Abernathy

(#59237402)
Lore Reference
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Familiar

Flying Figurine
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Energy: 50/50
This dragon’s natural inborn element is Fire.
Male Imperial
This dragon is hibernating.
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Personal Style

Apparel

Skin

Accent: Lightborn

Scene

Scene: Lightweaver's Domain

Measurements

Length
28.97 m
Wingspan
19.27 m
Weight
8886.82 kg

Genetics

Primary Gene
Cantaloupe
Skink
Cantaloupe
Skink
Secondary Gene
Sunset
Butterfly
Sunset
Butterfly
Tertiary Gene
Peach
Gembond
Peach
Gembond

Hatchday

Hatchday
Feb 14, 2020
(4 years)

Breed

Breed
Adult
Imperial

Eye Type

Eye Type
Fire
Common
Level 25 Imperial
Max Level
Scratch
Shred
STR
6
AGI
6
DEF
6
QCK
5
INT
8
VIT
8
MND
6

Lineage

Parents

Offspring

  • none

Biography

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by cozymoth
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by Ceilingfen
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by Cavy (128174)

permababy scroll <3
Abernathy is mainly a placeholder dragon who exists just to document important lore notes. In lore is a pet cat.

Top Five Above You - x

[ LORE THREAD ]

helpful links
The Beastclan Guide -
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THE IDYLLIC ISLES Lore Reference Sheet


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xxx The Idyllic Isles exist as a fairy tale, a myth. It's a place always lingering on the horizon. No matter how long you fly, nor how many moons pass as you travel towards it; the isles never get any closer. It is protected by an impassable magic shield that blocks out the shade, ghosts, beastkin and other dragons. The only way onto the Isles is to find the Magic Portal, called The Gate (or on rare occasions "The Arches") which allows dragons to teleport to and from the Isles. One one side it is shaped like a large imposing statue that seems like a mix between Tidelord and Windsinger. On the other, it is two arches overhanging a teleportation stone.








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This Gate is located on the border of Wind, Fire and Water territories in a small place referred to as Shipwreck Cove. Hungry shade-possessed creatures, those who hunt such and a handful of oddity non-dragons hang around the area making it a deadly location to try and pass through. The Idyllic Isles are themselves a form of Demigod. What began as an enchanted grove meant to lure and feed upon shade energy has grown rapidly over the centuries into 3 sprawling islands. These are known simply as The First Isle, The Second Isle and The Third Isle.
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The First Isle is the one dragons arrive upon when going through the Gate. It is home to Idyllion City- the biggest and capital city of the Isles. The town is nearly entirely made out of Marble structures and the Palace Complex, a large sprawling sector of the upper town is home to House Wavecaller, the biggest clan the Isles hold. There is also the ruins of an old coliseum on the first isle, as well as a multipurpose heavily wooded area to the north. Most activity happens on the first Isle as the other two are significantly less populated.


The Second Isle is primarily farmland. Large sprawling grasslands with a couple meadows here and there can be seen while gliding overhead. To the northwestern most part of this Island is the second city, Tartarus. Though "city" may be a generous term for it. This town is more or less a trading post for the local alchemists. Several doctors and farmers have taken up residence nearby with the main population being alchemists and studying spellcasters. The Second Isles are also home to several vacation houses for visitors. These are picturesque refurbished farmhouses ideal for a summer getaway.


The Third Isle is smaller than the other two with half of it sunken into the surrounding sea. What remains above water is a dense bamboo forest with a mysterious longhouse hidden inside. This was the old clan basecamp for what seems to have been a small community of Banescales back in the day. It now serves as a museum and artifacts from all over the Isles are brought to and examined within. Other than the museum the Third Isle is also home to the Shrinehouse. Located on the Shoreline the Shrinehouse is a small building of what was once a much larger sea-side structure. It has been converted into a temple for the Eleven Dragon Gods.
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The First Isle In Detail.

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Idyllion City: Entering through the portal you see a picturesque view of the ocean before you. A short flight away a marbled-walled town bustles with activity. An enticing market awaits with its rows of general goods and weapon stalls and at the top of the hill a Cafe. Pushing further up towards the Palace you see the Healing District with apothecary shops, a bathhouse and medical offices. There's also a couple of odd buildings here, what seems to be the entrance to catacombs exists and a guarded building you are certain is a prison.

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House Silkweaver: From the faint distance at the fashion and commerce side of the city a shroud of business and residential buildings obscures a stretch of factories. Here the cloth merchants of House Silkweaver apply their trade to produce some of the highest quality textiles found on the Isles.

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House Wavecaller: The palace complex and it's many buildings sprawl across the upper half of the city. The library, the Exalt training grounds, the daycare and the Observatory are all notable buildings to visit. Yet the first building you arrive in is none other than the Banquet Hall. Here is where you are greeted and is where the most noble members of the House can be found.

Lore allies and enemies:
- Z'Arduani (enemy)
- Clan Of Mystic Shadows (ally)

The Banquet Hall This is where visitors to the Palace are greeted. Most of the residents of the Palace Complex can be found passing through this central building throughout the day. There's a throne at the end of the room where the Leader can sometimes be found awaiting special guests. The Banquet Hall is also where daily grand buffets are available at specific Meal Times.

The Training Yard: What was once a large storage house is now fitted with rows of bunk beds and chests of training swords. Would-be Exalts spend their days training under retired war veterans in hopes of one day being selected to go serve the water flight. Outside of Exalt Trainees dragons being punished or expected to train to defend themselves also sit in on the program's classes.

The Daycare: Hatchlings from all over the Isles are sent to House Wavecaller's daycare program. Here they are entertained and taught basic skills like reading and writing in common draconic. They also learn some of the known history of the Water Flight and receive very basic scrying training.

The Observatory: At the westernmost point of the Palace Complex is a large foreboding tower. At the top a giant telescope peers into the stretches of outer space. The top floor is generally reserved for construction on robots and machines and not space-exploration however. Few of the residents of the Palace hold much interest in the deep depths of the outer worlds.

The Library: Underneath the Observatory are three floors filled with rows of bookshelves. Ancient intelligible tomes are found on every floor. There's also several desks scattered with papers and hand scribbled notes on translated books. Dragons interested in magic and magic history can be found pouring over these treasures feverishly at all times of the day and night.

The Scrying Pool: Dream scrying is an uncommon type of water magic. It allows the caster to transport their consciousness to a sleeping dragon and speak with them. In order to do so however the caster needs a clean water source. On the top floor of the library but below the observatory is one of these pools. When the Teleportation Gate to the Isles is closed this is one of the only methods dragons have to communicate to the outside world.

The Residents Houses: A secluded pathway leads away from the Banquet Hall and towards the restricted area of the Palace Complex. Visitors and guests are not permitted to go this way and it is heavily guarded. There are several small isolated buildings here which serve as private bedrooms for those living within the Palace.

The Gardens: Beyond the resident houses is a wild and untamed garden. These gardens have no caretaker and it is generally not recommended to go through them. Even from the air the Gardens seems a formidable beast. They take up a good chunk of the Palace property but nobody who has entered them has ever returned...

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The Second Isle In Detail

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Vacation Houses: Endless stretches of grassy plains and rolling hills are only broken up by the occasional grove or farm. There are a few farmhouses here and there rented out for vacationing nobles looking to escape day-to-day city life.

Crystalline Forge: A split down the middle of the Isle is laced with caverns teeming with gemstones. These caverns are laced with magical energies and hidden treasures making this an adventurers paradise to get lost in. The largest and most easily accessible of these caverns has been converted into a blacksmith's workshop. Rare and magically enchanted gear is produced from this cave.

Tartarus: A sleepy town home to the most secluded of dragonkind, Tartarus boasts rows of wooden houses circled around a formidable stonework tower. This tower is home to the most skilled of the alchemists and most of the houses closest to it are of apprentices studying under them. There's a small market where nearby farmers will come to swap goods for medicines and wards. The locals generally try to keep to themselves and aren't in any rush to interact with vacationers.

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The Third Isle In Detail

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Shrinehouse: Half submerged in the water the building that survived has been restored and tidied up. It now serves as a waterfront chapel to the eleven dragon deities. A short flight away from the shoreline are submerged arches. Identical to the Teleportation Gate it is speculated that this one is also a portal. Where it leads nobody knows as they'd have to figure out how to fix it first.

Museum: Nestled deep within the Bamboo forest is a longhouse. This building used to be inhabited by what seems to be a small settlement of Banescales. It was converted into a museum for artifacts found on the Isles. Several pieces of decorative armor are on display in glass cases. There's also copies of translated documents and several small jewelry pieces.

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Shipwreck Cove In Detail

xxx Relief of Wavesinger: A carved out portion of the cove which acts as a portal to the Idyllic Isles. The relief is massive and can be seen even from outside of the cove. It was long thought to be a depiction of an ancient forgotten king or a combination of Windsinger and Tidelord. When the portal suddenly started working one day it caused unrest among the clans who live in the general area of it.

Sunswept Inn & Spa: Shipwreck cove is doused in a thick layer of fog. The source? This establishment. The spa keeper has intense magic which can confused Shadebeasts and dragons alike keeping this small town at least a little protected from their eternal foes. Several interesting characters can always be found passing through this place.

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Bio graphics from here. Adopt lineart from here. Familiar pixels from here


extra lore stuff, unsorted:

PROPER NAMES

Proper names are given to help distinguish the lineage of Hakuku and Khimera. It alphabetically descends. First gen is Aa, second Ba, third Ka (rather than Ca due to similar sounds to Sa). After all vowel/letter combos have been extinguished they double. Aaba for instance is 151 gens removed.

Vowel order: A, E, I, O, U

Additionally, the name ending changes based on whether the dragon is a demigod or a mortal. An immortal's proper name would end in El, a mortal Ei (if Wavecaller) or Ge (in general). Ba'Remliel, Aurelioge-bet.

Due to proper names often being similar or overlapping most dragons take on a more casual name to go by. This is generally the name you will see dragons in my lair listed as.

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TITLES

Aur - a council member. Thoth-aur
Sin - a heir/ess. Ba'Remliel-sin
Bet - a member who married into the clan. Sainted-bet
Rel - a king/queen or ruling agent. Tlan-rel, Luciel-rel.
Bel - a high standing position. Nobility and royalty are referred to as this.
Suo - a mortal who is of high society. BoneDruid-suo
Tav - an average citizen outside the House. Cherry-tav


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Years System
The years system is very simple. Each real life month = one year on Sornieth. The system counts from House Wavecaller's founding upwards. For example March of 2021 is Year 21. April of 2021 is Y22, and so on and so forth.

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Demigods in my lore
  1. are immortal. Once they reach maturity they age considerably slower than all other dragons, they do eventually grow old but they will never die from old age.
  2. they are natural hunters of and hunted by the shade. They are instinctively inclined to seek each other out. There are areas dotted around Sornieth that are cleansed pockets, protected from the shade. Demigods flock to these places for protection. Though not always, after all can't flee to someplace you've never heard of!
  3. they receive some kind of power or 'gift' from the parent-deity of the lineage. In this case that parent-deity is Tidelord so powers are related to water and concepts associated with water. (I use this pretty broadly for my own lore since I own so many of my progens kids. Concepts like time manipulation, dreams, alternatively realties I utilize because water = associated with depths/fortune/consciousness.)
  4. The Exalted Orders want them. I mean who wouldn't honestly? But it is not uncommon for them to become exalted. Especially since being exalted is associated with much prestige.

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BEASTCLANS

Beastclans have their own deity pantheon that predates the one known to dragonkind. Their deities, like the dragon deities of Sornieth are very real and very prominent in their societies. Age wise they would have been born sometime after the Third Age but before dragonkind was created. Well the specifics of names and identities vary with each clan, there are a handful of universally recognized deities.

With dragonkind and some beastclan clans uniting or exchanging stories with one another, the beastkin deities have been adapted to fit with the standard dragon deity concepts.

1. Water / Time
2. Earth / Knowledge
3. Fire / Sun
4. Wind / Freedom
5. Light / Truth
6. Shadow / Trickery
7. Lightning / Invention
8. Ice / Purity
9. Nature / Ground/seeds
10. Plague / Change/Seasons
11. Arcane / Moon

To dragons, beastkin deities are unclear whether they actually exist or not. Most chose to ignore them, but in the modern era more clans are increasingly tolerable or open to them. They are often very magically influenced beastkin who have surpassed the limitations most beastkin face. By being magically inclined they have discovered a form of immortality and thus were able to strengthen and hone their abilities over time. They begun as creatures closer to what dragons call demigods and slowly evolved into their current all-powerful influences.

For the sake of this all are referred to as they/them but know that different clans and tribes assign the beastkin deities specific genders, similar to how dragons think of Tidelord as mainly male, or Flamecaller as mainly female.

Time controls the passage of the ages. They are strongly associated with water, and maren. They have many conflicting stories about them, but Time is generally agreed to have memories of all the ancestors of before the beastkin. Being associated with secrets, depths, and 'flow' they became conflated with the Tidelord.

Knowledge is skill, lessons, the symphony of experience all rolled into one. They are generally noted for their records on common and uncommon knowledge. For this, they are associated with Earth Flight culture. When revered they are usually considered equated with Earthshaker despite not really having strong connections to gemstones or minerals. This is mostly due to Earth Flight's culture of preserving history and their own lineages.

Sun is considered the parent of all life. A harsh and unforgiving parent at times, but the forbearer to the current age. Sun is associated with light and flame, passion and might. For this, Flamecaller bares the most similarities. Thus they are considered aspects of one another. Sun is the most common war deity called upon. They are force itself and so considered the mightiest of allies.

Freedom is openness. Openness to new sensations, to new cultures. To new structures. Freedom is sometimes confused with trickery for the two have overlapping qualities. Freedom is said to sing from the highest mountains and this is why the wind is always howling, joining in the chorus. Freedom is associated with art, and therefore the best comparison is Windsinger. Freedom is also a warrior spirit and is called upon to aid in battle. They are often considered a fickle spirit and inconsistent master. Prayers to them often express pleas for them to stay loyal to the devotee.

Truth is the unchangeable facts of the world. The rules that do not bend or exempt. Truth is actually associated strongly with alchemy and medicine. They are the one usually asked to aid in healing ceremonies and rituals. Truth is fact, logic. What is considered common sense is considered the domain of Truth.

Trickery is associated as a sort of battle deity. They are not as straightforward as Sun but are known to aid in conversation and lies. Trickery is the deity one would ask to aid with a ruse. They are master of disguises and associated with transgender and crossdressers. They are fluid and unknowable in raw form and depictions of them generally are of fluid shapes of unclear species.

Invention is to develop new things. This beastkin deity is credited with the development of several things. Such as wheels, very useful. They are said to have a higher level of understanding and can impart new, brilliant concepts to mortals they otherwise can not fathom or understand. They are usually depicted as a frustrated scholar. Early attempts to merge the beastkin and dragon deities see Invention as fused with the Stormcaller.

Purity is to be free from mortal flaw. This deity is considered the pinnacle of perfection, and is infused with whichever attributes are considered best to strive to by their worshippers. This often contradicts considering on who you ask so Purity is a somewhat unclear deity to discern. They are known to be white and sparkling like snow, so dragons conflate them with Icewarden. Though the beastkin Purity is not known to guard prisoners at all, so that is one major difference between the two.

Gladekeeper is associated with Nature, or the seed sowing. Nature gives new plants and herbs to use. They are generally considered benevolent. They are also considered a fertility deity and are prayed to by would-be parents.

The Plaguebringer is associated with the deity of Change. Change and progress of the seasons is needed to clear away old, withered crops and give new, fresh ones. Therefore Plaguebringer is associated with harvest and pestilence upon fields. Change is very much considered a agricultural deity. They are not often considered related to medicine, which is opposite of Plague culture overall.

Moon is well, the moon. As the sun is the sun. Moon commands the heavens above is considered chief of all the other Beastkin deities. There are many, many myths surrounding moon. They are considered parent to curses such as werewolves, vampires and other hunting beasts. This is generally considered given as punishments and these conditions are feared as their targets are hated by the moon. Being leader of the pantheon by extension all other deities hate them, and so this makes those cursed extra feared.

Love is a sort of amalgamation of the other beastkin deities and it is unknown if they are truly real or not. Love is associated as much with romance as they are platonic relationships. This deity oversees the relationship between tribes and clans and is considered the 'mother of alliances'. They are often asked upon to ensure healthy relations between parents and children, clan leaders, weddings and friendships. Sometimes they considered a mere aspect of the Moon, other times rendered as an independent deity.

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MONSTERS OF SORNIETH

Vampirism - Plaguebringer's Mutagen - e.g x, x
A disease that causes dragons to become disconnected to the magical binds of Sornieth. To survive these dragons syphon magic energies from other dragons and creatures. Usually through blood consumption. Since hoarding magic can prolong a dragon's lifespan (as mentioned in multiple q n as) they can live eternally this way. These dragons tend to have a powerful arsenal of spells they can use compared to normal dragons. This disease is transmitted through bite- hence all victims of a vampire have the potential to be turned into a vampire themselves. While hated for their bloodlust some sects revere them, mainly those from Plague and Shadow clans. (as they are not truly undead)

Parasites - Sornieth's Counterpart - e.g x
Created by the natural energies of Sornieth, Parasites mimic the appearance of dragons but are classified as a separate species. [game thread species]

Werewolves / Were-beasts - The Cursed - e.g x, x
The Beastkin's moon deity has existed long prior to the likes of dragons. When mortal creatures betray it they become cursed as Werebeasts, hungry and vicious creatures filled with primal bloodlust. They can stay this bloodlust by 'wearing' the soul of another dragon like a shield. Eventually it will be devoured by their own, hungry essence. But it works as a temporary fix for their curse. Speaking of, Werebeasts curses passes down by bloodline. The moon may give an individual a special quest to remove their curse should they attempt to seek it.

Sirens - e.g x, x
Long before dragons existed a type of creature known as "Sirens" existed. These beings had spellwork songs that lured and drowned unsuspecting land-beasts to strengthen the Siren's soul. These powerful wizards were feared and hunted to what was thought to be extinction by both maren and land based beastkin alike. Eons later once dragons arrived they seemingly reawaken. Though it is theorized it is descendant from Coatl-speech combined with arcane magics modern Sirens communicate using spell-speech. They are often immune to most low-level spells and enchantments and brush off the higher-level ones without much effort.

Shadewizards/Corrupted - e.g x
Shade magic is powerful but utterly destructive to both it's victim and it's wielder. It slowly destroys the mind of those who come into contact with it, turning them into Shadebeasts over time. Powerful shade-wizards utilize special spells to keep corruption at bay and their minds clear. Certain locations can cure shade corruption and these locations are actively sought out by inflicted. The paths to these places are often dangerous as those who succumbed and became shadebeasts linger at every corner.

Shadebeasts
Corrupted by the Void energy these ravenous entities scour the land for prey. They are mindless puppets for the Shade-entity with no independent agency.

Demons - e.g x
These are uniquely powerful shade-dragons. They were specifically crafted by the shade to mimic dragonkind. They are conscious and unique, with some sort of alien soul and everything. They can utilize shade magic with no repercussions. Likewise, rather than sapped from them when they visit "pure" places the shade in them is merely diminished a bit. They aren't killed or maimed in any serious way but they do tend to lose a lot of their zeal and strength. Half demons adjust better to "pure" conditions being partially dragon after all.

Undead
Technically a very broad type of dragon. These range from natural magical amalgamations i.e Emperors to Shade-corrupted corpses. Universally hated by Plague dragons for losing their individuality these are considered husks, shells. Some clans in lightning and light territories may use these as containers for magical essence.

Zombies are hated by plague which views them as a failure of life. However, Gladekeeper adores them. Because they are the representation of life-everlasting. They do not decompose or "leave" her. Zombies in their purest form are manifestations of Gladekeepers desires and are often merged with nature. Part tree-part dragon. The souls of the original owner leaves and only a fragment remains. So zombies are never the same dragon revived, but a new being forged from the death of an old one. Partially connected to their old self, but not entirely capable of being such again.

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DIVINE ARTIFACTS

Sometimes called Divine Tears, Divine Scales or Divine Feathers these are aspects of a deity that fell off of them during battle. Very literally they are sweat, feathers, scales of the dragon gods. These items can be harnessed with a simple but archaic spell that allows the wielder temporary, unfiltered access to that deities magic. The process has horrible ramifications though. Dragons will magically overcharge and literally burn out of existence as their bodies cannot withstand such a state of being. This usually begins immediately, though it can take several minutes. This brief in-between period allows a dragon to wreck utter destruction and havoc on its surrounding environment before they perish. Or craft the land around them as they please. Either way unless the caster utters the reverse spell they will be burned out of being. Demigods can withstand the process slightly longer than a mortal would. Whereas a mortal has mere minutes a demigod has around a half an hour to a full hour before the burning catches up to them.

Divine artifacts are highly sought after but extremely rare and hard to find items. Those that exist are usually scooped up and safeguarded by powerful clans who covet them in secret.

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The Deities Plan: Over the course of several decades each of the Eleven take an interest in the Idyllic Isles due to it being their neutral creation but also very powerful. They all either aspire to plant a clan of loyal followers on it or destroy it for the sake of their flight. Since the Isles have teleporting powers (this has yet to be uncovered in my lore) and is protected by an impassable magic barrier it's basically a pretty good movable fortress, and thus ideal for each of the flights to possess.

The deities are in a coalition to not move from their locations lest they wreck destruction on the planet they worked so hard to build. Thus each of them sends special clans to act in their stead.

Windsinger: Y0 - Plants what will become House Wavecaller to basically tidy up the isles and turn it into a livable place again. This is why he "saves" The Abyssal Fleet from the Shade-beasts to begin with. He plans on taking it over from the inside out, mostly just peacefully manipulating nests so more wind ones are born than other elements.

Flamecaller: The first to challenge the isles. Before they were destroyed it was her children who ruled the Isles. They unfortunately became too competitive and decimated each others clans resulting in their extinction. The Isles became ignored for centuries until Windsinger expressed interest in it again. Now Flamecaller's goal is to remove House Wavecaller who she views are Windsinger's Puppet and reclaim what she views as rightfully hers.

This will result in several dragons leaving/dying (a much needed cut down on extra characters), several of whom are moved to the 'deceased' tab. There are two attacks, a first assault which results in some characters dying or leaving, and a second, large scale usurping of the throne. Hakuku and Khimera are captured and displaced. Hakuku is given to Opure, who dumps him in Shadowbinder's claws because he knows Hakuku fears the dark. He is force-slumbered by the shade who preys on him before Shadowbinder can even sense he had been dropped there. Khimera and her prepped forces challenge Matl but because Ithel got lazy and recruited lesser demigods they are spurned. Activating a deity-tear that Liloon brought to her, Khimera overcomes Matl's attempts to subdue her and wins. However the burning process leaves her with some serious wounds that will never heal. Fearful that she'll be unable to protect herself or her clan she runs away and hides in Oneiros's cavern, leaving Remliel to lead the clan.

Remliel and Reagan fall through the gate as Remliel tries to flee, unable to beat Matl. Luck is captured, but presumed dead. Remliel forewarns Evren about a second squad stationed there through water-magic-telepathy, ready for a second attempt at the isles. Hakuku tries to comfort Khimera but is captured by Opure before he can reach her. Oneiros intervenes before Khimera can try to kick Opure's butt by sealing her away (in the style of the burial chambers the ancient rulers mummies are housed in. Oneiros does this because it knows a fellow demigod will be fine, and is effectively sealing her "within its heart". Khimera is unimpressed with the symbolic attempts, demands to be freed, but Oneiros pretends to not understand her.).

With Khimera out of the picture Matl challenges the Palace properly this time, and kills Zuu while trying to reach Evren. Evren negotiates to become a sort of puppet-king for Matl after the bane subdues Illa and Evren fears for her life. Lochlan sees this and accuses Evren of treason and takes a small squad consisting of himself, Akiyoshi, Fallstar and Timbre to House of the Desert Rose to hole up.

Caribou is betrayed by his own people and killed, along with Greatblade. Several dragons are disbursed from Wavecaller Palace.

There is a resulting burst of FIRE element nests. The isles are moved to the ICE Coastline during the take over battle, because of Mika.

With Luck out of the way, Umbra successfully implicates his own sons as would-be assassins of King Evren. He pushes to execute them, a thing Luck was vehemently against during her rule.
Utterly ****** that Zuu was a causality in the take-over, Xurzon teams up with Unnamed to cause Matl some grief from the sidelines.

Remliel wants to take his sweet time coming home. Reagan isn't about to let that happen though, but because of shenanigans, Remliel gets his way in the form of a world tour. Joy.

Most of the locals don't suffer much losses, if any, but struggle to adjust to the new cold climate. Since Mika is once again slain in the battle, Azza (+Korax) steps up to try and decode how the heck he managed to teleport them to begin with. She succeeds, thus enabling flight changes to other areas.

After a hot moment (haha) Evren/Thoth, Azza/Oskeli/Sunrise/Korax and Vor/Xurzon all manage to put together a PlanTM to sway the court in Evren's favor. This ticks Matl and co off, so they try to punish them by subjugating innocent nobles to some kind of made up crime. It cuts back on more dragons, but backfires because everyone on the isles are related, so um yeah, no way it was going to go smoothly. Umbra's mortal son escapes jail and has a bone to pick with his father.

Sunrise suspects (but doesn't have a way to confirm) that Luck is still living, just imprisoned, and spreads gossip around the isles about it. This encourages the locals to revolt and try to root out any fire-loyal dragons on the isles. At some point he finds Luck and relocates her because he thinks he can use her to bolster his own image for himself at some point. (a whole 'but I'm your mother' and 'gurl I don't even know you, you didn't raise me' moment occurs)

Lune visits Lightweaver feeling lost and confused, especially since Pythios is loyal to Voidshifter over Lightweaver. Intrigued by the isles and everything going down, she decides to try and locate Hakuku. She sends "The elder" to do this. The Elder awakes Hakuku who is frightened and shy. Surprised he's such a gentle demigod she leads him back to Lightweaver who blesses him with her radiant light and instructs the elder to return him to the isles. (the light will be used to fix Khimera's wounds later when he finally gets his butt over there.)

Welven returns home from campaigning and causes an uproar by trying to single-handedly overthrow Evern and the banes out of pure rage that her wife is dead. Since Remliel and Reagan are missing she pushes for the only palace-influential primal left, Azza, to be made queen. Knowing Azza had no clue what her power is, Matl stipulates that the change can only be made from Evren -> Azza if Azza can prove her might to him in combat.

Having seen all the garbage that comes with being a royal, Azza wants nothing to do with being Queen directly. She tries to convince Welven to pick someone else to overtake the throne and suggests Sunrise. Welven initially hates this as Idris is Sunrise's actual father and she knows it. However in a weird way befriending Sunrise allows her to relive her happy memories of Luck, so she begrudgingly accepts this but still publicly pushes that Azza should be queen.

As Sunrise is "Evren's child" and auto-heir for the throne, many parties want to manipulate him for their own means. Especially Evren. Since Hakuku is missing Evren is lost, as he was essentially just a puppet-heir for Hakuku anyways. With it being clear that Remliel isn't planning on returning until everything has settled down (because he's so conflict avoidant he'll just avoid it) Evren encourages Sunrise to be a ruthless, savage leader.

Sunrise yearns to make his parents proud so his grand plan is to become an Aberration and literally tear apart the ambassadors here for Matl. The crowd cheers. The crowd then realizes they're stupid because Sunrise becomes a tyrant prince. While unable to slay Matl, he cripples the Banescale's young kingdom in increasingly deranged and very personal-revenge-fulfilment ways. Evren tells him to chill but Sunrise is bitter and dumb so he doesn't in fact chill. He instead decides that somewhat reasonably, he should have some sort of edge over others to validate him as leader.

He goes to Icewarden since they're in ice flight and is like hey can you train me, to which the ice god is like nah you give me fire vibes- which Sunrise hates a lot. He goes to Flamecaller herself and is like yo can you train me, which she finds hilarious and agrees. She thinks he'll perish since all her tests are fire-themed but Sunrise exceeds at them. Annoyed that he's actually capable Flamecaller finds an excuse to dump this thorn in her side on one of her siblings.

Sunrise tries to bully Azza into teleporting the clan to plague, except she very much doesn't want to. Azza teleports the clan to the Cloudscrape Crags in ice. Sunrise decides to adapt to this by reconstructing the situation. His plan is to build a "Heavenly Lineage" of dragons with his prefix, a kingdom in the clouds.

Fearing Sunrise is growing out of control, Illa encourages the parasite coven on the isle to act along with the shade witches she was once trained under. They both yeet an assassin at Sunrise, who Sunrise promptly slays. This encourages Sunrise to convince Evren to hand him the throne. The timing couldn't be worse though since Hakuku finally gets back. Mortified at the state of the isles (and also that Khimera is allegedly missing) he tries to get to fixing things and declares that Sunrise should never be king. However as he wanders by the Graveyard, Oneiros steals and seals him away. This is collateral for Atherr being slain during the battles. Since Hakuku effectively showed up, made a royal decree and then vanished the clan is sent into turmoil.

They all come to an agreement to honor Hakuku's divine order, Sunrise will be removed as heir to the throne. Sunrise doesn't vibe with that very much but can't bring himself to trying to overthrow Evren or Illa. So he produces a heir of his own and convinces the court that Evren has been an ineffective leader. House Wavecaller should go to his heir.

Azza realizes her demigod power is related to memory distortion. She fears what Evren, Illa or anyone else will do if they discover this. She decides to use it on Sunrise to plant the false memory of Hakuku commanding him to start his own House.

Another island of the isles is created due to the Ice magic impacting it. It is less of an island and more of a sheer mountain. Sunrise goes here to found his own House Olympian. A degree of peace returns for a moment.

Icewarden decides he's had about enough of this water clan making noise and threatens to destroy them. Azza moves them to Nature by mistake. Yeet.

In nature the clan is somewhat relieved because hot climate has returned. Being more physically noticeable than before the isles become much more popular. The houses bask in the glory of this- but it comes with much more harsh realities to deal with too. Gladekeeper wants to assimilate them into her flight and Plaguebringer hits them with a specific kind of plague because she can. Arcanist pulls apart the shield therein causing the isles to lose their gimmick and appeal. While they still consume the shade, dragons can easily leave and reach them.

While House Wavecaller largely adapts because they've basically done that to every other big thing they've faced, Sunrise differs. He comes down the mountain to see why there's a ton of new dragons bothering his House all the time and figures out the shield is down. He confronts Evren about it and the two not getting along, basically alludes that he'll try to take over House Wavecaller if they don't fix this. Azza, having delt with Sunrise before, is ordered to solve this. Not wanting to dabble with memory alternations she tries to recall Mika's teachings.

She goes to the other npc-ish houses to learn lessons, etc, and succeeds because Azza is very talented in magic. Utterly impressed, Evren relinquishes the throne to her. This ends the current era and ushers in a new one.

-end-


Warnings: Y12 (Voiceless), Y44 (Korax)
Actual Challenge: Y?
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