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Alwyn • Beastclan Ambassador
Extraverted, warm and open-minded, Alwyn is probably the best diplomat of the entire clan. He is the one forming alliances with the Beastclans around the lair and beyound, and trained the other Ambassadors.
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Charmer • Matriarch - Judge
Her Charge is the Sanctuary itself. The strong and silent type, she is incredibly proud of her impartiality and pragmatism, which make her the best possible judge in case of internal conflict within the clan. She fought her way back from exaltation, and couldn't be more proud of her mate for the work he did when she was gone.
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Entrance Statues
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Emeraude • Shield
An imposing statue at the West side of the lair. Her protective magic acts like a shield all around the lair, and grants immunity to anyone passing the gates. Of course, it won't protect them from Charmer's judgment, but external threats will not go through.
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Adrastea • Weapon
An imposing statue on the North side of the lair. Her destructive magic is powerful enough to annihilate any threat that could cause harm to the clan. Before getting to that point, a strong magical aura will emanate from the statue, as a warning, and her eyes will glow red as she charges.
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Marbre • Truthseeker
An imposing statue on the East side of the lair. No one can really feel her powers taking action, as she cast a zone of truth all around the clan's territories. This spell expands with the lair and reveals one's true intention when joining the sanctuary.
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Shrine • Secretkeeper
An imposing statue on the North side of the lair. He is tied to the land and protects it from outside forces, including from the lair's inhabitants. While the other three statues protect the dragons, Shrine is guarding the secrets of this part of Sornieth.
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Ambassadors
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Heilin • Icewarden Ambassador
A calm, collected dragon who wants to rebuild himself after the loss of his family. He tends to be distant, but will lend a hand whenever he can if someone needs his help.
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Nótt • Shadowbinder Ambassador
She used to be kind of a brat, but dying and coming back to life after a horrible mistake tends to change people. She's now a lot calmer, but still has a few precious habits she can't get rid of.
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Fujin • Windsinger Ambassador
Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo
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Poseidon • Tidelord Ambassador
Curious and sociable, Poseidon researches anomalies and paranormal stuff all over the Water territories, especially in the Leviathan Trench.
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Abnoba • Gladekeeper Ambassador
Abnoba wasn't always a dragon. A tree given life to by the Gladekeeper, she is eerie and not completely a dragon still. She does have a mind of her own, but no one can really understand how she works.
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Hathor • Lightweaver Ambassador
Hathor grew up in a fairly abusive environment, and found out almost too late that what was wrong about her home was the cult growing stronger into her homeland. She flew from home before coming to the sanctuary and promising herself to protect other survivors.
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Whaitiri • Stormcatcher Ambassador
Being a Lightning Ambassador is a real challenge for her, as she is terrified of thunder. She takes her role seriously, and does her best to face her fears everyday.
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Ogun • Flamecaller Ambassador
Strong, energetic and fiery, Ogun won't stop his chronic pains from making him represent his flight, even if it's not in the way he had planned. He's proud of his flight and you will hear about it.
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Ganesha • Arcanist Ambassador
Allying isoteric and science, Ganesha is a fairly strange fellow who basically lives in the library. He experiments for every question he has, and it somehow always goes wrong. He blames it on his god.
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Pestilence • Plaguebringer Ambassador
Solitary and easily angered, Pestilence reeks of bad news, and tends to scare off hostile dragons pretty fast. She bites more than she growls, but she'll do anything to protect her clan. She's also the most understanding of newcomers who lived a life of crime, and just want a peacefull retirement.
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Nuska • Earthshaker Ambassador
The youngest of the Ambassadors, Nuska is often overwhelmed by his own powers. He shakes the ground when he runs, creats small mountains whe nhe sneezes, and is overall a little catastrophe. But he means well, and learns fast. No one can resist his charming innocence.
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Shopkeepers
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Mario • Florist
Bright and romantic, Mario is the owner of Mario's Marigold, a shop her make Alkener built for her. She has been in Alysia since the begining, and regularly sends flower arangments to her friends, "anonymously". (Everyone knows it's from her)
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Manx • Blacksmith
Strong, charismatic, pun-loving blacksmith at the Mistral Anvil. He will brag about that pretty dagger you ordered, and will remind you how he had been in Alysia "before it was cool".
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Pie • Tavern keeper
The odd bogsneak is always happy to serve new clients who come to the Bamboo's Light to eat a good meal or rest for the night! Just don't wander on the 3rd floor hallway at night.
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Yadira • Cook
A fast-paced and talented cook, Yadira makes delicious meals at the Bamboo's Light! He specializes in long lost recipes, that he can make if you've tasted them at least once. You can ask him to make you your Proust madeleine, too.
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Nona • Weaver
The youngest of the three sisters owning the Loom of Life, Nona weaves the fabric into existence. Don't talk to her for too long, or she will make you obey.
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Decima • Fixer
The middle sister, Decima, is the only one who will distract you from the uneasy feeling you will get when you enter the Loom of Life. Calm and charismatic, she will guide you when you order from the shop, and you will love whatever she chooses for you.
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Morta • Cutter
Morta, the oldest of the three sisters in charge of the Loom Of Life, has an oppressive presence to her. You can feel the weight of thousands of souls whenever she cuts the fabric that will give life to a new piece of clothing you will hesitate to wear.
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Researchers and Scholars
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Alun • Head Archivist
One of the first resident of the Sanctuary, she was the one to start the researches on all of the weird things dragons found when they came here. She's now in charge of classifying and organizing everything.
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Olga • Lore keeper
Olga keeps informations about the clan and its buildings, anomalies, and places in general. She keeps notes of every little thing she finds and reports everything back to Alun. If you have questions about the lair itself, go to her.
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Bahar • Head Researcher
Bahar is the one conducting research on the odities of the Sanctuary. She's the one entrusted to go on the field, and Bahar and her team reports everything back to Alun.
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Fall • Librarian
He used to just collect books, but his hoard grew a little too much to just keep at home, so he set up the Library. He is now the official librarian of the clan, and him and Alun decide what kind of informations about the Sanctuary's odities they want to make public knowledge.
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Museum • Head Archeologist - Paleontologist
Fascinated by Sornieth's history since she was a hatchling, she was overjoyed to meet Alun, the clan's archivist, when she arrived at the sanctuary. She spent most of her time in the clan's archives and was of great help when her (unofficial) mentor needed help figuring out the oddities she found around the sanctuary.
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Graveyard
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Chrysanthème • Graveyard keeper
Chrysanthème is the lonely graveyard keeper of the clan. Mostly non verbal, the only thing that can make him talk is when someone asks him about the "Residents", as he calls them. Love doesn't stop at death, and Chrysanthème proves it every day as he tends to what he wants to become a safe space.
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Lianne • Ghost
She has been haunting the graveyard a long time before Alwyn and Charmer even came here. She watches over it, protecting the tombstones from robbers or scavengers. Cold and eerie, Chrysanthème is the only dragon who doesn't seem scared of her.
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Paranormal beings
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Mycellium • Mushroom colony
This sentient mushroom colony lives in the Nivrim forest, far from the safety of the lair. It takes on the shape of a dragon to lure tresspassers into its hold, and find a new host. It is part of The Colony.
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Taran • Ferryman
Taran isn't alive, but he's not really dead either. No one knows how or why, not even himself. But because he's so conveniently in between realms, and can therefore cross them easily, he built a timy embarcation where he accompany souls in the afterlife, or sometimes dragons on dangerous quests accross the Sanzu river.
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Howl • Living Corpse
This living carcass is a lonely creature, unnaware of the disgust it gives the ones who cross it's path. It will follow anything that reminds it of its old life, but there is noneed for fear, as it isn't aggressive or malicious.
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Dreamwalker • Mindscape
The Dreamwalker is an entity capable of entering people's dreams. She doesn't really sleep, as she is "awake" in the Dreamscape, but it doesn't seem to affect her too much. She used to visit this new plane for her own pleasure, but discovered a fairly dark path, and now wants to make sure the creatures lurking deep in dragon's minds don't reach the real world.
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placeholder for my lore (NOT UPDATED AT ALL, YOU WON4T FIND MORE THAN HERE FOR NOW)
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