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TOPIC | [Clan Lore] The Keyskeepers
[center][img]https://i.postimg.cc/hjBvVRgM/Rose-Left.png[/img] [b]THE CLAN OF KEYS[/b] [img]https://i.postimg.cc/pr0dN9j1/Rose-Right.png[/img] [i][font=arial narrow]"From storms to sickness to sparks to seed, the wind knows everything it carries."[/font][/i][/center] [center][img]https://i.postimg.cc/tT31cCDL/Divider-Horizontal.png[/img][/center] [center][quote name="Theme"][url=https://www.youtube.com/watch?v=baWb0KYTxWk]Final Fantasy VIII - Blue Fields (Lullaby) feat. BitSymphony[/url][/quote][/center] The Keys are vagabonds, following their god's songs across the Plateau and beyond. After angering a lesser deity, the clan was cursed to never again know rest - never mind peace - until both king and the one he so wronged receive death's judgment. Though poor and elusive, the clan has proven itself reliable, even uncanny, as a consulting service. In these uncertain times, more and more farmers especially look to them for news of the shifting seasons. [quote name=Aesthetics]Wanderers at heart but not by choice. They were fortunate it was a minor deity--and unfortunate because of that same reason. It is very difficult to shake the spite of a god with with something to prove. Songs echoing over valleys and winding along the mountaintops; aching claws that need more than a moment's respite to recover; the playful cries of hatchlings as they weave between their parents' legs. How long till their king and the deity he offended perish? How long can the peace be kept before someone finally snaps?[/quote] [center][size=2][i]Aesthetics by [url=https://www1.flightrising.com/clan-profile/84422]shanncrafter#84422[/url][/i][/size][/center] [emoji=bestiary size=1] [b]Table of Contents[/b] [LIST][*][url=https://www1.flightrising.com/forums/cc/2395398/1#post_32162092]Overview[/url] [*][url=https://www1.flightrising.com/forums/cc/2395398/1#post_32162102]History[/url] [*][url=https://www1.flightrising.com/forums/cc/2395398/1#post_32162114]Encyclopedia[/url] [*][url=https://www1.flightrising.com/forums/cc/2395398/1#post_32162118]Alliances[/url] [*][url=https://www1.flightrising.com/forums/cc/2395398#post_32172770]Credits[/url][/LIST]
Rose-Left.png THE CLAN OF KEYS Rose-Right.png
"From storms to sickness to sparks to seed, the wind knows everything it carries."
Divider-Horizontal.png



The Keys are vagabonds, following their god's songs across the Plateau and beyond. After angering a lesser deity, the clan was cursed to never again know rest - never mind peace - until both king and the one he so wronged receive death's judgment.

Though poor and elusive, the clan has proven itself reliable, even uncanny, as a consulting service. In these uncertain times, more and more farmers especially look to them for news of the shifting seasons.

Aesthetics wrote:
Wanderers at heart but not by choice. They were fortunate it was a minor deity--and unfortunate because of that same reason. It is very difficult to shake the spite of a god with with something to prove. Songs echoing over valleys and winding along the mountaintops; aching claws that need more than a moment's respite to recover; the playful cries of hatchlings as they weave between their parents' legs. How long till their king and the deity he offended perish? How long can the peace be kept before someone finally snaps?
Aesthetics by shanncrafter#84422


Table of Contents
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[center][img]https://i.postimg.cc/hjBvVRgM/Rose-Left.png[/img] [b]OVERVIEW[/b] [img]https://i.postimg.cc/pr0dN9j1/Rose-Right.png[/img] [font=arial narrow]Ranks, Culture, & Tokens[/font] [url=http://www1.flightrising.com/forums/cc/2395398#post_2395398]Table of Contents[/url] | [b][url=http://www1.flightrising.com/forums/cc/2395398#post_32162092]Overview[/url][/b] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162102]History[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162114]Encyclopedia[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162118]Alliances[/url] | [url=https://www1.flightrising.com/forums/cc/2395398#post_32172770]Credits[/url][/center] [center][img]https://i.postimg.cc/tT31cCDL/Divider-Horizontal.png[/img][/center] [emoji=sword and shield size=1] [b]Ranks[/b] [i]The King and Queen > The Keepers & Speakers > The Hounds & Seekers[/i] To the clan, the unknown is sacred. Some words gain power when they are spoken; others, only when they are read. It is the responsibility of a [b]Keeper [/b]to gauge this difference as they best see fit, which has led to some disagreements within the clan. This is where the [b]Speakers [/b]come in, moved not by truth so much as honor. They are historians and diplomats, artisans and witches. A [b]Seeker[/b]'s journey begins when they are gifted with an unmarked key. If they discover what this key unlocks (their secret) they graduate to Keeper. A kept secret can be a door, a chest, or even something as simple as a fishing spot. Though bestowed with much festivity, the key is truly only intended as a badge and, curiously, a goad. Most Seekers also take [b]Hounds[/b], dual guards and trackers who scent the resolution of the heart. It can very well be said that the Hound takes the Seeker, and binds them to the clan's honor. ----- [emoji=gust size=1] [b]Culture[/b] [LIST][*]To live unnamed is considered a high honor, as it proves one's commitment to secrecy through one's unknowability. The highest ranking Keys live and work under aliases. [*]Though their leaders cannot sing, they revere music as the greatest source of mystery and wisdom. Many meditate with handmade instruments. [*]Guardians, especially those who struggle with or otherwise dishonor the Search, are drawn to the Keys and their singularly immaterial hoard. [*] Expecting parents carry their eggs in satchels. The hatchlings blow on reeds to communicate over the roar of the wind. Cursed never to appreciate the good, green ground, the clan lives and hunts on the wing. [*]The Keys import little and export even less - nothing, at least, that can be traced. But you can't eat even the juiciest of rumors, and though they can catch anything that flies - cicadas and words and migratory birds - herbs and fish prove much more difficult to source. As such, a Key mightily appreciates an humble, home-cooked meal out of Light, Nature, Water, and Wind lands especially. [*]Once a month, the clan lights in friendly territories to trade wares and celebrate the festivals.[/LIST] ----- [emoji=treasure size=1] [b]Tokens[/b] The Keys travel light by need and nature but, like every lair, they hoard some tokens for traditional use or favor: [LIST][*] One [gamedb item=19153] goes a long way, but the very reddest dye comes from scores. The Keyskeepers' distinctive [gamedb item=21367] is made from figs and fine alpaca wool. [*]The [gamedb item=14443] is traditionally stewed with a single [gamedb item=12943] on the day a Seeker becomes a Keeper. Basilisk meat and a rock-eye from Light make hard and steadfast the heart. [*]The [gamedb item=18589] is smoked in a pit of consecrated incense, the pit dug from ancient earth and ground with [gamedb item=21556]. The gooseflesh takes on secrets and, as befits the cuisine, these secrets raise gooseflesh in the one who consumes them. [*]Some [gamedb item=190], owing to the chaotic genetics of chimerical creatures, contain a unique venom. And every venom has its antivenom, a spy well knows. [*]The Keys habitually intercept messages in [gamedb item=19593]-s, whether these are written in ink or whispered by their little guardians. [*]The only insects the clan does not eat are the [gamedb item=18925] and its cousin, the [gamedb item=18927]. They tell a nursery rhyme about the cold and the warmth of pride, and what the two caterpillars chose to have together instead of the cocoon's release. For love and honor, they will never fly - unless it's with an affectionate Keyskeeper. [*]Only the [gamedb item=25781] remembers its king. But it can be coaxed to reminisce if offered a [gamedb item=16440] by a beckoner who wears the [gamedb item=34821]'s battle-blurred, but familiar, face.
Rose-Left.png OVERVIEW Rose-Right.png
Ranks, Culture, & Tokens

Table of Contents | Overview | History | Encyclopedia | Alliances | Credits
Divider-Horizontal.png

Ranks

The King and Queen > The Keepers & Speakers > The Hounds & Seekers

To the clan, the unknown is sacred. Some words gain power when they are spoken; others, only when they are read. It is the responsibility of a Keeper to gauge this difference as they best see fit, which has led to some disagreements within the clan.

This is where the Speakers come in, moved not by truth so much as honor. They are historians and diplomats, artisans and witches.

A Seeker's journey begins when they are gifted with an unmarked key. If they discover what this key unlocks (their secret) they graduate to Keeper. A kept secret can be a door, a chest, or even something as simple as a fishing spot. Though bestowed with much festivity, the key is truly only intended as a badge and, curiously, a goad.

Most Seekers also take Hounds, dual guards and trackers who scent the resolution of the heart. It can very well be said that the Hound takes the Seeker, and binds them to the clan's honor.



Culture

  • To live unnamed is considered a high honor, as it proves one's commitment to secrecy through one's unknowability. The highest ranking Keys live and work under aliases.
  • Though their leaders cannot sing, they revere music as the greatest source of mystery and wisdom. Many meditate with handmade instruments.
  • Guardians, especially those who struggle with or otherwise dishonor the Search, are drawn to the Keys and their singularly immaterial hoard.
  • Expecting parents carry their eggs in satchels. The hatchlings blow on reeds to communicate over the roar of the wind. Cursed never to appreciate the good, green ground, the clan lives and hunts on the wing.
  • The Keys import little and export even less - nothing, at least, that can be traced. But you can't eat even the juiciest of rumors, and though they can catch anything that flies - cicadas and words and migratory birds - herbs and fish prove much more difficult to source. As such, a Key mightily appreciates an humble, home-cooked meal out of Light, Nature, Water, and Wind lands especially.
  • Once a month, the clan lights in friendly territories to trade wares and celebrate the festivals.



Tokens

The Keys travel light by need and nature but, like every lair, they hoard some tokens for traditional use or favor:

  • One Butcher's Fig goes a long way, but the very reddest dye comes from scores. The Keyskeepers' distinctive Scarlet Yuccaweave is made from figs and fine alpaca wool.
  • The Coral Grouse is traditionally stewed with a single Fortification Agate on the day a Seeker becomes a Keeper. Basilisk meat and a rock-eye from Light make hard and steadfast the heart.
  • The Red-Breasted Goose is smoked in a pit of consecrated incense, the pit dug from ancient earth and ground with Ashen Lightning Glass. The gooseflesh takes on secrets and, as befits the cuisine, these secrets raise gooseflesh in the one who consumes them.
  • Some Chimera Fangs, owing to the chaotic genetics of chimerical creatures, contain a unique venom. And every venom has its antivenom, a spy well knows.
  • The Keys habitually intercept messages in Barnacle-Encrusted Bottle-s, whether these are written in ink or whispered by their little guardians.
  • The only insects the clan does not eat are the Polar Wooly and its cousin, the Wooly Bear. They tell a nursery rhyme about the cold and the warmth of pride, and what the two caterpillars chose to have together instead of the cocoon's release. For love and honor, they will never fly - unless it's with an affectionate Keyskeeper.
  • Only the Forgotten Crown remembers its king. But it can be coaxed to reminisce if offered a Tallow Candle by a beckoner who wears the Multimist Mask's battle-blurred, but familiar, face.
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[center][img]https://i.postimg.cc/hjBvVRgM/Rose-Left.png[/img] [b]HISTORY[/b] [img]https://i.postimg.cc/pr0dN9j1/Rose-Right.png[/img] [font=arial narrow][/font] [url=http://www1.flightrising.com/forums/cc/2395398#post_2395398]Table of Contents[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162092]Overview[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162102][b]History[/b][/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162114]Encyclopedia[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162118]Alliances[/url] | [url=https://www1.flightrising.com/forums/cc/2395398#post_32172770]Credits[/url][/center] [center][img]https://i.postimg.cc/tT31cCDL/Divider-Horizontal.png[/img][/center] [emoji=nautilus size=1] [b]History[/b] [size=2][i]In progress.[/i][/size]
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History

In progress.
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[center][img]https://i.postimg.cc/hjBvVRgM/Rose-Left.png[/img] [b]ENCYCLOPEDIA[/b] [img]https://i.postimg.cc/pr0dN9j1/Rose-Right.png[/img] [font=arial narrow]Legends, Locations, Subspecies[/font] [url=http://www1.flightrising.com/forums/cc/2395398#post_2395398]Table of Contents[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162092]Clan Profile[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162102]History[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162114][b]Encyclopedia[/b][/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162118]Alliances[/url] | [url=https://www1.flightrising.com/forums/cc/2395398#post_32172770]Credits[/url][/center] [center][img]https://i.postimg.cc/tT31cCDL/Divider-Horizontal.png[/img][/center] [emoji=harp size=1] [b]Legends[/b] [LIST][*][b]The Blacksands Sphinx[/b][br] [indent][size=2][i]"Surely for any beast, even one as magnificent as the Sphinx, a need can be only creatural; only shallow. If she sings, that is still very generous phrasing. A wolf howls in the night for idle instinct, not craft and certainly not longing."[/i][/size] [*][b]Children of Kjrn[/b][br] [indent][size=2]In the age of magical instability, farmers struggle on the coast of windy country bordering the Cloudscrape Crags. Many have abandoned fields of grain, which survive under the guardianship of a fox spirit. In return for their service, the [url=http://flightrising.com/main.php?dragon=38677959]Goddess of Hard Harvests[/url] has blessed them with shelter from the long winters. Out of these half-wild fields, sometimes their children emerge into greater Sornieth.[/size] [*][b]The Order of the First Flame[/b][br] [indent][size=2]The Order is an ancient army created to fight for the Flamecaller in the War of the First Four. When a truce was made, the Flamecaller thought it best for her warriors to rest; perhaps in dreams the spirits of the Firstflames would heal, and perhaps they would forget war. Some did not leave the glories of battle quietly. Regardless of their wishes, the goddess breathed her incense of dreams upon them and they swayed out of time... Most still sleep in the volcanoes of the Wastes, but some have woken in the current age of Dominance and of Bountiful Elements to find Sornieth amuck with mortal dragons. None know of the Order, and modern clans see the dormant Firstflames as rare blessings to be honored - or resources to be exploited, for a Firstflame's body and blood are quite remarkable. Any tool forged in their blood is peerless. Many an opportunistic smith has sought a "Spirit of the Mountain" to enhance their bellows. The Firstflames are living forges, and each possesses a spirit-tool that reflects their nature. They draw these tools from their throats, like sword swallowers, to do battle, or cook, or play music with - whatever trade suits the bearer's unique experiences and potential. A tool can be anything one might create in a true forge. They can be either Cursed - a tool suited to destruction - or Blessed - one suited to creation. As a Firstflame lives and dreams, their tools evolve and can seem for some to change without reason, for the Firstflames are very sensitive to others' dreams as a side effect of the incense their goddess drugged them with so long ago.[/size] [*][b]Foxfire Dancers[/b][br] [indent][size=2]Foxfire Dancers are encouraged to pursue the family business of charming devils through dance. Rumor has it they are devils themselves - or at least play host, bodily, to them - but it is in no one's interest to disprove this. Woe be to the child whose plain and natural bent is revealed, for devils don't generally appreciate trickery within their circle.[/size] [*][b]The Loon's Lullaby[/b][br] [indent][size=2]On nights when the moon is reluctant to appear, a great loon, glowing white, wanders the Windswept Wetlands in search of an audience. But you must not answer its cries, for the loon sings of an ancient emptiness and longing that is impossible to satisfy. Most drakes know to keep their silence and plug their ears, but pity the unguarded nestlings for whom the loon weaves its [url=https://www.youtube.com/watch?v=LD2lFLyjGAY]lullaby[/url]...[/size][/LIST] [b]Exotic Tales[/b] [COLUMNS][center][url=http://flightrising.com/main.php?p=lair&id=55232&tab=dragon&did=32664533][img]http://flightrising.com/rendern/coliseum/portraits/326646/32664533.png[/img] Aorta the Loftheart[/url][nextcol][nextcol][nextcol][nextcol][nextcol][nextcol][center][url=http://flightrising.com/main.php?dragon=39151654][img]http://flightrising.com/rendern/coliseum/portraits/391517/39151654.png[/img] Oisin the Forgotten King[/url][/center][/COLUMNS] ----- [emoji=wind balloon size=1] [b]Locations[/b] [LIST=i][*][url=https://www1.flightrising.com/den/342794/1672539?name=&type=undefined][b]The Blackglass Outpost[/b][/url] [LIST][*][b][size=2]The Glitgrits Inn and Parlor[/b] [size=2]Founded by [url=https://www1.flightrising.com/dragon/39118776]Paarl[/url] and her wily accountant, [url=https://www1.flightrising.com/dragon/56716354]Riffith[/url], the Glitgrits offers a neutral roost to caravanners, cutthroats, and even the cursed. It is comprised of casino, spa, and market stalls of a rather heterogenous caliber. [*][size=2][b]Earths-Laughter Orchard[/b] The Honeytummy Prince, [url=https://www1.flightrising.com/dragon/49849971]Jonquil[/url], runs a modest farm and orchard near the Glitgrits. In return for their guardianship, Earths-Laughter provisions the inn with fresh vittles of paramount quality. The prince's only rule is that these riches be of native origin, as he wishes to restore and rewild the desert. [*][size=2][b]The Sphinxen[/b] Beyond the outpost, the deepest desert is no man's land - scorned even by the gods. In their stead rule other - [i]things[/i]. Their prophets and children walk beneath these false gods' shadows while the [url=https://www1.flightrising.com/dragon/60034559]Mad Sun[/url] stalks the air, and stone lions wake to stir their sands.[/LIST] [*][url=https://www1.flightrising.com/den/342794/1514414?name=&type=undefined][b]The Bluesmoke Wood[/b][/url] [LIST][*][size=2][b]Shrillbriar[/b] An iron Eden forged by the Mock-Son of a banished godsweapon. Himself a font of Fire, [url=https://www1.flightrising.com/dragon/43067802]Piotr[/url] is not often in his own home for the harm his presence brings. His gardens sing strangely in the wind, along with other strange, mock-things... [*][size=2][b]Sunday's Sweets[/b] One of few establishments that is truly what it seems, an humble bakery beloved and defended by the neighboring Woodswitches. [/LIST] [*][url=https://www1.flightrising.com/den/342794/2206509?name=&type=undefined][b]The High Seas[/b][/url] [LIST][*][size=2][b]Ferrock Dock[/b] A half-sunken city on the seashore that receives shipments for The Keys, out of Wind and Plague. [*][size=2][b]The Vaudevillains[/b] A ship manned by full-time carny performers and, well, part-time thieves and assassins. They land when and where it suits them, to hold the greatest show on earth - but only for a night. There, one may win and lose fortunes of the most unnatural and unpredictable stripe... [*][size=2][b]The Marrowgold[/b] A ship of pirates as glamorous as they are rather...glutinous. Most of the crew are living-undead royalty, their bones gold-burnished and buffed to a wicked, sea-glint gleam. Their [url=https://www1.flightrising.com/dragon/62313353]captain[/url] respects the art of a dirty deed done with flair and signed with a flourish. [*][size=2][b]The Heartstrung[/b] A living, thinking ship crewed by beast-eaters who hunt monsters, but you know what they say - you are what you eat. The wind always announces them - the ship's sails, made of fluted beastbone, whistle with an eerily inspired confidence the crew cannot help but join... [/LIST] [*][url=https://www1.flightrising.com/den/342794/2103372?name=&type=undefined][b]The Longtails[/url][/b] [LIST][*][size=2][b]Bucklebee Inn[/b] Owned by [url=https://www1.flightrising.com/dragon/67480949]Tallowgrass[/url], ex-exaltee and Ringwyrm, and named for her dear brother, Bucklebee Inn receives patients in desperate need of a more unorthodox medicine. [*][size=2][b]Goldew Bayou[/b] Home to the Woodswitches, who worship the gods in their own singular, if irreverent, way. Their children, crooked constructs and mimics, hide from those cultists and hunters who would undo them.[/LIST] [*][url=https://www1.flightrising.com/den/342794/1351261?name=&type=undefined][b]No'below[/b][/url] [LIST][*][size=2][b]The Middle of the Night[/b] [/LIST] [*][url=https://www1.flightrising.com/den/342794/1457393?name=&type=undefined][b]Shiverstop Peak[/b][/url] [LIST][*][size=2][b]Shiverstop Lodge[/b] On the tallest and coldest of the Plateau's southernmost mountain range sits an abandoned ski, turned medicine, lodge. It welcomes in the lost, the bold, and those pursued by the range's guardian beasts. [/LIST][/LIST] ----- [emoji=deer skull size=1] [b]Subspecies[/b] [LIST][*][b]Cacklejacks[/b][br] [indent][size=2]Cacklejacks are a subspecies of four-eyed imperial that roam the Wasteland. By mixing with mirrors, they became smaller and more pack-minded than their progenitors. Many are nearly feral, with a primitive language ranging from yips, howls, whistles, and bleats. They choose their names upon reaching adulthood, after their favorite things.[/size] [*][b]Painted Kites[/b][br] [indent][size=2]Painted Kites are a subspecies of leucistic coatls that practice brood parasitism, much like the common cuckoo. They are somewhat nobler, however, motivated by a wish to study other cultures in situ. Their eggs are also notoriously and badly camouflaged, scrawled with cheerful patterns in a misguided attempt to appeal to likely surrogates. Nevertheless, the surviving hatchlings decorate themselves with similar designs. Once brilliantly colored, their ancestors strayed too far from the Flameforger in search of knowledge and paled nearly to extinction. Through artificial and alternative means, they found warmth and research opportunities in the Arcane, Light, and Lightning Flights. A small community has also established itself on the coast between Wind and Fire territory, caught eternally between their wanderlust and their history.[/size] [*][b]Ringwyrms[/b][br] [indent][size=2]Ringwyrms are the descendants of heretic-scholars from the Light Flight who sought to tame Shade energy. Each believed the world's truths might be clarified through this communion, but the roles of researcher and subject became blurred. Whatever fate ultimately befell them has been lost, stricken from history. Many thought it best the Scholars remain buried with the knowledge they wished to unearth, both for Sornieth and for the outcast remnants of their line... For more information, visit the [url=http://www1.flightrising.com/forums/baz/2493483]hub[/url].[/size][/LIST]
Rose-Left.png ENCYCLOPEDIA Rose-Right.png
Legends, Locations, Subspecies

Table of Contents | Clan Profile | History | Encyclopedia | Alliances | Credits
Divider-Horizontal.png

Legends
  • The Blacksands Sphinx

    "Surely for any beast, even one as magnificent as the Sphinx, a need can be only creatural; only shallow. If she sings, that is still very generous phrasing. A wolf howls in the night for idle instinct, not craft and certainly not longing."
  • Children of Kjrn

    In the age of magical instability, farmers struggle on the coast of windy country bordering the Cloudscrape Crags. Many have abandoned fields of grain, which survive under the guardianship of a fox spirit. In return for their service, the Goddess of Hard Harvests has blessed them with shelter from the long winters. Out of these half-wild fields, sometimes their children emerge into greater Sornieth.
  • The Order of the First Flame

    The Order is an ancient army created to fight for the Flamecaller in the War of the First Four. When a truce was made, the Flamecaller thought it best for her warriors to rest; perhaps in dreams the spirits of the Firstflames would heal, and perhaps they would forget war. Some did not leave the glories of battle quietly. Regardless of their wishes, the goddess breathed her incense of dreams upon them and they swayed out of time...

    Most still sleep in the volcanoes of the Wastes, but some have woken in the current age of Dominance and of Bountiful Elements to find Sornieth amuck with mortal dragons. None know of the Order, and modern clans see the dormant Firstflames as rare blessings to be honored - or resources to be exploited, for a Firstflame's body and blood are quite remarkable. Any tool forged in their blood is peerless. Many an opportunistic smith has sought a "Spirit of the Mountain" to enhance their bellows.

    The Firstflames are living forges, and each possesses a spirit-tool that reflects their nature. They draw these tools from their throats, like sword swallowers, to do battle, or cook, or play music with - whatever trade suits the bearer's unique experiences and potential. A tool can be anything one might create in a true forge. They can be either Cursed - a tool suited to destruction - or Blessed - one suited to creation. As a Firstflame lives and dreams, their tools evolve and can seem for some to change without reason, for the Firstflames are very sensitive to others' dreams as a side effect of the incense their goddess drugged them with so long ago.

  • Foxfire Dancers

    Foxfire Dancers are encouraged to pursue the family business of charming devils through dance. Rumor has it they are devils themselves - or at least play host, bodily, to them - but it is in no one's interest to disprove this. Woe be to the child whose plain and natural bent is revealed, for devils don't generally appreciate trickery within their circle.
  • The Loon's Lullaby

    On nights when the moon is reluctant to appear, a great loon, glowing white, wanders the Windswept Wetlands in search of an audience. But you must not answer its cries, for the loon sings of an ancient emptiness and longing that is impossible to satisfy. Most drakes know to keep their silence and plug their ears, but pity the unguarded nestlings for whom the loon weaves its lullaby...

Exotic Tales



Locations

  1. The Blackglass Outpost
    • The Glitgrits Inn and Parlor
      Founded by Paarl and her wily accountant, Riffith, the Glitgrits offers a neutral roost to caravanners, cutthroats, and even the cursed. It is comprised of casino, spa, and market stalls of a rather heterogenous caliber.

    • Earths-Laughter Orchard
      The Honeytummy Prince, Jonquil, runs a modest farm and orchard near the Glitgrits. In return for their guardianship, Earths-Laughter provisions the inn with fresh vittles of paramount quality. The prince's only rule is that these riches be of native origin, as he wishes to restore and rewild the desert.

    • The Sphinxen
      Beyond the outpost, the deepest desert is no man's land - scorned even by the gods. In their stead rule other - things. Their prophets and children walk beneath these false gods' shadows while the Mad Sun stalks the air, and stone lions wake to stir their sands.
  2. The Bluesmoke Wood
    • Shrillbriar
      An iron Eden forged by the Mock-Son of a banished godsweapon. Himself a font of Fire, Piotr is not often in his own home for the harm his presence brings. His gardens sing strangely in the wind, along with other strange, mock-things...

    • Sunday's Sweets
      One of few establishments that is truly what it seems, an humble bakery beloved and defended by the neighboring Woodswitches.
  3. The High Seas
    • Ferrock Dock
      A half-sunken city on the seashore that receives shipments for The Keys, out of Wind and Plague.

    • The Vaudevillains
      A ship manned by full-time carny performers and, well, part-time thieves and assassins. They land when and where it suits them, to hold the greatest show on earth - but only for a night. There, one may win and lose fortunes of the most unnatural and unpredictable stripe...

    • The Marrowgold
      A ship of pirates as glamorous as they are rather...glutinous. Most of the crew are living-undead royalty, their bones gold-burnished and buffed to a wicked, sea-glint gleam. Their captain respects the art of a dirty deed done with flair and signed with a flourish.

    • The Heartstrung
      A living, thinking ship crewed by beast-eaters who hunt monsters, but you know what they say - you are what you eat. The wind always announces them - the ship's sails, made of fluted beastbone, whistle with an eerily inspired confidence the crew cannot help but join...
  4. The Longtails
    • Bucklebee Inn
      Owned by Tallowgrass, ex-exaltee and Ringwyrm, and named for her dear brother, Bucklebee Inn receives patients in desperate need of a more unorthodox medicine.

    • Goldew Bayou
      Home to the Woodswitches, who worship the gods in their own singular, if irreverent, way. Their children, crooked constructs and mimics, hide from those cultists and hunters who would undo them.
  5. No'below
    • The Middle of the Night
  6. Shiverstop Peak
    • Shiverstop Lodge
      On the tallest and coldest of the Plateau's southernmost mountain range sits an abandoned ski, turned medicine, lodge. It welcomes in the lost, the bold, and those pursued by the range's guardian beasts.



Subspecies
  • Cacklejacks

    Cacklejacks are a subspecies of four-eyed imperial that roam the Wasteland. By mixing with mirrors, they became smaller and more pack-minded than their progenitors. Many are nearly feral, with a primitive language ranging from yips, howls, whistles, and bleats. They choose their names upon reaching adulthood, after their favorite things.
  • Painted Kites

    Painted Kites are a subspecies of leucistic coatls that practice brood parasitism, much like the common cuckoo. They are somewhat nobler, however, motivated by a wish to study other cultures in situ. Their eggs are also notoriously and badly camouflaged, scrawled with cheerful patterns in a misguided attempt to appeal to likely surrogates. Nevertheless, the surviving hatchlings decorate themselves with similar designs.

    Once brilliantly colored, their ancestors strayed too far from the Flameforger in search of knowledge and paled nearly to extinction. Through artificial and alternative means, they found warmth and research opportunities in the Arcane, Light, and Lightning Flights. A small community has also established itself on the coast between Wind and Fire territory, caught eternally between their wanderlust and their history.

  • Ringwyrms

    Ringwyrms are the descendants of heretic-scholars from the Light Flight who sought to tame Shade energy. Each believed the world's truths might be clarified through this communion, but the roles of researcher and subject became blurred. Whatever fate ultimately befell them has been lost, stricken from history. Many thought it best the Scholars remain buried with the knowledge they wished to unearth, both for Sornieth and for the outcast remnants of their line...

    For more information, visit the hub.
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[center][img]https://i.postimg.cc/hjBvVRgM/Rose-Left.png[/img] [b]ALLIANCES[/b] [img]https://i.postimg.cc/pr0dN9j1/Rose-Right.png[/img] [font=arial narrow]in elemental order[/font] [url=http://www1.flightrising.com/forums/cc/2395398#post_2395398]Table of Contents[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162092]Overview[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162102]History[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162114]Encyclopedia[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162118][b]Alliances[/b][/url] | [url=https://www1.flightrising.com/forums/cc/2395398#post_32172770]Credits[/url][/center] [center][img]https://i.postimg.cc/tT31cCDL/Divider-Horizontal.png[/img][/center] [emoji=silhouette size=1] [b]Alliances[/b] [emoji=arcane rune size=1] [emoji=fire rune size=1] [emoji=ice rune size=1] [emoji=light rune size=1] [emoji=lightning rune size=1] [emoji=nature rune size=1] [emoji=plague rune size=1] [emoji=shadow rune size=1] [emoji=water rune size=1] [LIST][*][url=https://flightrising.com/main.php?p=view&tab=userpage&id=267279]Clan Jumeaux[/url] provides a fest-time port to the Keys in exchange for both rare mountain spices and Words on the Wind. As a token of goodwill, its leaders entrusted the clan with one of their [url=https://www1.flightrising.com/dragon/75862874]sons[/url], and the clan one of its [url=https://flightrising.com/main.php?p=view&tab=userpage&id=267279]daughters[/url]. [/LIST] [emoji=wind rune size=1]
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in elemental order

Table of Contents | Overview | History | Encyclopedia | Alliances | Credits
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Alliances



















  • Clan Jumeaux provides a fest-time port to the Keys in exchange for both rare mountain spices and Words on the Wind. As a token of goodwill, its leaders entrusted the clan with one of their sons, and the clan one of its daughters.

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[center][img]https://i.postimg.cc/hjBvVRgM/Rose-Left.png[/img] [b]CREDITS[/b] [img]https://i.postimg.cc/pr0dN9j1/Rose-Right.png[/img] [font=arial narrow][/font] [url=http://www1.flightrising.com/forums/cc/2395398#post_2395398]Table of Contents[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162092]Overview[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162102]History[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162114]Encyclopedia[/url] | [url=http://www1.flightrising.com/forums/cc/2395398#post_32162118]Alliances[/url] | [url=https://www1.flightrising.com/forums/cc/2395398#post_32172770][b]Credits[/b][/url][/center] [center][img]https://i.postimg.cc/tT31cCDL/Divider-Horizontal.png[/img][/center] [emoji=star size=1] [b]Credits[/b] [LIST][*]Assets by [url=http://www1.flightrising.com/forums/cc/2257922]Poisonedpaper[/url] [/LIST]
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Credits
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