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TOPIC | Sornieth Lore Project [Contest 1]
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[quote=The Wanderer's Wassail by argylion]Flight: Wind Type: Pub & Brewery Location name: The Wanderer’s Wassail Content: The Wanderer’s Wassail is located on top of and within a partially hollowed out pillar in the Reedcleft Ascent. It is owned and run by Luzula and Julep (#33487213 & #34444968). Locals and those familiar with the Wanderer’s Wassail often use its nickname, “the Party Pillar”. The top of the pillar is lightly forested on the outer edges, leaving a large clearing in the center for gatherings and festivities. The main pub building is located up top, with secondary entrances to the underground portion carved into the pillar’s sides. The brewery is located entirely within the pillar. The pub is in close proximity to the Windmarrow Clan's Town to the south and the dragon-friendly (to an extent) Reedwhistle Harpy Flock to the east. Because of this, both dragons and beastclans are welcomed customers.[/quote]
The Wanderer's Wassail by argylion wrote:
Flight: Wind
Type: Pub & Brewery
Location name: The Wanderer’s Wassail
Content: The Wanderer’s Wassail is located on top of and within a partially hollowed out pillar in the Reedcleft Ascent. It is owned and run by Luzula and Julep (#33487213 & #34444968). Locals and those familiar with the Wanderer’s Wassail often use its nickname, “the Party Pillar”.

The top of the pillar is lightly forested on the outer edges, leaving a large clearing in the center for gatherings and festivities. The main pub building is located up top, with secondary entrances to the underground portion carved into the pillar’s sides. The brewery is located entirely within the pillar.

The pub is in close proximity to the Windmarrow Clan's Town to the south and the dragon-friendly (to an extent) Reedwhistle Harpy Flock to the east. Because of this, both dragons and beastclans are welcomed customers.
S O K O L
knowledge of comprehension, benevolence, and aesthetics | active | slowly revamping
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[quote=Tradewind Travelers by ArcticUnleashed]Flight: Wind Type: Monastery Location name: Tradewind Travelers Content: An open-air temple nestled in the Reedcleft Ascent, this building is home to an organization of dragons whose main goal is to discover the entirety of Sorienth and beyond. While it does have stairways, the arcitecture is designed to let dragons glide from floor to floor, as well as fly into the building from long days of traveling. Beds, food, drink and supplies are avaible to those who partake in the organization. While the main base of operations is located in Wind, the Tradewind Travelers have smaller monasteries scattered across the land. There's at least one in each flight for dragons to rest at, as well as gather information and explore the flight. The temples aren't kept a secret, although they can be difficult to find if you don't have exact directions. Members of the Tradewind Travelers are given directions to each temple, and are provided with rations, journals and quills and a place to stay.[/quote]
Tradewind Travelers by ArcticUnleashed wrote:
Flight: Wind
Type: Monastery
Location name: Tradewind Travelers
Content: An open-air temple nestled in the Reedcleft Ascent, this building is home to an organization of dragons whose main goal is to discover the entirety of Sorienth and beyond. While it does have stairways, the arcitecture is designed to let dragons glide from floor to floor, as well as fly into the building from long days of traveling. Beds, food, drink and supplies are avaible to those who partake in the organization.

While the main base of operations is located in Wind, the Tradewind Travelers have smaller monasteries scattered across the land. There's at least one in each flight for dragons to rest at, as well as gather information and explore the flight. The temples aren't kept a secret, although they can be difficult to find if you don't have exact directions. Members of the Tradewind Travelers are given directions to each temple, and are provided with rations, journals and quills and a place to stay.
S O K O L
knowledge of comprehension, benevolence, and aesthetics | active | slowly revamping
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@RexCaliburr [quote=Shard Fortress of the Cartico Clan] [b]Flight: [/b]Shadow [b]Type:[/b] City Fortress/Ruins [b] Location Name[/b]: Shard Fortress [b]Content:[/b] The Shard Fortress is located deep within the Ghostlight Ruins that border Shadow and Plague. It's a crumbling underground city, left abandoned long ago. There is a large castle central to it, from which the rest of the fortress territory seems to radiate out. It is now inhabited by the Cartico Clan, a plague clan who moved to shadow, driven out by beastclans attacking their original clan. The clan has settled in the fortress, and as they radiate out and gain more territory so does the fortress expand, crumbling pillars and half wrecked buildings repaired and made home by the clan. To the western outskirts of the Fortress is a secret oasis, [u]Kallah's grove.[/u] It is a source of food and fresh water for the clan, and is maintained by a nature and wind spirit. In the grove is a giant pool that tunnels down and out into the sea of a thousand currents. [url=http://sapphicshadowbinder.tumblr.com/post/164281058075/clan-customs] Clan Customs[/url][/quote] I hope this is right? let me know if i should add/change anything?
@RexCaliburr
Shard Fortress of the Cartico Clan wrote:

Flight: Shadow

Type: City Fortress/Ruins

Location Name
: Shard Fortress

Content: The Shard Fortress is located deep within the Ghostlight Ruins that border Shadow and Plague. It's a crumbling underground city, left abandoned long ago. There is a large castle central to it, from which the rest of the fortress territory seems to radiate out.

It is now inhabited by the Cartico Clan, a plague clan who moved to shadow, driven out by beastclans attacking their original clan. The clan has settled in the fortress, and as they radiate out and gain more territory so does the fortress expand, crumbling pillars and half wrecked buildings repaired and made home by the clan.

To the western outskirts of the Fortress is a secret oasis, Kallah's grove. It is a source of food and fresh water for the clan, and is maintained by a nature and wind spirit. In the grove is a giant pool that tunnels down and out into the sea of a thousand currents.

Clan Customs


I hope this is right? let me know if i should add/change anything?
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[quote=The Festering Keep by Kyanite]Flight: Plague, bordering water Type: Ruins/Castle Location name: The Festering Keep Content: The Festering Keep is a castle left by ancient dragonkind on plague lands that has had the contagion creep up its sides. From behind it looks like a large mound of the contagion, but from the front is an elaborate stone castle. No one of clan fester know exactly who created this castle, as the designs hint at many different flights styles of buildings. It seems to be an aclectic mix of flight styles and eras, now encroached upon by plague lands. The stone walls and towers need to be routinely cared for by the dragons of the Keep, or else they'd be swallowed up by masses of wandering contagion. The walls contain the castle itself, patches of land to grow native plague plants for King Krahdiin and Queen Marina's consumption. The excess gets distributed to the dragons of the clan. Outside the walls is the town of Clan Fester. A collection of homes and buisnesses made from all sorts of materials both scavenged and traded for. The town is clustered outside the gates to the castle, which are always left open for dragons to come and go as they please. The main road through town travels from their water flight border outpost, straight to the castle gates. [/quote]
The Festering Keep by Kyanite wrote:
Flight: Plague, bordering water
Type: Ruins/Castle
Location name: The Festering Keep
Content:
The Festering Keep is a castle left by ancient dragonkind on plague lands that has had the contagion creep up its sides. From behind it looks like a large mound of the contagion, but from the front is an elaborate stone castle. No one of clan fester know exactly who created this castle, as the designs hint at many different flights styles of buildings. It seems to be an aclectic mix of flight styles and eras, now encroached upon by plague lands. The stone walls and towers need to be routinely cared for by the dragons of the Keep, or else they'd be swallowed up by masses of wandering contagion. The walls contain the castle itself, patches of land to grow native plague plants for King Krahdiin and Queen Marina's consumption. The excess gets distributed to the dragons of the clan. Outside the walls is the town of Clan Fester. A collection of homes and buisnesses made from all sorts of materials both scavenged and traded for. The town is clustered outside the gates to the castle, which are always left open for dragons to come and go as they please. The main road through town travels from their water flight border outpost, straight to the castle gates.
S O K O L
knowledge of comprehension, benevolence, and aesthetics | active | slowly revamping
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Round 2 pings, since that interest check post on tumblr is still circulating. It's live, people!

@Ketzel99 @cricara @Afar @Zonemod @Zabel @Blackstatic @Moonlitlegacy @Geckoe @clandoodledsoul @Endermil @Whukee123 @Nimrook @melladian @AkaneChaan @adrienne1614
Round 2 pings, since that interest check post on tumblr is still circulating. It's live, people!

@Ketzel99 @cricara @Afar @Zonemod @Zabel @Blackstatic @Moonlitlegacy @Geckoe @clandoodledsoul @Endermil @Whukee123 @Nimrook @melladian @AkaneChaan @adrienne1614
S O K O L
knowledge of comprehension, benevolence, and aesthetics | active | slowly revamping
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[quote=The Blindsiders by Rexcaliburr]Flight: Shadow Type: City Ruins Location name: The Undercity Content: A lonely ruined town made of stone and cement, covered with heavy layers of dust and fog stands in the midst of the Tangled Wood, in between Foxfire Bramble and the Hewn City, where dense, dark mist from the Sunbeam's darkest regions flows inwards towards the Tangled Wood. From the distance the town appears entirely unpopulated, cracked buildings and tattered, thin cloth only looking so uninhabitable, but upon closer inspection, the town appears to just be a marketplace, and it's not quite so unpopulated. Walking through the dusty ruins of a market before, where the stalls are made of splintering wood and dust, one might come to notice the unwelcoming figures that lurk under the tattered cloths that used to shelters the market stalls from rain. Glinting eyes and snarling teeth peek out from under the stalls, dangerous looking dragons lurking around while they idly toss knives and play idly with their weapons. Should one manage to get by such dangerous figures and go to the remains of a church, you'd find a glowing portal, guarded by another dragon. If you are a familiar face to the Blindsiders, you would be granted permission to enter the portal. Only then would you realise that the dusty Overcity is only a ruse to ward off strangers that don't belong, for underneath the Tangled Wood lies a large town in a cavern, where the only exit is the single portal on the roof of the cave. The Undercity, while also made only of stone, cement and wood, is far more lively despite appearing equally as ruined. Dragons of all sorts are milling around, chatting, eating, drinking, sparring, training and the like in the midst of this dark Undercity, lit only by the hundreds of torches placed all around. And while these dragons seem relatively normal, you'd eventually come to the realisation that this isn't just a normal clan - in fact, it isn't a clan at all. The Undercity instead functions as the meeting grounds for mercenaries and agents of the Blindsiders - a society of mercenaries and assassins that live together in the hidden underground in mutual understand of their need to be away from the prying eyes of others. Mercenaries invite their clients to the Undercity to chat over a drink and discuss the details of their next mission. Any mercenary is welcome to use the Overcity to meet their clients, though only the society's most trusted mercenaries are permitted into the Undercity. For this secret needs to stay a secret, to keep all these not-so-innocent individuals safe from the law.[/quote]
The Blindsiders by Rexcaliburr wrote:
Flight: Shadow
Type: City Ruins
Location name: The Undercity
Content: A lonely ruined town made of stone and cement, covered with heavy layers of dust and fog stands in the midst of the Tangled Wood, in between Foxfire Bramble and the Hewn City, where dense, dark mist from the Sunbeam's darkest regions flows inwards towards the Tangled Wood.

From the distance the town appears entirely unpopulated, cracked buildings and tattered, thin cloth only looking so uninhabitable, but upon closer inspection, the town appears to just be a marketplace, and it's not quite so unpopulated. Walking through the dusty ruins of a market before, where the stalls are made of splintering wood and dust, one might come to notice the unwelcoming figures that lurk under the tattered cloths that used to shelters the market stalls from rain. Glinting eyes and snarling teeth peek out from under the stalls, dangerous looking dragons lurking around while they idly toss knives and play idly with their weapons.

Should one manage to get by such dangerous figures and go to the remains of a church, you'd find a glowing portal, guarded by another dragon. If you are a familiar face to the Blindsiders, you would be granted permission to enter the portal. Only then would you realise that the dusty Overcity is only a ruse to ward off strangers that don't belong, for underneath the Tangled Wood lies a large town in a cavern, where the only exit is the single portal on the roof of the cave.

The Undercity, while also made only of stone, cement and wood, is far more lively despite appearing equally as ruined. Dragons of all sorts are milling around, chatting, eating, drinking, sparring,
training and the like in the midst of this dark Undercity, lit only by the hundreds of torches placed all around.

And while these dragons seem relatively normal, you'd eventually come to the realisation that this isn't just a normal clan - in fact, it isn't a clan at all. The Undercity instead functions as the meeting grounds for mercenaries and agents of the Blindsiders - a society of mercenaries and assassins that live together in the hidden underground in mutual understand of their need to be away from the prying eyes of others. Mercenaries invite their clients to the Undercity to chat over a drink and discuss the details of their next mission.

Any mercenary is welcome to use the Overcity to meet their clients, though only the society's most trusted mercenaries are permitted into the Undercity. For this secret needs to stay a secret, to keep all these not-so-innocent individuals safe from the law.
S O K O L
knowledge of comprehension, benevolence, and aesthetics | active | slowly revamping
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@Rexcaliburr Hey, I'm on mobile, but this sounds pretty interesting to me- could I be added to the pinglist? Thank you very much!
*notices acronym for thread* *notices username* Hey, wait a minute...
@Rexcaliburr Hey, I'm on mobile, but this sounds pretty interesting to me- could I be added to the pinglist? Thank you very much!
*notices acronym for thread* *notices username* Hey, wait a minute...
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I occasionally don't get pings because of misspellings. My username is SLP (lowercase), three zeroes, and a one. You can copy and paste it if you're not sure you have it right.
If you want to talk about something troubling you, my PM box is open to everyone! Feel free to reach out whenever, and I'll get back to you as soon as I can. I'll keep what you say a secret, if you want. It's my pleasure to help out everyone I can!
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@slp0001 Ahahaha sure thing!
@slp0001 Ahahaha sure thing!
S O K O L
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[quote=Grave of the Emperor by Otrera]Flight: Plague Type: Landmark Location name: Grave of the Emperor Content: The Abiding Boneyard is known, obviously, for its many skeletons of those who tried to cross it and failed. One of the skeletons stands out, however. In the middle of the Boneyard lies a massive body, bones weathered and bleached white by sun. The general shape of it suggests it once belonged to an absolutely massive imperial, but too much of it is half-buried in sand to call it definitely. Its visible for miles, and they say it appears only when you've given up all hopes for survival. Countless attempts have been made to map this strange landmark, but the legends say you never find it twice, and that seems to be true. Every time a dragon tries to make a map of it some strange occurence happens that ends up destroying it: a storm washes the map away, your camp is raided by a thieving mirror pack, the ink fades for seemingly no reason, and they are never able to make their way to it to try and map it again. Yet, those who go too close to it sometimes report about finding evidence of dragons living there. There's been reports of half-eaten carcasses, shed feathers and scales, and sometimes even teeth that could only belong to some kind of carnivorous dragon. Even rarer is sightings of two nocturne-esque dragons making their nest among the skeletons, and some even say they were attacked by these nocturnes. Whether any of it is true remains a mystery...[/quote]
Grave of the Emperor by Otrera wrote:
Flight: Plague
Type: Landmark
Location name: Grave of the Emperor
Content: The Abiding Boneyard is known, obviously, for its many skeletons of those who tried to cross it and failed. One of the skeletons stands out, however. In the middle of the Boneyard lies a massive body, bones weathered and bleached white by sun. The general shape of it suggests it once belonged to an absolutely massive imperial, but too much of it is half-buried in sand to call it definitely. Its visible for miles, and they say it appears only when you've given up all hopes for survival. Countless attempts have been made to map this strange landmark, but the legends say you never find it twice, and that seems to be true. Every time a dragon tries to make a map of it some strange occurence happens that ends up destroying it: a storm washes the map away, your camp is raided by a thieving mirror pack, the ink fades for seemingly no reason, and they are never able to make their way to it to try and map it again. Yet, those who go too close to it sometimes report about finding evidence of dragons living there. There's been reports of half-eaten carcasses, shed feathers and scales, and sometimes even teeth that could only belong to some kind of carnivorous dragon. Even rarer is sightings of two nocturne-esque dragons making their nest among the skeletons, and some even say they were attacked by these nocturnes. Whether any of it is true remains a mystery...
S O K O L
knowledge of comprehension, benevolence, and aesthetics | active | slowly revamping
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[quote=The Bone Forest by tenzen3]Flight: Plague Type: Landmark Location name: The Bone Forest Content: Ancient Plague lairs live closer than most would think plaguelings would be able to stand, in fact closer than even dragons of other flights can tolerate. They take residence in the towering fang-like structures that sprout around the very edge of the Wyrmwound rim. These forms take centuries to grow to any significant height and longer still to house a clan of notable size. Some groups are wise and keep their numbers small so that they can refrain from having to live too close to the pit of bubbling rot at the center of the Scarred Wasteland. You can never judge perfectly the age of a clan by where they dwell, though closer to the center of the plaguelands generally means older. Because the towers grow haphazardly with no consideration for dragon territory or grudge, the ancient clans have learned to be tolerant of close proximity with other clans. Fledgling dragons often glide from one tower to its neighbour as they learn to fly, carefully watched by tense guardians from either side, ensuring nothing untoward occurs. The towers grow so thick and close together that some parts of the Wyrmwound are completely inaccessible except by air, the bone roots pressing against each other so tightly not even a Fae can fly between them. These areas of dense population are lovingly nicknamed the Bone Forest.[/quote]
The Bone Forest by tenzen3 wrote:
Flight: Plague
Type: Landmark
Location name: The Bone Forest
Content: Ancient Plague lairs live closer than most would think plaguelings would be able to stand, in fact closer than even dragons of other flights can tolerate. They take residence in the towering fang-like structures that sprout around the very edge of the Wyrmwound rim. These forms take centuries to grow to any significant height and longer still to house a clan of notable size. Some groups are wise and keep their numbers small so that they can refrain from having to live too close to the pit of bubbling rot at the center of the Scarred Wasteland. You can never judge perfectly the age of a clan by where they dwell, though closer to the center of the plaguelands generally means older.

Because the towers grow haphazardly with no consideration for dragon territory or grudge, the ancient clans have learned to be tolerant of close proximity with other clans. Fledgling dragons often glide from one tower to its neighbour as they learn to fly, carefully watched by tense guardians from either side, ensuring nothing untoward occurs.

The towers grow so thick and close together that some parts of the Wyrmwound are completely inaccessible except by air, the bone roots pressing against each other so tightly not even a Fae can fly between them. These areas of dense population are lovingly nicknamed the Bone Forest.
S O K O L
knowledge of comprehension, benevolence, and aesthetics | active | slowly revamping
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