Broadwaters

(#70233542)
>> XXI: The World (setting lore)
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Familiar

Bucktooth Digger
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Energy: 0/50
This dragon’s natural inborn element is Earth.
Female Skydancer
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Personal Style

Apparel

Twice-Dyed Mantle
Attendant Footies
Attendant Mitts

Skin

Accent: Starwood Witch

Scene

Measurements

Length
5.29 m
Wingspan
6.41 m
Weight
832.28 kg

Genetics

Primary Gene
Stonewash
Starmap
Stonewash
Starmap
Secondary Gene
Teal
Bee
Teal
Bee
Tertiary Gene
Phthalo
Capsule
Phthalo
Capsule

Hatchday

Hatchday
Jun 19, 2021
(2 years)

Breed

Breed
Adult
Skydancer

Eye Type

Eye Type
Earth
Unusual
Level 1 Skydancer
EXP: 0 / 245
Meditate
Contuse
STR
4
AGI
5
DEF
4
QCK
9
INT
9
VIT
4
MND
9

Lineage


Biography

basically a dragon about worldbuilding. dragon itself does not exist within the setting of wet dirt city

sorry if you're someone who Isn't Me trying to read any of this stuff, this is all quite informal and loose right now



general setting notes:

- set possibly hundreds or thousands of years after the "current era" sornieth seen in game canon
- shade is a problem again now :I
- not strictly canon compliant - sornieth as a setting is tested but i'm making alterations so it's more fun for me to play with. i have plans to redraw the world map for this

Wet Dirt City:

- name is. pending, to say the least
- about dynamics between the themes of Earth flight and Water flight
- permanence vs transience
- what is more useful? knowing the past or knowing the future?

history (general):

- conflicts in BOTE are resolved in ways that generally create good fortune for sornieth and its dragon residents
- tidelord comes back earthshaker's weird threat is resolved unless it's like the shade or smething i'll worry about it later when staff releases it and if this ends up being an alternate timeline then literally fine i do not care
- oh except luminax. luminax dies because the shade got in it and ate all of its magic and then started eating the meat parts. but it's okay because the deities beat the snot out of the shade and go form the pillar again so no more can come in :)
- dragonkind eventually adapts to a world without gods. this is more rough in places like lightning and water where their god was a crucial figure in their society than it is in places where the gods are... not that
- lots of history happens for possibly hundreds or thousands of years. some guys define it as a new calendar era
- magic level of sornieth is stable, but likely to recede Eventually
- during this time water has also adapted a way to tell the future without the tidelord's help, after some decades of developing it, and some other developments also happen in many flights
- so like
- for a while everything's kinda fine, i guess?
- exceptttt
- the deities didnt actually kill all of the shade so its coming back. this time since it's cut off from outside it has less power and has to like manifest its influence through living things or whatever
- basically shade zombies start happening and become a larger and larger problem over time
- bounties are enacted in some places early and in some places late, but once everyone agrees that it's a Problem it becomes a widespread thing
- profession is created to kill the shade's weird zombie guys, called Shadeslayers. usually kind of ragtag and whatever about stuff, it's not like an army it's more like a bunch of people were like "hey wait, i think we can make a career out of killing those things if people give us money for it" so they did
- new problem: it kind of turned out that like the problem is bigger than we thought, actually

- now we're at the present day. many people are worried about how to reinforce their homes and take care of themselves against an exponentially increasing threat, and how to stay alive. many people are losing hope, and very few know how to deal with it.


notes:

1. __the shade has two objectives: it wants to feed, and it wants to multiply. everything it does is in service of these goals. functionally, the shade is just an overambitious, magic-eating amoeba. colonies of it can evolve and adapt and alter their strategies within the span of a dragon's lifetime.
__
1a. __sometimes the shade gets inside of people and starts eating their magic. usually this acts pretty much like a disease, except since the bodies of dragons do not have a way to fight against the shade like they do actual diseases, this can kill you very, very quickly.

1b. __there have been colonies of the shade known to manipulate the bodies of dead dragons to trick live dragons into getting closer. colloquially, these are known as zombies, but from a distance it is often difficult to tell the difference between a zombie and a living dragon. zombies cannot speak, and do not move with the coordination that most dragons can, so they are not typically a risk in guarded cities and are easier to pick out during the day.

1c. __the shade will often make zombies of wild creatures, in addition to dragons. not all creatures can be controlled by the shade (such as creatures that are too small) but it is common travelling wisdom not to approach or allow yourself to be approached by wild animals.

1d.__the shade prefers to feed off of inert magical energy rather than expressed magic. inert magic is found most often in the bodies of dragons, the nests and eggs of dragons, and within ley lines. it is fairly stable up until the point it is expressed into its more volatile elemental form.


2. __shade-slayers are dragons employed to eradicate the shade where it poses a threat to dragon society. magical disciplines are used to contain it once it has been weakened or exposed by physical interference.
__
2a. __physical violence as a strategy is most commonly employed in areas where zombies are a common threat.

2b. __arcane and ice elements are preferred for containment procedures. fire and light elements are preferred for more destructive purposes, should containment prove implausible.


3. __necromancy is a magical practice used to bring dead dragons back to life. it is heavily stigmatized in many areas, as it is often culturally associated with the shade, and is illegal in most major territories. it is not a practice bound to any particular element, but most elements are not useful as part of the discipline.
__
3a. __a dragon who dies may leave a ghost behind, if their death was particularly traumatic. a ghost is a dragon's leftover magical energy and its memories, feelings, and desires suspended in each other after death.
__
i. ghosts do not naturally last very long, typically up to a week at most, unless they are stabilized through magical means. the deterioration of a ghost is best measured in its loss of memories - a ghost will lose trivial information quickly, but it will not forget its most important drives or relationships until it completely dissipates. (once a ghost dissipates, its magical energy returns to the world.)

ii. ghosts are not tangible. they cannot interact with the world, except under extremely particular conditions. ghosts are also not visible to dragons, though they may be made so through magical means relatively easily, if you have access to the right knowledge...

3b. __as a field, necromancy is split based on methodology. it is possible to make a surrogate body for a ghost, it is possible to unite the ghost with the body and bring the body to life, uh... maybe there's something else too!


4. __prophecy is when you ahhhh cooka da meatball
__
4a. __ scrying is a discipline of prophecy executed through a reflective surface. several types of reagents are required, and the nature of these reagents varies between wet and dry mediums of scrying.

4b. __

75Questions wrote:

Questions from here.
.
NOTE wrote:
Wet Dirt City is not itself technically a clan, though there are certainly minor groups that could be considered clans. These questions are going to be answered along the lines of the city itself as a whole.

1. What Flight is your clan?
.
Essentially hybrid water/earth. It's a walled port city situated on the coast of Dragonhome, with a rich cultural history from both flights.

(This iteration of Sornieth has a different geographical layout to canon Sornieth, hence how this makes sense. I'd like to make a map someday but unfortunately I've always hated making maps)

2. Why did they choose this Flight?
.
No choice, people just needed a place to export goods from.

3. Have they been loyal to other Flights before this? Or will they never move?
.
The city is stuck where it is, so physically moving is impossible. It has never been loyal to any other flights, though there was once a time when the city was ignored by the larger authority of the Earth flight and fell only under Water flight jurisdiction. This time has long since passed.

4. What would be the deciding factor in a move, if the clan had to?
.
This isn't physically possible for the entire city to do as one entity.

Those less involved with the area's history and politics would likely leave for a wide variety of factors, but some well-established families (usually of Earth descent) who have been living there for centuries would likely refuse to move until they undercame a direct threat.

5. Is the clan spiritual and highly loyal to their deity? Are they indifferent?
.
Though the deities themselves are still asleep, dragons within the city have strong and often polarized opinions about the traditions they left behind.

A lot of Earth-descended dragons insist on maintaining their traditions from even before the deities went to sleep, though some significantly more so than others. Many of these traditions are mourning rituals applied specifically to the Earthshaker, and it is not uncommon for earth dragons to take these traditions extremely seriously. Not all do, and not all even observe them, but these traditions have a large cultural impact and definitely shape the city.

Water-descended dragons, on the other hand, are very mixed in how they feel about their flight's traditions. Dragons from surface-dwelling subcultures generally do not practice deity-related traditions to the same extent as dragons from underwater subcultures do.

6. How does the clan view those from different Flights? Are they welcoming to all dragons, or suspcious of newcomers?
.
Social attitudes will vary, but flight discrimination is not built systemically into the city.

When dragons are turned away, it's usually because they've been judged to be a criminal for some reason or another.

7. What does your lair look like? Go into detail.
.
It is a walled, almost fortress-like port city. The port itself is outside of the wall, but the connection between them is defended with guards and tight gate security. The road that leads from the port's exit to the rest of the city is a major street and is a place where festivals are practiced frequently.

Housing in the clan varies, but a majority of dragons live in small houses packed tightly together. Larger houses and large estates typically belong to large families, important people, and the especially fortunate. Small housing is not typically prohibitively so for single individuals and immediate family units.

The walls of the city are mostly composed of brick, gout, and stucco. Along the top of the walls are walkways with a low roof that leaves a small gap between itself and the crenellated parapet.
The city has five towers along the wall, 3 of which are positioned along the port and 2 of which are positioned along the front-gate wall. These towers are heavily staffed and are armed to the teeth with cannons, archers, and many messengers to pass on word in case of incident.

8. Who founded the clan?
.
No single individual is credited for the founding of the city.

9. Who is your clan leader? Why are they the leader? Have there been any leadership changes?

10. Was the leader chosen? Were they elected? An heir to the throne? Or maybe they achieved something within the clan?

11. Who handles interclan relations? Any diplomats? Peacekeepers?
.
The city has three/four? representative diplomats that report to larger authorities in the Earth and Water flights when necessary. For other cities, as well as errant clans, Wet Dirt City has a separate set of three diplomats.

All six/seven? of these dragons function as middlemen between the ruling body of the city and the ruling bodies of other entities.

12. How does your clan view the Beastclans? Who handles Beastclan relations?

13. Does your clan have specific roles for each dragon?

14. Does your clan have any Flight ambassadors? What do they do?
.
Due to the deities' long absence, the practice of keeping Flight ambassadors around has been phased out in a majority of established settlements. Flight ambassadors are typically only seen in places where authority and power tend to concentrate, and are treated as deeply serious diplomatic figures.

The city does not have Flight ambassadors, as it is not considered important to the larger politics of the Earth and Water flights.

15. Does your clan have a council? An elected group of dragons in power?

16. Are all dragons in the clan expected to contribute in some way? Or are they left to their own devices?

17. Who protects the clan? Who is in charge of battling/guarding?

18. Does your clan trade with any other clans? Any allies? Enemies?
.
The city is a hotspot of trade between larger bodies than itself. Though large quantities of Stuff are imported directly into the city, a majority of the trade handled in its ports are handled by other entities.

19. How is exalting handled in your clan? Any ceremonies? Is exalt fodder something that is part of your lore?
.
Exalt fodder is not a part of Wet Dirt City's canon.

Exaltation as a practice has been phased out in a majority of places for a long, long time. To work for deities who cannot communicate what they want from you is generally difficult. That said, some flights still do it in some areas, as some are not as willing to let go of the idea that their gods need them.

20. Who does the gathering in the clan? (digging, scavenging, hunting, etc.)

21. Does your clan have a healer?

22. Who looks after hatchlings? The parents, or a general hatchling-sitter?

23. How does your clan educate younger dragons? Is there a scribe, scholar, or mentor?

24. Do you have any artists within your clan? How do they make a living from their crafts?

25. Does your clan have a cook? Who handles the food?

26. Who is on the Coli team? Who trains future warriors?

27. Any messengers? Scouts? Delivery dragons?

28. How does apparel work in your clan? Are any pieces of apparel status symbols, or indicators of the role the dragon has?

29. How are familiars viewed in the clan? Pets? Companions? Friends?

30. Do you have any familiars that are intelligent enough to directly interact with the dragons?

31. Who cares for the familiars? The familiar's dragon, or a general caretaker?

32. Are extra familiars/non-bonded familiars free to wander around the lair? Or do they not exist in the lore?

33. Does your clan have any Beastclan members living among the ranks?

34. Who hoards what? Do the dragons each have a personal hoard, or is there one big storage area?

35. Does your clan specialize in anything?

36. Does your clan stand for anything? (truth, might, knowledge, etc.)

37. What is the origin of your clan's name?

38. Does your clan have a set of rules or guidelines for the members? What happens if a dragon breaks these rules?

39. How does your clan view Gen One dragons?

40. Does your clan have a territory? Or just the lair?

41. Do any dragons in the lair have a bias or dislike towards certain breeds or a Flight?

42. Which dragons are good friends within your clan? Any enemies? Best couple?

43. Who's the cinnamon roll, and who's the problematic fave?

44. Do you have any dragons that aren't part of the lore? Just for show?

45. Are there any dragons in your clan who dislike hatchlings?

46. How do permababies work in your lore? Do you have any?

47. Who manages the treasure and gem hoards?

48. Has your clan gone through any unfortunate events? Tragedies, even?

49. Are roles assigned to dragons when they are born/come into the clan, or do they choose their role?

50. Who kills the spiders?

51. Who eats all the food?

52. Do you have any tricksters or prank loving dragons? Do they cause mischief?

53, Most intimdating dragon?

54. Most friendly dragon?

55. Dragon most likely to bring back a stick from gathering?

56. Laziest dragon?

57. Funniest dragon?

58. Do you have any sub-clans? What are they called?

59. Does your clan decorate the lair at all? How so?

60. What markers does your clan use to let others know they live in the area? Flags? Banners? Runes?

61. Smartest dragon?

62. The dragon everybody loves?

63. The dragon everybody hates?

64. Do you have a clan rune?

65. Pick a song that best describes your clan.

66. Who gets into arguments the most? Who keeps the peace?

67. How do skins and accents work in your lore?

68. Best dressed?

69. Does your clan have any elders?

70. Does each dragon in your lair have their own space, or is the entire lair shared?

71. How do you handle gene scrolls in your lore?

72. Who loves festivals the most? Who parties the hardest?

73. Pick two dragons and talk about their relationship.

74. Choose one dragon and talk about them.

75. Choose a dragon with a familiar and talk about their relationship.
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Exalting Broadwaters to the service of the Tidelord will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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