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Archive: ATAXIA and Corruptions

Ataxia: the loss of full control of bodily movements

The fall of the Citadel was at the hands of a single entity, a creature of madness and insanity called ATAXIA, so named for its ability to corrupt nearby creatures and take control of their body and mind. ATAXIA itself has not been sighted since the fall of the Citadel, and its appearance, powers, and level of intelligence are largely unknown. It's presumably incredibly dangerous, though it doesn't leave the Citadel.

ATAXIA is the source of a magical disease called celestial contagion (commonly referred to as simply "corruption") that warps the body and mind of those afflicted. In the late stages of celestial contagion the victim turns into essentially a husk of its former life, its mind lost and its body a cruel mockery of what it used to be. No sentient entity is safe from the contagion; all the disease needs to take root is a mind to seize.

Corruption is almost always brought on from one of two methods:
contagion by exposure, by prolonged exposure to the Citadel's necromantic fallout field, or
contagion by proxy, via a wound inflicted by another corrupted being.

The vast majority of corruptions were contaminated by exposure from small non-intelligent aquatic beings that spent too long within the Citadel's field. Most larger or more intelligent creatures have the instincts to stay away from the Citadel, and they're more likely to be corrupted by proxy from consuming or being wounded by a smaller corruption.

Celestial contagion manifests differently depending on its victims. It often appears in black coral-like growths on the body of the afflicted, and in the late stages it sometimes produces extra limbs, wings, and eyes. No two corruptions look exactly the same, and researchers identify individuals by defining features.

Despite the widespread fear associated with corruption, the disease itself isn't actually very easy to contract and often won't progress to the late stages in draconic victims. The speed and severity of a case largely depends on the degree of exposure or the size of the infected wound, and in cases with minimal exposure or injury then corruption can sometimes be cured, and the victim can continue to live life with little to no lasting complications. Even mid-stage corruptions can sometimes be stabilized with powerful-enough magic, although they'll likely bear lifelong side effects.
There are a number of dragons in Ra-Harenae who were corrupted in the past but have since been stabilized. Such dragons are closely monitored by Clan Coelestis' researchers for signs of progression, as a full corruption formed within the city's protective aura is immune to its repelling effect and has the potential to wreak great danger upon the city. The corrupted often live under heavy stigma and go to great lengths to conceal their condition, often taking up solitary lives in obscure nooks of Ra-Harenae.
It's widely believed that the weaker the mind, the easier and faster corruption takes hold. This explains why it only takes a matter of days to corrupt a fish or bird, while it may take months to corrupt a whale. There is very little information on how long it takes to corrupt a dragon, owing to the fact that there have been very few studies on afflicted dragon, and no studies where a draconic subject was allowed to progress to its fully corrupted state. What little research we have suggests that it would take months or even years to fully corrupt a dragon or similarly intelligent being.

The vast majority of corruptions were formed from unintelligent creatures like small fish and seabirds that spent too long in the Citadel's fallout. They're often weak and harmless if encountered alone, but they seem to have retained at least some of their schooling instinct and sometimes congeal in great numbers into devastating swarms. Fish-based corruptions are often confined to the ocean and in general stay away from shore, but they sometimes corrupt creatures (like birds and larger fish) that may in turn corrupt creatures native to the White Wastelands.

More rare are those corruptions born of larger creatures like sharks and dolphins. Though their behavior and power are influenced by the base creature, in general they're more powerful and more aggressive.

The rarest and most dangerous form of corruption is that formed from a dragon or a leviathan such as a kraken. These are the most difficult form of corruption to defeat since their powers are often based around the dragon’s skills and abilities. Known dragon-based corruptions are closely catalogued by Coelestian researchers.
Leviathan corruptions have never been sighted, and their existence is only known thanks to bits and pieces of information salvaged from the White Wastelands' ruins.

Kyropeion has the highest population of corruptions, mostly thanks to the fact that ATAXIA and the Citadel's field are constantly generating new corruptions. The White Wasteland has a significantly lower population but bears its own unique corruptions not found in Kyropeion. The desert provides a whole plethora of new creatures to infect, and after Clan Coelestis moved to Ra-Harenae the city began to see new and unfamiliar corruptions born not of aquatic animals but desert creatures. There's enough of these corruptions in the White Wastelands that they pose a significant threat to the unarmed traveler, but in general the Wastelands are far safer than Kyropeion.


ATAXIA’s power waxes and wanes with the moon, peaking on nights of the full moon. Additionally, its powers also strengthen on the winter solstice. These are not known to be fact, but corruptions have indeed appeared more frequently and in greater numbers around these times.

Initially, researchers believed ATAXIA to be a spontaneous result of a magical mishap taking place in the Citadel. However, evidence suggests that corruptions existed since before the fall of the Citadel, implying that ATAXIA, too, has existed far longer than originally thought.

It's hypothesized that all corruptions are connected, to some extent, to a hive mind headed by ATAXIA itself. This theory is supported by Pelagon, Ra-Harenae's resident corruption, although his connection to this hive mind is thin as he hasn't progressed to the final stage of corruption.

Known Corruptions

Coelestian researches keep close tabs on known corruptions, cataloguing recent sightings and gathering information. Small corruptions are common and researchers have long determined all that they can regarding their nature. Their main concern is corruptions that were spawned from sentient creatures or large leviathans.

Stabilized Corruptions
The following individuals are confirmed to be in early stages of corruption and have been stabilized. At the moment they are not at risk of further corruption.
  • Pelagon: a Coelestian scholar who voluntarily took the corruption into his bones for research purposes. Resides in the Celestial Spires under heavy guard. He has been stabilized in an early-to-mid stage of corruption but may be allowed to progress further if research calls for it.
Archive: ATAXIA and Corruptions

Ataxia: the loss of full control of bodily movements

The fall of the Citadel was at the hands of a single entity, a creature of madness and insanity called ATAXIA, so named for its ability to corrupt nearby creatures and take control of their body and mind. ATAXIA itself has not been sighted since the fall of the Citadel, and its appearance, powers, and level of intelligence are largely unknown. It's presumably incredibly dangerous, though it doesn't leave the Citadel.

ATAXIA is the source of a magical disease called celestial contagion (commonly referred to as simply "corruption") that warps the body and mind of those afflicted. In the late stages of celestial contagion the victim turns into essentially a husk of its former life, its mind lost and its body a cruel mockery of what it used to be. No sentient entity is safe from the contagion; all the disease needs to take root is a mind to seize.

Corruption is almost always brought on from one of two methods:
contagion by exposure, by prolonged exposure to the Citadel's necromantic fallout field, or
contagion by proxy, via a wound inflicted by another corrupted being.

The vast majority of corruptions were contaminated by exposure from small non-intelligent aquatic beings that spent too long within the Citadel's field. Most larger or more intelligent creatures have the instincts to stay away from the Citadel, and they're more likely to be corrupted by proxy from consuming or being wounded by a smaller corruption.

Celestial contagion manifests differently depending on its victims. It often appears in black coral-like growths on the body of the afflicted, and in the late stages it sometimes produces extra limbs, wings, and eyes. No two corruptions look exactly the same, and researchers identify individuals by defining features.

Despite the widespread fear associated with corruption, the disease itself isn't actually very easy to contract and often won't progress to the late stages in draconic victims. The speed and severity of a case largely depends on the degree of exposure or the size of the infected wound, and in cases with minimal exposure or injury then corruption can sometimes be cured, and the victim can continue to live life with little to no lasting complications. Even mid-stage corruptions can sometimes be stabilized with powerful-enough magic, although they'll likely bear lifelong side effects.
There are a number of dragons in Ra-Harenae who were corrupted in the past but have since been stabilized. Such dragons are closely monitored by Clan Coelestis' researchers for signs of progression, as a full corruption formed within the city's protective aura is immune to its repelling effect and has the potential to wreak great danger upon the city. The corrupted often live under heavy stigma and go to great lengths to conceal their condition, often taking up solitary lives in obscure nooks of Ra-Harenae.
It's widely believed that the weaker the mind, the easier and faster corruption takes hold. This explains why it only takes a matter of days to corrupt a fish or bird, while it may take months to corrupt a whale. There is very little information on how long it takes to corrupt a dragon, owing to the fact that there have been very few studies on afflicted dragon, and no studies where a draconic subject was allowed to progress to its fully corrupted state. What little research we have suggests that it would take months or even years to fully corrupt a dragon or similarly intelligent being.

The vast majority of corruptions were formed from unintelligent creatures like small fish and seabirds that spent too long in the Citadel's fallout. They're often weak and harmless if encountered alone, but they seem to have retained at least some of their schooling instinct and sometimes congeal in great numbers into devastating swarms. Fish-based corruptions are often confined to the ocean and in general stay away from shore, but they sometimes corrupt creatures (like birds and larger fish) that may in turn corrupt creatures native to the White Wastelands.

More rare are those corruptions born of larger creatures like sharks and dolphins. Though their behavior and power are influenced by the base creature, in general they're more powerful and more aggressive.

The rarest and most dangerous form of corruption is that formed from a dragon or a leviathan such as a kraken. These are the most difficult form of corruption to defeat since their powers are often based around the dragon’s skills and abilities. Known dragon-based corruptions are closely catalogued by Coelestian researchers.
Leviathan corruptions have never been sighted, and their existence is only known thanks to bits and pieces of information salvaged from the White Wastelands' ruins.

Kyropeion has the highest population of corruptions, mostly thanks to the fact that ATAXIA and the Citadel's field are constantly generating new corruptions. The White Wasteland has a significantly lower population but bears its own unique corruptions not found in Kyropeion. The desert provides a whole plethora of new creatures to infect, and after Clan Coelestis moved to Ra-Harenae the city began to see new and unfamiliar corruptions born not of aquatic animals but desert creatures. There's enough of these corruptions in the White Wastelands that they pose a significant threat to the unarmed traveler, but in general the Wastelands are far safer than Kyropeion.


ATAXIA’s power waxes and wanes with the moon, peaking on nights of the full moon. Additionally, its powers also strengthen on the winter solstice. These are not known to be fact, but corruptions have indeed appeared more frequently and in greater numbers around these times.

Initially, researchers believed ATAXIA to be a spontaneous result of a magical mishap taking place in the Citadel. However, evidence suggests that corruptions existed since before the fall of the Citadel, implying that ATAXIA, too, has existed far longer than originally thought.

It's hypothesized that all corruptions are connected, to some extent, to a hive mind headed by ATAXIA itself. This theory is supported by Pelagon, Ra-Harenae's resident corruption, although his connection to this hive mind is thin as he hasn't progressed to the final stage of corruption.

Known Corruptions

Coelestian researches keep close tabs on known corruptions, cataloguing recent sightings and gathering information. Small corruptions are common and researchers have long determined all that they can regarding their nature. Their main concern is corruptions that were spawned from sentient creatures or large leviathans.

Stabilized Corruptions
The following individuals are confirmed to be in early stages of corruption and have been stabilized. At the moment they are not at risk of further corruption.
  • Pelagon: a Coelestian scholar who voluntarily took the corruption into his bones for research purposes. Resides in the Celestial Spires under heavy guard. He has been stabilized in an early-to-mid stage of corruption but may be allowed to progress further if research calls for it.
Clan Lore
Archive: Ra-Harenae: Relics

Ra-Harenae is a source of culture and magical innovation, and therefore there are many one-of-a-kind items that hold cultural or historic significance.

Starshatter Diadem and the Star Shroud

These two items are seldom seen separated from each other. Both are relics predating Ra-Harenae, artifacts of House Coelestis from before the fall of the Citadel.

The diadem is made of seven interlocking shards of crystal that, in the past, may have been separated; however, the Starshatter Diadem has remained whole and has not been dissembled since Ra-Harenae’s foundation.
Because House Coelestis is the ruling lineage of Ra-Harenae, the Starshatter Diadem has come to represent the empire as a whole.

Like the Starshatter Diadem, the Celestial Shroud is a relic of Zariel’s past but has come to represent the entire ruling house. It appears as a gossamer cloak and mantle that is spattered with sparkling stars, and is frequently worn by Zariel alongside the Starshatter Diadem.

Scrying Bowl of Aquarii
The legendary seer Aquarii died in the fall of the Citadel, but some items that potentially could have belonged to her have been recovered from shipwrecks and ruins in the past, the most iconic of which is a scrying bowl made of a massive seashell coated with nacre.

The scrying bowl is said to allow one to peer into the darkest depths of the ocean and between the layers of existence. However, no prophet or seer thus far has been able to even activate the bowl, much less utilize it (a testament to Aquarii’s massive power).
The bowl holds great spiritual significance to those who revere Aquarii, and particularly dedicated followers occasionally visit the Celestial Spires where the bowl is displayed (and kept under heavy guard at all times). Visitors may attempt to activate the bowl, though none have succeeded thus far.
Because of this, there’s some debate over the authenticity of the bowl, although it does give off powerful scrying magic when subjected to magical scrutiny, and many survivors of the fall of the Citadel who personally witnessed Aquarii and her magic attest to its authenticity.

Archive: Ra-Harenae: Relics

Ra-Harenae is a source of culture and magical innovation, and therefore there are many one-of-a-kind items that hold cultural or historic significance.

Starshatter Diadem and the Star Shroud

These two items are seldom seen separated from each other. Both are relics predating Ra-Harenae, artifacts of House Coelestis from before the fall of the Citadel.

The diadem is made of seven interlocking shards of crystal that, in the past, may have been separated; however, the Starshatter Diadem has remained whole and has not been dissembled since Ra-Harenae’s foundation.
Because House Coelestis is the ruling lineage of Ra-Harenae, the Starshatter Diadem has come to represent the empire as a whole.

Like the Starshatter Diadem, the Celestial Shroud is a relic of Zariel’s past but has come to represent the entire ruling house. It appears as a gossamer cloak and mantle that is spattered with sparkling stars, and is frequently worn by Zariel alongside the Starshatter Diadem.

Scrying Bowl of Aquarii
The legendary seer Aquarii died in the fall of the Citadel, but some items that potentially could have belonged to her have been recovered from shipwrecks and ruins in the past, the most iconic of which is a scrying bowl made of a massive seashell coated with nacre.

The scrying bowl is said to allow one to peer into the darkest depths of the ocean and between the layers of existence. However, no prophet or seer thus far has been able to even activate the bowl, much less utilize it (a testament to Aquarii’s massive power).
The bowl holds great spiritual significance to those who revere Aquarii, and particularly dedicated followers occasionally visit the Celestial Spires where the bowl is displayed (and kept under heavy guard at all times). Visitors may attempt to activate the bowl, though none have succeeded thus far.
Because of this, there’s some debate over the authenticity of the bowl, although it does give off powerful scrying magic when subjected to magical scrutiny, and many survivors of the fall of the Citadel who personally witnessed Aquarii and her magic attest to its authenticity.

Clan Lore
reserve
reserve
Clan Lore
Services in Ra-Harenae

Scrying
As mentioned earlier, Ra-Harenae has a deep history with seers and scrying. There are many seers in the city who will offer their services in exchange for goods or coin and use a wide range of methods to peer through time and space.

Not all seers in Ra-Harenae venerate or receive their powers from the Tidelord, and many seers who drew power from other sources were unaffected by the Tidelord’s disappearance. To the contrary, their businesses flourished as the populace turned to them instead. Many unique new methods of divination arose in Ra-Harenae as the prophecy business grew and hopeful prophets moved to fill the power vacuum left by the forsaken water prophets.

Given the abundance of water-mages in Ra-Harenae, many seers (especially in Whitecliffs) use scrying pools or otherwise use water in their rituals.

The most respected seers in Ra-Harenae are a small order of prophets called the Solar Sybilline. They reside in a palatial temple in Athiae use a unique method that involve interpreting the movements of consecrated fish. Though the Solar Sybilline are the costliest seers in the city, their prophecies are nearly infallible, and even House Coelestis makes use of their services.

Criminals-For-Hire
Krakengrave is by far the easiest place to find common mercenaries and assassins. Most dragons there are pirates, criminals, and smugglers who are willing to break any law for the right price.
Of course, that’s not to say that Krakengrave is the only place to find hired criminals. If one desires a more thorough job, the assassination of a well-known noble or the theft of a high-profile relic, for example, then a well-placed coin in the right noble's hand can ensure a job neater and more covert than any other in Ra-Harenae.
Services in Ra-Harenae

Scrying
As mentioned earlier, Ra-Harenae has a deep history with seers and scrying. There are many seers in the city who will offer their services in exchange for goods or coin and use a wide range of methods to peer through time and space.

Not all seers in Ra-Harenae venerate or receive their powers from the Tidelord, and many seers who drew power from other sources were unaffected by the Tidelord’s disappearance. To the contrary, their businesses flourished as the populace turned to them instead. Many unique new methods of divination arose in Ra-Harenae as the prophecy business grew and hopeful prophets moved to fill the power vacuum left by the forsaken water prophets.

Given the abundance of water-mages in Ra-Harenae, many seers (especially in Whitecliffs) use scrying pools or otherwise use water in their rituals.

The most respected seers in Ra-Harenae are a small order of prophets called the Solar Sybilline. They reside in a palatial temple in Athiae use a unique method that involve interpreting the movements of consecrated fish. Though the Solar Sybilline are the costliest seers in the city, their prophecies are nearly infallible, and even House Coelestis makes use of their services.

Criminals-For-Hire
Krakengrave is by far the easiest place to find common mercenaries and assassins. Most dragons there are pirates, criminals, and smugglers who are willing to break any law for the right price.
Of course, that’s not to say that Krakengrave is the only place to find hired criminals. If one desires a more thorough job, the assassination of a well-known noble or the theft of a high-profile relic, for example, then a well-placed coin in the right noble's hand can ensure a job neater and more covert than any other in Ra-Harenae.
Clan Lore
[b]Non-Exclusive Resources[/b] These resources are common in Ra-Harenae and the surrounding desert and ocean, but are not exclusive to the area and can be found in other locations in Sornieth. [Item= speckled hogfish] [item= royal oyster] [item= murkbottom kelp] [item= oasis songbird] [item= sand creeper] [item= seaside trumpet] [item= lump of clay] [item= Celestine geode] [item=sandstone ] [item= granite chunk] [item= small ribcage] [item= Topaz guppy] [item= Bimac octopus] [item= Desert cactus] [item=copper ore] [item=Feline triskull ] [item= Bonepriest venom ] [item= Turkeywing seashell] [item=Dune vampire ] [item= Spectre dragonfly] Ra-Harenae sits atop cliffs rich with minerals, particular copper, gold, and turquoise (hence their use in much of the architecture). Kyropeion is quite barren for the most part, but small reefs and leviathan skeletons litter the otherwise empty, open expanse. These reefs in particular provide two resources exclusive to Kyropeion: moon pearls and bone coral. [b]Moon Pearls and Bone Coral[/b] Moon pearls (so named for their deep black-teal color, highly iridescent sheen, and their ability to faintly glow when exposed to moonlight) are the primary currency of Ra-Harenae. They are produced by oysters and clams that grow in close proximity to bone coral. Misshapen or discolored B-grade moon pearls are used as currency, while A-grade pearls are used in the creation of magical items and works of art. Bone coral, contrary to its name, is as black as night and has a tendency to grow on the skeletons of fallen leviathans, leeching nutrients from the marrow. Moon pearls are dependent on the presence of bone coral: the closer the clam is to a bone coral, the deeper and more impressive the sheen is, and the brighter it glows under moonlight. The finest moon pearls are so iridescent that it’s impossible to tell their true color. However, bone coral is also somewhat dangerous. A simple scrape against bone coral is enough to infect the victim, although bone coral on its own is rarely enough to fully corrupt a dragon host. There are certainly a number of fish-born corruptions resulting from exposure to bone coral, but as of right now there are no known cases of dragon-born corruptions from bone coral alone. Regardless, all bone coral (living or dead) is a highly controlled and monitored substance within Ra-Harenae, since corruptions formed within the city’s protective aura are immune to its repellent effects. It’s mainly brought in for research purposes, and almost never comes up for sale even on the black market. It’s commonly believed that bone coral itself is a form of minor corruption brought on by the Citadel’s magical fallout, a theory bolstered by the fact that those affected by the early stages of corruption tend to develop coral-like growths on their hide. Bone coral is most common close to the Citadel or in areas with a high population of corruptions.
Non-Exclusive Resources
These resources are common in Ra-Harenae and the surrounding desert and ocean, but are not exclusive to the area and can be found in other locations in Sornieth.
Speckled Hogfish Royal Oyster Murkbottom Kelp Oasis Songbird Sand Creeper Seaside Trumpet Lump of Clay Celestine Geode Sandstone Granite Chunk Small Ribcage Topaz Guppy Bimac Octopus Desert Cactus Copper Ore Feline Triskull Bonepriest Venom Turkeywing Seashell Dune Vampire Spectre Dragonfly

Ra-Harenae sits atop cliffs rich with minerals, particular copper, gold, and turquoise (hence their use in much of the architecture).

Kyropeion is quite barren for the most part, but small reefs and leviathan skeletons litter the otherwise empty, open expanse. These reefs in particular provide two resources exclusive to Kyropeion: moon pearls and bone coral.

Moon Pearls and Bone Coral
Moon pearls (so named for their deep black-teal color, highly iridescent sheen, and their ability to faintly glow when exposed to moonlight) are the primary currency of Ra-Harenae. They are produced by oysters and clams that grow in close proximity to bone coral. Misshapen or discolored B-grade moon pearls are used as currency, while A-grade pearls are used in the creation of magical items and works of art.

Bone coral, contrary to its name, is as black as night and has a tendency to grow on the skeletons of fallen leviathans, leeching nutrients from the marrow. Moon pearls are dependent on the presence of bone coral: the closer the clam is to a bone coral, the deeper and more impressive the sheen is, and the brighter it glows under moonlight. The finest moon pearls are so iridescent that it’s impossible to tell their true color.
However, bone coral is also somewhat dangerous. A simple scrape against bone coral is enough to infect the victim, although bone coral on its own is rarely enough to fully corrupt a dragon host. There are certainly a number of fish-born corruptions resulting from exposure to bone coral, but as of right now there are no known cases of dragon-born corruptions from bone coral alone.
Regardless, all bone coral (living or dead) is a highly controlled and monitored substance within Ra-Harenae, since corruptions formed within the city’s protective aura are immune to its repellent effects. It’s mainly brought in for research purposes, and almost never comes up for sale even on the black market.
It’s commonly believed that bone coral itself is a form of minor corruption brought on by the Citadel’s magical fallout, a theory bolstered by the fact that those affected by the early stages of corruption tend to develop coral-like growths on their hide. Bone coral is most common close to the Citadel or in areas with a high population of corruptions.
Clan Lore
Imports and Exports [Item= Rusted crown ] [item=Pachyderm painting ] [item= Iridescent cloth ] [item= Ivory comb] [item=Auburn wooly pelt ] [item=Sinew net ] [item= Flatlands tiara ] [item= Copper pocketwatch ] [item= Beautiful barrens tile] [item=Grouse basilisk field notes ] [item= Terra cotta vase ] [b]Maren Clans[/b]
Imports and Exports

Rusted Crown Pachyderm Painting Iridescent Cloth Ivory Comb Sinew Net Flatlands Tiara Copper Pocketwatch Beautiful Barrens Tile Grouse Basilisk Field Notes Terra Cotta Vase

Maren Clans
Clan Lore
[img]https://images-ext-1.discordapp.net/external/TelkrXTeDr1AkF0Ui0WdxNvJMJyARZnEFLAVDHo3Nek/https/i.imgur.com/5xzFPPd.png[/img] [b]White Wastelands[/b] [columns][item=Sea scorpion fossil] [item= Aged carcass ] [item= Rusted crown][nextcol][item= Intact clay relief ] [item= Feline triskull ] [item=Decorative desert tile] [nextcol][b][font=times new roman]Ruins[/b] [Font=times new roman] The White Wasteland is covered in ancient ruins of every conceivable type, evidence of past civilizations in a new-barren dunescape. Many an adventurer has emerged from these ruins laden with priceless artifacts and magical items, but far more have disappeared amongst those alluring temples and palaces. Many of these ruins are carved in the same architectural style, displaying soaring columns and arches and mosaics, not unlike Ra-Harenae. They often bear aquatic motifs, a reminder of the White Wasteland’s bygone glory. There is little documentation of the White Wasteland and its ruins, and most maps only show the desert around Ra-Harenae and its major travel routes. The lack of further exploration is mostly due to the nightly corruption swarms, although given how often adventurers disappear in those ruins, one has to wonder if the corruptions are actually keeping us from stumbling into a far greater evil. [/columns] [img]https://images-ext-1.discordapp.net/external/TelkrXTeDr1AkF0Ui0WdxNvJMJyARZnEFLAVDHo3Nek/https/i.imgur.com/5xzFPPd.png[/img] [columns][item= Honeycomb fragment] [item= Firefly ] [item= Sunbeam fig][nextcol][item= Day lilies ] [item= Pale Pygmy hippo ] [item=Antique oil lamp ] [nextcol][b][font=times new roman]Sunspots[/b] [Font=times new roman] Sunspots are groves of fruit trees and edible plants spaced along heavily-traveled routes about a day’s worth of travel apart. They’re meant as safe havens for travelers to offer food and cover and reduce the risk of attack from nocturnal corruptions, as the lantern light can deter smaller and less intelligent corruptions. They’re named both for sunbeam figs planted there and the way they light up at night by the light of firefly lanterns. Sunspots typically consist of a grove of desert-growing fruit like sunbeam figs and prickly pear, and may also contain a small watering hole where insects and beasts can be hunted. Sunspots are collectively taken care of by the travelers who pass through, although some druids make it their job to maintain the sunspots. Most sunspots don’t have any other method of repelling corruptions besides the light, and they won’t protect from larger, more intelligent corruptions. But because the majority of corruptions are smaller and prey on lone unsheltered travelers, sunspots can significantly reduce the risk of being noticed and singled out as prey. [/columns] [img]https://images-ext-1.discordapp.net/external/TelkrXTeDr1AkF0Ui0WdxNvJMJyARZnEFLAVDHo3Nek/https/i.imgur.com/5xzFPPd.png[/img]
5xzFPPd.png

White Wastelands
Sea Scorpion Fossil Aged Carcass Rusted Crown Intact Clay Relief Feline Triskull Decorative Desert Tile Ruins

The White Wasteland is covered in ancient ruins of every conceivable type, evidence of past civilizations in a new-barren dunescape. Many an adventurer has emerged from these ruins laden with priceless artifacts and magical items, but far more have disappeared amongst those alluring temples and palaces.

Many of these ruins are carved in the same architectural style, displaying soaring columns and arches and mosaics, not unlike Ra-Harenae. They often bear aquatic motifs, a reminder of the White Wasteland’s bygone glory.

There is little documentation of the White Wasteland and its ruins, and most maps only show the desert around Ra-Harenae and its major travel routes. The lack of further exploration is mostly due to the nightly corruption swarms, although given how often adventurers disappear in those ruins, one has to wonder if the corruptions are actually keeping us from stumbling into a far greater evil.
5xzFPPd.png
Honeycomb Fragment Firefly Sunbeam Fig Day Lilies Pale Pygmy Hippo Antique Oil Lamp Sunspots

Sunspots are groves of fruit trees and edible plants spaced along heavily-traveled routes about a day’s worth of travel apart. They’re meant as safe havens for travelers to offer food and cover and reduce the risk of attack from nocturnal corruptions, as the lantern light can deter smaller and less intelligent corruptions.
They’re named both for sunbeam figs planted there and the way they light up at night by the light of firefly lanterns. Sunspots typically consist of a grove of desert-growing fruit like sunbeam figs and prickly pear, and may also contain a small watering hole where insects and beasts can be hunted. Sunspots are collectively taken care of by the travelers who pass through, although some druids make it their job to maintain the sunspots.
Most sunspots don’t have any other method of repelling corruptions besides the light, and they won’t protect from larger, more intelligent corruptions. But because the majority of corruptions are smaller and prey on lone unsheltered travelers, sunspots can significantly reduce the risk of being noticed and singled out as prey.

5xzFPPd.png
Clan Lore
[Item= Twinkling stardrapes ] [item= Crimson wing silks] [item=Forgotten crown ] [item= Glowing pocket bauble] [item= Ruby] [item= Bloodstone cascades ] [item= ] [item=Luminous halo ] [item= Butcher's Fig ] [item= Sea heart ] [item=Crowntail wanderer ] [item=Topaz guppy ] [item=Sunbeam rotala ] [item= Day lilies] [item= Ringscale arowana ] [item=Golden betta ] [item= Wood shrimp] [item=Lagoon guppy ] [item=Gilded tetras ] [item=Common minnow ]
Twinkling Stardrapes Crimson Wing Silks Forgotten Crown Glowing Pocket Bauble Ruby Bloodstone Cascades Luminous Halo Butcher's Fig Sea Heart Crowntail Wanderer





Topaz Guppy Sunbeam Rotala Day Lilies Ringscale Arowana Golden Betta Wood Shrimp Lagoon Guppy Gilded Tetras Common Minnow
Clan Lore
Post reserved for Kingmaker Coliseum
Post reserved for Kingmaker Coliseum
Clan Lore
Post reserved for hatchling practices

Clan Coelestis has always been believed to be the descendants of the stars themselves. Though there's no way to know this for sure, it's a known fact that the dragons of Clan Coelestis gained, and still gain, their powers from the celestial beyond.

It's been an ancient Coelestian practice since before the days of the Citadel to place incubating eggs under the night sky, that the new-hatched dragons may begin their life as they'll end it, unified with the stars. It's believed that each celestial body's ambient magic affects a different field of magical ability, and that long-term exposure to these bodies during the incubation period influences the hatchling's inherent magical ability depending on the dominant celestial body.

Star-granted magic isn't a trait unique to Clan Coelestis, although they're certainly the primary means through which it spread into Ra-Harenae's general populace. The entire Citadel follow

- in the citadel everyone had it because everyone had some ancestor who carried the star-magic gene, and it was the main way that they gained their magic
- following the fall of the citadel the population of star-magic dragons dropped drastically and many of them
- in the early days of Ra-Harenae the surviving star-magic dragons interbred with immigrants to the city. in modern times star magic is still widespread throughout the city and most dragons still put their eggs under the night sky in hopes of granting their children strong magic but it's not as monolithic a practice as it was in the Citadel days
- House Coelestis meticulously micromanages their hatchlings to be born with the strongest magic and gatekeeps a lot of the research to maintain an exclusively powerful lineage

- come up with a word for the study of how the stars influence a hatchling's magic (not astrology)
- come up with a word for the trait that determines whether a dragon's influenced by the stars
Post reserved for hatchling practices

Clan Coelestis has always been believed to be the descendants of the stars themselves. Though there's no way to know this for sure, it's a known fact that the dragons of Clan Coelestis gained, and still gain, their powers from the celestial beyond.

It's been an ancient Coelestian practice since before the days of the Citadel to place incubating eggs under the night sky, that the new-hatched dragons may begin their life as they'll end it, unified with the stars. It's believed that each celestial body's ambient magic affects a different field of magical ability, and that long-term exposure to these bodies during the incubation period influences the hatchling's inherent magical ability depending on the dominant celestial body.

Star-granted magic isn't a trait unique to Clan Coelestis, although they're certainly the primary means through which it spread into Ra-Harenae's general populace. The entire Citadel follow

- in the citadel everyone had it because everyone had some ancestor who carried the star-magic gene, and it was the main way that they gained their magic
- following the fall of the citadel the population of star-magic dragons dropped drastically and many of them
- in the early days of Ra-Harenae the surviving star-magic dragons interbred with immigrants to the city. in modern times star magic is still widespread throughout the city and most dragons still put their eggs under the night sky in hopes of granting their children strong magic but it's not as monolithic a practice as it was in the Citadel days
- House Coelestis meticulously micromanages their hatchlings to be born with the strongest magic and gatekeeps a lot of the research to maintain an exclusively powerful lineage

- come up with a word for the study of how the stars influence a hatchling's magic (not astrology)
- come up with a word for the trait that determines whether a dragon's influenced by the stars
Clan Lore
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