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TOPIC | Sornieth Zodiac Event Final Rounds!
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[quote]In the far southwest of the Starfall Isles where the Frigid Floes give way to the rising Crystalspines, there once was an artifact. The Chalcedony Seat, gifted from the Arcanist to the progenitor of Clan Shard. This artifact stayed in the Isles for 14 generations of Shards, until blasphemy saw the line stripped of their right to rule under Arcane stars and cataclysm drove the clan out. In time, the Seat would follow them to their new home, imprisoned in Celestine and guarded by an Archmage with the blood of the progenitor. But the Circle stayed behind. 36 stones, each correlating to a group of stars, each drawing energy from those stars, and channeling it into the Seat. It was thought that they slept without the Seat to receive their gathered power, but a restless sleep it must have been. All it took was two foolish children to wake them up and release their manifestations into Sornieth. The female, now empress of the growing Analemma Domains, guards the Seat from the capital city of Aphaster in the east. She is contaminated with Arcane energy—unable to age or shapeshift due to temporal distortion of her innate light magic. Though she is a fearsome archmage and light shaman loved by her people, she cannot interact with the Arcanites among them. The pure white Celestine that keeps her alive is fatally poisonous to them. The male, now imperator of Horizon’s Landing in the west, leads a highly militant satellite clan to reclaim the escaped 36. Being Arcane-born, he suffered no contamination in the accident that released them. But the overbearing magics of the Seat did pass through him, blackening and scarring both his physical body and the natural currents of his magic. He is altered, though few know in exactly what way, and it is his request and warning that has found its way to other clans all across Sornieth.[/quote] [center][url=http://flightrising.com/main.php?p=lair&id=137079&tab=dragon&did=38485945][img]https://66.media.tumblr.com/bf00a40c244b867caa55944c41ec8c06/tumblr_pi1di57ixa1uj9502o1_r1_100.png[/img][/url] [font=book antiqua][size=5]Clan Analemma seeks 36 astrals that have escaped their ward. Some may look like dragons, and some may not, but their forms are merely the first of the lies they will tell you and the tricks they will play. They are beings of our world, like spirits, but until now they have lived an outskirter life on neighboring planes. While I cannot guess what form they will take, I can provide their names and natures. With time, I may even be able to divine their locations. If you would be free of them, bring them to Horizon’s Landing in the west, or to Aphaster City in the east. [url=http://www1.flightrising.com/forums/cc/2573843#post_36384233]You will be rewarded.[/url] Bring them alive. Destroying their body will only set them free to play their tricks elsewhere.[/font][/size] [right][b][font=book antiqua][size=5]--Imperator Invigilavi of Horizon's Landing[/font][/size][/b][/right] Capture list: [columns] [color=#FFFFFF]444[/color] [nextcol] [img]https://66.media.tumblr.com/a4acbee61c5d95814b025ae255231ca8/tumblr_inline_oa2p7wx6jF1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/j3msp2mce9os73r/firevs1.png[/img] [center][s]Lathamas [/s] [s]Disfais [/s] [s]Barsafa[/s][/center] [nextcol] [img]https://66.media.tumblr.com/3f75c8a340d5e358f8b579a4d5353472/tumblr_inline_oa2p7xpBHh1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/dhxumtdwnex78yz/earthvs1.png[/img] [center]Harpasmat [s]Anostra[/s] [s]Motnau[/s][/center] [nextcol] [img]https://66.media.tumblr.com/332cf3cd85ed27cf8982052f2dbd877f/tumblr_inline_oa2p7xmXAq1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/7g81ucxbureqyrs/windvs1.png[/img] [center]Bekteteha Nephu Alpho[/center] [nextcol] [img]https://66.media.tumblr.com/2477794fb7bff4d56f9a1909ae73b6a8/tumblr_inline_oa2p7yumRO1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/kg98x560j9974df/watervs1.png[/img] [center]Metapneumata [s]Katasomata[/s] [s]Gnum[/s][/center] [nextcol][img]https://66.media.tumblr.com/f7f41fd39fbbb59bc9fd3578ef54602b/tumblr_inline_oa2p7zZSXY1soemy4_75sq.png[/img] [/columns] [columns] [color=#FFFFFF]444[/color] [nextcol] [img]https://66.media.tumblr.com/a4acbee61c5d95814b025ae255231ca8/tumblr_inline_oa2p7wx6jF1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/3l8q0nyje5ma866/lightvs1.png[/img] [center]Phozaloi Haloephere [s]Titi-Tet[/s][/center] [nextcol] [img]https://66.media.tumblr.com/5b50891ce995c203f6ba48dec12b895c/tumblr_o9ebxfLQU51tv56zio6_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/o06ec0bbafalzo6/shadowvs1.png[/img] [center][s]Asciaux[/s] Sarnaso Harphamenos[/center] [nextcol] [img]https://66.media.tumblr.com/2e28cd22b543764ffe51040b77ec3c77/tumblr_inline_oa2p7x0NDg1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/if8rekk224v3o8r/lightningvs1.png[/img] [center]Oromireth Ichthois [s]Tepisach[/s][/center] [nextcol] [img]https://66.media.tumblr.com/6b712edc149ad4dc0eb09bc8a8fab3d1/tumblr_inline_oa2p7wqf7H1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/9wq9bfy0j4xehzc/icevs1.png[/img] [center][s]Naud[/s] [s]Yeianat[/s] Phemtas[/center] [nextcol] [img]https://66.media.tumblr.com/8f9938d8c3225d99aece96929210f527/tumblr_inline_oa2p7yOp581soemy4_75sq.png[/img] [/columns] [columns] [color=#FFFFFF]444[/color] [nextcol] [img]https://66.media.tumblr.com/a4acbee61c5d95814b025ae255231ca8/tumblr_inline_oa2p7wx6jF1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/dt47wjb88mgwvgj/naturevs1.png[/img] [center]Tolmotusa Auten Glakila[/center] [nextcol] [img]https://66.media.tumblr.com/f3a2a0e13a74b2bfbdc453c6ec3576ad/tumblr_inline_oa2p7wcG2T1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/weel51ym447fcmo/plaguevs1.png[/img] [center]Galvados Mahatbek Bailuk[/center] [nextcol] [img]https://66.media.tumblr.com/07216ed66daa2572615f3701fd65e480/tumblr_inline_oa2p7w5JUm1soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/f824h4prk8gghyx/arcanevs1.png[/img] [center]Xetys Ouarivell Tepizuel[/center] [nextcol] [img]https://66.media.tumblr.com/967bae58e4b4c6b9168a731b8936c6d3/tumblr_inline_oa2p7xAf361soemy4_75sq.png[/img] [nextcol] [img]https://dl.dropboxusercontent.com/s/9t8jw37oc6p9ov6/neutralvs1.png[/img] [center]Athaphtach Amois Abankhit[/center] [nextcol] [img]https://66.media.tumblr.com/f5a98cf068cf246ccd885c2853193a78/tumblr_inline_oa2p7zcNzh1soemy4_75sq.png[/img] [/columns] [right]Nifty dividers are courtesy of [url=http://ammoth.tumblr.com/post/110092763801]Ammoth[/url], orbs from [url=https://thewindbloom.tumblr.com/post/146517200586/oh-wait-what-more-orbs-stolen-and]Hazeledpoppy[/url] and the Neutral Banner and elemental flags from [url=http://flightrising.com/main.php?p=lair&tab=dragon&id=30450&did=2177898]Osiem[/url][/right]
Quote:
In the far southwest of the Starfall Isles where the Frigid Floes give way to the rising Crystalspines, there once was an artifact. The Chalcedony Seat, gifted from the Arcanist to the progenitor of Clan Shard. This artifact stayed in the Isles for 14 generations of Shards, until blasphemy saw the line stripped of their right to rule under Arcane stars and cataclysm drove the clan out. In time, the Seat would follow them to their new home, imprisoned in Celestine and guarded by an Archmage with the blood of the progenitor.

But the Circle stayed behind. 36 stones, each correlating to a group of stars, each drawing energy from those stars, and channeling it into the Seat. It was thought that they slept without the Seat to receive their gathered power, but a restless sleep it must have been. All it took was two foolish children to wake them up and release their manifestations into Sornieth.

The female, now empress of the growing Analemma Domains, guards the Seat from the capital city of Aphaster in the east. She is contaminated with Arcane energy—unable to age or shapeshift due to temporal distortion of her innate light magic. Though she is a fearsome archmage and light shaman loved by her people, she cannot interact with the Arcanites among them. The pure white Celestine that keeps her alive is fatally poisonous to them.

The male, now imperator of Horizon’s Landing in the west, leads a highly militant satellite clan to reclaim the escaped 36. Being Arcane-born, he suffered no contamination in the accident that released them. But the overbearing magics of the Seat did pass through him, blackening and scarring both his physical body and the natural currents of his magic. He is altered, though few know in exactly what way, and it is his request and warning that has found its way to other clans all across Sornieth.
tumblr_pi1di57ixa1uj9502o1_r1_100.png

Clan Analemma seeks 36 astrals that have escaped their ward.

Some may look like dragons, and some may not, but their forms are merely the first of the lies they will tell you and the tricks they will play. They are beings of our world, like spirits, but until now they have lived an outskirter life on neighboring planes.

While I cannot guess what form they will take, I can provide their names and natures. With time, I may even be able to divine their locations.

If you would be free of them, bring them to Horizon’s Landing in the west, or to Aphaster City in the east. You will be rewarded.

Bring them alive. Destroying their body will only set them free to play their tricks elsewhere.

--Imperator Invigilavi of Horizon's Landing


Capture list:
444 tumblr_inline_oa2p7wx6jF1soemy4_75sq.png firevs1.png
Lathamas
Disfais
Barsafa
tumblr_inline_oa2p7xpBHh1soemy4_75sq.png earthvs1.png
Harpasmat
Anostra
Motnau
tumblr_inline_oa2p7xmXAq1soemy4_75sq.png windvs1.png
Bekteteha
Nephu
Alpho
tumblr_inline_oa2p7yumRO1soemy4_75sq.png watervs1.png
Metapneumata
Katasomata
Gnum
tumblr_inline_oa2p7zZSXY1soemy4_75sq.png
444 tumblr_inline_oa2p7wx6jF1soemy4_75sq.png lightvs1.png
Phozaloi
Haloephere
Titi-Tet
tumblr_o9ebxfLQU51tv56zio6_75sq.png shadowvs1.png
Asciaux
Sarnaso
Harphamenos
tumblr_inline_oa2p7x0NDg1soemy4_75sq.png lightningvs1.png
Oromireth
Ichthois
Tepisach
tumblr_inline_oa2p7wqf7H1soemy4_75sq.png icevs1.png
Naud
Yeianat
Phemtas
tumblr_inline_oa2p7yOp581soemy4_75sq.png

444 tumblr_inline_oa2p7wx6jF1soemy4_75sq.png naturevs1.png
Tolmotusa
Auten
Glakila
tumblr_inline_oa2p7wcG2T1soemy4_75sq.png plaguevs1.png
Galvados
Mahatbek
Bailuk
tumblr_inline_oa2p7w5JUm1soemy4_75sq.png arcanevs1.png
Xetys
Ouarivell
Tepizuel
tumblr_inline_oa2p7xAf361soemy4_75sq.png neutralvs1.png
Athaphtach
Amois
Abankhit
tumblr_inline_oa2p7zcNzh1soemy4_75sq.png
Nifty dividers are courtesy of Ammoth, orbs from Hazeledpoppy and the Neutral Banner and elemental flags from Osiem
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
[b]Event Status: IN PROGRESS[/b] [quote] [b]An astral has materialized in your clan![/b] Depending on the associated element and the individual, you have either a slight problem or a potentially catastrophic one. You hear there's a clan that wants these things returned. They will give you any information they have on what you're dealing with, and are offering some tantalizing bounties for it. Maybe you'd better look into getting this thing back into their hands before it becomes a nuisance. Unless of course it benefits you more to hold onto it...[/quote] [center][b]RULES AND PROCEEDINGS: [/b][/center] Based on the pinglist, you will be chosen at random to receive one of the mysterious astrals. They will come to you with one clothing item and one material relevant to them (which are yours to keep). It becomes your task to write 3 things: [LIST] [*]The discovering of the astral's presence in your lair [*]The process of their capture [*]The decision of what to do with it: turn it in, keep it, hold it ransom, or kill it. [/LIST] (Length doesn't matter, just have fun!) [b]From those 4 choices are 4 respective consequences: [/b] [b]Turn it in:[/b] Surrender the dragon and Analemma's Treasurer will pay the standard bounty. Clan relations between you and Analemma are cordial, and they welcome you in their lands for your assistance. [b]Keep the dragon:[/b] You've managed to make peace with this strange creature and you'd like to keep it if that's possible. Analemma's Archmage will take the energy that belongs to the Circle, and leave the creature with you to live peacefully as a normal member of your clan. You will also receive the standard bounty. You earn high standing with Analemma's Archmages, scholars, and diplomats--their doors are open if you or your new clanmate have questions. [b]Ransom:[/b] You want a better bounty. This creature endangered your homes, families, souls, and sanity. You want recompense in equal measure. Or maybe just something worth the power that could be at your disposal if you could control this creature. You will be offered a random item from the ransom pool. You may gamble three on a different result. If you use all 3 gambles, Clan Analemma and your clan become enemies. [b]Kill it:[/b] The Imperator's letter warned you that you shouldn't, but this is way above your pay grade. You get rid of the astral by any means necessary. You are offered no reward, and the astral will re-materialize to haunt some other unfortunate lair. [LIST] [*][b]This option can be taken at any time and is meant as an out for those who become overwhelmed or otherwise decide they want or need to bow out of the event.[/b] [/LIST] [center][b]FAQ: [/b][/center] [b]When we complete our writings where do we post them?[/b] Right here in this topic is fine. If they're a little on the dark side for the tone FR likes to keep on the forums or you just prefer, feel free to send it via PM or post it externally on ao3/tumblr/etc--Just so long as you point me to it. [b]Is it too late to participate?[/b] As long as there are astrals that haven't been assigned to anyone yet, you can still put your name in for one. [b]Is there a time limit to complete the writing?[/b] Not really. I may ask for an update if there's a long (2+ weeks) silence but I know life happens and motivation can be hard. I'm not in any kind of rush, so take your time and if you can't do it, that's what the kill option is for. I can't take element specific pings for the sake of fairness, but if you would like to opt out of any particular elements for some reason or if you would like to opt out of the astral assignment pool altogether and just watch the proceedings, let me know! [center]Non-participant pinglist: Solarpunk Light opt-out: Zerohour [img]https://66.media.tumblr.com/bf00a40c244b867caa55944c41ec8c06/tumblr_pi1di57ixa1uj9502o1_r1_100.png[/img] [b]Event On-going [/b] The Cardinal and Fixed Sign Astrals are all out. There will be a pause during the weekend of Thundercrack to allow everyone to enjoy the holiday and then the final three (Plague, Arcane, and ???) will be given out. For maximum transparency: There are 2 astrals that are specifically related to my clan lore--One Light, One ???. There will only be 2 astrals of those elements distributed. [/center]
Event Status: IN PROGRESS
Quote:
An astral has materialized in your clan!

Depending on the associated element and the individual, you have either a slight problem or a potentially catastrophic one. You hear there's a clan that wants these things returned. They will give you any information they have on what you're dealing with, and are offering some tantalizing bounties for it. Maybe you'd better look into getting this thing back into their hands before it becomes a nuisance.

Unless of course it benefits you more to hold onto it...
RULES AND PROCEEDINGS:
Based on the pinglist, you will be chosen at random to receive one of the mysterious astrals.
They will come to you with one clothing item and one material relevant to them (which are yours to keep).
It becomes your task to write 3 things:
  • The discovering of the astral's presence in your lair
  • The process of their capture
  • The decision of what to do with it: turn it in, keep it, hold it ransom, or kill it.
(Length doesn't matter, just have fun!)

From those 4 choices are 4 respective consequences:

Turn it in: Surrender the dragon and Analemma's Treasurer will pay the standard bounty. Clan relations between you and Analemma are cordial, and they welcome you in their lands for your assistance.

Keep the dragon: You've managed to make peace with this strange creature and you'd like to keep it if that's possible. Analemma's Archmage will take the energy that belongs to the Circle, and leave the creature with you to live peacefully as a normal member of your clan. You will also receive the standard bounty. You earn high standing with Analemma's Archmages, scholars, and diplomats--their doors are open if you or your new clanmate have questions.

Ransom: You want a better bounty. This creature endangered your homes, families, souls, and sanity. You want recompense in equal measure. Or maybe just something worth the power that could be at your disposal if you could control this creature. You will be offered a random item from the ransom pool. You may gamble three on a different result. If you use all 3 gambles, Clan Analemma and your clan become enemies.

Kill it: The Imperator's letter warned you that you shouldn't, but this is way above your pay grade. You get rid of the astral by any means necessary. You are offered no reward, and the astral will re-materialize to haunt some other unfortunate lair.
  • This option can be taken at any time and is meant as an out for those who become overwhelmed or otherwise decide they want or need to bow out of the event.
FAQ:

When we complete our writings where do we post them?
Right here in this topic is fine. If they're a little on the dark side for the tone FR likes to keep on the forums or you just prefer, feel free to send it via PM or post it externally on ao3/tumblr/etc--Just so long as you point me to it.

Is it too late to participate?
As long as there are astrals that haven't been assigned to anyone yet, you can still put your name in for one.

Is there a time limit to complete the writing?
Not really. I may ask for an update if there's a long (2+ weeks) silence but I know life happens and motivation can be hard. I'm not in any kind of rush, so take your time and if you can't do it, that's what the kill option is for.

I can't take element specific pings for the sake of fairness, but if you would like to opt out of any particular elements for some reason or if you would like to opt out of the astral assignment pool altogether and just watch the proceedings, let me know!
Non-participant pinglist:
Solarpunk
Light opt-out: Zerohour

tumblr_pi1di57ixa1uj9502o1_r1_100.png
Event On-going

The Cardinal and Fixed Sign Astrals are all out. There will be a pause during the weekend of Thundercrack to allow everyone to enjoy the holiday and then the final three (Plague, Arcane, and ???) will be given out.

For maximum transparency: There are 2 astrals that are specifically related to my clan lore--One Light, One ???. There will only be 2 astrals of those elements distributed.
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
[b][center][font=Constantia][size=7]Fire Signs[/b][/font][/size] [img]https://66.media.tumblr.com/fc3f8f8d7eac8b71b7f8eaf621997592/tumblr_nj9kyb0AiI1r28672o3_640.png[/img] ”The Dreadram” Cardinal Fire Sign of the Flamecaller [columns] [img]https://66.media.tumblr.com/682298896ad60d9025b1df80ec17357a/tumblr_piogqyphQT1uj9502o3_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/21422.png[/img] [/columns] This constellation representing the Fire element is perhaps the youngest--and will continue to be in the future. Ashfall residents, being always prepared to improve on existing ideas, have discarded and altered their constellation several times over the Ages according to prevailing trends. The current choice represents the popularity of the species, which may come as a surprise considering the species was originally invasive. The rams entered the Ashfall Waste from the lower grasslands of the Windswept plateau. Despite the harsh environment that frequently culled their numbers and efforts to turn them back toward their homeland, the creatures persisted and eventually produced acclimated offspring. Since then, the creatures have been considered signs of good luck--leading locals to rare mineral deposits, edible plants, and introducing another animal viable for domestication to the environment. They are also extremely popular as mounts for smaller dragons as they are capable of navigating the tumultuous terrain. The proud head of the dreadram is now centered around perhaps the only constant in the constellations that the residents have canonized: a bright southern star once called the Egg of the Phoenix. [center][img]https://dl.dropboxusercontent.com/s/j3msp2mce9os73r/firevs1.png[/img][/center] [left]The Dreadram Astrals all sap the inner fire of dragons in their vicinity, leading to boredom, lethargy, and carelessness. They do not hide and are likely to be found in the open, but be wary of approaching them flippantly. [LIST] [*][b]Lathamas[/b] - Brings absent-mindedness and loss of focus in its wake, and may be known by a sudden increase in severe accidents in a lair. If cornered, the creature will create a local eruption and seek to flee in the chaos. [*][b]Disfais[/b] - De-stabilizes the already tumultuous landscape of the Ashfall Waste, rendering the terrain uncrossable at best and unapproachable at worst. It consumes molten iron and excretes it to create a defensive shell of cold iron lethal to magical creatures. When away from its home territory, it melts its iron carapace to burn its surroundings to ash. [*][b]Barsafa[/b]- It wanders through forges and fireplaces, creating cracks in kilns, chimneys, and stoves to suck in the cinders. If cornered, will blow burning ash into the eyes of its enemy. [/LIST][/left] [img]https://66.media.tumblr.com/ba8814b6efed49ff302789e5f71650aa/tumblr_nj9kyb0AiI1r28672o8_640.png[/img] "The Golden Idol” Fixed Fire Sign of the Lightweaver [columns] [img]https://66.media.tumblr.com/5f44112fd23f287cc06bef18ecc07c1c/tumblr_pigzi9wArq1uj9502o1_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/919.png[/img] [/columns] That the constellation ruled by Lightweaver bears more than passing similarity to Her rune should come as no surprise to any dragon who has ever met a die hard Acolight. However, explaining the construction of the image of a Golden Idol around such minimalist design requires some knowledge of the history of the Sunbeam Ruins. In the age that first saw Pearlcatchers born, it was taken as unassailable fact that Golden Idols were guardians created by the Lightweaver whose task was to watch over the pearls of the deceased. It was said that these creatures could not be fooled by glamours and that it's gaze could prevent the telling of a lie. A sanctum or holy place of any kind where one of these majestic creatures did not roam freely was automatically regarded with suspicion, even though they were not easy creatures to find. Particularly after the rise of black market pearl trading, it was common for pearlcatchers to offer their pearls to these creatures if there was any suspicion of contamination. Pearlcatchers also took great pilgrimages to nest their eggs in presence of a Golden Idol to ward off thieves looking to snatch newly formed "pure" pearls from hatchlings. In the modern age, they are largely kept as a status symbol, but their likeness is common on family heirlooms and in religious citadels--an artifact of their previous significance. [center][img]https://dl.dropboxusercontent.com/s/3l8q0nyje5ma866/lightvs1.png[/img][/center] [left]Golden Idol astrals will actively seek the largest lairs they can find and use both their beauty and their magic to enthrall any who gaze upon them. Their need to be seen is both their danger and their weakness. If one can overpower their compulsion, these creatures are weak--only capable of a flash of blinding light to help them flee. However, a hunter of these astrals must be wary of the thralls who would defend them, which can easily include friends and loved ones. [LIST] [*][b]Phozaloi[/b] - Brings anxiety and nervous illnesses, which worsens when separated from the creature for long periods of time. This is the only one of the three who wanders, meaning it can leave clan devastated by separation anxiety or tear its most captivated targets from their families to travel with it. [*][b]Haloephere[/b] - Causes violent envy among those it has captivated. A cruel creature who delights in careless shows of favor to see itself fought over. While it will regard such fights as ugly if asked, it never lifts a finger to stop them. [*][b]Titi-Tet[/b]- Nurtures fanaticism, and will demand greater and greater sacrifices of those it has captivates until none are left to sacrifice to it, at which point it will find a new clan to feed on. Powerful under the full light of the sun, but it loathes nightfall. [/LIST][/left] [img]https://66.media.tumblr.com/3f8eac5ab16bee09d482a3ddad15e831/tumblr_nj9kyb0AiI1r28672o4_640.png[/img] “The Dunhoof” Mutable Fire Sign of the Gladekeeper [columns] [img]https://66.media.tumblr.com/8ef934351c03577dd019bdc6ae839fa2/tumblr_pcyhj06J6d1uj9502o2_r1_250.png[/img] [nextcol] [color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/635.png[/img] [/columns] [color=#42291b][size=5]W[/size]hile there is undeniable evidence that other astrology systems existed before the shattering of the World Pillar, the spread of dragonkind took a heavy toll on ancestral knowledge among the beastclans. Precious little of the Second and Third Age’s cultures exist intact, and there is only so much that modern diplomacy can do to recover what has been lost. “The Dunhoof”, as it is named in modernity, is a seemingly impervious relic of pre-draconic history which has consistently overwritten any attempt to rely on a different constellation or a different sign. This may be in part due to the mythical status of the female centaur depicted. Her current sign depicts a turning stride that is unremarkable, but ancient textiles depict a dagger in her raised hand which connected the Centaur’s Eye star to the line formed by the chest and hoof. Depictions of her throwing this knife to deadly outcomes are common as well, and never is the glittering star of her exposed eye replaced with anything else. A depiction of her with a common centaur eye, or even with both eyes visible, has not been found to date. It is possible that The Dunhoof once had a name that has unfortunately been forgotten, but that scarcely matters when she is remembered as a small deity in her own right. One with the fickle tempers common to deities, who was both feared and beheld as glorious by her kind. Even now, the superstitious among centaur-kind make offerings to the Centaur’s Eye in hopes of being blessed with precision, swiftness, and acuity. Even dragons are not immune to her strangely immovable presence. Wildclaws from deep within the Viridian Labyrinth are known to raise great clouds of smoke or dust when in combat with centaurs so that The Dunhoof will not be able to find her herd and aid them. [/color] [/center]
Fire Signs

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”The Dreadram” Cardinal Fire Sign of the Flamecaller
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This constellation representing the Fire element is perhaps the youngest--and will continue to be in the future. Ashfall residents, being always prepared to improve on existing ideas, have discarded and altered their constellation several times over the Ages according to prevailing trends. The current choice represents the popularity of the species, which may come as a surprise considering the species was originally invasive.

The rams entered the Ashfall Waste from the lower grasslands of the Windswept plateau. Despite the harsh environment that frequently culled their numbers and efforts to turn them back toward their homeland, the creatures persisted and eventually produced acclimated offspring. Since then, the creatures have been considered signs of good luck--leading locals to rare mineral deposits, edible plants, and introducing another animal viable for domestication to the environment. They are also extremely popular as mounts for smaller dragons as they are capable of navigating the tumultuous terrain.

The proud head of the dreadram is now centered around perhaps the only constant in the constellations that the residents have canonized: a bright southern star once called the Egg of the Phoenix.
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The Dreadram Astrals all sap the inner fire of dragons in their vicinity, leading to boredom, lethargy, and carelessness. They do not hide and are likely to be found in the open, but be wary of approaching them flippantly.
  • Lathamas - Brings absent-mindedness and loss of focus in its wake, and may be known by a sudden increase in severe accidents in a lair. If cornered, the creature will create a local eruption and seek to flee in the chaos.
  • Disfais - De-stabilizes the already tumultuous landscape of the Ashfall Waste, rendering the terrain uncrossable at best and unapproachable at worst. It consumes molten iron and excretes it to create a defensive shell of cold iron lethal to magical creatures. When away from its home territory, it melts its iron carapace to burn its surroundings to ash.
  • Barsafa- It wanders through forges and fireplaces, creating cracks in kilns, chimneys, and stoves to suck in the cinders. If cornered, will blow burning ash into the eyes of its enemy.

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"The Golden Idol” Fixed Fire Sign of the Lightweaver
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That the constellation ruled by Lightweaver bears more than passing similarity to Her rune should come as no surprise to any dragon who has ever met a die hard Acolight. However, explaining the construction of the image of a Golden Idol around such minimalist design requires some knowledge of the history of the Sunbeam Ruins.

In the age that first saw Pearlcatchers born, it was taken as unassailable fact that Golden Idols were guardians created by the Lightweaver whose task was to watch over the pearls of the deceased. It was said that these creatures could not be fooled by glamours and that it's gaze could prevent the telling of a lie. A sanctum or holy place of any kind where one of these majestic creatures did not roam freely was automatically regarded with suspicion, even though they were not easy creatures to find.

Particularly after the rise of black market pearl trading, it was common for pearlcatchers to offer their pearls to these creatures if there was any suspicion of contamination. Pearlcatchers also took great pilgrimages to nest their eggs
in presence of a Golden Idol to ward off thieves looking to snatch newly formed "pure" pearls from hatchlings.

In the modern age, they are largely kept as a status symbol, but their likeness is common on family heirlooms and in religious citadels--an artifact of their previous significance.
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Golden Idol astrals will actively seek the largest lairs they can find and use both their beauty and their magic to enthrall any who gaze upon them. Their need to be seen is both their danger and their weakness.
If one can overpower their compulsion, these creatures are weak--only capable of a flash of blinding light to help them flee. However, a hunter of these astrals must be wary of the thralls who would defend them, which can easily include friends and loved ones.
  • Phozaloi - Brings anxiety and nervous illnesses, which worsens when separated from the creature for long periods of time. This is the only one of the three who wanders, meaning it can leave clan devastated by separation anxiety or tear its most captivated targets from their families to travel with it.
  • Haloephere - Causes violent envy among those it has captivated. A cruel creature who delights in careless shows of favor to see itself fought over. While it will regard such fights as ugly if asked, it never lifts a finger to stop them.
  • Titi-Tet- Nurtures fanaticism, and will demand greater and greater sacrifices of those it has captivates until none are left to sacrifice to it, at which point it will find a new clan to feed on.
    Powerful under the full light of the sun, but it loathes nightfall.

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“The Dunhoof” Mutable Fire Sign of the Gladekeeper

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While there is undeniable evidence that other astrology systems existed before the shattering of the World Pillar, the spread of dragonkind took a heavy toll on ancestral knowledge among the beastclans. Precious little of the Second and Third Age’s cultures exist intact, and there is only so much that modern diplomacy can do to recover what has been lost.

“The Dunhoof”, as it is named in modernity, is a seemingly impervious relic of pre-draconic history which has consistently overwritten any attempt to rely on a different constellation or a different sign. This may be in part due to the mythical status of the female centaur depicted.

Her current sign depicts a turning stride that is unremarkable, but ancient textiles depict a dagger in her raised hand which connected the Centaur’s Eye star to the line formed by the chest and hoof. Depictions of her throwing this knife to deadly outcomes are common as well, and never is the glittering star of her exposed eye replaced with anything else. A depiction of her with a common centaur eye, or even with both eyes visible, has not been found to date.

It is possible that The Dunhoof once had a name that has unfortunately been forgotten, but that scarcely matters when she is remembered as a small deity in her own right. One with the fickle tempers common to deities, who was both feared and beheld as glorious by her kind. Even now, the superstitious among centaur-kind make offerings to the Centaur’s Eye in hopes of being blessed with precision, swiftness, and acuity.

Even dragons are not immune to her strangely immovable presence. Wildclaws from deep within the Viridian Labyrinth are known to raise great clouds of smoke or dust when in combat with centaurs so that The Dunhoof will not be able to find her herd and aid them.
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
[b][center][font=Constantia][size=7]Earth Signs[/b][/font][/size] [img]https://66.media.tumblr.com/8958511ef5b451c888d66bda3d26487c/tumblr_nj9kyb0AiI1r28672o2_640.png[/img] ”The Ophiotaurus” Cardinal Earth Sign of the Earthshaker [columns] [img]https://66.media.tumblr.com/22b491a53ce525c950abc881d1a288d1/tumblr_piogqyphQT1uj9502o1_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/21436.png[/img] [/columns] Speaking with snappers is a difficult task when one seeks specific information. Their capacity for memory far exceeds their ability for recollection, so attempting to understand the story or significance of the Ophiotaurus constellation requires patience. Explanations have included everything from their markings being the first that common dragons imitated, to ghoulish recollections of their bones merging with the skeletons of long-dead ancestors to give them horrid, unrecognizable shapes. The simplest explanation that has ever been offered is that the rearing ophiotaurus resembles the Pillar; a theory considered charming among dragon historians. It takes on a sinister tone when juxtaposed with a certain ritual at the Harpy Roost which involves burning the entrails of these creatures. But this darker take and its implications are also mere conjecture. If there was a deeper meaning to this act, the harpies no longer recall it. To them, it is merely a sacrifice they make before major battles with dragonkind. [img]https://dl.dropboxusercontent.com/s/dhxumtdwnex78yz/earthvs1.png[/img] [left]Ophiotaurus Astrals are large and foreboding size, however they are given to hiding in forgotten, or easily overlooked places and striking suddenly. Be prepared; if these creatures come close to graves, the dead will grow restless and eventually rise from them. [LIST] [*][b]Harpasmat[/b] -A creature seeping with tar that hides in the cracked earth and strikes to devour the marrow of anything it fells, incorporating their empty bones to make itself more stable. A fresh bone cracked in half and filled with salt will tempt the creature into the open but take care that you are not caught. Like a crab, it lacks the mental capacity to release anything it has caught in its grip and cannot be reasoned with. [*][b]Anostra[/b]- Lulls targets to sleep when near pits and precipices. Will have a favored pit where it likes to keep its victims, be they living or dead. Glinting objects in the dark are best ignored while this creature is loose, but you will need to brave the bottoms of the vast pits it creates if you wish to find it. [*][b]Motnau[/b] - Rather than manifesting a physical body, this one will have created a construct to inhabit, which will surely be at a dead end within a cave. It will erect mountains around this construct, regardless of whatever or whoever may be living on the surface. If you don’t wish your home to be lost to stone and dust, you will need to be fast. [/LIST][/left] [img]https://66.media.tumblr.com/a26bf027f53754c010781f5c937cb153/tumblr_nj9kyb0AiI1r28672o6_640.png[/img] "The Trickster" Fixed Earth Sign of the Shadowbinder [columns] [img]https://66.media.tumblr.com/0900353729cdc405ab73c3b156323fdb/tumblr_piogqyphQT1uj9502o2_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/416.png[/img] [/columns] There is an on-going argument about whether this constellation is actually the Trickster, or if it meant to be Hati. Anthropologists consider the argument largely pedantic as the shape and connotations of both creatures are perfectly in line with both the constellation and the cultural commonalities of clans in the Tangled Wood. However, the prevailing byline of the locals is that the constellation is both, which further stokes the flames of academic debate. Is the constellation Hati pretending to be a Trickster to creep closer to the moon? Or is the constellation a Trickster pretending to be Hati for some unknown purpose? If the locals know, they aren't especially chatty about it. [img]https://dl.dropboxusercontent.com/s/o06ec0bbafalzo6/shadowvs1.png[/img] [left]Trickster astrals are mimics and impostors by nature. Though they are not as destructive as some of their kin, they all project a field of mild delirium that will intensify into hallucinations and major paranoia with continued exposure. None are physical fighters and prefer to hide in plain sight as normal dragons. They are easiest to subdue after they have lost a game of their own choosing. [LIST] [*][b]Asciaux[/b] - An elemental mimic that can shift its magical signatures and presentation to appear to be from any of the other flights. It is a mischief maker who primarily uses this skill to get away with its petty tricks without capture. [*][b]Sarnaso[/b]- A creature that steals secrets by drawing the blood of passersby by leaving thorns wherever it has been. If you find your lair filled with patches of brambles that weren’t previously present, there is a high chance of the creature's infiltration. It is a ferocious gossip, and will be drawn to wherever information is exchanged in the greatest quantity. When it plays games, it always gambles secrets. [*][b]Harphamenos[/b] - This creature retains the formlessness of its element and will use the shape of other dragons in lieu of having its own. When it has mastery of their secrets, it will approach the dragon whose form it has taken and challenge them to a game for their Name. Should the dragon lose, they will melt into shadow and vanish. [/LIST][/left] [img]https://66.media.tumblr.com/aed6377eb396abbaa7338900db5baea2/tumblr_nj9kyb0AiI1r28672o9_640.png[/img] “The Scorpion” Mutable Earth Sign of the Plaguebringer [columns] [img]https://66.media.tumblr.com/3a5147512c198fd42fd63786e4d7c1e5/tumblr_piogqyphQT1uj9502o4_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/650.png[/img] [/columns] The symbology of the scorpion as the constellation of plague is one of few elemental constellations that can be taken at face value. The fan-tail is a creature of self-defense and self-preservation. Its nature is harsh, but impersonal; merciless, but lacking in malice. It is never wasteful with its venom, and values its life enough to attempt to flee before fighting. While scarcely the deadliest creature in the Boneyard, and in fact being among some of the least virulent creatures present, they are regarded highly among residents for being among the most prevalent of the indigenous animal species. It survives--thrives, even--in spite of its environment. While the constellation itself is not often paid much mind, it is not strange to find scorpions preserved and kept as trinkets. This practice even extends to the serthis. While their culture is thin on symbolism or mysticism, scorpion claws are favored by their older females as a symbol of both femininity and wisdom in battle, while their tails are often placed into the mouths of enemies upon whom a serthis has successfully taken revenge. [/center]
Earth Signs

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”The Ophiotaurus” Cardinal Earth Sign of the Earthshaker
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Speaking with snappers is a difficult task when one seeks specific information. Their capacity for memory far exceeds their ability for recollection, so attempting to understand the story or significance of the Ophiotaurus constellation requires patience.

Explanations have included everything from their markings being the first that common dragons imitated, to ghoulish recollections of their bones merging with the skeletons of long-dead ancestors to give them horrid, unrecognizable shapes. The simplest explanation that has ever been offered is that the rearing ophiotaurus resembles the Pillar; a theory considered charming among dragon historians. It takes on a sinister tone when juxtaposed with a certain ritual at the Harpy Roost which involves burning the entrails of these creatures.

But this darker take and its implications are also mere conjecture. If there was a deeper meaning to this act, the harpies no longer recall it. To them, it is merely a sacrifice they make before major battles with dragonkind.
earthvs1.png
Ophiotaurus Astrals are large and foreboding size, however they are given to hiding in forgotten, or easily overlooked places and striking suddenly. Be prepared; if these creatures come close to graves, the dead will grow restless and eventually rise from them.
  • Harpasmat -A creature seeping with tar that hides in the cracked earth and strikes to devour the marrow of anything it fells, incorporating their empty bones to make itself more stable.
    A fresh bone cracked in half and filled with salt will tempt the creature into the open but take care that you are not caught. Like a crab, it lacks the mental capacity to release anything it has caught in its grip and cannot be reasoned with.
  • Anostra- Lulls targets to sleep when near pits and precipices. Will have a favored pit where it likes to keep its victims, be they living or dead. Glinting objects in the dark are best ignored while this creature is loose, but you will need to brave the bottoms of the vast pits it creates if you wish to find it.
  • Motnau - Rather than manifesting a physical body, this one will have created a construct to inhabit, which will surely be at a dead end within a cave. It will erect mountains around this construct, regardless of whatever or whoever may be living on the surface. If you don’t wish your home to be lost to stone and dust, you will need to be fast.

tumblr_nj9kyb0AiI1r28672o6_640.png
"The Trickster" Fixed Earth Sign of the Shadowbinder
tumblr_piogqyphQT1uj9502o2_250.png aaaaaaa416.png

There is an on-going argument about whether this constellation is actually the Trickster, or if it meant to be Hati. Anthropologists consider the argument largely pedantic as the shape and connotations of both creatures are perfectly in line with both the constellation and the cultural commonalities of clans in the Tangled Wood. However, the prevailing byline of the locals is that the constellation is both, which further stokes the flames of academic debate.

Is the constellation Hati pretending to be a Trickster to creep closer to the moon? Or is the constellation a Trickster pretending to be Hati for some unknown purpose?

If the locals know, they aren't especially chatty about it.

shadowvs1.png
Trickster astrals are mimics and impostors by nature. Though they are not as destructive as some of their kin, they all project a field of mild delirium that will intensify into hallucinations and major paranoia with continued exposure. None are physical fighters and prefer to hide in plain sight as normal dragons. They are easiest to subdue after they have lost a game of their own choosing.
  • Asciaux - An elemental mimic that can shift its magical signatures and presentation to appear to be from any of the other flights. It is a mischief maker who primarily uses this skill to get away with its petty tricks without capture.
  • Sarnaso- A creature that steals secrets by drawing the blood of passersby by leaving thorns wherever it has been. If you find your lair filled with patches of brambles that weren’t previously present, there is a high chance of the creature's infiltration. It is a ferocious gossip, and will be drawn to wherever information is exchanged in the greatest quantity. When it plays games, it always gambles secrets.
  • Harphamenos - This creature retains the formlessness of its element and will use the shape of other dragons in lieu of having its own. When it has mastery of their secrets, it will approach the dragon whose form it has taken and challenge them to a game for their Name. Should the dragon lose, they will melt into shadow and vanish.


tumblr_nj9kyb0AiI1r28672o9_640.png
“The Scorpion” Mutable Earth Sign of the Plaguebringer
tumblr_piogqyphQT1uj9502o4_250.png aaaaaaa650.png

The symbology of the scorpion as the constellation of plague is one of few elemental constellations that can be taken at face value. The fan-tail is a creature of self-defense and self-preservation. Its nature is harsh, but impersonal; merciless, but lacking in malice. It is never wasteful with its venom, and values its life enough to attempt to flee before fighting. While scarcely the deadliest creature in the Boneyard, and in fact being among some of the least virulent creatures present, they are regarded highly among residents for being among the most prevalent of the indigenous animal species. It survives--thrives, even--in spite of its environment.

While the constellation itself is not often paid much mind, it is not strange to find scorpions preserved and kept as trinkets. This practice even extends to the serthis. While their culture is thin on symbolism or mysticism, scorpion claws are favored by their older females as a symbol of both femininity and wisdom in battle, while their tails are often placed into the mouths of enemies upon whom a serthis has successfully taken revenge.
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
[b][center][font=Constantia][size=7]Air Signs[/b][/font][/size] [img]https://66.media.tumblr.com/14d0cd583550143254fdbf01f0f531ec/tumblr_nj9tb4ahZk1r28672o1_640.png[/img] ”The Aer Phantom” Cardinal Air Sign of the Windsinger [columns] [img]https://66.media.tumblr.com/9aef003d8d309cb411ee32d4d617329e/tumblr_pksbpxCNqA1uj9502o3_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/16489.png[/img] [/columns] [i]"It is a common adage among the children of the Windsinger that Gale Wolves never actually die--they merely fade away until the next storm. Once, long ago when the fair folk still walked freely on Sornieth, these wolves had riders who came and went with their steeds. When dragonkind came, the fair folk could not abide the battles of dominance nor the bloodletting between dragons and beastclans. They took refuge awhile in the lands of the Windsinger, but this did not last. While they felt kinship with blithe indifference that soon saw the deity leave his children behind to forever adventure the skies of Sornieth, the encroaching industry to the east and the dangerous thinness of the veils to the north left them restless. Eventually, they decided that there was no place for them in the realm, and left for another. Those who rode the Gale Wolves knew that their steeds could not thrive outside of Sornieth. They were made of the same wind magic that caused the then-young Vortex to spin without pause, and would eventually fade away if disconnected from it. Instead, the riders severed themselves from the other fair folk. They gave up their shapes and natures to become the first aer phantoms so that they could be as the wind. Where the Vortex touches the earth, when wind rises over other elements and the Windsinger's laughter can be heard in the clouds, one may catch a glimpse of those eldest aer phantoms dancing in joyous spirals in the one place where gale wolves never fade away." [/i] [img]https://dl.dropboxusercontent.com/s/7g81ucxbureqyrs/windvs1.png[/img] [left]Aer Phantom astrals are the most seemingly benevolent of them all. They are drawn to dragons and beastclans alike, and all perform the kindnesses that wind dragons are known for. But the danger of these is more insidious for it. Their mere presence causes those around them to throw their caution to the wind, and they do not release those they have welcomed. [LIST] [*][b]Bekteteha[/b] - Inhabits crossroads where merchants are plentiful and will set up a small shop with a bounty of items. You will need to enter to draw it out. You will find the shop goes on. And on. You will not find the exit if you lose sight of it, and that is no easy task when the shelves move when you aren't looking. Your only chance for escape is that the shopkeeper will come when called, and the shop will dissipate if the astral comes in contact with solid ground. [*][b]Nephu[/b]- Weaving the guise of a travelling merchant, it offers a treasure map that is always correct. However, they will always wind through the most perilous paths possible. A savvy adventurer may think to deviate to a safer path, but be wary: The merchant is not the astral. The map is. And for denying it a reckless adventure to participate in, it will attempt to smother its user in their sleep. If it is outmatched, it will quickly try to escape. Obscuring the map, such as with ink or paint, will render it helpless. [*][b]Alpho[/b] - It settles down in a home of its own and offers the most luxurious of respites to travelers, and only asks to hear their tales. It yearns most to listen to an exciting story, and any attempt to leave before the tale is done will turn the creature hostile. Using this astral’s love of stories against it is recommended—if it believes you will come back with even more fantastic tales to tell, it will gladly let you go free. If you wish to subdue the astral, you will need to beat it at it's own game. Repay its hospitality even if it insists you shouldn't as the guest. The greater sense of obligation it feels to you, the weaker it becomes. [/LIST][/left] [img]https://66.media.tumblr.com/ec25a86aa52367906cef5fe9a01f8f45/tumblr_nj9kyb0AiI1r28672o7_640.png[/img] "The Epitite" Fixed Air Sign of the Stormcatcher [columns] [img]https://66.media.tumblr.com/165c330f7535c8bd107935ecc180bbd4/tumblr_pksbpxCNqA1uj9502o1_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/26532.png[/img] [/columns] There was a time When the Tempest spire was young and the Lightning Farm was entirely unbuilt. Clans kept to the canyon where there could be a gaunt but safe life in the cliffs, or they braved the untamed highland by building underground lairs that wove around vast branches of lightning glass that erosion had not yet revealed. While across the world Arcane energy could add eyes or limbs or invite an Outsider, those were things that could be undone. The Shifting Expanse infrequently provided similar opportunity, and the Stormcaller's machinations were not yet extensive enough to capture the lightning. This was before sparks became accustomed to bending the land and lightning to their will. It was a time when they feared their element more than they respected it--before they trapped its energies in leagues of cables with seemingly no beginning or end. In that era, the Epitite was a life line. They led to water sources deep in the scrub, and controlled dangerous pests that threatened what little farmland there was that was both fertile and safe from lightning strikes. During the biennial flooding of the Carrion Canyon, their populations would flourish wherever water settled, and so become part of one of few precious periods of plenty. It was even said that they taught early clans how to fly between the lightning strikes without being caught by them. The modern child of the Stormcaller tends to be much more concerned with industry than insects. Those who only know the Lightning Farm and the Tempest Spire are accustomed to having control of their surroundings, and do not recall life out in the dust. However, there are still old-worlders around who live away from metal, cable, and circuit and must still watch the clouds. To them, it is considered a sign of the land's favor to see an Epitite perched upon the long-since exposed masses of the lightning glass lairs. [img]https://66.media.tumblr.com/7f7fa701b926da868c46a758b113541d/tumblr_nj9kyb0AiI1r28672o1_640.png[/img] “The Anomalous Skink” Mutable Air Sign of the Arcanist [columns] [img]https://66.media.tumblr.com/9bb792620dd3e1ce9e02bc5cb2a2cf3d/tumblr_pksbpxCNqA1uj9502o2_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/12194.png[/img] [/columns] Traditionally, this constellation associated with the Arcanist was known as 'The Emperor'. While the titular abomination was born of the Lightweaver, it was the greatest act of scorn that dragonkind could offer. The Emperor constellation was a marker of the ruin that the Arcanist brought to Sornieth, and a warning that He or His children might yet do so again. Ancient depictions of the signs often displayed the two imperial heads as being Light and Arcane in origin--an innate acknowledgement of the intertwining natures of the two heavenly elements, and of their similar capacity for calamity. The re-assignment of the constellation as an anomalous skink (and more importantly the acknowledgement of this change among witches, diviners, astrologers, and other users of sidereal arts) represents a certain amount of forgiveness among dragonkind. Meeker Arcanites are quite fond of this change. Alchemists in the Isles frequently recieve skink-brewing requests as the gifting of these creatures has become synonymous with both acceptance and peaceful tidings. [/center]
Air Signs

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”The Aer Phantom” Cardinal Air Sign of the Windsinger
tumblr_pksbpxCNqA1uj9502o3_250.png aaaaaaa16489.png

"It is a common adage among the children of the Windsinger that Gale Wolves never actually die--they merely fade away until the next storm.

Once, long ago when the fair folk still walked freely on Sornieth, these wolves had riders who came and went with their steeds. When dragonkind came, the fair folk could not abide the battles of dominance nor the bloodletting between dragons and beastclans. They took refuge awhile in the lands of the Windsinger, but this did not last. While they felt kinship with blithe indifference that soon saw the deity leave his children behind to forever adventure the skies of Sornieth, the encroaching industry to the east and the dangerous thinness of the veils to the north left them restless. Eventually, they decided that there was no place for them in the realm, and left for another.

Those who rode the Gale Wolves knew that their steeds could not thrive outside of Sornieth. They were made of the same wind magic that caused the then-young Vortex to spin without pause, and would eventually fade away if disconnected from it. Instead, the riders severed themselves from the other fair folk. They gave up their shapes and natures to become the first aer phantoms so that they could be as the wind.

Where the Vortex touches the earth, when wind rises over other elements and the Windsinger's laughter can be heard in the clouds, one may catch a glimpse of those eldest aer phantoms dancing in joyous spirals in the one place where gale wolves never fade away."


windvs1.png
Aer Phantom astrals are the most seemingly benevolent of them all. They are drawn to dragons and beastclans alike, and all perform the kindnesses that wind dragons are known for. But the danger of these is more insidious for it.
Their mere presence causes those around them to throw their caution to the wind, and they do not release those they have welcomed.
  • Bekteteha - Inhabits crossroads where merchants are plentiful and will set up a small shop with a bounty of items. You will need to enter to draw it out. You will find the shop goes on. And on. You will not find the exit if you lose sight of it, and that is no easy task when the shelves move when you aren't looking. Your only chance for escape is that the shopkeeper will come when called, and the shop will dissipate if the astral comes in contact with solid ground.
  • Nephu- Weaving the guise of a travelling merchant, it offers a treasure map that is always correct. However, they will always wind through the most perilous paths possible. A savvy adventurer may think to deviate to a safer path, but be wary: The merchant is not the astral. The map is. And for denying it a reckless adventure to participate in, it will attempt to smother its user in their sleep. If it is outmatched, it will quickly try to escape.
    Obscuring the map, such as with ink or paint, will render it helpless.
  • Alpho - It settles down in a home of its own and offers the most luxurious of respites to travelers, and only asks to hear their tales. It yearns most to listen to an exciting story, and any attempt to leave before the tale is done will turn the creature hostile. Using this astral’s love of stories against it is recommended—if it believes you will come back with even more fantastic tales to tell, it will gladly let you go free.
    If you wish to subdue the astral, you will need to beat it at it's own game. Repay its hospitality even if it insists you shouldn't as the guest. The greater sense of obligation it feels to you, the weaker it becomes.
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"The Epitite" Fixed Air Sign of the Stormcatcher
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There was a time When the Tempest spire was young and the Lightning Farm was entirely unbuilt. Clans kept to the canyon where there could be a gaunt but safe life in the cliffs, or they braved the untamed highland by building underground lairs that wove around vast branches of lightning glass that erosion had not yet revealed.

While across the world Arcane energy could add eyes or limbs or invite an Outsider, those were things that could be undone. The Shifting Expanse infrequently provided similar opportunity, and the Stormcaller's machinations were not yet extensive enough to capture the lightning.

This was before sparks became accustomed to bending the land and lightning to their will. It was a time when they feared their element more than they respected it--before they trapped its energies in leagues of cables with seemingly no beginning or end.

In that era, the Epitite was a life line. They led to water sources deep in the scrub, and controlled dangerous pests that threatened what little farmland there was that was both fertile and safe from lightning strikes. During the biennial flooding of the Carrion Canyon, their populations would flourish wherever water settled, and so become part of one of few precious periods of plenty. It was even said that they taught early clans how to fly between the lightning strikes without being caught by them.

The modern child of the Stormcaller tends to be much more concerned with industry than insects. Those who only know the Lightning Farm and the Tempest Spire are accustomed to having control of their surroundings, and do not recall life out in the dust.

However, there are still old-worlders around who live away from metal, cable, and circuit and must still watch the clouds. To them, it is considered a sign of the land's favor to see an Epitite perched upon the long-since exposed masses of the lightning glass lairs.


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“The Anomalous Skink” Mutable Air Sign of the Arcanist
tumblr_pksbpxCNqA1uj9502o2_250.png aaaaaaa12194.png

Traditionally, this constellation associated with the Arcanist was known as 'The Emperor'. While the titular abomination was born of the Lightweaver, it was the greatest act of scorn that dragonkind could offer. The Emperor constellation was a marker of the ruin that the Arcanist brought to Sornieth, and a warning that He or His children might yet do so again. Ancient depictions of the signs often displayed the two imperial heads as being Light and Arcane in origin--an innate acknowledgement of the intertwining natures of the two heavenly elements, and of their similar capacity for calamity.

The re-assignment of the constellation as an anomalous skink (and more importantly the acknowledgement of this change among witches, diviners, astrologers, and other users of sidereal arts) represents a certain amount of forgiveness among dragonkind. Meeker Arcanites are quite fond of this change. Alchemists in the Isles frequently recieve skink-brewing requests as the gifting of these creatures has become synonymous with both acceptance and peaceful tidings.
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
[b][center][font=Constantia][size=7]Water Signs[/b][/font][/size] [img]https://66.media.tumblr.com/732327097b5071d006a0397e2a3c992e/tumblr_nj9kyb0AiI1r28672o10_640.png[/img] ”The Maren” Cardinal Water Sign of the Tidelord [columns] [img]https://66.media.tumblr.com/c4afbca8d832acee8d8c011737c7af61/tumblr_pl5788j11Y1uj9502o2_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/16044.png[/img] [/columns] In no place does the hatred of dragonkind by beastclans run hotter than in the Sea of a Thousand Currents. Dragons make lairs in the crumbled remains of Maren cities deep beneath the waves, while their original inhabitants roam in schools made vicious by their long displacement. So it is curious indeed that the sign of the Tidelord is a maren–even if a deep-sea proto-maren believed to now be extinct. In the bay to the west of the Reedcleft Ascent and south of the Crystal Pools where the wind, ice, and arcane elements mingle, spins The Great Maelstrom: Tunannu. It is said to be a trapped creature from the Greater Ocean, as no one can figure out who gave the maelstrom that name and even those who have never seen or heard of it before will find that they know the name, but not from where. In the depths of the Leviathan Trench, ancient guardians keep the darkest of the Tidelord’s prophecies and keep unknowable charges from ever seeing the surface. If you have the luck (or misfortune) to speak to one of their number, you may learn scraps of a legend that there is a leviathan of terrifying power who seeks to invade the Sea of a Thousand Currents. And that if not for a pact that brought maren and dragonkind together, it would have succeeded. It is this pact that is honored by the constellation, though it makes little difference to maren hostilities in the present. [center][img]https://dl.dropboxusercontent.com/s/kg98x560j9974df/watervs1.png[/img][/center] [left]The sister Astrals of the Maren manifest as living statues and hold a curious sympathy for denizens of Sornieth. Their nature causes their visions to manifest physically, regardless of whether the vision is benevolent or calamitous. Both sisters weep--perhaps for the missing Tidelord, or perhaps out of the same clairvoyant agony that once plagued the missing deity. [LIST] [*][b]Metapneumata[/b] - Sister Astral to Katasomata, who sits upon the surface of waters. Her visions are of the future, and she speaks only in comforting lies to those who ask. If one speaks an awful truth in her presence, she will come down from her pedestal to kill them as an act of mercy. When the moon is full, she wails to her sister of tragedies that will come. [*][b]Katasomata[/b] - Sister Astral to Metapneumata, whose tears rise as pearls from her place in the deep. Her visions are of the past, and she speaks only in unpalatable truths to those who ask. A lie spoken in her presence will bring her up from the waters to kill the speaker in wrath. When the moon is dark she wails to her sister of past tragedies. [*][b]Gnum[/b]- The last Astral of the Maren is no sibling to the others. It does not weep. It has no visions. It has neither sympathy nor hatred for Sornieth. Only a destination that it marches toward. [/LIST][/left] [img]https://66.media.tumblr.com/812918507bdb5793181e02e58a625ffd/tumblr_nj9kyb0AiI1r28672o5_640.png[/img] "The Manticore" Fixed Water Sign of the Icewarden [columns] [img]https://66.media.tumblr.com/2ec2387b39f1ed0bd61fccddff9b67e3/tumblr_pl5788j11Y1uj9502o1_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/21426.png[/img] [/columns] Depending on how deep into the ice one wishes to dig, a plethora of reasons can be found for the Manticore to sit so pensively as the constellation of the IceWarden. At the surface, their resemblance to the indigenous tundra species–which may quickly yield a debate about which came first. At the next level, their key traits: power and stealth. Both invaluable for survival on the floes and in the deep glaciers. Deeper still, a more symbolic reading of their silence. Manticores can speak, and it is said they are an extremely knowledgeable species. Yet they offer nothing, not out of some sense of secrecy or mischief, but simply because they are not inclined to speak their truths to the casual asker. Or even to a studious inquirer, unfortunately. Piercing deepest into the histories locked away in the ice, there lies evidence that the manticores were meant to be contained in the Fortress of Ends, that they might even have been the wards of the goalers of yore. But that begs the question of why. What might they know that would necessitate the imprisonment of an entire species? [img]https://dl.dropboxusercontent.com/s/ru71ayy11cs8lnh/neutralh3.png[/img] “The Starsweeper” Mutable Water Sign of ??? [columns] [img]https://66.media.tumblr.com/ad323310537e4d8bb50f40fff08cebe0/tumblr_pksbpxCNqA1uj9502o4_250.png[/img] [nextcol][color=#FFFFFF]aaaaaaa[/color][img]http://flightrising.com/images/cms/familiar/art/13085.png[/img] [/columns] While the gods number Eleven, there is another constellation in Sornieth's night sky as odd in its concept as it is in its shape: 5 stars forming a perfect ring in the night sky. Given the innumerable stars, this may feel improbable yet inevitable to the modern listener. The impossibility of this constellation lies in the fact that no other stars are visible inside this ring. It was this that cemented the Starsweeper constellation into ancient sidereal arts, as tribute to an unknown power. Just as the form of the mature starsweeper is a mystery, it a mystery just what entity this twelfth constellation draws its power from. For many years, theories about this constellation fell into two camps: Those who believed the circle represented the fabled Mooncaster and those who believed the circle was the place in the night sky where the Arcanist saw the Shade approaching Sornieth once more. Of late, a worrying cult has risen around the idea of an imperial being touched by this 12th power, and then made an emperor. The known maximum of eleven heads has always been assumed a relic of the Old Magics, with all its rules and pacts--one head per deity. The thesis of this cult is that it would be only natural that an imperial flowing with the elusive 12th power could form a 12-headed emperor. Complete and resplendent in a way that even its most powerful eleven-headed brethren could not be. Perhaps even enough to create its own seat at the table of the deities. [/center]
Water Signs

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”The Maren” Cardinal Water Sign of the Tidelord
tumblr_pl5788j11Y1uj9502o2_250.png aaaaaaa16044.png

In no place does the hatred of dragonkind by beastclans run hotter than in the Sea of a Thousand Currents. Dragons make lairs in the crumbled remains of Maren cities deep beneath the waves, while their original inhabitants roam in schools made vicious by their long displacement. So it is curious indeed that the sign of the Tidelord is a maren–even if a deep-sea proto-maren believed to now be extinct.

In the bay to the west of the Reedcleft Ascent and south of the Crystal Pools where the wind, ice, and arcane elements mingle, spins The Great Maelstrom: Tunannu. It is said to be a trapped creature from the Greater Ocean, as no one can figure out who gave the maelstrom that name and even those who have never seen or heard of it before will find that they know the name, but not from where.

In the depths of the Leviathan Trench, ancient guardians keep the darkest of the Tidelord’s prophecies and keep unknowable charges from ever seeing the surface. If you have the luck (or misfortune) to speak to one of their number, you may learn scraps of a legend that there is a leviathan of terrifying power who seeks to invade the Sea of a Thousand Currents.

And that if not for a pact that brought maren and dragonkind together, it would have succeeded. It is this pact that is honored by the constellation, though it makes little difference to maren hostilities in the present.
watervs1.png
The sister Astrals of the Maren manifest as living statues and hold a curious sympathy for denizens of Sornieth. Their nature causes their visions to manifest physically, regardless of whether the vision is benevolent or calamitous. Both sisters weep--perhaps for the missing Tidelord, or perhaps out of the same clairvoyant agony that once plagued the missing deity.
  • Metapneumata - Sister Astral to Katasomata, who sits upon the surface of waters. Her visions are of the future, and she speaks only in comforting lies to those who ask. If one speaks an awful truth in her presence, she will come down from her pedestal to kill them as an act of mercy. When the moon is full, she wails to her sister of tragedies that will come.
  • Katasomata - Sister Astral to Metapneumata, whose tears rise as pearls from her place in the deep. Her visions are of the past, and she speaks only in unpalatable truths to those who ask. A lie spoken in her presence will bring her up from the waters to kill the speaker in wrath. When the moon is dark she wails to her sister of past tragedies.
  • Gnum- The last Astral of the Maren is no sibling to the others. It does not weep. It has no visions. It has neither sympathy nor hatred for Sornieth. Only a destination that it marches toward.


tumblr_nj9kyb0AiI1r28672o5_640.png
"The Manticore" Fixed Water Sign of the Icewarden
tumblr_pl5788j11Y1uj9502o1_250.png aaaaaaa21426.png

Depending on how deep into the ice one wishes to dig, a plethora of reasons can be found for the Manticore to sit so pensively as the constellation of the IceWarden.

At the surface, their resemblance to the indigenous tundra species–which may quickly yield a debate about which came first. At the next level, their key traits: power and stealth. Both invaluable for survival on the floes and in the deep glaciers. Deeper still, a more symbolic reading of their silence. Manticores can speak, and it is said they are an extremely knowledgeable species. Yet they offer nothing, not out of some sense of secrecy or mischief, but simply because they are not inclined to speak their truths to the casual asker. Or even to a studious inquirer, unfortunately.

Piercing deepest into the histories locked away in the ice, there lies evidence that the manticores were meant to be contained in the Fortress of Ends, that they might even have been the wards of the goalers of yore.

But that begs the question of why. What might they know that would necessitate the imprisonment of an entire species?

neutralh3.png
“The Starsweeper” Mutable Water Sign of ???
tumblr_pksbpxCNqA1uj9502o4_250.png aaaaaaa13085.png
While the gods number Eleven, there is another constellation in Sornieth's night sky as odd in its concept as it is in its shape: 5 stars forming a perfect ring in the night sky. Given the innumerable stars, this may feel improbable yet inevitable to the modern listener. The impossibility of this constellation lies in the fact that no other stars are visible inside this ring. It was this that cemented the Starsweeper constellation into ancient sidereal arts, as tribute to an unknown power.

Just as the form of the mature starsweeper is a mystery, it a mystery just what entity this twelfth constellation draws its power from. For many years, theories about this constellation fell into two camps: Those who believed the circle represented the fabled Mooncaster and those who believed the circle was the place in the night sky where the Arcanist saw the Shade approaching Sornieth once more.

Of late, a worrying cult has risen around the idea of an imperial being touched by this 12th power, and then made an emperor. The known maximum of eleven heads has always been assumed a relic of the Old Magics, with all its rules and pacts--one head per deity. The thesis of this cult is that it would be only natural that an imperial flowing with the elusive 12th power could form a 12-headed emperor. Complete and resplendent in a way that even its most powerful eleven-headed brethren could not be. Perhaps even enough to create its own seat at the table of the deities.
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
[quote name="STANDARD BOUNTY"] [columns] [center][img]https://dl.dropboxusercontent.com/s/hwm2m54jyra1ken/treasure.png[/img] x 100,000 [nextcol][b] OR[/b] [nextcol] [img]https://dl.dropboxusercontent.com/s/q588acj83vnmhz0/gem.png[/img] x 100[/center] [/columns] [/quote] [quote name="RANSOM PAYOUTS"] [item= Secondary Gene: Morph] [item= primary gene: python] [item=vial of glowing sight] [item=vial of darkened sight] [item=Unhatched Nocturne Egg] [skin=12243][skin=13329] [skin=21630] [skin=23442] [item=solar blades] [item=soft pink wing silks][item= skeletal chimes][item=night sky wing silks] [item=white and gold flair scarf] [/quote]
STANDARD BOUNTY wrote:
treasure.png
x 100,000
OR gem.png
x 100
RANSOM PAYOUTS wrote:
Secondary Gene: Morph Primary Gene: Python Vial of Glowing Sight Vial of Darkened Sight Unhatched Nocturne Egg

Solar Blades Soft Pink Wing Silks Skeletal Chimes Night Sky Wing Silks White and Gold Flair Scarf
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
@Mangoramune

I can totally delete this if you need me too, I just wanted to get it out there that I want pings, I want updates, I want it a l l. I've been hype for this arc for like months now.

Also I'd love to participate but it'll depend on when you plan it. The holidays are going to be chill for me but work's going to be busy till the 3rd of January and I'm not sure yet how much time off I'm going to get. I may just have to be a really intrested cheerleader lol.
@Mangoramune

I can totally delete this if you need me too, I just wanted to get it out there that I want pings, I want updates, I want it a l l. I've been hype for this arc for like months now.

Also I'd love to participate but it'll depend on when you plan it. The holidays are going to be chill for me but work's going to be busy till the 3rd of January and I'm not sure yet how much time off I'm going to get. I may just have to be a really intrested cheerleader lol.
@Sophiellum Nah, comments are welcome in the topic in general and you're always welcome as probably my most avid reader :3

I'll ping you as I complete element updates since I'm aiming to do them 3 at a time and the traits should come in all at once since I have them written up already and they're basically waiting for Ashlesha to throw himself at meet Invigilavi.
@Sophiellum Nah, comments are welcome in the topic in general and you're always welcome as probably my most avid reader :3

I'll ping you as I complete element updates since I'm aiming to do them 3 at a time and the traits should come in all at once since I have them written up already and they're basically waiting for Ashlesha to throw himself at meet Invigilavi.
Gen1 Quest:
Midnight/Midnight/Seafoam Male
Wine/Wine/light green range
@Mangoramune

I'd love to be pinged as well!
@Mangoramune

I'd love to be pinged as well!
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