UNDISCOVERED AREAS These places are yet to be explored
GATHERED ITEMS WIP here.
COMMON
UNCOMMON
RARE
Visiting the Cove?
[center][size=7][font=Century Gothic]MAP OF THE CAVERNS [/font][/size]
[size=3][i]Here are a series of Maps to help you navigate your way around[/i][/size]
[/center]
[img]https://dl.dropboxusercontent.com/s/0v0e1fifm6lyjwy/Nameless%20Map.png[/img]
[size=2]This map shows the caverns and how deep each cave is situated. The darker blue, the deeper down the cave is. Some connecting rooms may transition on a gradient, but some may need a plunge under a rock or through a floor tunnel to reach. Very light blue caves indicated entrance or exit to the surface, or caves which have airspace but too high walled to use as exits.
[img]https://dl.dropboxusercontent.com/s/vv9rx9zvrjo5uku/Map%20Color.png[/img]
This map shows the Caverns for a more easy viewing. Quarters are divided into five sections and can be reached by different entrances from the surface. Generally, every cave can be reached from every entrance as it's all a open circuit cavern system. However if entering from the surface, it is quicker to choose the cave closest to the cavern room you're looking to get to.
[b]Alpha - Gold, The West[/b]
Notes: Many council members reside here, including Orlaithe, Daire, Aelin, Aquamarine and Autumn.
[b]Beta - Green, The East[/b]
Notes: Uses the Beta Cave as entrance
[b]The Maw - Blue, The South[/b]
Notes: Uses the Maw Cave as entrance
[b]The Common - Pink, The Center[/b]
Notes: The Common is the social hub of the lair, and those who room in this area are lucky & have the best place to gather. Beta, Shore and Maw are all equally as close to the Common.
[b]The Backs - Purple, The North[/b]
These are the only quarters which are a pain to get to fast. As a result, most of these caves are empty. To get to them, you would need to enter through the Maw or Beta, depending on which end of the corridor you're aiming to get to, and then traverse for a few minutes to reach these. They were excavated as expansions goals for the clan, in case the number of dragons was to increase they wouldn't be stuck unable to offer a cave for someone to live in.
[center]
[b]Please follow these links to find out about the Caverns in further detail[/b][/size]
[url=http://www1.flightrising.com/forums/cc/2244592/1#post_31248833][size=2]The Warrens[/size][/url][/center]
MAP OF THE CAVERNS Here are a series of Maps to help you navigate your way around
This map shows the caverns and how deep each cave is situated. The darker blue, the deeper down the cave is. Some connecting rooms may transition on a gradient, but some may need a plunge under a rock or through a floor tunnel to reach. Very light blue caves indicated entrance or exit to the surface, or caves which have airspace but too high walled to use as exits.
This map shows the Caverns for a more easy viewing. Quarters are divided into five sections and can be reached by different entrances from the surface. Generally, every cave can be reached from every entrance as it's all a open circuit cavern system. However if entering from the surface, it is quicker to choose the cave closest to the cavern room you're looking to get to.
Alpha - Gold, The West
Notes: Many council members reside here, including Orlaithe, Daire, Aelin, Aquamarine and Autumn.
Beta - Green, The East
Notes: Uses the Beta Cave as entrance
The Maw - Blue, The South
Notes: Uses the Maw Cave as entrance
The Common - Pink, The Center
Notes: The Common is the social hub of the lair, and those who room in this area are lucky & have the best place to gather. Beta, Shore and Maw are all equally as close to the Common.
The Backs - Purple, The North
These are the only quarters which are a pain to get to fast. As a result, most of these caves are empty. To get to them, you would need to enter through the Maw or Beta, depending on which end of the corridor you're aiming to get to, and then traverse for a few minutes to reach these. They were excavated as expansions goals for the clan, in case the number of dragons was to increase they wouldn't be stuck unable to offer a cave for someone to live in.
Please follow these links to find out about the Caverns in further detail The Warrens
Visiting the Cove?
[center][size=7][font=Century Gothic]THE WARRENS [/font][/size]
[size=3][i]Here are a series of Maps to help you navigate your way around[/i][/size]
[/center]
[img]https://dl.dropboxusercontent.com/s/y21gzkc22ojlyc3/Warrens.png[/img]
[size=2]
This is a map which was drawn up by Amari on the request of the clan leader, unbeknown to the non-council clan members. It shows all the discovered secret tunnels which connect caves, a labyrinth known as the warrens. Some of the tunnels are incredibly dangerous, being unstable or getting narrower and narrower until you're stuck and can't escape. Becoming lost in the winding tunnels is also a tragic possibility, and as a result, Orlaithe banned everyone from using the warrens as means to shortcut or other use, travelling through the map marked caves and tunnels only, and for the clan to act as if they didn't exist.
Not everyone adheres to these rules however. Although most sensible adults aren't bothered about exploring random cramped rooms and tunnels, some of the youths sneak away when they think no-one's watching and play for hours in the quiet darkness.
Amari is the clan's security officer and often marches through the unmarked labyrinth in search of stray children or signs of other dragons having wandered in by mistake. She also checks for cave-ins, sea life invasions and checking the current map is up to date, in case of an emergency in which the clan is forced to escape through the tunnels.[/size]
[center][size=5][font=Century Gothic]GATHERED ITEMS[/font][/size]
[size=2]Although there is a little food in the twisting pockets of rock, Orlaithe decided the risk of gathering there was too great considering the danger of the prey and the other worries the warrens had to offer for the amount of food they would gain. They had better hunting grounds with plentiful prey with less risk, with the added benefit of the food tasting better from the open world instead of the cramped caves.[/size]
[b]COMMON[/b]
[item=murkbottom kelp][item=giant kelp][item=pastel scallop][item=hypnotic scallop][item=bamboo shrimp][item=wood shrimp][item=spineback slug][item=bluespine slug][item=ghostcrab][item=seashore digger]
[b]UNCOMMON[/b]
[item=broadback pleco][item=pleco][item=deepsea yawner][item=humpback anglerfish][item=ragesquid][item=spotted seabeak][item=shalefin][item=venerable shalefin][item=scaleskin marlin][item=swordfish]
[b]RARE[/b]
[item=leatherback sea turtle][item=flatback sea turtle][item=spotted stingray][item=Coral Dweller]
[/center]
THE WARRENS Here are a series of Maps to help you navigate your way around
This is a map which was drawn up by Amari on the request of the clan leader, unbeknown to the non-council clan members. It shows all the discovered secret tunnels which connect caves, a labyrinth known as the warrens. Some of the tunnels are incredibly dangerous, being unstable or getting narrower and narrower until you're stuck and can't escape. Becoming lost in the winding tunnels is also a tragic possibility, and as a result, Orlaithe banned everyone from using the warrens as means to shortcut or other use, travelling through the map marked caves and tunnels only, and for the clan to act as if they didn't exist.
Not everyone adheres to these rules however. Although most sensible adults aren't bothered about exploring random cramped rooms and tunnels, some of the youths sneak away when they think no-one's watching and play for hours in the quiet darkness.
Amari is the clan's security officer and often marches through the unmarked labyrinth in search of stray children or signs of other dragons having wandered in by mistake. She also checks for cave-ins, sea life invasions and checking the current map is up to date, in case of an emergency in which the clan is forced to escape through the tunnels.
GATHERED ITEMS Although there is a little food in the twisting pockets of rock, Orlaithe decided the risk of gathering there was too great considering the danger of the prey and the other worries the warrens had to offer for the amount of food they would gain. They had better hunting grounds with plentiful prey with less risk, with the added benefit of the food tasting better from the open world instead of the cramped caves.
COMMON
Murkbottom Kelp
Plant
This kelp can grow in extreme low-light conditions.
30
3
Giant Kelp
Plant
A habitat for some, dinner for others.
30
3
Pastel Scallop
Seafood
It's almost too pretty to eat. Almost.
30
3
Hypnotic Scallop
Seafood
The shell patterns may confuse predators.
30
3
Bamboo Shrimp
Seafood
Its excellent camouflage allows this shrimp to pass for a leaf when seen from above.
38
4
Wood Shrimp
Seafood
The delicate fans on their front limbs allow this creature to filter food in swift currents.
38
4
Spineback Slug
Seafood
Does this look like it wants to be touched? No. Should you touch it? No. Will you touch it? Yes. (Special thanks Velsim.)
33
3
Bluespine Slug
Seafood
Unlike their larger, shelled brethren, these slugs cannot dodge. Dragons rejoice! (Special thanks Weirdo.)
33
3
Ghostcrab
Seafood
This crab haunts beaches, not dragons.
30
3
Seashore Digger
Seafood
The tunnels created by diggers can become vast labyrinths. An unwary dragon may find the ground beneath their claws is not as solid as they thought.
30
3
UNCOMMON
Broadback Pleco
Seafood
Wildly aggressive, catching one is considered a mark of great fishing skill. Unfortunately, it also tastes disgusting. All that effort for nothing! (Special thanks to eternity1!)
24
2
Pleco
Seafood
Pleco root themselves into the silty sediment of streams. Even the heaviest of wading Snappers can not crack the hard scales that cover the Pleco's back. (Special thanks to Jackaloped!)
24
2
Deepsea Yawner
Seafood
When dried or smoked, the Deepsea Yawner provides an excellent and sustaining jerky for the long haul traveler. Looks wicked gross, though.
41
4
Humpback Anglerfish
Seafood
Nature, really? This is what you went with?
41
4
Ragesquid
Seafood
If one manages to ever catch these speedy creatures, they're in for quite the treat. Purple is the real new food trend.
41
4
Spotted Seabeak
Seafood
Very few parts of this bright animal are edible raw, but if cooked in a creamy broth its natural toxins can be neutralized.
41
4
Shalefin
Seafood
The tiny flecks of stone this fish ingests while grazing are recycled to provide thick, armored scales.
39
4
Venerable Shalefin
Seafood
Somehow it seems wiser than a typical shalefin; the wisdom of fish is not something dragons really understand.
39
4
Scaleskin Marlin
Seafood
Flying this catch back to a lair can be more of a challenge than catching it.
30
3
Swordfish
Seafood
Dueling with swordfish requires much greater skill than dueling with swords. En garde!
30
3
RARE
Leatherback Sea Turtle
Meat
Though the shell of this turtle is actually edible as a type of jerky, it is more commonly dried for usage as a bowl or platter.
380
13
Flatback Sea Turtle
Meat
These turtles are plentiful off the coasts of the Viridian Labyrinth, where nature dragon culture expressly forbids eating hatchlings that make the annual gauntlet from their beached nests to the water's edge.
380
13
Spotted Stingray
Seafood
A Spotted Stingray can be as daunting a foe to a Fae dragon as a Mantarune is to a Guardian.
475
18
Coral Dweller
Seafood
It takes skill to successfully catch a coral dweller without getting stung.
475
18
Visiting the Cove?
INSIDE THE LAIR Do you want a tour of the whole place?
INSIDE THE LAIR Do you want a tour of the whole place?
The Throne Room
Records:
The Throne Room Storage:
Text text text
Infirmary
Text text text
Lounges
The Common:
North Reception:
South Reception:
Food Storage Rooms
Seafood Storage:
Insect Storage:
Meat Storage:
Plant Storage:
Text text text
Dining Hall
Text text text
Kitchen
Text text text
Nursery
Text text text
Sleeping Chambers
Text text text
Deep slumber Den
Text text text
Exits
Text text text
Visiting the Cove?
MAJOR PLOT POINTS - The beginning
Orlaithe and her group (Daire, Aquamarine, Melusine, Nereus and Fiach) are travelling together. They have discovered an unhatched egg in mysterious circumstances and are caring for it collectively. They meet loner Aelin who helps them when they are attacked by beasts. She joins them after hearing about the egg and they look for somewhere to hatch it safely after a while they discover a pretty area that seems fairly secluded.
They fall into trouble but beg a nearby house for help. The witch who lives inside with her apprentice lets them in but she's strange. She cant tell them anything about the egg so after a while they leave.
They reach the sea and go to turn back but Daire wants to explore the caverns so they do, and mistakenly find a series of tunnels and caves. After scouting it out, they decide to claim it and settle down.
Soon, the egg hatches. it is a child that looks ordinary on the outside, but has an aura of greatness to her. She is nicknamed the radiant one and the clan raise her as their own.
As they explore deeper, they accidently awaken a huge guardian of brilliant white with void eyes who attempts to kill them for disturbing his rest, but stops when he lays eyes on the radiant one. As he claims her as his charge, he settles down and allows the group to cohabit in the caverns with him.
After a huge storm, Riviera's fishing boat with him and his children on it sinks and the clan rescue them and treat them until they recover. They decide to stay, with no way of returning home for now and agree to fish for the clan if they can live with them. Amphitrite his daughter is cold and distant, her brother Alpheus carefree and adventurous. They are around the same age as Aquamarine's children Melusine and Nereus, who's father died before they were hatched. Amphie and Alphie won't talk about their mother.
One day Genevieve the herb witch comes to their clan and asks for refuge for herself and her apprentice. She is permitted to join and she greatfully sets up with her herbology things and occasionally leaves to catch insects. On her insect collecting travels, she runs into an eccentric fellow who is enthusiastic about nature and insects.
Orlaithe and her group (Daire, Aquamarine, Melusine, Nereus and Fiach) are travelling together. They have discovered an unhatched egg in mysterious circumstances and are caring for it collectively. They meet loner Aelin who helps them when they are attacked by beasts. She joins them after hearing about the egg and they look for somewhere to hatch it safely after a while they discover a pretty area that seems fairly secluded.
They fall into trouble but beg a nearby house for help. The witch who lives inside with her apprentice lets them in but she's strange. She cant tell them anything about the egg so after a while they leave.
They reach the sea and go to turn back but Daire wants to explore the caverns so they do, and mistakenly find a series of tunnels and caves. After scouting it out, they decide to claim it and settle down.
Soon, the egg hatches. it is a child that looks ordinary on the outside, but has an aura of greatness to her. She is nicknamed the radiant one and the clan raise her as their own.
As they explore deeper, they accidently awaken a huge guardian of brilliant white with void eyes who attempts to kill them for disturbing his rest, but stops when he lays eyes on the radiant one. As he claims her as his charge, he settles down and allows the group to cohabit in the caverns with him.
After a huge storm, Riviera's fishing boat with him and his children on it sinks and the clan rescue them and treat them until they recover. They decide to stay, with no way of returning home for now and agree to fish for the clan if they can live with them. Amphitrite his daughter is cold and distant, her brother Alpheus carefree and adventurous. They are around the same age as Aquamarine's children Melusine and Nereus, who's father died before they were hatched. Amphie and Alphie won't talk about their mother.
One day Genevieve the herb witch comes to their clan and asks for refuge for herself and her apprentice. She is permitted to join and she greatfully sets up with her herbology things and occasionally leaves to catch insects. On her insect collecting travels, she runs into an eccentric fellow who is enthusiastic about nature and insects.
[center][font=Century Gothic][size=7]EVENT[/font][/size][/center]
[size=2]
It has been little over a week since the last day of the highly celebrated festival and the clan is only just recovering from all of the excitement. It is not unusual for a mass slumber to occur after enjoying the party, some still deep in their sleep - however those who are up and about have woken to discover some mysterious newcomers on the surface.
It seems the Saturnalia legend has come true. It tells of children who are of sand and sea, true children of the ocean. Children who can turn into sea foam and move as gracefully as the tide being pulled by the moon. They say they are born only during the seven nights and seven days of the water festival that happens once a year, and they bind themselves to the first water clan who attracts their attention.
They say their eyes are as blue as deep pools and that their laughter sounds like the waves tumbling onto the shore. They say their hearts can swell to the size of entire oceans with emotion but their anger is can be equated to swirling whirlpools, gaping and without edge. They say their sadness is a thunderstorm that relentlessly pours but their joy is a monsoon that quenches the dry cracked lands after a drought, bringing hope and relief. They say their voices can be as gentle as the conch shell's whispers but can grow as loud as the waves roaring and crashing into the rocks. They say their love is as encompassing and rich as the sea rushing into a hole dug into the sand, urgent and all consuming. They are the children of sand and sea, and they are a legend. Well at least until they are found lying on the beach of the cove that is.
[img]https://dl.dropboxusercontent.com/s/q9he6lc9o8yj9k0/Children%20of%20the%20Sea.png[/img]
In addition to the children of sand and sea, an assortment of new faces have sought refuge with the clan, waiting patiently for them to awaken on the surface.
An angelic looking girl lay peacefully on the cool sand, under the new moon her golden hair luminous and silken. She rolls in her sleep, edging closer to her neighbour for warmth. He responds by putting his arms round her, half asleep. The moon shines bright on his russet hair too, reflecting browns and his gilded gold. Across from them an icy blue boy with cool eyes surveyed the sleeping ones and swept his white hair from his face. He nudged his friend who woke and shook her head sleepily. Her hair fell prettily over her face, the color of cherry blossom wood to the east, petals from pink flowers falling from the buds attached to her head.
They were a band of orphans, finding each other during the celebration of the festival and sticking together for survival. None of them knew where their family was but they were determined to find answers. After seeing some of the drowsy clan members they had decided to wait until they were fully awake before joining.
It has been little over a week since the last day of the highly celebrated festival and the clan is only just recovering from all of the excitement. It is not unusual for a mass slumber to occur after enjoying the party, some still deep in their sleep - however those who are up and about have woken to discover some mysterious newcomers on the surface.
It seems the Saturnalia legend has come true. It tells of children who are of sand and sea, true children of the ocean. Children who can turn into sea foam and move as gracefully as the tide being pulled by the moon. They say they are born only during the seven nights and seven days of the water festival that happens once a year, and they bind themselves to the first water clan who attracts their attention.
They say their eyes are as blue as deep pools and that their laughter sounds like the waves tumbling onto the shore. They say their hearts can swell to the size of entire oceans with emotion but their anger is can be equated to swirling whirlpools, gaping and without edge. They say their sadness is a thunderstorm that relentlessly pours but their joy is a monsoon that quenches the dry cracked lands after a drought, bringing hope and relief. They say their voices can be as gentle as the conch shell's whispers but can grow as loud as the waves roaring and crashing into the rocks. They say their love is as encompassing and rich as the sea rushing into a hole dug into the sand, urgent and all consuming. They are the children of sand and sea, and they are a legend. Well at least until they are found lying on the beach of the cove that is.
In addition to the children of sand and sea, an assortment of new faces have sought refuge with the clan, waiting patiently for them to awaken on the surface.
An angelic looking girl lay peacefully on the cool sand, under the new moon her golden hair luminous and silken. She rolls in her sleep, edging closer to her neighbour for warmth. He responds by putting his arms round her, half asleep. The moon shines bright on his russet hair too, reflecting browns and his gilded gold. Across from them an icy blue boy with cool eyes surveyed the sleeping ones and swept his white hair from his face. He nudged his friend who woke and shook her head sleepily. Her hair fell prettily over her face, the color of cherry blossom wood to the east, petals from pink flowers falling from the buds attached to her head.
They were a band of orphans, finding each other during the celebration of the festival and sticking together for survival. None of them knew where their family was but they were determined to find answers. After seeing some of the drowsy clan members they had decided to wait until they were fully awake before joining.