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TOPIC | [Lore] Tales from the Ashes
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[center][url=http://i.imgur.com/0n8Og12.png][img]http://i.imgur.com/aSIuwsD.png[/img][/url][/center] [right][size=2]Lair Art by: [url=http://flightrising.com/main.php?p=lair&tab=userpage&id=230661]Luminaries[/url][/size] [/right] [center]Welcome to [size=5]~* EMBERGUARD *~[/size][/center] This thread will serve as a compilation of lore and stories I write about my dragons since I can't possibly put all of them in their bios... Anyway, if you have any comment/critique/review, feel free to post in this thread, now! I think I have enough reserved posts haha. ^-^ Thank you! Have fun browsing! ^-^ [b]Navigation:[/b] [LIST=1] [*][b]Opening[/b] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_23564757]Clan Directory[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_23564762]Timeline Summary[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651240]The First Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651245]The Second Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651250]The Third Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651258]Epilogue[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651264]From Where We Left Off[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651273]The Stuff of Legends: Sarcasm in All Its Glory[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_27208605]Wishlist/Inventory/Dream Outfits[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_27356170]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727969]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727975]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727976]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727977]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727987]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727988]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727989]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727990]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727992]Reserved[/url] [/LIST] [center][b]OPENING[/b][/center] [b]Introduction:[/b] The beings who thrived during the peak of the Pillar's existence had built many structures and had all but settled in Sornieth. They had explored many sciences and created many things, recording their knowledge diligently over the centuries. They had explored magic and science far longer and more thoroughly than can be expected of any race of mortals. They built tributes to the eleven elements carved on the surface of the Pillar, believing them to hold immense powers from eons past. Temples and cities and shrines were constructed to commemorate the existence of magic purer than what they had possessed. But everything was destroyed with the second coming of the Shade. Or so they say. When the first dragons of Sornieth were born, the deities roamed amongst them, guiding them. Taking refuge in the settlements built by the civilization before them, they rekindled the lands and fortified their strongholds. They enriched the magic already present and flourished. Then, the deities thought to retreat back into a dormant state and watch as the world unfurled. Because of their recession, the next generation believers grew few and the old ways were once again plunged into ancient history and while magic endured, it was not as potent as it once was. The old teachings, both good and bad, became nothing but myths -- secrets of Sornieth that are buried deep within rubble and ruin, threatening to burst forth and be unleashed back into the present. [b]Setting:[/b] Deep in the lands of the Great Furnace lies a volcano greater than most, with lava ever-flowing. And rightly so, for behind the burning falls, lies the oldest of the ancient cities dedicated to the Flamecaller, herself. A city of ash and ember surrounded by many a fire tree in bloom, the old buildings aglow with gemstones still embedded in their rock. Houses upon houses, the settlements seem to have been on top of the other, many of which have crumbled over time. Thus forcing the dragons to rebuild their own quarters on top of the rubble. And at the edge of such a city, lies a temple with no name, but is revered all the same. Great stairs pave the way to the entrance at the top. The entryway to the Flamecaller shrine is mounted by marble pillars and decorated by many silks and incense and candles. While above the city, heated rocks illuminate the inside of the cave, assisted by torches and lanterns of magical origin. Sizeable rivers of cool freshwater flow through the cave floor stemming from water reservoirs from deep within the ground. Select types of trees and plants form miniature forest-like groves with hot springs at their center. [b]Function:[/b] Dragons of this clan have only ever occupied the surface, restoring some of the culture and reviving the magnificence of the city. No one had ever ventured past a certain point. While the outer settlements have been more or less rebuilt, those beneath are still unmapped territory. Having existed since the Second Age, the city had survived the second coming of the Shade as well as centuries of neglect. Only recently had Lady Adara and Lord Einarrion assumed management of the city and while it has become a city brimming with life, many unknown dangers still lurk in the shadows. Having had only one, direct message from their deity, the clan leaders knew not to tamper with whatever is beneath them. Becoming a member of this clan meant one thing -- to guard the the old and the new worlds from ever meeting. They were the buffer. They were the wall. And they will remain so until the end of ages.
aSIuwsD.png
Lair Art by: Luminaries
Welcome to
~* EMBERGUARD *~

This thread will serve as a compilation of lore and stories I write about my dragons since I can't possibly put all of them in their bios...

Anyway, if you have any comment/critique/review, feel free to post in this thread, now! I think I have enough reserved posts haha. ^-^

Thank you! Have fun browsing! ^-^


Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. From Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


OPENING

Introduction:

The beings who thrived during the peak of the Pillar's existence had built many structures and had all but settled in Sornieth. They had explored many sciences and created many things, recording their knowledge diligently over the centuries.

They had explored magic and science far longer and more thoroughly than can be expected of any race of mortals. They built tributes to the eleven elements carved on the surface of the Pillar, believing them to hold immense powers from eons past.

Temples and cities and shrines were constructed to commemorate the existence of magic purer than what they had possessed.

But everything was destroyed with the second coming of the Shade.

Or so they say.

When the first dragons of Sornieth were born, the deities roamed amongst them, guiding them. Taking refuge in the settlements built by the civilization before them, they rekindled the lands and fortified their strongholds. They enriched the magic already present and flourished.

Then, the deities thought to retreat back into a dormant state and watch as the world unfurled. Because of their recession, the next generation believers grew few and the old ways were once again plunged into ancient history and while magic endured, it was not as potent as it once was.

The old teachings, both good and bad, became nothing but myths -- secrets of Sornieth that are buried deep within rubble and ruin, threatening to burst forth and be unleashed back into the present.

Setting:

Deep in the lands of the Great Furnace lies a volcano greater than most, with lava ever-flowing. And rightly so, for behind the burning falls, lies the oldest of the ancient cities dedicated to the Flamecaller, herself. A city of ash and ember surrounded by many a fire tree in bloom, the old buildings aglow with gemstones still embedded in their rock. Houses upon houses, the settlements seem to have been on top of the other, many of which have crumbled over time. Thus forcing the dragons to rebuild their own quarters on top of the rubble.

And at the edge of such a city, lies a temple with no name, but is revered all the same. Great stairs pave the way to the entrance at the top. The entryway to the Flamecaller shrine is mounted by marble pillars and decorated by many silks and incense and candles. While above the city, heated rocks illuminate the inside of the cave, assisted by torches and lanterns of magical origin.

Sizeable rivers of cool freshwater flow through the cave floor stemming from water reservoirs from deep within the ground. Select types of trees and plants form miniature forest-like groves with hot springs at their center.

Function:

Dragons of this clan have only ever occupied the surface, restoring some of the culture and reviving the magnificence of the city. No one had ever ventured past a certain point. While the outer settlements have been more or less rebuilt, those beneath are still unmapped territory. Having existed since the Second Age, the city had survived the second coming of the Shade as well as centuries of neglect. Only recently had Lady Adara and Lord Einarrion assumed management of the city and while it has become a city brimming with life, many unknown dangers still lurk in the shadows.

Having had only one, direct message from their deity, the clan leaders knew not to tamper with whatever is beneath them. Becoming a member of this clan meant one thing -- to guard the the old and the new worlds from ever meeting.

They were the buffer. They were the wall. And they will remain so until the end of ages.
QyZZPnS.png
[b]Navigation:[/b] [LIST=1] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_2025037]Opening[/url] [*][b]Clan Directory[/b] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_23564762]Timeline Summary[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651240]The First Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651245]The Second Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651250]The Third Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651258]Epilogue[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651264]Where We Left Off[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651273]The Stuff of Legends: Sarcasm in All Its Glory[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_27208605]Wishlist/Inventory/Dream Outfits[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_27356170]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727969]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727975]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727976]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727977]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727987]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727988]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727989]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727990]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727992]Reserved[/url] [/LIST] [center][b]CLAN DIRECTORY[/b][/center] [columns][url=http://flightrising.com/main.php?dragon=353106] [img]http://flightrising.com/rendern/avatars/3532/353106.png[/img] [/url][nextcol]"The Champion" Holds up the volcano and guards the Barrier Seal, the Shade remnants, and the Crossover from unauthorized dragons[/columns] [columns][url=http://flightrising.com/main.php?dragon=866325] [img]http://flightrising.com/rendern/avatars/8664/866325.png[/img] [/url][nextcol]"The Priestess" Communes with all the deities and spirits, created the Barrier Seal and constantly fortifies it, also the escort of the Champion[/columns] [columns][url=http://flightrising.com/main.php?dragon=430045] [img]http://flightrising.com/rendern/avatars/4301/430045.png[/img] [/url][nextcol]"The Damned" Is in opposition to the Champion and the Priestess, but, due to a spell, continuously replenishes their power in the expense of his own[/columns] [columns][url=http://flightrising.com/main.php?dragon=6959144] [img]http://flightrising.com/rendern/avatars/69592/6959144.png[/img] [/url][nextcol]"The Patriarch" Forms strategies and assesses newcomers before assigning them to a job, deals with clan relations both within and without the clan[/columns] [columns][url=http://flightrising.com/main.php?dragon=6959143] [img]http://flightrising.com/rendern/avatars/69592/6959143.png[/img] [/url][nextcol]"The Matriarch" Recruits new clan members, oversees the comings and goings of the clan, dispatches teams to perform missions outside of the lair[/columns] [columns][url=http://flightrising.com/main.php?dragon=36463700] [img]http://flightrising.com/rendern/avatars/364638/36463700.png[/img] [/url][nextcol]"The Heir" Oversees the comings and goings of the clan in preparation for the day that he might rule it, also attends political meetings when the Leaders are busy[/columns] [columns][url=http://flightrising.com/main.php?dragon=37852951] [img]http://flightrising.com/rendern/avatars/378530/37852951.png[/img] [/url][nextcol]"The Consort" Assigned to stand beside the Heir at important functions and is being trained in the domestic arts giving her some authority in maintaining the lair[/columns] [columns][url=http://flightrising.com/main.php?dragon=22056928] [img]http://flightrising.com/rendern/avatars/220570/22056928.png[/img] [/url][nextcol]"The Retainer" Assigned to guard and monitor the Heir and his Consort exclusively and is in charge of guiding them and making sure they attend their lessons[/columns] [columns][url=http://flightrising.com/main.php?dragon=276475] [img]http://flightrising.com/rendern/avatars/2765/276475.png[/img] [/url][nextcol]"The Spymaster" Has a vast, swift, and loyal network of spies and connections scattered across Sornieth and contributes greatly to clan relations[/columns] [columns][url=http://flightrising.com/main.php?dragon=15408992] [img]http://flightrising.com/rendern/avatars/154090/15408992.png[/img] [/url][nextcol]"The Gatekeeper" Assumes control over Lavafalls, guards the entrance to the lair serving as the first line of defense during attacks[/columns] [columns][url=http://flightrising.com/main.php?dragon=7278766] [img]http://flightrising.com/rendern/avatars/72788/7278766.png[/img] [/url][nextcol]"The Executioner" Imprisons and executes dragons guilty of treason, presides over interrogations but is also in charge of the indoor plumbing[/columns] [columns][url=http://flightrising.com/main.php?dragon=6499520] [img]http://flightrising.com/rendern/avatars/64996/6499520.png[/img] [/url][nextcol]"The Augur" Frequents the Observatory to interpret stars, prophecies, and ancient runes, he also assays bloodlines, and predicts future offspring upon request[/columns] [columns][url=http://flightrising.com/main.php?dragon=6752337] [img]http://flightrising.com/rendern/avatars/67524/6752337.png[/img] [/url][nextcol]"The Mentor" Teaches and assists newcomers in their daily routines and cares for hatchlings and also takes care of the nesting grounds[/columns] [columns][url=http://flightrising.com/main.php?dragon=25698498] [img]http://flightrising.com/rendern/avatars/256985/25698498.png[/img] [/url][nextcol]"The Demon" A freelancer with an expensive but effective set of services and specializes in combat and leads the elite guard of the clan, the Grigori[/columns] [columns][url=http://flightrising.com/main.php?dragon=32714783] [img]http://flightrising.com/rendern/avatars/327148/32714783.png[/img] [/url][nextcol]"The Raven" Professional assassin for the Council, but she is also Adara's second-in-command and the founder and member of the Grigori[/columns] [columns][url=http://flightrising.com/main.php?dragon=25736554] [img]http://flightrising.com/rendern/avatars/257366/25736554.png[/img] [/url][nextcol]"The Shield" Deals with deadly toxins and venom to create custom poisons, but is also a self-proclaimed bodyguard and a member of the Grigori[/columns] [columns][url=http://flightrising.com/main.php?dragon=25075429] [img]http://flightrising.com/rendern/avatars/250755/25075429.png[/img] [/url][nextcol]"The Cloak" Specializes in disguises and will perform the nastiest of missions for the Council and is the final member of the Grigori[/columns] [columns][url=http://flightrising.com/main.php?dragon=5160790] [img]http://flightrising.com/rendern/avatars/51608/5160790.png[/img] [/url][nextcol]"The Traveler" Seeks hidden treasures and adventure and leads expeditions all across Sornieth and is also a known as the best hunter in the clan[/columns] [columns][url=http://flightrising.com/main.php?dragon=27313402] [img]http://flightrising.com/rendern/avatars/273135/27313402.png[/img] [/url][nextcol]"The Architect" Leads the rebuilding of the city turning it into personalized homes of the clan members and decent workplaces for the Masters[/columns] [columns][url=http://flightrising.com/main.php?dragon=23362242] [img]http://flightrising.com/rendern/avatars/233623/23362242.png[/img] [/url][nextcol]"The Diplomat" Handles politics and alliances with great diplomatic skills and unparalleled charm and is considered the spokesperson for the Leaders[/columns] [columns][url=http://flightrising.com/main.php?dragon=30353360] [img]http://flightrising.com/rendern/avatars/303534/30353360.png[/img] [/url][nextcol]"The Flower" Enchants audiences of all ages with dances, songs, and declamations and handles the serving of refreshments daily[/columns] [columns][url=http://flightrising.com/main.php?dragon=42732482] [img]http://flightrising.com/rendern/avatars/427325/42732482.png[/img] [/url][nextcol]"The Apprentice" Performs menial every day tasks and assists the older clan members them and gains various knowledge in return[/columns] [columns][url=http://flightrising.com/main.php?dragon=43238745] [img]http://flightrising.com/rendern/avatars/432388/43238745.png[/img] [/url][nextcol]"The Songbird" Is well-versed in virtually all instruments, takes care of musical accompaniment for any and all events, and is entrusted with hatchlings[/columns] [columns][url=http://flightrising.com/main.php?dragon=16829637] [img]http://flightrising.com/rendern/avatars/168297/16829637.png[/img] [/url][nextcol]"The Coordinator" Plans events down to the last detail and also functions as the host and he is also the primary decorator of the lair[/columns] [columns][url=http://flightrising.com/main.php?dragon=18005088] [img]http://flightrising.com/rendern/avatars/180051/18005088.png[/img] [/url][nextcol]"The Detective" Has a keen eye for details and the memory of an elephant and often performs best in investigations and police work. [/columns] [columns][url=http://flightrising.com/main.php?dragon=19896403] [img]http://flightrising.com/rendern/avatars/198965/19896403.png[/img] [/url][nextcol]"The Captain" Leads the crew in battle, leads the recapturing of runaway criminals, and manages diplomatic relations[/columns] [columns][url=http://flightrising.com/main.php?dragon=19960729] [img]http://flightrising.com/rendern/avatars/199608/19960729.png[/img] [/url][nextcol]"The Quartermaster" Operates the ship and crew outside of battles, manages the rations, and decides when and where to make port [/columns] [columns][url=http://flightrising.com/main.php?dragon=28309328] [img]http://flightrising.com/rendern/avatars/283094/28309328.png[/img] [/url][nextcol]"The Messenger" Delivers messages both inside and outside the clan and assists in the engineering of and restoration of most of the lair[/columns] [columns][url=http://flightrising.com/main.php?dragon=197389] [img]http://flightrising.com/rendern/avatars/1974/197389.png[/img] [/url][nextcol]"The Cook" Prepares all meals every day and assures minimal repetitions and exquisite taste and is also a consistent member of gathering parties[/columns] [columns][url=http://flightrising.com/main.php?dragon=494900] [img]http://flightrising.com/rendern/avatars/4950/494900.png[/img] [/url][nextcol]"The Witch" Imbues objects with magic upon request in return for something else, and deals primarily in alchemy, but is also a certified healer of the highest order[/columns] [columns][url=http://flightrising.com/main.php?dragon=174455] [img]http://flightrising.com/rendern/avatars/1745/174455.png[/img] [/url][nextcol]"The Scholar" Handles educational proceedings and provides funding for them, if necessary, and is also in charge of the archives in the lair[/columns] [columns][url=http://flightrising.com/main.php?dragon=289522] [img]http://flightrising.com/rendern/avatars/2896/289522.png[/img] [/url][nextcol]"The Compass" Navigates the Apocalypse, as she knows the seas and stars better thans anyone else, and serves as the quartermaster of the ship[/columns] [columns][url=http://flightrising.com/main.php?dragon=645218] [img]http://flightrising.com/rendern/avatars/6453/645218.png[/img] [/url][nextcol]"The Reserve" Handles Coliseum ventures, making sure to return the defeated teams safely, and also oversees the mining and excavating for lair expansions[/columns] [columns][url=http://flightrising.com/main.php?dragon=28171671] [img]http://flightrising.com/rendern/avatars/281717/28171671.png[/img] [/url][nextcol]"The Armorer" Handles weapon production, documentation, maintenance, safety, and even acquisition and study of foreign weaponry[/columns] [columns][url=http://flightrising.com/main.php?dragon=28173336] [img]http://flightrising.com/rendern/avatars/281734/28173336.png[/img] [/url][nextcol]"The Appraiser" Analyzes and refines jewels, restores artifacts, and manages clan treasury by regulating the flow of currency between members[/columns] [columns][url=http://flightrising.com/main.php?dragon=2673848] [img]http://flightrising.com/rendern/avatars/26739/2673848.png[/img] [/url][nextcol]"The Merchant" Handles trades in and out of the clan by frequenting the Trading Post and crossroads and collects unique wares for realm-wide auctions[/columns] [columns][url=http://flightrising.com/main.php?dragon=14252072] [img]http://flightrising.com/rendern/avatars/142521/14252072.png[/img] [/url][nextcol]"The Greenskeeper" Manages the harvest and catch of the seasons and makes sure that the storage of these goods are properly done, and is Adara's self-proclaimed rival[/columns] [columns][url=http://flightrising.com/main.php?dragon=5269047] [img]http://flightrising.com/rendern/avatars/52691/5269047.png[/img] [/url][nextcol]"The Engineer" Builds inventions that make living conditions in the cave bearable if not comfortable and constantly performs maintenance checks and innovations[/columns] [columns][url=http://flightrising.com/main.php?dragon=25784071] [img]http://flightrising.com/rendern/avatars/257841/25784071.png[/img] [/url][nextcol]"The Librarian" Collects, proofreads, edits, and archives any and all clan documents and makes sure that they aren't destroyed by the harsh temperature[/columns] [columns][url=http://flightrising.com/main.php?dragon=1136664] [img]http://flightrising.com/rendern/avatars/11367/1136664.png[/img] [/url][nextcol]"The Tailor" Handles the entirety of the clan's wardrobe and designs apparel suitable for each individual's job and spends his days in the Dressing Room[/columns] [columns][url=http://flightrising.com/main.php?dragon=11766726] [img]http://flightrising.com/rendern/avatars/117668/11766726.png[/img] [/url][nextcol]"The Sentry" Handles the clan's main defense, and notes emergency escape routes while also managing the Bestiary, and even Beastclan relations[/columns] [columns][url=http://flightrising.com/main.php?dragon=24544625] [img]http://flightrising.com/rendern/avatars/245447/24544625.png[/img] [/url][nextcol]"The Mirror" Specializes in making glass products ranging from mirrors, to decorations, to weapons and is capable of prophesies every full moon[/columns] [columns][url=http://flightrising.com/main.php?dragon=1658532] [img]http://flightrising.com/rendern/avatars/16586/1658532.png[/img] [/url][nextcol]"The Exiled" A major enemy of the clan, more specifically, of Lucien and conducts research that aims to create the perfect being even at the cost of the world[/columns] [columns][url=http://flightrising.com/main.php?dragon=2906172] [img]http://flightrising.com/rendern/avatars/29062/2906172.png[/img] [/url][nextcol]"The Lady" The consort of the Professor, but she was initially the one who taught new members how to practice etiquette and manners[/columns] [columns][url=http://flightrising.com/main.php?dragon=4848996] [img]http://flightrising.com/rendern/avatars/48490/4848996.png[/img] [/url][nextcol]"The Samurai" Leads the outer defenses, taking all the damage and dealing all the damage he possibly can to ensure a higher chance for victory[/columns] [columns][url=http://flightrising.com/main.php?dragon=11421551] [img]http://flightrising.com/rendern/avatars/114216/11421551.png[/img] [/url][nextcol]"The Gravekeeper" Oversees burial rituals of all fallen comrades and is well-versed in the flight-specific ceremonies pertaining to burial[/columns] [columns][url=http://flightrising.com/main.php?dragon=275488] [img]http://flightrising.com/rendern/avatars/2755/275488.png[/img] [/url][nextcol]"The Boatswain" Manages the ship's anchors, colors, cordage, boats, rigging when docked, and the one who keeps the crew in line at all times[/columns]
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


CLAN DIRECTORY

353106.png
"The Champion"
Holds up the volcano and guards the Barrier Seal, the Shade remnants, and the Crossover from unauthorized dragons

866325.png
"The Priestess"
Communes with all the deities and spirits, created the Barrier Seal and constantly fortifies it, also the escort of the Champion

430045.png
"The Damned"
Is in opposition to the Champion and the Priestess, but, due to a spell, continuously replenishes their power in the expense of his own

6959144.png
"The Patriarch"
Forms strategies and assesses newcomers before assigning them to a job, deals with clan relations both within and without the clan

6959143.png
"The Matriarch"
Recruits new clan members, oversees the comings and goings of the clan, dispatches teams to perform missions outside of the lair

36463700.png
"The Heir"
Oversees the comings and goings of the clan in preparation for the day that he might rule it, also attends political meetings when the Leaders are busy

37852951.png
"The Consort"
Assigned to stand beside the Heir at important functions and is being trained in the domestic arts giving her some authority in maintaining the lair

22056928.png
"The Retainer"
Assigned to guard and monitor the Heir and his Consort exclusively and is in charge of guiding them and making sure they attend their lessons

276475.png
"The Spymaster"
Has a vast, swift, and loyal network of spies and connections scattered across Sornieth and contributes greatly to clan relations

15408992.png
"The Gatekeeper"
Assumes control over Lavafalls, guards the entrance to the lair serving as the first line of defense during attacks

7278766.png
"The Executioner"
Imprisons and executes dragons guilty of treason, presides over interrogations but is also in charge of the indoor plumbing

6499520.png
"The Augur"
Frequents the Observatory to interpret stars, prophecies, and ancient runes, he also assays bloodlines, and predicts future offspring upon request

6752337.png
"The Mentor"
Teaches and assists newcomers in their daily routines and cares for hatchlings and also takes care of the nesting grounds

25698498.png
"The Demon"
A freelancer with an expensive but effective set of services and specializes in combat and leads the elite guard of the clan, the Grigori

32714783.png
"The Raven"
Professional assassin for the Council, but she is also Adara's second-in-command and the founder and member of the Grigori

25736554.png
"The Shield"
Deals with deadly toxins and venom to create custom poisons, but is also a self-proclaimed bodyguard and a member of the Grigori

25075429.png
"The Cloak"
Specializes in disguises and will perform the nastiest of missions for the Council and is the final member of the Grigori

5160790.png
"The Traveler"
Seeks hidden treasures and adventure and leads expeditions all across Sornieth and is also a known as the best hunter in the clan

27313402.png
"The Architect"
Leads the rebuilding of the city turning it into personalized homes of the clan members and decent workplaces for the Masters

23362242.png
"The Diplomat"
Handles politics and alliances with great diplomatic skills and unparalleled charm and is considered the spokesperson for the Leaders

30353360.png
"The Flower"
Enchants audiences of all ages with dances, songs, and declamations and handles the serving of refreshments daily

42732482.png
"The Apprentice"
Performs menial every day tasks and assists the older clan members them and gains various knowledge in return

43238745.png
"The Songbird"
Is well-versed in virtually all instruments, takes care of musical accompaniment for any and all events, and is entrusted with hatchlings

16829637.png
"The Coordinator"
Plans events down to the last detail and also functions as the host and he is also the primary decorator of the lair

18005088.png
"The Detective"
Has a keen eye for details and the memory of an elephant and often performs best in investigations and police work.

19896403.png
"The Captain"
Leads the crew in battle, leads the recapturing of runaway criminals, and manages diplomatic relations

19960729.png
"The Quartermaster"
Operates the ship and crew outside of battles, manages the rations, and decides when and where to make port

28309328.png
"The Messenger"
Delivers messages both inside and outside the clan and assists in the engineering of and restoration of most of the lair

197389.png
"The Cook"
Prepares all meals every day and assures minimal repetitions and exquisite taste and is also a consistent member of gathering parties

494900.png
"The Witch"
Imbues objects with magic upon request in return for something else, and deals primarily in alchemy, but is also a certified healer of the highest order

174455.png
"The Scholar"
Handles educational proceedings and provides funding for them, if necessary, and is also in charge of the archives in the lair

289522.png
"The Compass"
Navigates the Apocalypse, as she knows the seas and stars better thans anyone else, and serves as the quartermaster of the ship

645218.png
"The Reserve"
Handles Coliseum ventures, making sure to return the defeated teams safely, and also oversees the mining and excavating for lair expansions

28171671.png
"The Armorer"
Handles weapon production, documentation, maintenance, safety, and even acquisition and study of foreign weaponry

28173336.png
"The Appraiser"
Analyzes and refines jewels, restores artifacts, and manages clan treasury by regulating the flow of currency between members

2673848.png
"The Merchant"
Handles trades in and out of the clan by frequenting the Trading Post and crossroads and collects unique wares for realm-wide auctions

14252072.png
"The Greenskeeper"
Manages the harvest and catch of the seasons and makes sure that the storage of these goods are properly done, and is Adara's self-proclaimed rival

5269047.png
"The Engineer"
Builds inventions that make living conditions in the cave bearable if not comfortable and constantly performs maintenance checks and innovations

25784071.png
"The Librarian"
Collects, proofreads, edits, and archives any and all clan documents and makes sure that they aren't destroyed by the harsh temperature

1136664.png
"The Tailor"
Handles the entirety of the clan's wardrobe and designs apparel suitable for each individual's job and spends his days in the Dressing Room

11766726.png
"The Sentry"
Handles the clan's main defense, and notes emergency escape routes while also managing the Bestiary, and even Beastclan relations

24544625.png
"The Mirror"
Specializes in making glass products ranging from mirrors, to decorations, to weapons and is capable of prophesies every full moon

1658532.png
"The Exiled"
A major enemy of the clan, more specifically, of Lucien and conducts research that aims to create the perfect being even at the cost of the world

2906172.png
"The Lady"
The consort of the Professor, but she was initially the one who taught new members how to practice etiquette and manners

4848996.png
"The Samurai"
Leads the outer defenses, taking all the damage and dealing all the damage he possibly can to ensure a higher chance for victory

11421551.png
"The Gravekeeper"
Oversees burial rituals of all fallen comrades and is well-versed in the flight-specific ceremonies pertaining to burial

275488.png
"The Boatswain"
Manages the ship's anchors, colors, cordage, boats, rigging when docked, and the one who keeps the crew in line at all times
QyZZPnS.png
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


TIMELINE SUMMARY
  • The First Age
    • Birth of the Spirits
    • Champions of the Eight
  • The Second Age
    • Stewards of Sornieth
    • All Kinds of Strange Creatures
  • The Third Age
    • From Old to New Magic
    • Fading from Duty
  • Epilogue
    • Fallen Bretheren
    • Punishment
    • Birth of the Firsts
  • Where We It Off
    • The Nameless Volcano
    • The Given Name
    • Our Growing Family
      • The Leaders
      • The Council
      • The Grigori
      • The Apocalypse
      • The Ambassadors
      • The Masters
      • The Nexus
      • The Wanted
    • The Other Aspects of Our Culture
      • Subsistence
      • Rituals
      • Celebrations
      • Things You Do
      • Things You Don't Do
      • Main Products and Services
      • Laying Out the Groundwork
        • The Exterior
        • The Lavafalls
        • The Forefront
        • The Unnamed Temple
        • The Town Square
        • The Vaults
        • The Perches
        • The Garden Forests
        • The Clear Deltas
        • The Mining and Excavation Sites
        • The Living Monolith
        • The Crossover
        • The Barrier Seal
      • Other Things I May Have Missed
  • The Stuff of Legends: Sarcasm in All Its Glory
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


TIMELINE SUMMARY
  • The First Age
    • Birth of the Spirits
    • Champions of the Eight
  • The Second Age
    • Stewards of Sornieth
    • All Kinds of Strange Creatures
  • The Third Age
    • From Old to New Magic
    • Fading from Duty
  • Epilogue
    • Fallen Bretheren
    • Punishment
    • Birth of the Firsts
  • Where We It Off
    • The Nameless Volcano
    • The Given Name
    • Our Growing Family
      • The Leaders
      • The Council
      • The Grigori
      • The Apocalypse
      • The Ambassadors
      • The Masters
      • The Nexus
      • The Wanted
    • The Other Aspects of Our Culture
      • Subsistence
      • Rituals
      • Celebrations
      • Things You Do
      • Things You Don't Do
      • Main Products and Services
      • Laying Out the Groundwork
        • The Exterior
        • The Lavafalls
        • The Forefront
        • The Unnamed Temple
        • The Town Square
        • The Vaults
        • The Perches
        • The Garden Forests
        • The Clear Deltas
        • The Mining and Excavation Sites
        • The Living Monolith
        • The Crossover
        • The Barrier Seal
      • Other Things I May Have Missed
  • The Stuff of Legends: Sarcasm in All Its Glory
QyZZPnS.png
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


THE FIRST AGE

Birth of the Spirits

Eons ago, when only the Four existed and created this world, beings began to sprout from the lands and the seas, from the winds and the trees. They were called Spirits -- creatures of pure magic that gained their own consciousness. Their power came from the newly formed earth, still magically charged by the grace of the gods.

When the Four became the Eight, the Spirits grew in number, as well. They tended to Sornieth, helping it grow and flourish amidst the quarreling of the deities. As time passed, some of these Spirits garnered the interest of the gods, themselves.

Champions of the Eight

The Spirits who rose in power and magic were favored by the gods whose realms they resided in.

When the Shade first came to this world, Spirits and gods fought side-by-side to vanquish it. The battle raged on for what seemed like an eternity. Many Spirits were lost, consumed by the darkness and torn apart by malice. When the war came to an end, Sornieth was nothing but rubble, ash, and shadow, and the few Spirits who survived were gravely injured, mourning their fallen comrades.

To ensure that this catastrophe would never be repeated, the gods cast powerful magic around their damaged world to shield it from the Shade. To fortify this barrier, they resolved to sleep for eternity in the Pillar. However, before they slept, they bestowed their final gifts upon the surviving Spirits.

For their courage and loyalty, the Spirits were given massive bodies of scale and claw, strong enough to contain enormous amounts of energy and provide them with the strength and protection they needed. These forms were unlike anything else that existed in Sornieth for they were blessed with a small part of each deity -- a true testament of their trust.

They were called the Champions of the Eight.
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


THE FIRST AGE

Birth of the Spirits

Eons ago, when only the Four existed and created this world, beings began to sprout from the lands and the seas, from the winds and the trees. They were called Spirits -- creatures of pure magic that gained their own consciousness. Their power came from the newly formed earth, still magically charged by the grace of the gods.

When the Four became the Eight, the Spirits grew in number, as well. They tended to Sornieth, helping it grow and flourish amidst the quarreling of the deities. As time passed, some of these Spirits garnered the interest of the gods, themselves.

Champions of the Eight

The Spirits who rose in power and magic were favored by the gods whose realms they resided in.

When the Shade first came to this world, Spirits and gods fought side-by-side to vanquish it. The battle raged on for what seemed like an eternity. Many Spirits were lost, consumed by the darkness and torn apart by malice. When the war came to an end, Sornieth was nothing but rubble, ash, and shadow, and the few Spirits who survived were gravely injured, mourning their fallen comrades.

To ensure that this catastrophe would never be repeated, the gods cast powerful magic around their damaged world to shield it from the Shade. To fortify this barrier, they resolved to sleep for eternity in the Pillar. However, before they slept, they bestowed their final gifts upon the surviving Spirits.

For their courage and loyalty, the Spirits were given massive bodies of scale and claw, strong enough to contain enormous amounts of energy and provide them with the strength and protection they needed. These forms were unlike anything else that existed in Sornieth for they were blessed with a small part of each deity -- a true testament of their trust.

They were called the Champions of the Eight.
QyZZPnS.png
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


THE SECOND AGE

Stewards of Sornieth

Now trusted vassals of the gods, the Champions were tasked to protect Sornieth as the deities slumbered. Using the power given to them, they began the restoration of the world. As the lands, seas, and forests were fixed, new Spirits were born. Setting the foundation for this new world, the Champions chose their territory and began their watch, letting new life prosper and evolve on its own.

All Kinds of Strange Creatures

Bearing witness to the birth of many creatures and new technologies, the Champions were comforted by the knowledge that the world had finally recovered from the chaos brought about by the Shade.

The most intriguing race that came to be called themselves humans. They were bipedal creatures who advanced faster than any species. The Champions traversed their respective lands, monitoring and admiring the outstanding progress the humans made.

Man worshipped the Pillar, determined to unravel the mysteries behind it and while the Champions made sure to discreetly divert the humans' research whenever they came too close to the Truth, they found great amusement in Man's efforts.

There were other creatures of interest, as well, but they were considerably fewer compared to the humans. There was a Spirit who relived the cycle of life and death and retained knowledge of her previous lives. For every life, she was reborn as something different. She was the first of the new generation of Spirits and only one out of many who had their own special ability.
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


THE SECOND AGE

Stewards of Sornieth

Now trusted vassals of the gods, the Champions were tasked to protect Sornieth as the deities slumbered. Using the power given to them, they began the restoration of the world. As the lands, seas, and forests were fixed, new Spirits were born. Setting the foundation for this new world, the Champions chose their territory and began their watch, letting new life prosper and evolve on its own.

All Kinds of Strange Creatures

Bearing witness to the birth of many creatures and new technologies, the Champions were comforted by the knowledge that the world had finally recovered from the chaos brought about by the Shade.

The most intriguing race that came to be called themselves humans. They were bipedal creatures who advanced faster than any species. The Champions traversed their respective lands, monitoring and admiring the outstanding progress the humans made.

Man worshipped the Pillar, determined to unravel the mysteries behind it and while the Champions made sure to discreetly divert the humans' research whenever they came too close to the Truth, they found great amusement in Man's efforts.

There were other creatures of interest, as well, but they were considerably fewer compared to the humans. There was a Spirit who relived the cycle of life and death and retained knowledge of her previous lives. For every life, she was reborn as something different. She was the first of the new generation of Spirits and only one out of many who had their own special ability.
QyZZPnS.png
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


THE THIRD AGE

From Old to New Magic

As time wore on, new deities began to come to life. First came the sisters, the Plaguebringer and the Gladekeeper, but as far as the Champions were concerned, they were of little to no consequence. So long as they remained within their respective realms and kept to themselves, everything would be all right.

The birth of the Arcanist, however, was the most unnatural and its effects were most unexpected.

When the magical reactor exploded, Sornieth was flooded with a new kind of magic. It rippled, tore, and intertwined with the existing magic. Humans and creatures with little to no spiritual attunement noticed nothing but the blast and the shaking that followed. Beings like the Spirits and the Champions, however, felt the very fabric of magic tear itself apart.

Spirits of lesser power perished, not able to handle the sudden change.

The Champions, however, suffered a more cruel fate.

Fading from Duty

Disconnected from the magic they knew, most of the Champions lost themselves to madness. Many succumbed to the agony of their misalignment and wreaked havoc across Sornieth. Those who were able to regain pieces of their sanity subjected themselves to a form of stasis to prevent themselves from causing destruction.

There was only one who neither succumbed to insanity nor resigned himself to an eternity of sleep, only one who endured and resolved to restore order and peace to the land. He devoted himself to hunting down his former comrades who had began their rampage. He pursued them relentlessly, determined to release them from their pain and spare the rest of Sornieth from their wrath.

While he was not immune to the after effects of the Arcanist's birth, he continued to do his duty even though it ate at his soul. Every former friend he ran down, drove him just a little closer to becoming one of them.

He feared for the day that he would surrender and break for no one would be left to stop them from ravaging the world.
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


THE THIRD AGE

From Old to New Magic

As time wore on, new deities began to come to life. First came the sisters, the Plaguebringer and the Gladekeeper, but as far as the Champions were concerned, they were of little to no consequence. So long as they remained within their respective realms and kept to themselves, everything would be all right.

The birth of the Arcanist, however, was the most unnatural and its effects were most unexpected.

When the magical reactor exploded, Sornieth was flooded with a new kind of magic. It rippled, tore, and intertwined with the existing magic. Humans and creatures with little to no spiritual attunement noticed nothing but the blast and the shaking that followed. Beings like the Spirits and the Champions, however, felt the very fabric of magic tear itself apart.

Spirits of lesser power perished, not able to handle the sudden change.

The Champions, however, suffered a more cruel fate.

Fading from Duty

Disconnected from the magic they knew, most of the Champions lost themselves to madness. Many succumbed to the agony of their misalignment and wreaked havoc across Sornieth. Those who were able to regain pieces of their sanity subjected themselves to a form of stasis to prevent themselves from causing destruction.

There was only one who neither succumbed to insanity nor resigned himself to an eternity of sleep, only one who endured and resolved to restore order and peace to the land. He devoted himself to hunting down his former comrades who had began their rampage. He pursued them relentlessly, determined to release them from their pain and spare the rest of Sornieth from their wrath.

While he was not immune to the after effects of the Arcanist's birth, he continued to do his duty even though it ate at his soul. Every former friend he ran down, drove him just a little closer to becoming one of them.

He feared for the day that he would surrender and break for no one would be left to stop them from ravaging the world.
QyZZPnS.png
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


EPILOGUE

Fallen Bretheren

Centuries passed and the remaining Champion was still far from finishing his task. His fallen comrades, while insane, still possessed great powers equal to his, and they have apparently learned to spread their havoc by growing significantly in numbers. Still, he was learning to live with it. He had been labeled a demon and often mistaken for one of his deranged bretheren. He had been chased out and attacked by one of the races he had watched over for thousands of years.

But he learned to persevere. He stayed away from villages and towns and learned how to lure out his prey into the secluded forests. Soon, he was even able to conjure spells that allowed him to blend in with the humans long enough for him to find what he needed.

However, while he was busy protecting Sornieth from fallen Champions, he failed to notice as the Arcanist climbed the Pillar and summoned the Shade. By the time he realized what was happening, it was already too late.

As soon as it was summoned, the Shade instantly destroyed the Pillar.

Punishment

When everything cleared, all that remained of the Shade were pieces of its darkness scattered everywhere and the lone Champion faced with the newly awoken deities.

They were far from pleased.

The cataclysm wiped many a race from Sornieth's surface, including the humans.

He and his comrades had failed to fulfill their duties. They had failed to protect the barrier, the Pillar, and Sornieth. When he had attempted to explain what had happened, the gods would not listen. They believed that if the Champions had been more vigilant, they would have been prepared for anything. The gods accused their vassals of growing soft over the millennia.

Angry and disappointed, the gods gathered the remnants of the Shade, each god taking a portion of it, and hid them deep within their realms. The Flamecaller took the largest share of Shade remnants and sealed it in a great volcano in the Wastes.

As punishment, the last Champion was imprisoned in the same volcano, doomed to forever guard the remnants of Sornieth's greatest threat.

Birth of the Firsts

Still acknowledging that there were still fallen Champions roaming about and multiplying, the gods decided it was time for new vassals. Hence, the first true dragons were born. In place of the Champions, they would serve their deities to restore Sornieth to its former glory.

They had the privilege of walking amongst the gods until they were deemed ready to inherit the world. The task of finding and hunting down fallen Champions and nurturing the lands fell to the Firsts and their descendants.

Soon, the time came for the gods to return to the ethereal planes. From there, they would continue to watch their newest creations and provide divine guidance when they deemed necessary.

Years had passed since the the Eleven left the physical realm in the care of dragonkind.

Dragons grew significantly in numbers and developed their own societies and teachings. Things such as fallen Champions, Spirits, and Old Magic have been dismissed as mere myths -- tall tales used to entertain or scare hatchlings and gibberish to sate the imagination of fanatics.

Unfortunately, no matter how disregarded these are, they still continue to exist.

The remaining Spirits do as they always have done. They bless the land with their magic and blend in with the creatures that inhabit Sornieth.

Whatever remains of the Old Magic are buried so deep within the plane between the physical world and the ethereal one that they are nearly impossible to find.

As for the fallen Champions, ever since the return of the deities and the birth of the Firsts, they and their minions hid themselves better than before. They lurk in uncharted lands, great crevices, and abyssal zones of the seas. They are almost as hard to find as traces of Old Magic. They take refuge in the depths of the world, waiting for the time to strike.
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


EPILOGUE

Fallen Bretheren

Centuries passed and the remaining Champion was still far from finishing his task. His fallen comrades, while insane, still possessed great powers equal to his, and they have apparently learned to spread their havoc by growing significantly in numbers. Still, he was learning to live with it. He had been labeled a demon and often mistaken for one of his deranged bretheren. He had been chased out and attacked by one of the races he had watched over for thousands of years.

But he learned to persevere. He stayed away from villages and towns and learned how to lure out his prey into the secluded forests. Soon, he was even able to conjure spells that allowed him to blend in with the humans long enough for him to find what he needed.

However, while he was busy protecting Sornieth from fallen Champions, he failed to notice as the Arcanist climbed the Pillar and summoned the Shade. By the time he realized what was happening, it was already too late.

As soon as it was summoned, the Shade instantly destroyed the Pillar.

Punishment

When everything cleared, all that remained of the Shade were pieces of its darkness scattered everywhere and the lone Champion faced with the newly awoken deities.

They were far from pleased.

The cataclysm wiped many a race from Sornieth's surface, including the humans.

He and his comrades had failed to fulfill their duties. They had failed to protect the barrier, the Pillar, and Sornieth. When he had attempted to explain what had happened, the gods would not listen. They believed that if the Champions had been more vigilant, they would have been prepared for anything. The gods accused their vassals of growing soft over the millennia.

Angry and disappointed, the gods gathered the remnants of the Shade, each god taking a portion of it, and hid them deep within their realms. The Flamecaller took the largest share of Shade remnants and sealed it in a great volcano in the Wastes.

As punishment, the last Champion was imprisoned in the same volcano, doomed to forever guard the remnants of Sornieth's greatest threat.

Birth of the Firsts

Still acknowledging that there were still fallen Champions roaming about and multiplying, the gods decided it was time for new vassals. Hence, the first true dragons were born. In place of the Champions, they would serve their deities to restore Sornieth to its former glory.

They had the privilege of walking amongst the gods until they were deemed ready to inherit the world. The task of finding and hunting down fallen Champions and nurturing the lands fell to the Firsts and their descendants.

Soon, the time came for the gods to return to the ethereal planes. From there, they would continue to watch their newest creations and provide divine guidance when they deemed necessary.

Years had passed since the the Eleven left the physical realm in the care of dragonkind.

Dragons grew significantly in numbers and developed their own societies and teachings. Things such as fallen Champions, Spirits, and Old Magic have been dismissed as mere myths -- tall tales used to entertain or scare hatchlings and gibberish to sate the imagination of fanatics.

Unfortunately, no matter how disregarded these are, they still continue to exist.

The remaining Spirits do as they always have done. They bless the land with their magic and blend in with the creatures that inhabit Sornieth.

Whatever remains of the Old Magic are buried so deep within the plane between the physical world and the ethereal one that they are nearly impossible to find.

As for the fallen Champions, ever since the return of the deities and the birth of the Firsts, they and their minions hid themselves better than before. They lurk in uncharted lands, great crevices, and abyssal zones of the seas. They are almost as hard to find as traces of Old Magic. They take refuge in the depths of the world, waiting for the time to strike.
QyZZPnS.png
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


WHERE WE LEFT OFF

The Nameless Volcano

Somewhere in the center of the Ashfall Wastes lay a great volcano, whose massive structure was second only to the Flamecaller's abode. Perpetually releasing torrid streams of lava, this massive volcano was a prison to the trapped remnants of the Shade and the last Champion that was forced to guard it.

Very few dragons dare to venture inside, and even fewer are those who survive the entrance. Even the Fire-born cannot afford to let their guard down as the lava burns even those native to the Wastes. Those who were lucky enough to pass could not bear to travel further inside. Aside from the sweltering heat coming from the center of the volcano, there are tales of ghosts and malicious spirits that haunt the abandoned settlements and would curse any trespasser they come across. Some even claim to have seen a demon.

Despite such stories, craftier bandits frequent the volcano every three or so months to hide their loot, set up camp, and sometimes even raid the outer settlements for ancient treasure. But for all their trespassing, none of these bandits went past the first line of abandoned houses let alone the temple. They never stay longer than two days either.

Regardless of such circumstances, a single egg managed to find its way inside and atop the temple.

When the day came for it to hatch, the volcano exploded violently, not enough to wake the Champion from his watchful slumber nor to release the remnants, but more than enough to scare any and all trespassers from even thinking about going near it. Just as well, since the neighboring volcanoes seemed to have followed its example, exploding one after another. Suffice to say, no one ventured within a mile radius of the great volcano for a little over a year.

Meanwhile, another dragon was born mere seconds before the volcanic chain was activated. Unfortunately, it did not have the luxury of being born inside a protected space and was shortly subjected to the chaos and violence of the eruptions.

It will not be for a whole one year and five months before these two would meet.

The Given Name

When entering the clan, everyone can choose to either keep their current Names or be dubbed a different one.

Names are believed to hold great power over dragons. Especially those who reside so close to ancient magic. To protect themselves from mischievous outsiders, the clan made it a tradition to refer to each other by their titles and nicknames when there were strangers among them. The right to use someone's Name is reserved for clan members only.

Our Growing Family
  • The Leaders
    - For a long time, only the Leaders made up the clan, completely content in each other's company. When they had children, they thought they could never ask for more. When their sons and daughters answered the Call of the Flamecaller, they were tempted to follow, but they had yet to hear the Call themselves. Distraught with the departure of their children, it took a long while before they attempted to restart a family. However, they did not want to go through the same loss again. Instead, they began to accept dragons from all over Sornieth.

    As Leaders, they have the final say in everything. They manage political and spiritual concerns. They make sure that everyone's needs are adequately met. They also ensure the overall protection of the clan members.
  • The Council
    - Consists of the Firsts that found their way into the clan. They are the main advisors of the Leaders. They preside over clan meetings. As they Council, they are also supposed to mediate between the Leaders and the rest of the clan, but given the actual clan dynamics, their presence is not entirely mandatory.
  • The Grigori
    - The elite guard comprised of only the best warriors. The Grigori answer only to the Leaders, even the Council has no jurisdiction over them unless stated by the Leaders. They are the smallest, most coordinated unit in the clan, capable of any and all kinds of missions -- from infiltration to assassination, from information-gathering to waging war, if necessary, and so on.

    They are usually only called upon when the situation is dire. Otherwise, they are usually left to their own devices.
  • The Apocalypse
    - The Apocalypse is actually the name of the clan ship. It's known for being extremely silent and extremely fast, despite it's size. Four dragons are more than enough to operate it smoothly.

    The ship's crew handles sea trades and the reclamation of stolen artifacts. They usually target pirate ships and assist the local authorities in the capture of escaped convicts.
  • The Ambassadors
    - The Ambassadors each own a fortress or keep in their respective flights that they maintain and manage from the Wastes. They broaden clan connections and ensure constant flow of supplies and dragons. They protect their territories and settle disputes.

    During festivals, the Ambassadors, as well as any other main clan member who volunteer,
    visit their keeps and enjoy the festivities there. Inside the volcano, they work like any other dragon, but in their lands, they are considered lords and ladies of utmost respect.
  • The Masters
    - The Masters are craftsmen who each have their own function based on their specialization. They keep the economy of the main clan afloat and have the right to acquire apprentices. Most don't, however, as they prefer working on their own.
  • The Nexus
    - The Nexus is an alliance of sorts -- one that transcends dimensions. The group consists of one female and a myriad of males. All of them came from realms beyond Sornieth through the Crossover. They are trapped here, as dragons, until they can find a way home, if they can find a way home.

    They mostly keep to themselves and usually explore lands on their own, but the clan openly accepts them, providing a place to stay and a steady source of food. The only condition is that they refrain from fighting each other and other clan members and answer when called upon to fight. Some of them participate in hunting and gathering and scout work. Others keep themselves locked up in the libraries or their rooms and they only let other Nexus members,
    especially the female, enter. They attend the rituals out of respect and gratitude for the Leaders.
  • The Wanted
    - The Wanted are dragons yet to be found. These are basically open positions in the clan. It is a common occurrence for the clan members to be unaware of what those specific openings are, but the Leaders always manage to find more jobs for new arrivals.

The Other Aspects of Our Culture
  • Subsistence
    - Emberguard is in the middle of transitioning from a purely hunting and gathering society to that of an agricultural one. Still, the clan members prefer the former as this also provides oppurtunities to hone and exercise their skills for survival. Most of the members believe that if they become too reliant on agriculture, they might become soft and lose their touch. However, the different strongholds under their protection are satisfied with farming and fishing.
  • Rituals and Celebrations
    - The basic rituals of the clan include the following:
    • Naming
      - To officially join the clan one must chose their Name and be blessed atop the temple surrounded by the entire clan. A feast is held to welcome them afterwards. The Naming is done after a dragon is certain that he or she wants to remain in the clan.
    • Coming of Age
      - When a dragon reaches their first ever fertile cycle, when they are capable of breeding, they must venture out of the clan to see the world for their own eyes. This is a chance for them to determine for themselves whether they wish to stay in the Wastes and serve the main clan or join others. If they find other clans they want to join, they must arrange the transfer with the Ambassador assigned to the area. If they wish to remain with Emberguard, they come back and are Named.
    • Elemental Festivities
      - During the festivals of different flights, the main celebration takes place in the stronghold of the Ambassador from the celebrated flight. Those who wish to celebrate are free to join in the journey to the keeps. For others who have too much work, the lair is diligently decorated to ensure that every dragon enjoys the festivals.

      When the Ambassadors return, they bring with them some offerings from their vassals for the the temple of the Flamecaller.
    • Exalting
      - When a dragon hears the Call of the Flamecaller, they must approach the Council and be assigned to trainers. After reaching a certain level of skill, they are brought to the top of the temple by the Priestess and are offered to the Flamecaller. This is considered a great honor as they have been given the privilege of joining their ancestors and their deity.

      If, by chance, they hear the Call of a different deity, the Council makes arrangements to find a clan of that deity that will accept and train them.
    • Mating
      - Courting rituals usually depend on the couple in question. Adara, for all her meddling, only helps push the couple in the right direction, after which they are on their own. When both dragons agree to a binding, they must present themselves to the Council and the Leaders to ask for their blessing. After that, a ceremony is held with the Priestess presiding over it.

      There would be the general entertainment and the feast after the vows are exchanged. The couple must present each other with a gift that reflects their partner's character completely. Failure to please your partner in this regard results in the immediate halting of the ritual.

      If anyone is against a particular union, they must voice their concerns before the ritual as causing a ruckus would mean offending the whole clan. All conflicts and relationship issues must be settled before the ritual.

      The binding vows exchanged by the couple are sacred and not many things are capable of nullifying them. There are only two known ways to free oneself from their mating vows -- one must revoke their mate and the clan, forsake their Name, and undergo self-exile or one can answer the Call of a deity.

      Affairs and infidelity are not taken lightly and adulterers would undergo a thorough trial and stand before the entire clan and await judgement.

      This is one of the strictest and old-fashioned rituals in the clan, so not many undergo it.

      Breeding does not require the mating ritual.
    • Birthdays
      - Hatchdays are celebrated by temporary Naming, but usually, only the parents of the hatchlings and a member of the Council are present. The celebration is not as grand nor as mandatory as during an official Naming ceremony.

      When a dragon celebrates his or her birthday, it is usually up to them or their friends and family how they wish to go about the ocassion. Some prefer to have small parties, others exchange gifts, and others don't really consider it a big deal.
    • Burial
      - If a dragon has no will and if he or she has no relatives that could speak for him or her, they would be given the burial rite of the Fire flight -- cremation by holy fire. The ashes would be thrown into the Lavafalls.

      Otherwise, a dragon could be buried by following the rituals of their preferred flights.
  • Things You Do
    - These are more of guidelines than actual laws
    - Be polite and respectful regardless of age or position or gender
    - Always follow your Leaders orders
    - Voice your opinions, insights, and concerns so that you may be properly heard
    - Do what is best for the clan
    - Fight for what you believe in
    - Protect your clan
    - Remain faithful to your clan
    - Interact with others as much as possible to strengthen your bonds
    - Do your job and aim to contribute to the clan
    - Protect the innocent and the weak
    - Live by truth and justice and mercy
    - Be independent, but offer help to others who need it
    - Control your temper as best you can
    - Honor every vow you took
    - Become strong for the sake of the clan
  • Things You Don't Do
    - These are more of guidelines than actual laws
    - Do not attack a fellow clan member for no reason
    - Do not compromise the clan
    - Do not betray the trust of the clan
    - Do not steal from the treasury or from a clan member
    - Do not create a mess that you have no intention of cleaning up
    - Do not enter another's den uninvited
    - Do not force your thoughts and beliefs on others
    - Do not venture past the mining sites
    - Do not abandon your clan in their time of need
    - Do not engage in unnecessary fights with other clans and even potential enemies
    - Do not throw away your life so easily
    - Do not forget every vow you swore
    - Do not shame the clan
    - Do not disobey orders unless you have a better alternative that would benefit the clan
  • Main Products and Services
    - Emberguard's products are vast and diverse due to their various strongholds in each flight. The exports from the main clan, however, are high quality metals, state of the art weaponry, rare gems, and magically imbued objects. Emberguard is also known for their mercenary work for a proper price. They can also offer assistance during times of battle and war for the right conditions and terms. They also offer training services for soldiers and warriors and customizing weapons and other combat-oriented services.
  • Laying Out the Groundwork
    • The Exterior
      - The exterior of the lair is like any other volcano. Volcanic rocks and rivers of lava decorate the area. The only distinguishing feature is the sheer size of the volcano. Smaller volcanoes surround it and serve as watchtowers from time to time.
    • The Lavafalls
      - A thick river of lava runs down one side of the volcano, covering the entrance from untrained eyes. The fumes it produces smell of sulfur and the heat is almost unbearable. There is only one proper entrance into the volcano and that is through the opening behind the falls. No metal can withstand the heat of the falls, so the gate is made of volcanic rock with the Gatekeeper standing guard, twenty-four-seven.
    • The Forefront
      - The Forefront consists of the first layer of houses as well as the small forest stretched out to encircle the settlements. The trees are mostly fire trees and they are always in bloom.

      Most of the houses are still being repaired as they were often the ones destroyed by bandits that used to frequent the cave. Warriors and fighters are stationed there to allow for easier mobilization during emergencies. The settlements surround the temple from all sides.
    • The Unnamed Temple
      - The temple stands proudly in the middle of the city. It was the first structure to be successfully restored and inside reside the Priestess, the Leaders, and the Council. They hold meetings and rituals at the top of the temple.

      The pillars of the temple are made of marble and ivory. Inside the topmost room is the perpetually burning fire where only the Priestess and the matriarch can enter. The lower levels of the temple are used to store the food, and hoard some treasure for daily use.
    • The Town Square
      - This is just in front of the temple and is usually where most of the festivities and public rituals take place. On normal days, merchants are free to sell their wares here and the shops of the clan craftsmen outline the square in more permanent establishments.
    • The Vaults
      - The Vaults are etched in the actual walls of the volcano's interior. There are twelve Vaults, equally spaced from each other -- one for the treasures and artifacts of each flight, and another one for the entire, main clan. Their doors are made of cold, hard, ten-inch thick steel and can only be opened by the Ambassadors, whereas the clan Vault, can only be opened by the Leaders.
    • The Perches
      - The Perches are posts nestled at elevated rock formations that jutt out slightly from the rocky walls. The dragons who man those posts are the clan police -- officials who literally oversee all that happens below them -- watchers. There are five Perches for five officers and they monitor the daily activities of the clan.

      - Officers do not interfere with minor matters, rather they simply make sure that there are no intruders, there are no murders, there are no robberies from the Vault, and there are no trespassers.
    • The Gardens
      - The Gardens are actually greenhouses, built to withstand the immense heat of the magma and provide an ideal environment for a variety of plants and crops to grow. The Gardens were designed by the clan's Master Engineer as soon as he had discovered a way to harness the sweltering magic inside the volcano and turn it into something to house Sornieth's diverse flora.

      - Apart from growing plants and crops, the Gardens are designed in such a way that it has become a popular hangout for dragons.
    • The Deltas
      - The Deltas are the steady little rivers that flow within the volcano. They start as one large freshwater reservoir deep beneath the mines and slowly diverging at different areas that span the entire interior, giving all residents access to some clean water. The Water Ambassador usually maintains the cool temperature of the water and makes certain that nothing contaminates it, though he does allow some spots to heat up slightly to create therapeutic hot springs that many exhausted clan members enjoy.
    • Mining and Excavation Sites
      - With the constant use of metal ores and such, materials must also be constantly mined. However, to ensure that there is minimal damage to the volcano, the clan mines the neighboring volcanoes instead. For each neighbor volcano, a single, tunnel, large enough for the biggest dragon of the clan to pass through, is dug to connect it to the main mine. However, this passageway is only used in case of emergencies and is forbidden to unauthorized clan members.
    • The Monolith
    • The Crossover
    • The Barrier Seal
  • What If's
    • What if Lucivyr was actually the consciousness of the Shade
      • During the second battle that nearly destroyed Sornieth, the Shade was defeated, but unlike before, it grew a little smarter. It escaped and hid its presence, before assuming a draconic form that fooled everyone into thinking it was just a normal dragon. His goal remains the same -- ultimate destruction -- but its powers are greatly diminished. That's why he fathered children...
  • Other Things I May Have Missed
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


WHERE WE LEFT OFF

The Nameless Volcano

Somewhere in the center of the Ashfall Wastes lay a great volcano, whose massive structure was second only to the Flamecaller's abode. Perpetually releasing torrid streams of lava, this massive volcano was a prison to the trapped remnants of the Shade and the last Champion that was forced to guard it.

Very few dragons dare to venture inside, and even fewer are those who survive the entrance. Even the Fire-born cannot afford to let their guard down as the lava burns even those native to the Wastes. Those who were lucky enough to pass could not bear to travel further inside. Aside from the sweltering heat coming from the center of the volcano, there are tales of ghosts and malicious spirits that haunt the abandoned settlements and would curse any trespasser they come across. Some even claim to have seen a demon.

Despite such stories, craftier bandits frequent the volcano every three or so months to hide their loot, set up camp, and sometimes even raid the outer settlements for ancient treasure. But for all their trespassing, none of these bandits went past the first line of abandoned houses let alone the temple. They never stay longer than two days either.

Regardless of such circumstances, a single egg managed to find its way inside and atop the temple.

When the day came for it to hatch, the volcano exploded violently, not enough to wake the Champion from his watchful slumber nor to release the remnants, but more than enough to scare any and all trespassers from even thinking about going near it. Just as well, since the neighboring volcanoes seemed to have followed its example, exploding one after another. Suffice to say, no one ventured within a mile radius of the great volcano for a little over a year.

Meanwhile, another dragon was born mere seconds before the volcanic chain was activated. Unfortunately, it did not have the luxury of being born inside a protected space and was shortly subjected to the chaos and violence of the eruptions.

It will not be for a whole one year and five months before these two would meet.

The Given Name

When entering the clan, everyone can choose to either keep their current Names or be dubbed a different one.

Names are believed to hold great power over dragons. Especially those who reside so close to ancient magic. To protect themselves from mischievous outsiders, the clan made it a tradition to refer to each other by their titles and nicknames when there were strangers among them. The right to use someone's Name is reserved for clan members only.

Our Growing Family
  • The Leaders
    - For a long time, only the Leaders made up the clan, completely content in each other's company. When they had children, they thought they could never ask for more. When their sons and daughters answered the Call of the Flamecaller, they were tempted to follow, but they had yet to hear the Call themselves. Distraught with the departure of their children, it took a long while before they attempted to restart a family. However, they did not want to go through the same loss again. Instead, they began to accept dragons from all over Sornieth.

    As Leaders, they have the final say in everything. They manage political and spiritual concerns. They make sure that everyone's needs are adequately met. They also ensure the overall protection of the clan members.
  • The Council
    - Consists of the Firsts that found their way into the clan. They are the main advisors of the Leaders. They preside over clan meetings. As they Council, they are also supposed to mediate between the Leaders and the rest of the clan, but given the actual clan dynamics, their presence is not entirely mandatory.
  • The Grigori
    - The elite guard comprised of only the best warriors. The Grigori answer only to the Leaders, even the Council has no jurisdiction over them unless stated by the Leaders. They are the smallest, most coordinated unit in the clan, capable of any and all kinds of missions -- from infiltration to assassination, from information-gathering to waging war, if necessary, and so on.

    They are usually only called upon when the situation is dire. Otherwise, they are usually left to their own devices.
  • The Apocalypse
    - The Apocalypse is actually the name of the clan ship. It's known for being extremely silent and extremely fast, despite it's size. Four dragons are more than enough to operate it smoothly.

    The ship's crew handles sea trades and the reclamation of stolen artifacts. They usually target pirate ships and assist the local authorities in the capture of escaped convicts.
  • The Ambassadors
    - The Ambassadors each own a fortress or keep in their respective flights that they maintain and manage from the Wastes. They broaden clan connections and ensure constant flow of supplies and dragons. They protect their territories and settle disputes.

    During festivals, the Ambassadors, as well as any other main clan member who volunteer,
    visit their keeps and enjoy the festivities there. Inside the volcano, they work like any other dragon, but in their lands, they are considered lords and ladies of utmost respect.
  • The Masters
    - The Masters are craftsmen who each have their own function based on their specialization. They keep the economy of the main clan afloat and have the right to acquire apprentices. Most don't, however, as they prefer working on their own.
  • The Nexus
    - The Nexus is an alliance of sorts -- one that transcends dimensions. The group consists of one female and a myriad of males. All of them came from realms beyond Sornieth through the Crossover. They are trapped here, as dragons, until they can find a way home, if they can find a way home.

    They mostly keep to themselves and usually explore lands on their own, but the clan openly accepts them, providing a place to stay and a steady source of food. The only condition is that they refrain from fighting each other and other clan members and answer when called upon to fight. Some of them participate in hunting and gathering and scout work. Others keep themselves locked up in the libraries or their rooms and they only let other Nexus members,
    especially the female, enter. They attend the rituals out of respect and gratitude for the Leaders.
  • The Wanted
    - The Wanted are dragons yet to be found. These are basically open positions in the clan. It is a common occurrence for the clan members to be unaware of what those specific openings are, but the Leaders always manage to find more jobs for new arrivals.

The Other Aspects of Our Culture
  • Subsistence
    - Emberguard is in the middle of transitioning from a purely hunting and gathering society to that of an agricultural one. Still, the clan members prefer the former as this also provides oppurtunities to hone and exercise their skills for survival. Most of the members believe that if they become too reliant on agriculture, they might become soft and lose their touch. However, the different strongholds under their protection are satisfied with farming and fishing.
  • Rituals and Celebrations
    - The basic rituals of the clan include the following:
    • Naming
      - To officially join the clan one must chose their Name and be blessed atop the temple surrounded by the entire clan. A feast is held to welcome them afterwards. The Naming is done after a dragon is certain that he or she wants to remain in the clan.
    • Coming of Age
      - When a dragon reaches their first ever fertile cycle, when they are capable of breeding, they must venture out of the clan to see the world for their own eyes. This is a chance for them to determine for themselves whether they wish to stay in the Wastes and serve the main clan or join others. If they find other clans they want to join, they must arrange the transfer with the Ambassador assigned to the area. If they wish to remain with Emberguard, they come back and are Named.
    • Elemental Festivities
      - During the festivals of different flights, the main celebration takes place in the stronghold of the Ambassador from the celebrated flight. Those who wish to celebrate are free to join in the journey to the keeps. For others who have too much work, the lair is diligently decorated to ensure that every dragon enjoys the festivals.

      When the Ambassadors return, they bring with them some offerings from their vassals for the the temple of the Flamecaller.
    • Exalting
      - When a dragon hears the Call of the Flamecaller, they must approach the Council and be assigned to trainers. After reaching a certain level of skill, they are brought to the top of the temple by the Priestess and are offered to the Flamecaller. This is considered a great honor as they have been given the privilege of joining their ancestors and their deity.

      If, by chance, they hear the Call of a different deity, the Council makes arrangements to find a clan of that deity that will accept and train them.
    • Mating
      - Courting rituals usually depend on the couple in question. Adara, for all her meddling, only helps push the couple in the right direction, after which they are on their own. When both dragons agree to a binding, they must present themselves to the Council and the Leaders to ask for their blessing. After that, a ceremony is held with the Priestess presiding over it.

      There would be the general entertainment and the feast after the vows are exchanged. The couple must present each other with a gift that reflects their partner's character completely. Failure to please your partner in this regard results in the immediate halting of the ritual.

      If anyone is against a particular union, they must voice their concerns before the ritual as causing a ruckus would mean offending the whole clan. All conflicts and relationship issues must be settled before the ritual.

      The binding vows exchanged by the couple are sacred and not many things are capable of nullifying them. There are only two known ways to free oneself from their mating vows -- one must revoke their mate and the clan, forsake their Name, and undergo self-exile or one can answer the Call of a deity.

      Affairs and infidelity are not taken lightly and adulterers would undergo a thorough trial and stand before the entire clan and await judgement.

      This is one of the strictest and old-fashioned rituals in the clan, so not many undergo it.

      Breeding does not require the mating ritual.
    • Birthdays
      - Hatchdays are celebrated by temporary Naming, but usually, only the parents of the hatchlings and a member of the Council are present. The celebration is not as grand nor as mandatory as during an official Naming ceremony.

      When a dragon celebrates his or her birthday, it is usually up to them or their friends and family how they wish to go about the ocassion. Some prefer to have small parties, others exchange gifts, and others don't really consider it a big deal.
    • Burial
      - If a dragon has no will and if he or she has no relatives that could speak for him or her, they would be given the burial rite of the Fire flight -- cremation by holy fire. The ashes would be thrown into the Lavafalls.

      Otherwise, a dragon could be buried by following the rituals of their preferred flights.
  • Things You Do
    - These are more of guidelines than actual laws
    - Be polite and respectful regardless of age or position or gender
    - Always follow your Leaders orders
    - Voice your opinions, insights, and concerns so that you may be properly heard
    - Do what is best for the clan
    - Fight for what you believe in
    - Protect your clan
    - Remain faithful to your clan
    - Interact with others as much as possible to strengthen your bonds
    - Do your job and aim to contribute to the clan
    - Protect the innocent and the weak
    - Live by truth and justice and mercy
    - Be independent, but offer help to others who need it
    - Control your temper as best you can
    - Honor every vow you took
    - Become strong for the sake of the clan
  • Things You Don't Do
    - These are more of guidelines than actual laws
    - Do not attack a fellow clan member for no reason
    - Do not compromise the clan
    - Do not betray the trust of the clan
    - Do not steal from the treasury or from a clan member
    - Do not create a mess that you have no intention of cleaning up
    - Do not enter another's den uninvited
    - Do not force your thoughts and beliefs on others
    - Do not venture past the mining sites
    - Do not abandon your clan in their time of need
    - Do not engage in unnecessary fights with other clans and even potential enemies
    - Do not throw away your life so easily
    - Do not forget every vow you swore
    - Do not shame the clan
    - Do not disobey orders unless you have a better alternative that would benefit the clan
  • Main Products and Services
    - Emberguard's products are vast and diverse due to their various strongholds in each flight. The exports from the main clan, however, are high quality metals, state of the art weaponry, rare gems, and magically imbued objects. Emberguard is also known for their mercenary work for a proper price. They can also offer assistance during times of battle and war for the right conditions and terms. They also offer training services for soldiers and warriors and customizing weapons and other combat-oriented services.
  • Laying Out the Groundwork
    • The Exterior
      - The exterior of the lair is like any other volcano. Volcanic rocks and rivers of lava decorate the area. The only distinguishing feature is the sheer size of the volcano. Smaller volcanoes surround it and serve as watchtowers from time to time.
    • The Lavafalls
      - A thick river of lava runs down one side of the volcano, covering the entrance from untrained eyes. The fumes it produces smell of sulfur and the heat is almost unbearable. There is only one proper entrance into the volcano and that is through the opening behind the falls. No metal can withstand the heat of the falls, so the gate is made of volcanic rock with the Gatekeeper standing guard, twenty-four-seven.
    • The Forefront
      - The Forefront consists of the first layer of houses as well as the small forest stretched out to encircle the settlements. The trees are mostly fire trees and they are always in bloom.

      Most of the houses are still being repaired as they were often the ones destroyed by bandits that used to frequent the cave. Warriors and fighters are stationed there to allow for easier mobilization during emergencies. The settlements surround the temple from all sides.
    • The Unnamed Temple
      - The temple stands proudly in the middle of the city. It was the first structure to be successfully restored and inside reside the Priestess, the Leaders, and the Council. They hold meetings and rituals at the top of the temple.

      The pillars of the temple are made of marble and ivory. Inside the topmost room is the perpetually burning fire where only the Priestess and the matriarch can enter. The lower levels of the temple are used to store the food, and hoard some treasure for daily use.
    • The Town Square
      - This is just in front of the temple and is usually where most of the festivities and public rituals take place. On normal days, merchants are free to sell their wares here and the shops of the clan craftsmen outline the square in more permanent establishments.
    • The Vaults
      - The Vaults are etched in the actual walls of the volcano's interior. There are twelve Vaults, equally spaced from each other -- one for the treasures and artifacts of each flight, and another one for the entire, main clan. Their doors are made of cold, hard, ten-inch thick steel and can only be opened by the Ambassadors, whereas the clan Vault, can only be opened by the Leaders.
    • The Perches
      - The Perches are posts nestled at elevated rock formations that jutt out slightly from the rocky walls. The dragons who man those posts are the clan police -- officials who literally oversee all that happens below them -- watchers. There are five Perches for five officers and they monitor the daily activities of the clan.

      - Officers do not interfere with minor matters, rather they simply make sure that there are no intruders, there are no murders, there are no robberies from the Vault, and there are no trespassers.
    • The Gardens
      - The Gardens are actually greenhouses, built to withstand the immense heat of the magma and provide an ideal environment for a variety of plants and crops to grow. The Gardens were designed by the clan's Master Engineer as soon as he had discovered a way to harness the sweltering magic inside the volcano and turn it into something to house Sornieth's diverse flora.

      - Apart from growing plants and crops, the Gardens are designed in such a way that it has become a popular hangout for dragons.
    • The Deltas
      - The Deltas are the steady little rivers that flow within the volcano. They start as one large freshwater reservoir deep beneath the mines and slowly diverging at different areas that span the entire interior, giving all residents access to some clean water. The Water Ambassador usually maintains the cool temperature of the water and makes certain that nothing contaminates it, though he does allow some spots to heat up slightly to create therapeutic hot springs that many exhausted clan members enjoy.
    • Mining and Excavation Sites
      - With the constant use of metal ores and such, materials must also be constantly mined. However, to ensure that there is minimal damage to the volcano, the clan mines the neighboring volcanoes instead. For each neighbor volcano, a single, tunnel, large enough for the biggest dragon of the clan to pass through, is dug to connect it to the main mine. However, this passageway is only used in case of emergencies and is forbidden to unauthorized clan members.
    • The Monolith
    • The Crossover
    • The Barrier Seal
  • What If's
    • What if Lucivyr was actually the consciousness of the Shade
      • During the second battle that nearly destroyed Sornieth, the Shade was defeated, but unlike before, it grew a little smarter. It escaped and hid its presence, before assuming a draconic form that fooled everyone into thinking it was just a normal dragon. His goal remains the same -- ultimate destruction -- but its powers are greatly diminished. That's why he fathered children...
  • Other Things I May Have Missed
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[b]Navigation:[/b] [LIST=1] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_2025037]Opening[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_23564757]Clan Directory[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_23564762]Timeline Summary[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651240]The First Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651245]The Second Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651250]The Third Age[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651258]Epilogue[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_26651264]From Where We Left Off[/url] [*][b]The Stuff of Legends: Sarcasm in All Its Glory[/b] [*][url=http://www1.flightrising.com/forums/cc/2025037#post_27208605]Wishlist/Inventory/Dream Outfits[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_27356170]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727969]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727975]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727976]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727977]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727987]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727988]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727989]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727990]Reserved[/url] [*][url=http://www1.flightrising.com/forums/cc/2025037/2#post_30727992]Reserved[/url] [/LIST] [center][b]THE STUFF OF LEGENDS: SARCASM IN ALL ITS GLORY[/b][/center] [b]Flight Rising Universe:[/b][LIST] [*]Miscellaneous: Buttons [*]Miscellaneous: Curtains [*]Birthdays: Lucien (Part 1) [/LIST] [b]Alternate Universe:[/b][LIST] [*]Origin Story: [url=http://www1.flightrising.com/forums/cc/2025037/3#post_31250135]Something Fishy[/url] [*]Prompt: A Bundle of Roses [*]Prompt: It Was Like A Scene From A Movie [*]Prompt: [img]http://orig01.deviantart.net/c587/f/2017/143/1/1/2fd759ed2e49083ab4a55307775bd0e2_by_phoenixmiko32-dba6ngf.png[/img] [size=2](DISCLAIMER: Image is not mine!)[/size] [*]Prompt: That's Probably A Sign [*]Prompt: A Character Has No Birthday [*]Prompt: When I Find My Baby [*]Prompt: A Rose In The Sea [/LIST] [b]Off-Site Character References:[/b][LIST] [*][url=http://toyhou.se/722988.lucien]Lucien[/url] [*][url=http://toyhou.se/722996.paragon]Paragon[/url] [*][url=http://toyhou.se/722993.radric]Radric[/url] [*][url=http://toyhou.se/722975.grimoire]Grimoire[/url] [*][url=http://toyhou.se/1013166.scion]Scion[/url] [*][url=http://toyhou.se/1013999.reand]Reand[/url] [*][url=http://toyhou.se/1013995.ragond]Ragond[/url] [*][url=http://toyhou.se/1013997.inexoph]Inexoph[/url] [*][url=http://toyhou.se/1013204.kenzo]Kenzo[/url] [*][url=http://toyhou.se/1014000.anzu]Anzu[/url] [*][url=http://toyhou.se/1016330.kassandra]Kassandra[/url] (Coming Soon!) [*][url=http://toyhou.se/1016331.severin]Severin[/url] (Coming Soon!) [*][url=http://toyhou.se/1016332.meru]Meru[/url] (Coming Soon!) [/LIST]
Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. From Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


THE STUFF OF LEGENDS: SARCASM IN ALL ITS GLORY

Flight Rising Universe:
  • Miscellaneous: Buttons
  • Miscellaneous: Curtains
  • Birthdays: Lucien (Part 1)
Alternate Universe:
  • Origin Story: Something Fishy
  • Prompt: A Bundle of Roses
  • Prompt: It Was Like A Scene From A Movie
  • Prompt:
    2fd759ed2e49083ab4a55307775bd0e2_by_phoenixmiko32-dba6ngf.png (DISCLAIMER: Image is not mine!)
  • Prompt: That's Probably A Sign
  • Prompt: A Character Has No Birthday
  • Prompt: When I Find My Baby
  • Prompt: A Rose In The Sea
Off-Site Character References:
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Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. From Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


WISHLIST/INVENTORY/DREAM OUTFITS

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Navigation:
  1. Opening
  2. Clan Directory
  3. Timeline Summary
  4. The First Age
  5. The Second Age
  6. The Third Age
  7. Epilogue
  8. From Where We Left Off
  9. The Stuff of Legends: Sarcasm in All Its Glory
  10. Wishlist/Inventory/Dream Outfits
  11. Reserved
  12. Reserved
  13. Reserved
  14. Reserved
  15. Reserved
  16. Reserved
  17. Reserved
  18. Reserved
  19. Reserved
  20. Reserved


WISHLIST/INVENTORY/DREAM OUTFITS

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