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TOPIC | [Clan Lore] Civitas Aira [WIP]
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Hello, please ignore for now!

Civitas Aira

[intro]

[table of contents]
Hello, please ignore for now!

Civitas Aira

[intro]

[table of contents]
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she/her | they/them
FR +2 hours

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[description of physical clan location]
[general overview of clan structure]

- located on the tallest cliffs of the windswept plateau overlooking the sea of a thousand currents and the scarred wasteland
- the wind makes some creepy sounds
- relatively obscured and built deep into the cliff
- a temple is visible at the top, marking the tallest and most central point; flight representatives convene here
- cave and river systems are located in the cliff
- a spring that creates several rivers provides water to the clan
- crystal cave crystal cave crystal cave

- gen one dragons are minor gods; however, they don't have nearly as much power as the eleven. They are generally still treated with a fair deal of respect. They lose their powers upon bearing offspring; theorized to be a safeguard against nepotism and to encourage devotion to duty

-etymology: uncertain, speculated to be the holy city, eternal city, or possibly city of air; those who know refuse to elucidate
[description of physical clan location]
[general overview of clan structure]

- located on the tallest cliffs of the windswept plateau overlooking the sea of a thousand currents and the scarred wasteland
- the wind makes some creepy sounds
- relatively obscured and built deep into the cliff
- a temple is visible at the top, marking the tallest and most central point; flight representatives convene here
- cave and river systems are located in the cliff
- a spring that creates several rivers provides water to the clan
- crystal cave crystal cave crystal cave

- gen one dragons are minor gods; however, they don't have nearly as much power as the eleven. They are generally still treated with a fair deal of respect. They lose their powers upon bearing offspring; theorized to be a safeguard against nepotism and to encourage devotion to duty

-etymology: uncertain, speculated to be the holy city, eternal city, or possibly city of air; those who know refuse to elucidate
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she/her | they/them
FR +2 hours

____thDLJf3.png
[members and roles] [columns] [columns] [url=http://flightrising.com/main.php?dragon=32289192][img]http://flightrising.com/rendern/portraits/322892/32289192p.png?mtime=WzkuqgAANyM.png[/img][/url] [nextcol] [color=transparent]_[/color] [nextcol] Nero | water representative blah blah blah some basic info here blah blah blah some basic info here blah blah blah some basic info here blah blah blah [/columns] [nextcol] [columns] [url=http://flightrising.com/main.php?dragon=38518787][img]http://flightrising.com/rendern/portraits/385188/38518787p.png?mtime=Wy2weAAALAo.png[/img][/url] [nextcol] [color=transparent]_[/color] [nextcol] Arcanus | arcane representative blah blah blah some basic info here blah blah blah some basic info here blah blah blah some basic info here blah blah blah [/columns] [/columns]
[members and roles]
32289192p.png?mtime=WzkuqgAANyM.png _ Nero | water representative

blah blah blah some basic info here blah blah blah some basic info here blah blah blah some basic info here blah blah blah
38518787p.png?mtime=Wy2weAAALAo.png _ Arcanus | arcane representative

blah blah blah some basic info here blah blah blah some basic info here blah blah blah some basic info here blah blah blah
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she/her | they/them
FR +2 hours

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[early history]

founder: Hadrian (need dragon)

(young Hadrian, young Balthazar)

The palace is a land of excess and the further away from its radiance one travels, the more apparent this becomes.

The prince is accustomed to comfort. He is the firstborn of a mighty king and a doting queen. He has wanted for nothing as a child, his every desire attended to by a proud mother for whom love has always meant comfort and comfort has always meant belongings. If Hadrian desires anything, it is provided. Things are that simple for him, and so they must be that simple for everyone. That is the world through his eyes, blessed by good fortune and shielded from darkness. It should have come as no surprise when he fearlessly wandered away from his bright castle and into the surrounding shadows.

The waif is accustomed to pain. He does not remember who brought him into this world. Having found himself alive with only the primal fear of what lies beyond, Balthazar has fought his entire life for the privilege of existing. If Balthazar desires anything, it must be taken from another. He knows this causes pain. He has been on the losing end many times. But that is simply the way of the world, and that must be how it goes for everyone. That is the world through his eyes, forsaken by fortune and hidden from the light. It came as no surprise when he stepped out of the surrounding shadows and carefully approached the bright castle.

It was this fateful moment when two young paths intersected that allowed Civitas Aira to be born.

Balthazar had never seen a creature as resplendent as the one before him, adorned with jewels and robes and with the very constellations in its wings. This clean thing with warm eyes and soft fur is incomprehensible, but Balthazar knows an opportunity when he sees one. Teeth bared and claws readied, he drags it into the dark and demands its riches.












The Formation of the Zephyr Vagabonds

Sheng was as vicious as Taisi was gentle and as short-tempered as she was patient. Perhaps when the Windsinger breathed life into the ill fated progenitors he intended for their dichotomous natures to balance one another and their vastly different ideologies to meld together and form something much greater. Unfortunately, even gods are far from infallible.

From the moment of their creation, the progenitors of the Zephyr Vagabonds were deeply devoted to one another. Their early years were carefree and filled with adventure. The duo traveled across the world, exploring each region leisurely. When their travels brought them back home to the Zephyr Steppes, they found Sundarban abandoned and alone in its gentle grasses and took him under their wings. Thus their wandering ended and the Zephyr Vagabonds were born.

Sundarban learned the art of battle from his adoptive father and learned all else from his adoptive mother.
[early history]

founder: Hadrian (need dragon)

(young Hadrian, young Balthazar)

The palace is a land of excess and the further away from its radiance one travels, the more apparent this becomes.

The prince is accustomed to comfort. He is the firstborn of a mighty king and a doting queen. He has wanted for nothing as a child, his every desire attended to by a proud mother for whom love has always meant comfort and comfort has always meant belongings. If Hadrian desires anything, it is provided. Things are that simple for him, and so they must be that simple for everyone. That is the world through his eyes, blessed by good fortune and shielded from darkness. It should have come as no surprise when he fearlessly wandered away from his bright castle and into the surrounding shadows.

The waif is accustomed to pain. He does not remember who brought him into this world. Having found himself alive with only the primal fear of what lies beyond, Balthazar has fought his entire life for the privilege of existing. If Balthazar desires anything, it must be taken from another. He knows this causes pain. He has been on the losing end many times. But that is simply the way of the world, and that must be how it goes for everyone. That is the world through his eyes, forsaken by fortune and hidden from the light. It came as no surprise when he stepped out of the surrounding shadows and carefully approached the bright castle.

It was this fateful moment when two young paths intersected that allowed Civitas Aira to be born.

Balthazar had never seen a creature as resplendent as the one before him, adorned with jewels and robes and with the very constellations in its wings. This clean thing with warm eyes and soft fur is incomprehensible, but Balthazar knows an opportunity when he sees one. Teeth bared and claws readied, he drags it into the dark and demands its riches.












The Formation of the Zephyr Vagabonds

Sheng was as vicious as Taisi was gentle and as short-tempered as she was patient. Perhaps when the Windsinger breathed life into the ill fated progenitors he intended for their dichotomous natures to balance one another and their vastly different ideologies to meld together and form something much greater. Unfortunately, even gods are far from infallible.

From the moment of their creation, the progenitors of the Zephyr Vagabonds were deeply devoted to one another. Their early years were carefree and filled with adventure. The duo traveled across the world, exploring each region leisurely. When their travels brought them back home to the Zephyr Steppes, they found Sundarban abandoned and alone in its gentle grasses and took him under their wings. Thus their wandering ended and the Zephyr Vagabonds were born.

Sundarban learned the art of battle from his adoptive father and learned all else from his adoptive mother.
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she/her | they/them
FR +2 hours

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[founding of the clan]
[founding of the clan]
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she/her | they/them
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[present day]
[present day]
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she/her | they/them
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[beliefs]

- life is cyclical and destruction is a necessary component
- the Shade is integral to the natural cycle of the universe; it is the great destroyer and makes way for new growth
- the twelfth month honors the Shade
[beliefs]

- life is cyclical and destruction is a necessary component
- the Shade is integral to the natural cycle of the universe; it is the great destroyer and makes way for new growth
- the twelfth month honors the Shade
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she/her | they/them
FR +2 hours

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[reserved]
[reserved]
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she/her | they/them
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[reserved]
[reserved]
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she/her | they/them
FR +2 hours

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some questions from Shian's [url=http://www1.flightrising.com/forums/frd/2407354]lore building 101[/url]: Chapter 1. Lairs 2. What does it look like before you enter? Outposts, smaller individual lairs, trading centers, and the like are plainly visible on the cliff face. Non clan members are generally welcome before the inner cave systems are involved. 3. Facilities? Generally split into different caves. Some specific facilities to worry about later: individual living spaces, storage areas, hatchery, theater, library, areas for teaching, trade specific areas (forge, brewery, etc), prison, barracks, gardens 5. It’s a good time to think about technology. Definitely exists. Frequently augmented with magic. Advanced (and unanswered questions): 1. Let’s talk about invaders. Better think about this later when you have a more concrete layout in mind, kiddo. 2. How is justice dealt with in your clan? Appointed (by who?) judge holds cases when applicable. The system is kind of corrupt. Most cases are not solved in a court. There is a prison and it is incredibly unpleasant. (Who maintains it?) ------------ Chapter 2. Clan Roles: Hierarchy and Personalities Focusing on the founding members... Kirin, Sundarban, Eve, Bellows, Marvello 1. What social structure do you use? Basically an oligarchy. The most powerful (whether that be physical power or political cunning) rule. The catch is, they're kind of sponsored by the old gods who live in the cave system. These are more minor gods than the eleven, but powerful, nonetheless. 2. Basic personalities? Kirin [LIST] [*]headstrong, confident, energetic, ambitious, narrow-minded [/LIST] Sundarban [LIST] [*]loquacious, wary, understanding, level-headed, struggling with negative self image but honestly doing his best [/LIST] Eve [LIST] [*]humble, reliable, a bit of a social chameleon, too eager for acceptance [/LIST] Bellows [LIST] [*]objective and insightful, high standards, orderly, somewhat elitist, straight-forward, low empathy, slow to praise [/LIST] Marvello [list] [*]defensive, low confidence, hard working, quick learner, affinity for teaching [/list] 3. Interactions?
some questions from Shian's lore building 101:

Chapter 1. Lairs

2. What does it look like before you enter?
Outposts, smaller individual lairs, trading centers, and the like are plainly visible on the cliff face. Non clan members are generally welcome before the inner cave systems are involved.

3. Facilities?
Generally split into different caves.
Some specific facilities to worry about later: individual living spaces, storage areas, hatchery, theater, library, areas for teaching, trade specific areas (forge, brewery, etc), prison, barracks, gardens

5. It’s a good time to think about technology.
Definitely exists. Frequently augmented with magic.

Advanced (and unanswered questions):

1. Let’s talk about invaders.
Better think about this later when you have a more concrete layout in mind, kiddo.

2. How is justice dealt with in your clan?
Appointed (by who?) judge holds cases when applicable. The system is kind of corrupt. Most cases are not solved in a court. There is a prison and it is incredibly unpleasant. (Who maintains it?)


Chapter 2. Clan Roles: Hierarchy and Personalities

Focusing on the founding members...
Kirin, Sundarban, Eve, Bellows, Marvello

1. What social structure do you use?
Basically an oligarchy. The most powerful (whether that be physical power or political cunning) rule. The catch is, they're kind of sponsored by the old gods who live in the cave system. These are more minor gods than the eleven, but powerful, nonetheless.

2. Basic personalities?
Kirin
  • headstrong, confident, energetic, ambitious, narrow-minded
Sundarban
  • loquacious, wary, understanding, level-headed, struggling with negative self image but honestly doing his best
Eve
  • humble, reliable, a bit of a social chameleon, too eager for acceptance
Bellows
  • objective and insightful, high standards, orderly, somewhat elitist, straight-forward, low empathy, slow to praise
Marvello
  • defensive, low confidence, hard working, quick learner, affinity for teaching

3. Interactions?
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she/her | they/them
FR +2 hours

____thDLJf3.png
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