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TOPIC | The Hidden Haven [Lore WIP]
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[center][font=Georgia][size=7][color=#553366]THE HIDDEN HAVEN[/color][/size][/center] [center][img]https://66.media.tumblr.com/5a863e4e2615ea31986370dc8d9ddc2f/tumblr_inline_oec2awq2WU1tqyuge_540.png[/img] [b]Intro[/b] You are completely, and utterly lost. You have no idea if you had taken a wrong turn, trapped in an illusion, or doing a good job at getting yourself lost, but undeniably, you are lost in the Tangled Wood. Great. Groaning, you start trying to retrace your tracks. Unfortunately, you can barely see in the darkness, with some glowing mushrooms breaking through it. You can feel the brambles getting caught on your clothes, like tiny claws trying to hold you in place. ----- The Hidden Haven is a clan where dragon and beastclan alike are welcome to stay or join. Located at the cliff that separates the Tangled Wood and the Sunbeam Ruins, the clan resides in a series of caves and tunnels. The entrance is hidden with an illusion, though there are various tunnels which lead inside as well. The leaders were born surrounded by the bones of the inhabitants that once resided within. The scent of rot and death were everywhere. The two could not get rid of the bones for they where too young and weak, and so lived among the skeletons scattered throughout the entire lair. The first to join was Soren, who helped them move and bury the remains of those who passed away. He became one of the most trusted dragons in the lair and the adviser to the founders. The second to join was Nilus, who took shelter and temporary became a scavenger and became a theif, bringing back trinkets to sell and treasure to spend. The third was Peddler, a travelling merchant who sold and bartered items for useful materials to rebuild what was lost. It was from these five the clan soon grew larger, expanded their territory, befriended the beastclans, and soon became the thriving Haven. -------- This clan is home to wanderers, thieves, rogues, monsters, and those who are abandoned and lost. And yet conflict within is low. Although many clans think the Haven is full of weaklings waiting to be killed, others never speak of the horrors they have seen with its walls. Those who have entered as intruders, trying to steal or to kill one of the inhabitants, have all met a grisly end. Appearances can be very deceiving, especially if one can hide their true selves under smiling faces. Deep underneath the clan lies numerous tunnels, both used as storage spaces and pathways connecting to the outside territory. There are even more tunnels that lie much deeper and are barely used. There is a reason why they aren't used often. There are monsters residing there, creatures the clan keeps hidden to protect others. If the need calls for it, sometimes an enemy is thrown into these tunnels, and left to fend for themselves. Most never come out alive. The few who do reach the outside world are shaken by what they have seen or heard. But some disregard these as the drabbles of dragons gone mad. Others say that the clan doesn't even exist, as who in their right mind would make a lair situated in a cliff, right on the border of light and shadow, or accept dragons that are at best, morally dubious? But they're wrong. [/center] ---------- [center][size=5]Index[/size] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~[/center] [LIST=1] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742405]The Founding of the Clan[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742407]Clan Layout[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742408]Significant Events and Other Tales[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742409]The First Five[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742410]Other Members[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742411]Culture[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742413]Rules[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742414]Places of Interest[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/1#post_24742415]Strange Events[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/2#post_24742418]Allies and Enemies[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/2#post_24742419]Other Fractions[/url] [*][url=http://www1.flightrising.com/forums/cc/2080961/2#post_24742423]Rumors[/url] [/LIST]
THE HIDDEN HAVEN



tumblr_inline_oec2awq2WU1tqyuge_540.png


Intro

You are completely, and utterly lost. You have no idea if you had taken a wrong turn, trapped in an illusion, or doing a good job at getting yourself lost, but undeniably, you are lost in the Tangled Wood.

Great.

Groaning, you start trying to retrace your tracks. Unfortunately, you can barely see in the darkness, with some glowing mushrooms breaking through it. You can feel the brambles getting caught on your clothes, like tiny claws trying to hold you in place.



The Hidden Haven is a clan where dragon and beastclan alike are welcome to stay or join. Located at the cliff that separates the Tangled Wood and the Sunbeam Ruins, the clan resides in a series of caves and tunnels. The entrance is hidden with an illusion, though there are various tunnels which lead inside as well.

The leaders were born surrounded by the bones of the inhabitants that once resided within. The scent of rot and death were everywhere. The two could not get rid of the bones for they where too young and weak, and so lived among the skeletons scattered throughout the entire lair.

The first to join was Soren, who helped them move and bury the remains of those who passed away. He became one of the most trusted dragons in the lair and the adviser to the founders.

The second to join was Nilus, who took shelter and temporary became a scavenger and became a theif, bringing back trinkets to sell and treasure to spend.

The third was Peddler, a travelling merchant who sold and bartered items for useful materials to rebuild what was lost.

It was from these five the clan soon grew larger, expanded their territory, befriended the beastclans, and soon became the thriving Haven.



This clan is home to wanderers, thieves, rogues, monsters, and those who are abandoned and lost. And yet conflict within is low.

Although many clans think the Haven is full of weaklings waiting to be killed, others never speak of the horrors they have seen with its walls.

Those who have entered as intruders, trying to steal or to kill one of the inhabitants, have all met a grisly end.

Appearances can be very deceiving, especially if one can hide their true selves under smiling faces.

Deep underneath the clan lies numerous tunnels, both used as storage spaces and pathways connecting to the outside territory. There are even more tunnels that lie much deeper and are barely used.

There is a reason why they aren't used often.

There are monsters residing there, creatures the clan keeps hidden to protect others. If the need calls for it, sometimes an enemy is thrown into these tunnels, and left to fend for themselves.

Most never come out alive. The few who do reach the outside world are shaken by what they have seen or heard.

But some disregard these as the drabbles of dragons gone mad. Others say that the clan doesn't even exist, as who in their right mind would make a lair situated in a cliff, right on the border of light and shadow, or accept dragons that are at best, morally dubious?

But they're wrong.


Index
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  1. The Founding of the Clan
  2. Clan Layout
  3. Significant Events and Other Tales
  4. The First Five
  5. Other Members
  6. Culture
  7. Rules
  8. Places of Interest
  9. Strange Events
  10. Allies and Enemies
  11. Other Fractions
  12. Rumors
XSA45qz.jpg3Dyszo8.jpg
The Founding of the Clan

  • The Sacred Silence, the previous clan that once lived on the current clan grounds, was destroyed by battle.
  • The remains were leave to decay, soon the only things that pulsed of life were the last two eggs in the nursery.
  • Onoind hatched first, followed by Araziela.
  • They relied on each other to survive.
  • Soren arrives, and decides to care for them, to redeem his past sins.
  • Nilus was supposed to stay only for a while, ended up stealing food, clothes, among other things, to help Soren.
  • Peddler was hired to sell other stuff that they couldn't use.
  • Somehow, a clan was created from these five
The Founding of the Clan

  • The Sacred Silence, the previous clan that once lived on the current clan grounds, was destroyed by battle.
  • The remains were leave to decay, soon the only things that pulsed of life were the last two eggs in the nursery.
  • Onoind hatched first, followed by Araziela.
  • They relied on each other to survive.
  • Soren arrives, and decides to care for them, to redeem his past sins.
  • Nilus was supposed to stay only for a while, ended up stealing food, clothes, among other things, to help Soren.
  • Peddler was hired to sell other stuff that they couldn't use.
  • Somehow, a clan was created from these five
XSA45qz.jpg3Dyszo8.jpg
Clan layout There are three sections to the lair. These are the: [center][b][size=6]Upper Area[/size][/b][/center] [img]https://s-media-cache-ak0.pinimg.com/736x/29/6d/9f/296d9fda0cc96c4b0948eaf4232edfb8.jpg[/img] [center][b][size=6]Ground Area[/size][/b][/center] [center][b][size=6]Underground Area[/size][/b][/center] [img]http://sometimes-interesting.com/wp-content/uploads/2014/05/Derinkuyu_map.jpg[/img] Please note : images are for reference only. These look similar to the actual design.
Clan layout

There are three sections to the lair. These are the:


Upper Area
296d9fda0cc96c4b0948eaf4232edfb8.jpg


Ground Area



Underground Area
Derinkuyu_map.jpg


Please note : images are for reference only. These look similar to the actual design.
XSA45qz.jpg3Dyszo8.jpg
Significant Events and Other Tales

The Spot - When Nilus raided a vault, he found Sidonia imprisoned inside. Despite the numerous warning signs that something was very wrong with him, still he freed Sidonia from the chains binding him, and brought him back. A few days later, a black spot appeared on his arm...

The Hatchling by the River - When Soren was searching for some food by the river, he came across a young boy making some kind of structure at one end...

The Beastclan Alliance - When Lophia first arrived, the leaders were very much interested in the beastclans, seeing them as a potential ally...

The Wolf Raised Wildclaw - Quentin was very wary at first, but slowly began to accept the clan that had offered to protect him and his pack.

The Children of the Leaders - Some ask why ridgebacks aren't allowed in the clan. The reason why lies long ago, back when the clan was just beginning to grow...

Letters of a Herbalist - A trip to the wymnwound became a horrifying experience for the herbalist.

The Puppeteer - When Onoind heard that a new dragon had taken up residence in the Hidden Haven, a strange mix of emotions roiled through him...

The Chirurgeon - There was the rather, unnerving addition to the healer's cove, but even Rupliuqueiot couldn't deny that he was very good, despite the fact that he seemed to be much more interested in how their patient's body works...

The Prince and his companions - The leaders didn't expect any company that night, much less a bedraggled looking snapper dragging along a prince and a slave, along with a few others...

The Dreamweaver -

The Librarian - No one knows why the library was suddenly bigger than it was before, why there was a librarian already there, or why most of the books aren't written in any known language on Sorieth...

Raziel and Asnaitiote - The leaders might not know the exact way Asnaitiote arrived, but he knows who his savior is...

The Blind Acolight - Acolight was found hobbling nearby the territory, clutching on a Goldenplains Poodle Mith, and was immediately taken in. To the members, he is a blind wanderer, but he was the best smuggler on Sorieth. Was.

Tairialis and the Poison Faes -

Faran and Raven - The two refugees who left their original clan to seek a new home, far away from the place that reminded them of the horrors, and of bloodshed.

The First Bogsneak - Some random components made an egg. No one, not even the alchemist knows how her egg was formed. But when she hatched, her eyes barely left the stars.

The First Clan Alliance -

Akihiko and Volcoraine - The Elder ran away from home, but went back to fetch the youngest...

The Birdkeeper - On a gloomy day, the gray clouds parted to let someone fall...

Feeding time - A glimpse in the aviary.

The Second Clan Alliance -

The Light Bearer -

The Third Clan Alliance -

Significant Events and Other Tales

The Spot - When Nilus raided a vault, he found Sidonia imprisoned inside. Despite the numerous warning signs that something was very wrong with him, still he freed Sidonia from the chains binding him, and brought him back. A few days later, a black spot appeared on his arm...

The Hatchling by the River - When Soren was searching for some food by the river, he came across a young boy making some kind of structure at one end...

The Beastclan Alliance - When Lophia first arrived, the leaders were very much interested in the beastclans, seeing them as a potential ally...

The Wolf Raised Wildclaw - Quentin was very wary at first, but slowly began to accept the clan that had offered to protect him and his pack.

The Children of the Leaders - Some ask why ridgebacks aren't allowed in the clan. The reason why lies long ago, back when the clan was just beginning to grow...

Letters of a Herbalist - A trip to the wymnwound became a horrifying experience for the herbalist.

The Puppeteer - When Onoind heard that a new dragon had taken up residence in the Hidden Haven, a strange mix of emotions roiled through him...

The Chirurgeon - There was the rather, unnerving addition to the healer's cove, but even Rupliuqueiot couldn't deny that he was very good, despite the fact that he seemed to be much more interested in how their patient's body works...

The Prince and his companions - The leaders didn't expect any company that night, much less a bedraggled looking snapper dragging along a prince and a slave, along with a few others...

The Dreamweaver -

The Librarian - No one knows why the library was suddenly bigger than it was before, why there was a librarian already there, or why most of the books aren't written in any known language on Sorieth...

Raziel and Asnaitiote - The leaders might not know the exact way Asnaitiote arrived, but he knows who his savior is...

The Blind Acolight - Acolight was found hobbling nearby the territory, clutching on a Goldenplains Poodle Mith, and was immediately taken in. To the members, he is a blind wanderer, but he was the best smuggler on Sorieth. Was.

Tairialis and the Poison Faes -

Faran and Raven - The two refugees who left their original clan to seek a new home, far away from the place that reminded them of the horrors, and of bloodshed.

The First Bogsneak - Some random components made an egg. No one, not even the alchemist knows how her egg was formed. But when she hatched, her eyes barely left the stars.

The First Clan Alliance -

Akihiko and Volcoraine - The Elder ran away from home, but went back to fetch the youngest...

The Birdkeeper - On a gloomy day, the gray clouds parted to let someone fall...

Feeding time - A glimpse in the aviary.

The Second Clan Alliance -

The Light Bearer -

The Third Clan Alliance -

XSA45qz.jpg3Dyszo8.jpg
The First Five [columns][url=http://flightrising.com/main.php?dragon=19248455][img]http://flightrising.com/rendern/avatars/192485/19248455.png[/img][/url][nextcol] Onoind - [/columns] [columns][url=http://flightrising.com/main.php?dragon=19248457][img]http://flightrising.com/rendern/avatars/192485/19248457.png[/img][/url][nextcol] Araziela - [/columns] [columns][url=http://flightrising.com/main.php?dragon=18792310][img]http://flightrising.com/rendern/avatars/187924/18792310.png[/img][/url][nextcol] Soren - [/columns] [columns][url=http://flightrising.com/main.php?dragon=19454688][img]http://flightrising.com/rendern/avatars/194547/19454688.png[/img][/url][nextcol] Nilus - [/columns] [columns][url=http://flightrising.com/main.php?dragon=24928000][img]http://flightrising.com/rendern/avatars/249281/24928000.png[/img][/url][nextcol] Peddler - [/columns]
The First Five
19248455.png Onoind -
19248457.png Araziela -
18792310.png Soren -
19454688.png Nilus -
24928000.png Peddler -


XSA45qz.jpg3Dyszo8.jpg
Other Members
Actual Dragons

Omard and Skelf - Sibling thieves that have been supporting each since they were young, these two were run out of Sunbeam Ruins due to their mannerisms being more that of shadow than light.

Dyvad - Found by the river, Dyvad is known as the handyman of the lair.

Vernal - Vernal appeared behind the third door Onoind found. How he even got there is a mystery.

Zippo - This pun-loving snapper is the clan greeter. He's always there to cheer you up!

Cinnamon - The first guard of the clan, Cinnamon is also a part time mercenary.

Lophia - The clan's centaur ambassador, Lophia had been raised by centaurs when she was young.

Nathan - Unlike Lophia, Nathan was fascinated by the Longneck. He joined a nomadic longneck tribe, but he occasionally comes back.

Zavier - The clan's alchemist. Despite being very focused, it is quite easy to fluster him. Arcamalis sees him as her father.

LemonCurse - The clan's first healer, Lemon is a rather unique water dragon, due to being unable to see the futures of others. Regardless, he is a very good healer.

Rupliuqueiot - A war-torn medic, Rupliuqueiot is a more talented healer than Lemon, but always sees his skills as inferior.

Nveryioth - Born almost blind, Nathan found Nveryioth stumbling about in the Icefields. Unable to care for him, he bought him to the Haven, where he still resides up to this day.

Icensian - Unlike his older brother, Icensian is much more social, preferring to travel and explore than staying in one place.

Lachlan - Lachlan has earned the title of 'Grumpy Arcane Grandpa'. He doesn't like it.

Gizelle - Despite her ghastly appearance, Gizelle is a kind dragon, willing to help anyone without a reward.

Nia - Nia is the clan's self proclaimed technician. Many of her inventions have helped the clan grow in ways they didn't thought of (due to still being small when Nia arrived).

Mismar - The puppeteer, Mismar is a very quiet dragon. Almost everyone is not sure if he is mute, or just chooses not too. Expect for one. Not that he remembers it.

Tharwalda -

Skirbern and Skestord - These two brothers are always nearby each other, whenever in hunting or tracking.

Atradoras -

Renato -

Zadkiel -

Marrowrend -

Ignita -
Strange Dragons

These guys are dragons...but just a bit strange.

Sidonia - The clan's scribe. Despite his strange appearance, he is a valued clan member.

Quentin - Raised by wolves since his hatching, Quentin is not a very social dragon. Most of the time, he is found wandering the Tangled Wood, having spent most of his childhood in there.

Mirroasque - Mirroasque just walked in one day, collapsed within seconds, and when he woke up, he never left. He is always heard muttering to himself, talking to something only he can hear.

Achromatopsia -

Foliumalas -

Phermelmim -

Sono -

Alek -

Asclepias and Faenamide -

Dulcamara -





Non-Dragons

Corvus - We don't know why this wildclaw is here, we just gave him a name and hope that he leaves other dragons alone.
Other Members
Actual Dragons

Omard and Skelf - Sibling thieves that have been supporting each since they were young, these two were run out of Sunbeam Ruins due to their mannerisms being more that of shadow than light.

Dyvad - Found by the river, Dyvad is known as the handyman of the lair.

Vernal - Vernal appeared behind the third door Onoind found. How he even got there is a mystery.

Zippo - This pun-loving snapper is the clan greeter. He's always there to cheer you up!

Cinnamon - The first guard of the clan, Cinnamon is also a part time mercenary.

Lophia - The clan's centaur ambassador, Lophia had been raised by centaurs when she was young.

Nathan - Unlike Lophia, Nathan was fascinated by the Longneck. He joined a nomadic longneck tribe, but he occasionally comes back.

Zavier - The clan's alchemist. Despite being very focused, it is quite easy to fluster him. Arcamalis sees him as her father.

LemonCurse - The clan's first healer, Lemon is a rather unique water dragon, due to being unable to see the futures of others. Regardless, he is a very good healer.

Rupliuqueiot - A war-torn medic, Rupliuqueiot is a more talented healer than Lemon, but always sees his skills as inferior.

Nveryioth - Born almost blind, Nathan found Nveryioth stumbling about in the Icefields. Unable to care for him, he bought him to the Haven, where he still resides up to this day.

Icensian - Unlike his older brother, Icensian is much more social, preferring to travel and explore than staying in one place.

Lachlan - Lachlan has earned the title of 'Grumpy Arcane Grandpa'. He doesn't like it.

Gizelle - Despite her ghastly appearance, Gizelle is a kind dragon, willing to help anyone without a reward.

Nia - Nia is the clan's self proclaimed technician. Many of her inventions have helped the clan grow in ways they didn't thought of (due to still being small when Nia arrived).

Mismar - The puppeteer, Mismar is a very quiet dragon. Almost everyone is not sure if he is mute, or just chooses not too. Expect for one. Not that he remembers it.

Tharwalda -

Skirbern and Skestord - These two brothers are always nearby each other, whenever in hunting or tracking.

Atradoras -

Renato -

Zadkiel -

Marrowrend -

Ignita -
Strange Dragons

These guys are dragons...but just a bit strange.

Sidonia - The clan's scribe. Despite his strange appearance, he is a valued clan member.

Quentin - Raised by wolves since his hatching, Quentin is not a very social dragon. Most of the time, he is found wandering the Tangled Wood, having spent most of his childhood in there.

Mirroasque - Mirroasque just walked in one day, collapsed within seconds, and when he woke up, he never left. He is always heard muttering to himself, talking to something only he can hear.

Achromatopsia -

Foliumalas -

Phermelmim -

Sono -

Alek -

Asclepias and Faenamide -

Dulcamara -





Non-Dragons

Corvus - We don't know why this wildclaw is here, we just gave him a name and hope that he leaves other dragons alone.
XSA45qz.jpg3Dyszo8.jpg
Culture & Traditions

Roles

  • Roles are assigned to the members that are most comfortable with it.
  • Or are chosen by them.
  • There can be multiple of same role.
  • Some residents may have two or more roles.
  • Others don't have any at all.

Lairs

  • Lair sizes can vary from resident to resident.
  • Sometimes siblings may share the same lair.
  • It can be located in either the upper, middle, or underground section.
  • Decorations or symbols are used to differentiate the lairs from each other.

Funerary Customs

  • If one requests that their body to be cremated, then so it be.
  • The body (if there is any) is bathed and cleaned.
  • Before the burial, their family and/or acquaintances gather together to mourn.
  • A coffin is made that fits their body. It can either be elaborate, or simple in design.
  • Items that used to belong the deceased are placed in the coffin to be buried with them.

    Imperial Burial

    • Due to the possibility of dead imperials becoming emperors, any imperial's (or former imperial's) dead body is required to be cremated. This to ensure that they would never become part of an emperor.
    • Instead of a coffin, an urn is used to store the ashes.
    • Sometimes the urn is buried, or placed with the home of the deceased family.

Power/Magic/Ability/Element Over Usage

One aspect that the clan takes note is the over usage of one's abilities. This can manifest in many ways, depending on the ability/element in question.

Light : Eyes glow intensely, practically glows, bleed liquid light. Can be used to temporarily blind others.
Shadow : Thick, black goop from the mouth and clawtips, when injured, blood exposed to air turns into smoke, slight chance of blindness by goop dripping from the eyes. Goop hardens after a few seconds, can be used to disable others.
Lighting : Literally becomes a lighting rod, keep away from machinery. May burn out machinery, and destroy any electrical devices in vicinity.
Earth : Outer skin becomes stone to protect the organs, much more heavier than normal weight, sometimes develops cracks around the joints and face. Might form earthquakes.
Plague : A thick sickly green goop begins to drip from the mouth and clawtips. Avoid goop and get dispose of it as it can have a harmful effect to it's surroundings. Goop contains various diseases that can easily spread. Plants wither and die, non-plague fauna will die within a few seconds of exposure.
Wind : Becomes faster and more agile, parts of body will fade into smoke. May conjure twisters/whirlwinds. Much harder to hit.
Water
Ice
Arcane
Nature
Fire : Has a chance of lava dripping from the mouth, resilient to fire and can swim in lava, blood exposed to air will boil, has a chance of literally being on fire
Culture & Traditions

Roles

  • Roles are assigned to the members that are most comfortable with it.
  • Or are chosen by them.
  • There can be multiple of same role.
  • Some residents may have two or more roles.
  • Others don't have any at all.

Lairs

  • Lair sizes can vary from resident to resident.
  • Sometimes siblings may share the same lair.
  • It can be located in either the upper, middle, or underground section.
  • Decorations or symbols are used to differentiate the lairs from each other.

Funerary Customs

  • If one requests that their body to be cremated, then so it be.
  • The body (if there is any) is bathed and cleaned.
  • Before the burial, their family and/or acquaintances gather together to mourn.
  • A coffin is made that fits their body. It can either be elaborate, or simple in design.
  • Items that used to belong the deceased are placed in the coffin to be buried with them.

    Imperial Burial

    • Due to the possibility of dead imperials becoming emperors, any imperial's (or former imperial's) dead body is required to be cremated. This to ensure that they would never become part of an emperor.
    • Instead of a coffin, an urn is used to store the ashes.
    • Sometimes the urn is buried, or placed with the home of the deceased family.

Power/Magic/Ability/Element Over Usage

One aspect that the clan takes note is the over usage of one's abilities. This can manifest in many ways, depending on the ability/element in question.

Light : Eyes glow intensely, practically glows, bleed liquid light. Can be used to temporarily blind others.
Shadow : Thick, black goop from the mouth and clawtips, when injured, blood exposed to air turns into smoke, slight chance of blindness by goop dripping from the eyes. Goop hardens after a few seconds, can be used to disable others.
Lighting : Literally becomes a lighting rod, keep away from machinery. May burn out machinery, and destroy any electrical devices in vicinity.
Earth : Outer skin becomes stone to protect the organs, much more heavier than normal weight, sometimes develops cracks around the joints and face. Might form earthquakes.
Plague : A thick sickly green goop begins to drip from the mouth and clawtips. Avoid goop and get dispose of it as it can have a harmful effect to it's surroundings. Goop contains various diseases that can easily spread. Plants wither and die, non-plague fauna will die within a few seconds of exposure.
Wind : Becomes faster and more agile, parts of body will fade into smoke. May conjure twisters/whirlwinds. Much harder to hit.
Water
Ice
Arcane
Nature
Fire : Has a chance of lava dripping from the mouth, resilient to fire and can swim in lava, blood exposed to air will boil, has a chance of literally being on fire
XSA45qz.jpg3Dyszo8.jpg
Rules

Any dragon can join the clan, as long as they accept these rules:

  • All dragons are to be treated equally.
  • Under no circumstances are ridgebacks allowed anywhere near the clan territory, much less the matriarch. This is for their safety, not ours.
  • The beastclans are our allies. Intentionally hunting and killing (unless they are hostile and have resisted all forms of alliance to them) shall result with being exiled from the clan grounds and chased off the territory.
  • Attacking or killing a fellow clan member (especially those who are unable to fight back or defend themselves) shall result in being punished severely and being chased out of the territory.
  • Attacking or killing hatchlings or the children of the beastclans shall result in either death or poisoning. If you manage to escape, Araziela WILL hunt you down herself.
  • Don't go poking your snout it everyone's business, you may not like what you see. And neither will they.
  • Slavery will NOT be tolerated by the leaders.
  • Atradoras must only practice her skills far, far away from clan territory. The last time she practiced near here, the resulting explosion ended up destroying some the lairs.
  • Do not lick Faenamide or Asclepias. There's a reason why only Tairialis is allowed to touch them.
  • Do not anger the librarian. Do not steal from the library. For the love of the Eleven, DO. NOT. STEAL. ANYTHING. FROM. THE. LIBRARY.
  • Do not drink any unknown liquids or eat unknown solids laying around. You will either a)die, b)get sick/poisoned or c) change.
  • Tharwalda will murder you if you dare hurt her garden. Don't try to dig up holes in her garden either, chances are you will be never be seen again.
  • Harming Renato, Asnaitiote or Xen WILL put you on Araziela kill list, if not everyone's list. Let them be happy, they've been though a lot.
  • Gerel's lair is strictly off limits. What happens in there is not your business.
  • The most deepest and unused tunnels are very dangerous. Enter at your own risk.
  • Do not disturb Sidonia. Yes, there's something wrong with him, but that doesn't give you the permission to constantly question him.
  • If Anpiel smells either of incense or rotting flesh, ignore it. Just let him be.
  • Any kind of food that grows nearby/inside Tairialis' garden is not to be eaten by anyone expect Tairialis himself. He's practically one of the three that can actually eat the fruits growing around his lair without dying.
  • If the need to summon something/someone arises, please make sure you observe the proper ways to prevent any spare energies to spread out, and close any 'doors'/portals, dimensional or otherwise.
    • Additionally, please don't use spells from tomes that are written in other languages.
  • If you spot some kind of grey/white/black/any color blur at the corner of your eye, ignore it. These creatures friendly, and will do no harm.
  • Yes, we went overboard with Bhikhu's lair. No, we won't change it.



What to do when the following happens :

Run if...
  • Nia says, "Oops."
  • Atradoras says, "Oops."
  • Zavier says, "Oops."
  • You accidentally harm one of Tharwalda's plants.
  • You spot a black and white wildclaw on the outskirts of the clan territory.
  • You pass by the cathedral ruins, and spot a black and white tundra in the corner of your eye.
  • You spot a creature that looks like this in the underground tunnels. (Run in the opposite direction as fast as possible. Do not try to engage in a fight against it.)
Rules

Any dragon can join the clan, as long as they accept these rules:

  • All dragons are to be treated equally.
  • Under no circumstances are ridgebacks allowed anywhere near the clan territory, much less the matriarch. This is for their safety, not ours.
  • The beastclans are our allies. Intentionally hunting and killing (unless they are hostile and have resisted all forms of alliance to them) shall result with being exiled from the clan grounds and chased off the territory.
  • Attacking or killing a fellow clan member (especially those who are unable to fight back or defend themselves) shall result in being punished severely and being chased out of the territory.
  • Attacking or killing hatchlings or the children of the beastclans shall result in either death or poisoning. If you manage to escape, Araziela WILL hunt you down herself.
  • Don't go poking your snout it everyone's business, you may not like what you see. And neither will they.
  • Slavery will NOT be tolerated by the leaders.
  • Atradoras must only practice her skills far, far away from clan territory. The last time she practiced near here, the resulting explosion ended up destroying some the lairs.
  • Do not lick Faenamide or Asclepias. There's a reason why only Tairialis is allowed to touch them.
  • Do not anger the librarian. Do not steal from the library. For the love of the Eleven, DO. NOT. STEAL. ANYTHING. FROM. THE. LIBRARY.
  • Do not drink any unknown liquids or eat unknown solids laying around. You will either a)die, b)get sick/poisoned or c) change.
  • Tharwalda will murder you if you dare hurt her garden. Don't try to dig up holes in her garden either, chances are you will be never be seen again.
  • Harming Renato, Asnaitiote or Xen WILL put you on Araziela kill list, if not everyone's list. Let them be happy, they've been though a lot.
  • Gerel's lair is strictly off limits. What happens in there is not your business.
  • The most deepest and unused tunnels are very dangerous. Enter at your own risk.
  • Do not disturb Sidonia. Yes, there's something wrong with him, but that doesn't give you the permission to constantly question him.
  • If Anpiel smells either of incense or rotting flesh, ignore it. Just let him be.
  • Any kind of food that grows nearby/inside Tairialis' garden is not to be eaten by anyone expect Tairialis himself. He's practically one of the three that can actually eat the fruits growing around his lair without dying.
  • If the need to summon something/someone arises, please make sure you observe the proper ways to prevent any spare energies to spread out, and close any 'doors'/portals, dimensional or otherwise.
    • Additionally, please don't use spells from tomes that are written in other languages.
  • If you spot some kind of grey/white/black/any color blur at the corner of your eye, ignore it. These creatures friendly, and will do no harm.
  • Yes, we went overboard with Bhikhu's lair. No, we won't change it.



What to do when the following happens :

Run if...
  • Nia says, "Oops."
  • Atradoras says, "Oops."
  • Zavier says, "Oops."
  • You accidentally harm one of Tharwalda's plants.
  • You spot a black and white wildclaw on the outskirts of the clan territory.
  • You pass by the cathedral ruins, and spot a black and white tundra in the corner of your eye.
  • You spot a creature that looks like this in the underground tunnels. (Run in the opposite direction as fast as possible. Do not try to engage in a fight against it.)
XSA45qz.jpg3Dyszo8.jpg
Places of Interest

The Aviary

Located above the upper portion of the lair, higher than most, is the aviary, a spacious shelter for the birds. Many birds seek shelter here at night or in rainstorms. A few tables are laid out with food for them. And yet a murder of crows are always present...

Anpiel, the caretaker, rarely leaves the aviary, practically sleeping and eating in it.

The Healers' Cove

Located at ground level, the cove is where dragons or beastclans can stay whenever they feel ill. Mostly it is magical or herbal remedies that are used in healing.

Poison Maker's Den

Located at ground level, farther away from the main grounds, is the poison maker's den. Surrounded by poisonous flora and fauna, the very ground itself is poisonous, that even the fruits of the trees that thrive there, despite their wonderful smell, is as poisonous as the plants surrounding them.

Inside the den (if one is careful enough to avoid the plants), one would find shelves full of vials and beakers, each one containing poison. Heading deeper you will find yourself at a workshop where Tairialis makes them. Usually, you can find Faenamide and/or Asclepias nearby, either helping Tairialis or minding their own business.

The Cathedral

A few meters from the lair lies what seems to be ruins of a cathedral. Parts of the roof are missing, what used to be beautiful glass mosaics that once lined it's windows are scattered on the ground. A few statues had miraculously survived, mostly intact.

The only living things residing here are moss, grasses and weeds, and Angel.

Room of Warmth

In one of the underground chambers, there is a room marked with the symbol of Fire beside the entrance way. This is the Room of Warmth.

A drawing of the Flamecaller is drawn on the ceiling, it's presence providing the room's namesake. Furs and pillows are randomly piled about.

It's quite common to see dragons or beastclan either napping, lounging around, or warming up. It's also quite possible to trip on someone sleeping right at the entrance or burrowed deeply into the furs.

During the Crystalline Gala, a lot of the guests/members, dragon and beastclan alike, always favor this room.

Eldritch Locations

What ever these places actually are, they give an unsettling feeling when one enters. Sometimes, whatever lives in it or even the structures are outright bizarre. Sometimes, even the natural laws of Sorienth don't apply here.

The Underground Library

Guarded closely by the Haven, this infinite library is home to a variety of books, ranging from the Icefields to the Labyrinth. But most don't seem to come from Sorienth, but rather somewhere else. Most aren't even written in any kind of draconic language. Be wary when picking one to read, as it may have some kind of magical effect that could be triggered. Other beings can sometimes be seen, but rarely.

Those who are allowed to visit are warned not to steal anything, as Deregh, the librarian, as kind as he is, does not tolerate thieves.

The Moonlit Field

In the Tangled Wood, one might stumble on this place, be it either accidental or purposely. It's exact location is unknown to anyone, as it has never been mapped nor is anyone able to recall it.

The field itself seems endless, and none of the flora or fauna here are from Sorienth. Lit only by a large, purplish moon, it gives the field an atmosphere of calmness.

The only way to get out is to either fall asleep or to walk for some time with your eyes closed. Do not think you are in the field, but think of an area that is familiar with you. When you open your eyes again, you will be in the location you were thinking of.

Traveller's Shrine

If by some stroke of luck, or if you are really good at getting lost in the Tangled Wood, you might come across a simple shrine surrounded by glowing mushrooms.

Called the Traveller's Shrine, many travellers and wanders leave offerings for good luck, as it is said that if you do, you will easily find your way through the Woods.

These offerings may be of food or trinkets, through some have offered treasure and gems.

Do not try to steal any of the offerings, for not only will you never find the shrine again, you will never find your way out of the Woods. No one will ever see you again. They might hear you, but no amount of searching, even if they comb the entire Tangled Wood, not even if they beg to Shadowbinder herself, will they find you.

For the entity that guards the shrine is not affiliated with the Gods.
Places of Interest

The Aviary

Located above the upper portion of the lair, higher than most, is the aviary, a spacious shelter for the birds. Many birds seek shelter here at night or in rainstorms. A few tables are laid out with food for them. And yet a murder of crows are always present...

Anpiel, the caretaker, rarely leaves the aviary, practically sleeping and eating in it.

The Healers' Cove

Located at ground level, the cove is where dragons or beastclans can stay whenever they feel ill. Mostly it is magical or herbal remedies that are used in healing.

Poison Maker's Den

Located at ground level, farther away from the main grounds, is the poison maker's den. Surrounded by poisonous flora and fauna, the very ground itself is poisonous, that even the fruits of the trees that thrive there, despite their wonderful smell, is as poisonous as the plants surrounding them.

Inside the den (if one is careful enough to avoid the plants), one would find shelves full of vials and beakers, each one containing poison. Heading deeper you will find yourself at a workshop where Tairialis makes them. Usually, you can find Faenamide and/or Asclepias nearby, either helping Tairialis or minding their own business.

The Cathedral

A few meters from the lair lies what seems to be ruins of a cathedral. Parts of the roof are missing, what used to be beautiful glass mosaics that once lined it's windows are scattered on the ground. A few statues had miraculously survived, mostly intact.

The only living things residing here are moss, grasses and weeds, and Angel.

Room of Warmth

In one of the underground chambers, there is a room marked with the symbol of Fire beside the entrance way. This is the Room of Warmth.

A drawing of the Flamecaller is drawn on the ceiling, it's presence providing the room's namesake. Furs and pillows are randomly piled about.

It's quite common to see dragons or beastclan either napping, lounging around, or warming up. It's also quite possible to trip on someone sleeping right at the entrance or burrowed deeply into the furs.

During the Crystalline Gala, a lot of the guests/members, dragon and beastclan alike, always favor this room.

Eldritch Locations

What ever these places actually are, they give an unsettling feeling when one enters. Sometimes, whatever lives in it or even the structures are outright bizarre. Sometimes, even the natural laws of Sorienth don't apply here.

The Underground Library

Guarded closely by the Haven, this infinite library is home to a variety of books, ranging from the Icefields to the Labyrinth. But most don't seem to come from Sorienth, but rather somewhere else. Most aren't even written in any kind of draconic language. Be wary when picking one to read, as it may have some kind of magical effect that could be triggered. Other beings can sometimes be seen, but rarely.

Those who are allowed to visit are warned not to steal anything, as Deregh, the librarian, as kind as he is, does not tolerate thieves.

The Moonlit Field

In the Tangled Wood, one might stumble on this place, be it either accidental or purposely. It's exact location is unknown to anyone, as it has never been mapped nor is anyone able to recall it.

The field itself seems endless, and none of the flora or fauna here are from Sorienth. Lit only by a large, purplish moon, it gives the field an atmosphere of calmness.

The only way to get out is to either fall asleep or to walk for some time with your eyes closed. Do not think you are in the field, but think of an area that is familiar with you. When you open your eyes again, you will be in the location you were thinking of.

Traveller's Shrine

If by some stroke of luck, or if you are really good at getting lost in the Tangled Wood, you might come across a simple shrine surrounded by glowing mushrooms.

Called the Traveller's Shrine, many travellers and wanders leave offerings for good luck, as it is said that if you do, you will easily find your way through the Woods.

These offerings may be of food or trinkets, through some have offered treasure and gems.

Do not try to steal any of the offerings, for not only will you never find the shrine again, you will never find your way out of the Woods. No one will ever see you again. They might hear you, but no amount of searching, even if they comb the entire Tangled Wood, not even if they beg to Shadowbinder herself, will they find you.

For the entity that guards the shrine is not affiliated with the Gods.
XSA45qz.jpg3Dyszo8.jpg
Strange Events and Locations

These are strange events and locations that have been noted by the clan. There is no exact explanation of why these are happening or exist, but nevertheless, the scribe writes it down.

  • Strange messages have been found on the walls of one of the tunnels. No one can decipher what language it has been written in. Expect for Alek, who has refused to tell what it says.

  • Childlike laughter is sometimes heard in the corridors. These may be the hatchlings of the Sacred Silence, the ones that never made it out alive.

  • Sometimes the smell of incense and rotting flesh wafts from the deepest tunnels. Please ignore this. This is nothing of concern.

  • In one of the blocked tunnels, garbled laughter can be heard. So far, no one has traced who it is. Or what it is.

  • Some members have spotted a red, holographic creature that constantly flickers. Whenever they enter a populated area, the creature disappears.

  • There's a large tree near the driftwood drag that looks like a dragon. The scent of rotting meat is noticeable in the area. Tharwalda doesn't seem comfortable talking about it.

  • In one of the large, unused caverns, some kind of immense, stone structure has appeared. It's body seems to be woven in-and-out of the ground. No amount of breaking gets rid of it, for it repairs it's body at a incredible rate. It's teeth move and twitch slightly, but so far, it has yet to show signs of any other movement.

  • A large, pale blue creature has been spotted in one of the shallower parts of the border between water and shadow. The only sounds it makes are a somber, melodic sobbing.

  • Some kind of serpentine creature has been spotted in the Sea of a Thousand Currents. It has thin, ribbon-like arms, and is very playful. It also seems to produce an ink that stains everything and anything it comes in contact with.

  • There have been sightings of a black and white wildclaw near clan territory. Also noted are that a few dragons have disappeared near the vicinity. These two may be connected. The clan has given this entity a name. Corvus.
Strange Events and Locations

These are strange events and locations that have been noted by the clan. There is no exact explanation of why these are happening or exist, but nevertheless, the scribe writes it down.

  • Strange messages have been found on the walls of one of the tunnels. No one can decipher what language it has been written in. Expect for Alek, who has refused to tell what it says.

  • Childlike laughter is sometimes heard in the corridors. These may be the hatchlings of the Sacred Silence, the ones that never made it out alive.

  • Sometimes the smell of incense and rotting flesh wafts from the deepest tunnels. Please ignore this. This is nothing of concern.

  • In one of the blocked tunnels, garbled laughter can be heard. So far, no one has traced who it is. Or what it is.

  • Some members have spotted a red, holographic creature that constantly flickers. Whenever they enter a populated area, the creature disappears.

  • There's a large tree near the driftwood drag that looks like a dragon. The scent of rotting meat is noticeable in the area. Tharwalda doesn't seem comfortable talking about it.

  • In one of the large, unused caverns, some kind of immense, stone structure has appeared. It's body seems to be woven in-and-out of the ground. No amount of breaking gets rid of it, for it repairs it's body at a incredible rate. It's teeth move and twitch slightly, but so far, it has yet to show signs of any other movement.

  • A large, pale blue creature has been spotted in one of the shallower parts of the border between water and shadow. The only sounds it makes are a somber, melodic sobbing.

  • Some kind of serpentine creature has been spotted in the Sea of a Thousand Currents. It has thin, ribbon-like arms, and is very playful. It also seems to produce an ink that stains everything and anything it comes in contact with.

  • There have been sightings of a black and white wildclaw near clan territory. Also noted are that a few dragons have disappeared near the vicinity. These two may be connected. The clan has given this entity a name. Corvus.
XSA45qz.jpg3Dyszo8.jpg
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