second highest ratio of beast to drake in the region.
Leadership:
  • Xosel Governor of the little farm town, she oversees all aspects of daily life and ensures the crops and livestock are delivered. Note: Not a member of the Clan.
  • Captain Neo Lead enforcer for this little town.
  • Herbalist Hexa and Herbalist Corvid provide counsel for the governor.
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/AGUOxcN.jpg][font=Century Gothic][color=#3d716a]New Haven[/url][/size][/color][/font] [img]https://i.imgur.com/AGUOxcN.jpg[/img] A new town right outside of the Dunhoof territory of Lotia, it started out as a simple research facility dedicated to the domestication of insects. It was placed there as a means to prevent the eradication of some of the insects species necessary to the survival of the flora within the region. Given the Entomology facilities long term study and success with breeding and rearing various insects it has prompted the town to grow up around it. There are now numerous businesses and insect farms in the area, all of which offer various insect goods. [b]Areas of Interest[/b]: [u][i]Entomology Lab[/i][/u]-- [u][i]Market Row[/i][/u]-- It's not so much a row as a circle encompassing the Town Hall. This shopping district in the town earned its name from the inhabits of the town when it was first created. At that time it really was just a row of small shops. The locals would often state, "I'm visiting the Market Row" and hence the name stuck. It has sense grown from a simple row of shops and today fills the center of the town with special stores and dinners. It's a great place to relax after a hard day's work. [u][i]The Town Hall[/i][/u]-- [u][i]The Chapel of the Eleven[/i][/u]--This temple is an extension of The House of the Eleven in Whisperwind City. Priestess Orna oversees all daily events, the priests and all clergy visitors within the temple. She also ensures all religious celebrations occur without issues within the town. In addition to their duties to the deities they are also (and possibly better known as being) the therapists in town. Those with worries or fears will flock to their door for care and a compassionate ear. [u][i]Leo's Weather Tower[/i][/u]-- [u][i]Wardens Wall[/i][/u]-- [u][i]Signal Fire[/i][/u]-- [u][i]Awel's Farm[/i][/u]-- [u][i]Post Master[/i][/u]-- [u][i]New Haven Bank[/i][/u]-- [u][i]Crunchy Cupcakes[/i][/u]-- [u][i]Geologist's Haven[/i][/u]-- [LIST] [*][b]Zemel[/b] Governor of the town. He sees to the day to day needs of the people and ensures their meal ticked, the Entomology lab, has everything they could possibly went in order to keep up their work. [i]Note: Not a member of the Clan[/i]. [*][b]Lycima[/b] The town's Enforcer Captain, she is lead for the enforcers in New Haven. Also, Orna, Leo, Elara, Navyna, Anise, [/LIST]
New Haven
AGUOxcN.jpg
A new town right outside of the Dunhoof territory of Lotia, it started out as a simple research facility dedicated to the domestication of insects. It was placed there as a means to prevent the eradication of some of the insects species necessary to the survival of the flora within the region. Given the Entomology facilities long term study and success with breeding and rearing various insects it has prompted the town to grow up around it. There are now numerous businesses and insect farms in the area, all of which offer various insect goods.

Areas of Interest:

Entomology Lab--
Market Row-- It's not so much a row as a circle encompassing the Town Hall. This shopping district in the town earned its name from the inhabits of the town when it was first created. At that time it really was just a row of small shops. The locals would often state, "I'm visiting the Market Row" and hence the name stuck. It has sense grown from a simple row of shops and today fills the center of the town with special stores and dinners. It's a great place to relax after a hard day's work.
The Town Hall--

The Chapel of the Eleven--This temple is an extension of The House of the Eleven in Whisperwind City. Priestess Orna oversees all daily events, the priests and all clergy visitors within the temple. She also ensures all religious celebrations occur without issues within the town. In addition to their duties to the deities they are also (and possibly better known as being) the therapists in town. Those with worries or fears will flock to their door for care and a compassionate ear.

Leo's Weather Tower--
Wardens Wall--
Signal Fire--
Awel's Farm--
Post Master--
New Haven Bank--
Crunchy Cupcakes--
Geologist's Haven--

  • Zemel Governor of the town. He sees to the day to day needs of the people and ensures their meal ticked, the Entomology lab, has everything they could possibly went in order to keep up their work. Note: Not a member of the Clan.
  • Lycima The town's Enforcer Captain, she is lead for the enforcers in New Haven. Also, Orna, Leo, Elara, Navyna, Anise,

buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/2CXyrn7.jpg][font=Century Gothic][color=#3d716a]Etesian[/url][/size][/color][/font] [img]https://i.imgur.com/2CXyrn7.jpg[/img]
Etesian
2CXyrn7.jpg
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/2CXyrn7.jpg][font=Century Gothic][color=#3d716a]Hózhó Tribe[/url][/size][/color][/font] [img]https://i.imgur.com/2CXyrn7.jpg[/img] They are a tribe of Longnecks that had long lived in the territory, which had never been molested by the dragons. Though they had never had conflict with the drakes they had heard the stories from other tribes, so when the clan moved in naturally it caused concern. Though, instead of outright aggression they sent Orick, the tribes adopted Skydancer, to check out the intent of the invading clan. Thankfully, the clan founders had no intention of usurping land from any of the beastclans. It is this tribes efforts that the peace between Beast and Dragon exists in the region. [u]Leadership[/u]: WIP
Hózhó Tribe
2CXyrn7.jpg
They are a tribe of Longnecks that had long lived in the territory, which had never been molested by the dragons. Though they had never had conflict with the drakes they had heard the stories from other tribes, so when the clan moved in naturally it caused concern. Though, instead of outright aggression they sent Orick, the tribes adopted Skydancer, to check out the intent of the invading clan. Thankfully, the clan founders had no intention of usurping land from any of the beastclans. It is this tribes efforts that the peace between Beast and Dragon exists in the region.
Leadership: WIP
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
[size=7][url=https://i.imgur.com/gKyvbaL.jpg][font=Century Gothic][color=#3d716a]Inark Tribe[/url][/size][/color][/font] [img]https://i.imgur.com/gKyvbaL.jpg[/img] A tribe of Talonok, they were very reluctant to agree to any peace between the dragon and the beasts. In fact, they would have abstained from the peace entirely had it not been for a show of compassion that kept them from extinction. A sickness broke out among the tribe that took well too many of their numbers. If not for the intervention of the clan they would have been destroyed. They are recovering and have reluctantly accepted the idea the dragons want nothing but peace. It was with their tutelage and counsel that New Havens Entomology facility was created. With the influx of insect eating populations they were concerned entire species of the insects all things rely on for survival would be eradicated. [b]Areas of Interest[/b]: [i][u]Trees of Koyal[/u][/i]-- The northern section of the tribes trees. This portion of the woods is closest to the shelf and provides much of the tribes berries and meat. [i][u]Trees of Barair[/u][/i]-- The western section of the tribes trees. This area is a hint more rocky and is the primary source for insects and poisonous plants. It also leads to the road entering the main lair of the clan. [i][u]Trees of Geedh[/u][/i]--The southern section of the tribes trees. This path leads right to Whisperwind City and is usually off limits to everyone but the warriors. This area of the woods are often seen as hushed or cursed by the natives, due to the lack of animal life in that area. The reason for the lack of life would be because of the civilization that resides along that side of the woods. [i][u]Trees of Saras[/u][/i]-- The eastern section of the tribes trees. This path leads them right to Lake Arris and is one of the most used portions of the woods. [i][u]Berry Mill[/u][/i]-- The berries from the woods around the tribe are a main staple for them. They use ever bit of the fruit and use the mill to make juice and grind the seeds ([i]the ones they don't return to nature[/i]) to powders which are then utilized for anything from food to poisons. [i][u]Elder Counsel [/u][/i]-- The seat of power for the Inark Tribe. The Elders of the four sects reside and rule from this large Yurt. [u][i]Market[/i][/u]-- [i][u]Mystic's Quarters[/u][/i]--The Priests and the scholars of the tribe reside in the Mystic's Quarters. The Inark Tribe are firm believers in hereditary ranks and being that way they expect all those born to the one of the two sects to take on the path of the parents. It's rare that a young fledgling will decide to change paths. It is difficult for them to take on that challenge, but if they can survive the trials they will be welcomed into the other sects. [u][i]Healer's Tent[/i][/u]-- [i][u]Hunter's Quarters[/u][/i]-- The hunters and the warriors of the tribe reside in the Hunter's Quarters. The Inark Tribe are firm believers in hereditary ranks and being that way they expect all those born to the one of the two sects to take on the path of the parents. It's rare that a young fledgling will decide to change paths. It is difficult for them to take on that challenge, but if they can survive the trials they will be welcomed into the other sects. [u][i]Hunter's Lodge[/i][/u]-- [i][u]Feathers Fall[/u][/i]-- It is the practice of this tribe of Talonok to burn the bodies of their deceased and spread the ashes on the wind. It is considered a great dishonor to be confined to the earth after a passing and the practice of burying is done only for those deemed criminals, betrayers, or unfit by the whole tribe. Feathers Fall is not for those who are buried, as they are usually dumped far away from the tribes territory, but is a memorial set up for the chieftains and most notable within the tribe. The tribe will often conduct ceremonies and celebrations on the grounds as a bid for good luck or wise advice.
Inark Tribe
gKyvbaL.jpg
A tribe of Talonok, they were very reluctant to agree to any peace between the dragon and the beasts. In fact, they would have abstained from the peace entirely had it not been for a show of compassion that kept them from extinction. A sickness broke out among the tribe that took well too many of their numbers. If not for the intervention of the clan they would have been destroyed. They are recovering and have reluctantly accepted the idea the dragons want nothing but peace. It was with their tutelage and counsel that New Havens Entomology facility was created. With the influx of insect eating populations they were concerned entire species of the insects all things rely on for survival would be eradicated.

Areas of Interest:

Trees of Koyal-- The northern section of the tribes trees. This portion of the woods is closest to the shelf and provides much of the tribes berries and meat.

Trees of Barair-- The western section of the tribes trees. This area is a hint more rocky and is the primary source for insects and poisonous plants. It also leads to the road entering the main lair of the clan.

Trees of Geedh--The southern section of the tribes trees. This path leads right to Whisperwind City and is usually off limits to everyone but the warriors. This area of the woods are often seen as hushed or cursed by the natives, due to the lack of animal life in that area. The reason for the lack of life would be because of the civilization that resides along that side of the woods.

Trees of Saras-- The eastern section of the tribes trees. This path leads them right to Lake Arris and is one of the most used portions of the woods.

Berry Mill-- The berries from the woods around the tribe are a main staple for them. They use ever bit of the fruit and use the mill to make juice and grind the seeds (the ones they don't return to nature) to powders which are then utilized for anything from food to poisons.

Elder Counsel -- The seat of power for the Inark Tribe. The Elders of the four sects reside and rule from this large Yurt.

Market--

Mystic's Quarters--The Priests and the scholars of the tribe reside in the Mystic's Quarters. The Inark Tribe are firm believers in hereditary ranks and being that way they expect all those born to the one of the two sects to take on the path of the parents. It's rare that a young fledgling will decide to change paths. It is difficult for them to take on that challenge, but if they can survive the trials they will be welcomed into the other sects.

Healer's Tent--

Hunter's Quarters-- The hunters and the warriors of the tribe reside in the Hunter's Quarters. The Inark Tribe are firm believers in hereditary ranks and being that way they expect all those born to the one of the two sects to take on the path of the parents. It's rare that a young fledgling will decide to change paths. It is difficult for them to take on that challenge, but if they can survive the trials they will be welcomed into the other sects.

Hunter's Lodge--

Feathers Fall-- It is the practice of this tribe of Talonok to burn the bodies of their deceased and spread the ashes on the wind. It is considered a great dishonor to be confined to the earth after a passing and the practice of burying is done only for those deemed criminals, betrayers, or unfit by the whole tribe. Feathers Fall is not for those who are buried, as they are usually dumped far away from the tribes territory, but is a memorial set up for the chieftains and most notable within the tribe. The tribe will often conduct ceremonies and celebrations on the grounds as a bid for good luck or wise advice.
buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
Soon
1 2 3 4