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TOPIC | Clan lore time (the biggest wip)
I am going to delete everything [img]https://cdn.discordapp.com/attachments/721924199236763648/941336151556505640/IMG_1370.jpg[/img] [img]https://cdn.discordapp.com/attachments/721924199236763648/941336151099318282/IMG_1371.jpg[/img] [img]https://cdn.discordapp.com/attachments/721924199236763648/941336150537273344/IMG_1373.jpg[/img] [img]https://cdn.discordapp.com/attachments/721924199236763648/941336150763794532/IMG_1372.jpg[/img] Random ideas (and things for me to remember): - Very large pillow room for the many crazies the clan seems to attract - oh pweease oh pweease make custom skins for the guys in charge ;^; - [b]Need[/b] a skydancer with a leathery winged parent, a cute dragon to be the devious messenger, and an unhinged artist (not me I swear) - I’m diggin the aesthetic layers some people are cooking up, maybe have a tab of those? - owie my brain :( - Back to that aesthetic thing, it could be a midsommar ish cult in the middle of a eternally autumnal forest, mmm yes pumpkins, sunflowers, and sacrificial altars. I feel like they would all talk in instruments like the don’t starve doods. - https://www.artbreeder.com/browse use this so I don’t have to draw scenery :)
I am going to delete everything
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IMG_1371.jpg
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Random ideas (and things for me to remember):

- Very large pillow room for the many crazies the clan seems to attract
- oh pweease oh pweease make custom skins for the guys in charge ;^;
- Need a skydancer with a leathery winged parent, a cute dragon to be the devious messenger, and an unhinged artist (not me I swear)
- I’m diggin the aesthetic layers some people are cooking up, maybe have a tab of those?
- owie my brain :(
- Back to that aesthetic thing, it could be a midsommar ish cult in the middle of a eternally autumnal forest, mmm yes pumpkins, sunflowers, and sacrificial altars. I feel like they would all talk in instruments like the don’t starve doods.
- https://www.artbreeder.com/browse use this so I don’t have to draw scenery :)
1bGY4da.gif
G6dp9TC.gifX7lZdvM.gifRiz8QCR.gifTgsXEGE.pngUcGmwnI.pngYqQahg2.png
[center][img]https://media.discordapp.net/attachments/721924199236763648/951214176720801802/Map_Time.png[/img][/center] Jörmungind is a large continent located far from Sornieth's main land off the coast of the shifting expanse. The hot sun constantly threatens to wipe out the continents inhabitants. On top of that the land's lack of magic doesn't making surviving any easier. Dragons here know not about the pleasures of sornieth. Life is a struggle for all but they enjoy the challenge. Helping them along is two deities. Medgar, an incomprehensibly massive serpent and Oaveiss, a demigod who appears only to those most in need. Most of Jörmungind is impossible to colonize. Weather and beasts wipe out all who try. The only truly safe place is within the giant crack separating the continent into two halves. Dragons dig large dens here. The ones living closer to the rapids below are the most influential among the clan. Digging is also how the can gets fresh water. The land lacks lakes, springs and other things but the tunnels Medgar creates are teeming with fresh water thanks to Oaveiss. These caves are also full of glistening crystals that resemble and are used as glass. This glass is very valuable and many things are made with it, even phrases and names are influenced by it. Sometimes Oaveiss is nicknamed Glassbreaker, its believed that they are the one growing those crystals. First layer tab is new world dragons living in the canyon, earth guys tab is old world dragons living east of the mountains just before the crags get dangerous.
Map_Time.png

Jörmungind is a large continent located far from Sornieth's main land off the coast of the shifting expanse. The hot sun constantly threatens to wipe out the continents inhabitants. On top of that the land's lack of magic doesn't making surviving any easier. Dragons here know not about the pleasures of sornieth. Life is a struggle for all but they enjoy the challenge. Helping them along is two deities. Medgar, an incomprehensibly massive serpent and Oaveiss, a demigod who appears only to those most in need.
Most of Jörmungind is impossible to colonize. Weather and beasts wipe out all who try. The only truly safe place is within the giant crack separating the continent into two halves. Dragons dig large dens here. The ones living closer to the rapids below are the most influential among the clan. Digging is also how the can gets fresh water. The land lacks lakes, springs and other things but the tunnels Medgar creates are teeming with fresh water thanks to Oaveiss. These caves are also full of glistening crystals that resemble and are used as glass. This glass is very valuable and many things are made with it, even phrases and names are influenced by it. Sometimes Oaveiss is nicknamed Glassbreaker, its believed that they are the one growing those crystals.


First layer tab is new world dragons living in the canyon, earth guys tab is old world dragons living east of the mountains just before the crags get dangerous.
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1. What Flight is your clan?
Earth

2. Why did they choose this Flight?
The clan was getting cramped in the whispering wilds (reedcleft ascent) and needed a place where they could burrow without risking flooding their caves.

3. Have they been loyal to other Flights before this? Or will they never move?
Plague and then wind. They were reluctant to leave what they thought was their deities birthplace.

4. What would be the deciding factor in a move, if the clan had to?
Space or religious reasons

5. Is the clan spiritual and highly loyal to their deity? Are they indifferent?
Very very loyal to a deity not recognized by other clans. They believe its the one true god.

6. How does the clan view those from different Flights? Are they welcoming to all dragons, or suspicious of newcomers?
They pity outsiders. Dragons who have yet to be blessed by the one true deity. Those of their clan are all sorts of flights so they don't see dragons as representations of their birth soil.

7. What does your lair look like? Go into detail.
The lair is a series of caverns below a highly decorative surface town. The town is made up of twig tents with tapestries blocking the sun. This is where many merchants set up alongside plenty of guards defending the clans lower levels. directly below is the commoners caverns. These are many caverns with high ceilings and pretty normal décor. The majority of dragons take up residency here.

The lower you go the higher ranking dragons you see. Lower down décor gets a bit strange. Excessive amounts of dragon remains and snake sheds are littered everywhere. Tapestries line many walls depicting the deity.

8. Who founded the clan?
No one knows but that giant rat seems to think she does.

9. Who is your clan leader? Why are they the leader? Have there been any leadership changes?

10. Was the leader chosen? Were they elected? An heir to the throne? Or maybe they achieved something within the clan?

11. Who handles interclan relations? Any diplomats? Peacekeepers?

12. How does your clan view the Beastclans? Who handles Beastclan relations?

13. Does your clan have specific roles for each dragon?

14. Does your clan have any Flight ambassadors? What do they do?

15. Does your clan have a council? An elected group of dragons in power?

16. Are all dragons in the clan expected to contribute in some way? Or are they left to their own devices?

17. Who protects the clan? Who is in charge of battling/guarding?

18. Does your clan trade with any other clanS? Any allies? Enemies?

19. How is exalting handled in your clan? Any ceremonies? Is exalt fodder something that is part of your lore?

20. Who does the gathering in the clan? (digging, scavenging, hunting, etc.)

21. Does your clan have a healer?

22. Who looks after hatchlings? The parents, or a general hatchling-sitter?

23. How does your clan educate younger dragons? Is there a scribe, scholar, or mentor?

24. Do you have any artists within your clan? How do they make a living from their crafts?

25. Does your clan have a cook? Who handles the food?

26. Who is on the Coli team? Who trains future warriors?

27. Any messengers? Scouts? Delivery dragons?

28. How does apparel work in your clan? Are any pieces of apparel status symbols, or indicators of the role the dragon has?

29. How are familiars viewed in the clan? Pets? Companions? Friends?

30. Do you have any familiars that are intelligent enough to directly interact with the dragons?

31. Who cares for the familiars? The familiar's dragon, or a general caretaker?

32. Are extra familiars/non-bonded familiars free to wander around the lair? Or do they not exist in the lore?

33. Does your clan have any Beastclan members living among the ranks?

34. Who hoards what? Do the dragons each have a personal hoard, or is there one big storage area?

35. Does your clan specialize in anything?

36. Does your clan stand for anything? (truth, might, knowledge, etc.)

37. What is the origin of your clan's name?

38. Does your clan have a set of rules or guidelines for the members? What happens if a dragon breaks these rules?

39. How does your clan view Gen One dragons?

40. Does your clan have a territory? Or just the lair?

41. Do any dragons in the lair have a bias or dislike towards certain breeds or a Flight?

42. Which dragons are good friends within your clan? Any enemies? Best couple?

43. Who's the cinnamon roll, and who's the problematic fave?

44. Do you have any dragons that aren't part of the lore? Just for show?

45. Are there any dragons in your clan who dislike hatchlings?

46. How do permababies work in your lore? Do you have any?

47. Who manages the treasure and gem hoards?

48. Has your clan gone through any unfortunate events? Tragedies, even?

49. Are roles assigned to dragons when they are born/come into the clan, or do they choose their role?

50. Who kills the spiders?

51. Who eats all the food?

52. Do you have any tricksters or prank loving dragons? Do they cause mischief?

53, Most intimdating dragon?

54. Most friendly dragon?

55. Dragon most likely to bring back a stick from gathering?

56. Laziest dragon?

57. Funniest dragon?

58. Do you have any sub-clans? What are they called?

59. Does your clan decorate the lair at all? How so?

60. What markers does your clan use to let others know they live in the area? Flags? Banners? Runes?

61. Smartest dragon?

62. The dragon everybody loves?

63. The dragon everybody hates?

64. Do you have a clan rune?

65. Pick a song that best describes your clan.

66. Who gets into arguments the most? Who keeps the peace?

67. How do skins and accents work in your lore?

68. Best dressed?

69. Does your clan have any elders?

70. Does each dragon in your lair have their own space, or is the entire lair shared?

71. How do you handle gene scrolls in your lore?

72. Who loves festivals the most? Who parties the hardest?

73. Pick two dragons and talk about their relationship.

74. Choose one dragon and talk about them.

75. Choose a dragon with a familiar and talk about their relationship.
1. What Flight is your clan?
Earth

2. Why did they choose this Flight?
The clan was getting cramped in the whispering wilds (reedcleft ascent) and needed a place where they could burrow without risking flooding their caves.

3. Have they been loyal to other Flights before this? Or will they never move?
Plague and then wind. They were reluctant to leave what they thought was their deities birthplace.

4. What would be the deciding factor in a move, if the clan had to?
Space or religious reasons

5. Is the clan spiritual and highly loyal to their deity? Are they indifferent?
Very very loyal to a deity not recognized by other clans. They believe its the one true god.

6. How does the clan view those from different Flights? Are they welcoming to all dragons, or suspicious of newcomers?
They pity outsiders. Dragons who have yet to be blessed by the one true deity. Those of their clan are all sorts of flights so they don't see dragons as representations of their birth soil.

7. What does your lair look like? Go into detail.
The lair is a series of caverns below a highly decorative surface town. The town is made up of twig tents with tapestries blocking the sun. This is where many merchants set up alongside plenty of guards defending the clans lower levels. directly below is the commoners caverns. These are many caverns with high ceilings and pretty normal décor. The majority of dragons take up residency here.

The lower you go the higher ranking dragons you see. Lower down décor gets a bit strange. Excessive amounts of dragon remains and snake sheds are littered everywhere. Tapestries line many walls depicting the deity.

8. Who founded the clan?
No one knows but that giant rat seems to think she does.

9. Who is your clan leader? Why are they the leader? Have there been any leadership changes?

10. Was the leader chosen? Were they elected? An heir to the throne? Or maybe they achieved something within the clan?

11. Who handles interclan relations? Any diplomats? Peacekeepers?

12. How does your clan view the Beastclans? Who handles Beastclan relations?

13. Does your clan have specific roles for each dragon?

14. Does your clan have any Flight ambassadors? What do they do?

15. Does your clan have a council? An elected group of dragons in power?

16. Are all dragons in the clan expected to contribute in some way? Or are they left to their own devices?

17. Who protects the clan? Who is in charge of battling/guarding?

18. Does your clan trade with any other clanS? Any allies? Enemies?

19. How is exalting handled in your clan? Any ceremonies? Is exalt fodder something that is part of your lore?

20. Who does the gathering in the clan? (digging, scavenging, hunting, etc.)

21. Does your clan have a healer?

22. Who looks after hatchlings? The parents, or a general hatchling-sitter?

23. How does your clan educate younger dragons? Is there a scribe, scholar, or mentor?

24. Do you have any artists within your clan? How do they make a living from their crafts?

25. Does your clan have a cook? Who handles the food?

26. Who is on the Coli team? Who trains future warriors?

27. Any messengers? Scouts? Delivery dragons?

28. How does apparel work in your clan? Are any pieces of apparel status symbols, or indicators of the role the dragon has?

29. How are familiars viewed in the clan? Pets? Companions? Friends?

30. Do you have any familiars that are intelligent enough to directly interact with the dragons?

31. Who cares for the familiars? The familiar's dragon, or a general caretaker?

32. Are extra familiars/non-bonded familiars free to wander around the lair? Or do they not exist in the lore?

33. Does your clan have any Beastclan members living among the ranks?

34. Who hoards what? Do the dragons each have a personal hoard, or is there one big storage area?

35. Does your clan specialize in anything?

36. Does your clan stand for anything? (truth, might, knowledge, etc.)

37. What is the origin of your clan's name?

38. Does your clan have a set of rules or guidelines for the members? What happens if a dragon breaks these rules?

39. How does your clan view Gen One dragons?

40. Does your clan have a territory? Or just the lair?

41. Do any dragons in the lair have a bias or dislike towards certain breeds or a Flight?

42. Which dragons are good friends within your clan? Any enemies? Best couple?

43. Who's the cinnamon roll, and who's the problematic fave?

44. Do you have any dragons that aren't part of the lore? Just for show?

45. Are there any dragons in your clan who dislike hatchlings?

46. How do permababies work in your lore? Do you have any?

47. Who manages the treasure and gem hoards?

48. Has your clan gone through any unfortunate events? Tragedies, even?

49. Are roles assigned to dragons when they are born/come into the clan, or do they choose their role?

50. Who kills the spiders?

51. Who eats all the food?

52. Do you have any tricksters or prank loving dragons? Do they cause mischief?

53, Most intimdating dragon?

54. Most friendly dragon?

55. Dragon most likely to bring back a stick from gathering?

56. Laziest dragon?

57. Funniest dragon?

58. Do you have any sub-clans? What are they called?

59. Does your clan decorate the lair at all? How so?

60. What markers does your clan use to let others know they live in the area? Flags? Banners? Runes?

61. Smartest dragon?

62. The dragon everybody loves?

63. The dragon everybody hates?

64. Do you have a clan rune?

65. Pick a song that best describes your clan.

66. Who gets into arguments the most? Who keeps the peace?

67. How do skins and accents work in your lore?

68. Best dressed?

69. Does your clan have any elders?

70. Does each dragon in your lair have their own space, or is the entire lair shared?

71. How do you handle gene scrolls in your lore?

72. Who loves festivals the most? Who parties the hardest?

73. Pick two dragons and talk about their relationship.

74. Choose one dragon and talk about them.

75. Choose a dragon with a familiar and talk about their relationship.
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[img]https://cdn.discordapp.com/attachments/721924199236763648/851509712709353482/Untitled_Artwork.png[/img] [b]Medgar: The one true deity[/b] The dragons of Jörmungind don't believe in the many deities the rest of Sornieth hold dear. They believe in a great world serpent. This serpent, named Medgar, is large enough to wrap around the world and grab it's tail in its massive jaws. If It's ever to release its tail it will thrash onto land and fill the sky with poison. [img]https://cdn.discordapp.com/attachments/721924199236763648/736238730888871976/New_Deity_.png[/img] [b]Oaveiss: The Demigod[/b] (Oh-vay-is) Said to be the child of Medgar, Oaveiss is a helpful spirit. They are often blamed for good fortune and are called upon in times of need. While only whelps believe they’ve seen this demigod all of Jörmungind believes in their existence. They are sometimes referred to as the sky guardian, always watching from above and willing to cast light into troubled lives. Oaveiss can often be mistaken for another deity but they are nothing more then a helpful spirit - that feeling you get when giving a gift. [img]https://cdn.discordapp.com/attachments/721924199236763648/851514687111561226/Untitled_Artwork.png[/img] [b]Expelled[/b] With such odd beliefs and violent tendencies Jörmungind has been cast out from other flights. In response to this they formed a new flight - dust. The dust flight is a combination of wind and earth. Their rune is of their deity, twisting to bight its own tail in a figure eight.
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Medgar: The one true deity
The dragons of Jörmungind don't believe in the many deities the rest of Sornieth hold dear. They believe in a great world serpent. This serpent, named Medgar, is large enough to wrap around the world and grab it's tail in its massive jaws. If It's ever to release its tail it will thrash onto land and fill the sky with poison.

New_Deity_.png

Oaveiss: The Demigod (Oh-vay-is)
Said to be the child of Medgar, Oaveiss is a helpful spirit. They are often blamed for good fortune and are called upon in times of need. While only whelps believe they’ve seen this demigod all of Jörmungind believes in their existence. They are sometimes referred to as the sky guardian, always watching from above and willing to cast light into troubled lives.
Oaveiss can often be mistaken for another deity but they are nothing more then a helpful spirit - that feeling you get when giving a gift.

Untitled_Artwork.png

Expelled
With such odd beliefs and violent tendencies Jörmungind has been cast out from other flights. In response to this they formed a new flight - dust. The dust flight is a combination of wind and earth. Their rune is of their deity, twisting to bight its own tail in a figure eight.
1bGY4da.gif
G6dp9TC.gifX7lZdvM.gifRiz8QCR.gifTgsXEGE.pngUcGmwnI.pngYqQahg2.png
[center][b]Locations[/b][/center] [b]The councilors Chambers[/b] A series of rooms branching directly off of the hall of judgement. Each one is tailored to an individual councilor. Driskoll - This councilors room is bathed in red and marble. It is decorated with oriental carved red furniture and cardinal feathers. Everything has round edges and is worn down with old age. - He needs a stand in for he’s not allowed to leave his chambers. Ceiro - This room is empty. It’s the only room with a lock on the outside and not on the inside. Rue - This diplomats room is simple. The beach wood furniture is stainless and small vials of blue liquid sit on every open surface. While the rest of the room is spotless the bed is never made. Ozico - The peacekeepers room has dark walls and orange furniture. Often times paper ghost adorn the any open space. Scoundrel - The beastclan interpreter’s room is covered in garbage, no furniture to be seen. Gem and Coin - The large room is split evenly down the center from one corner to another. One half is covered in blue and white with diamonds and sapphires on every ornate item. That half has very sturdy, angular furniture and a chandelier. The other half is covered in bright gold and yellow ochre items, intricate cloth and pillows are everywhere. Incense is lit in every not so flammable corner. Prison warden General Extra for random citizen [b]The Hall of Judgement[/b] This large round room sits at the center of the councilors chambers. It is starkly contrasting the rest of the lair. Instead of brown and sandy colors along its walls marble has been brought in to line it. Marble and fine gray stone cover the large room with tall ceilings. Yellow and black carpets lay in stripes along the floor and walls leading up to a large chandelier. The chandelier is made of gold and carved ebony in the shape of snake heads. It overlooks a round table in the center of the room with chairs surrounding it, each different from the next. Extending from the room is a wide hallway meant for dragons with questions to line up and wait for the council. This is also where prisoners will await judgement. [center][img]https://cdn.discordapp.com/attachments/721924199236763648/851967311236694016/Untitled_Artwork.png[/img][/center] [b]The Prison[/b] Located very deep underground, at some points even dipping under the council chambers, is a very expansive tunnel systems. The ceilings are low here but walkways are wide. This allows for combat to be difficult for anyone but the small and maneuverable guards. Torches line the walls in even intervals, bathing the system in bright orange glow. The cells are located every 5 feet, separated by thick walls of stone. Each cell is just big enough for a dragon to fit but the ceilings are even lower here. It’s very uncommon to be able to stand fully in a cell. The bars are iron and are crossed to form diamonds. Within the cell is a set of chains attached to the back wall. These are to be connected to the prisoners neck, legs, and a set of cuffs for their wings. Not many prisoners would survive down here if it wasn’t for the excellent meals and access to small hobbies. Dragons eat the councils leftovers here. They are often taught tapestry weaving and wood carving. The current prisoners are: - Daenero - Tax - Eldritch The current guards are: - Rugore - Croak [b]Geode[/b] Geode is a marketplace. While mining out space for the clan an impossibly large geode is found. It is of oblong shape, at least 6 times larger long then it is tall. The cavern is full of dirty white crystals that reflect light so well the room can be lit up in its entirety by a single candle. Such a beautiful place couldn’t be left to one dragon but it wasn’t quite fancy enough to become a park or landmark. Geode was quickly populated by merchants who saw the unique place as a great spot to sell their wares. The cavern can house up to 120 small booths at once.
Locations

The councilors Chambers
A series of rooms branching directly off of the hall of judgement. Each one is tailored to an individual councilor.

Driskoll
- This councilors room is bathed in red and marble. It is decorated with oriental carved red furniture and cardinal feathers. Everything has round edges and is worn down with old age.
- He needs a stand in for he’s not allowed to leave his chambers.

Ceiro
- This room is empty. It’s the only room with a lock on the outside and not on the inside.

Rue
- This diplomats room is simple. The beach wood furniture is stainless and small vials of blue liquid sit on every open surface. While the rest of the room is spotless the bed is never made.

Ozico
- The peacekeepers room has dark walls and orange furniture. Often times paper ghost adorn the any open space.

Scoundrel
- The beastclan interpreter’s room is covered in garbage, no furniture to be seen.

Gem and Coin
- The large room is split evenly down the center from one corner to another. One half is covered in blue and white with diamonds and sapphires on every ornate item. That half has very sturdy, angular furniture and a chandelier. The other half is covered in bright gold and yellow ochre items, intricate cloth and pillows are everywhere. Incense is lit in every not so flammable corner.

Prison warden

General

Extra for random citizen

The Hall of Judgement
This large round room sits at the center of the councilors chambers. It is starkly contrasting the rest of the lair. Instead of brown and sandy colors along its walls marble has been brought in to line it. Marble and fine gray stone cover the large room with tall ceilings. Yellow and black carpets lay in stripes along the floor and walls leading up to a large chandelier. The chandelier is made of gold and carved ebony in the shape of snake heads. It overlooks a round table in the center of the room with chairs surrounding it, each different from the next.

Extending from the room is a wide hallway meant for dragons with questions to line up and wait for the council. This is also where prisoners will await judgement.


Untitled_Artwork.png

The Prison
Located very deep underground, at some points even dipping under the council chambers, is a very expansive tunnel systems. The ceilings are low here but walkways are wide. This allows for combat to be difficult for anyone but the small and maneuverable guards. Torches line the walls in even intervals, bathing the system in bright orange glow. The cells are located every 5 feet, separated by thick walls of stone. Each cell is just big enough for a dragon to fit but the ceilings are even lower here. It’s very uncommon to be able to stand fully in a cell. The bars are iron and are crossed to form diamonds. Within the cell is a set of chains attached to the back wall. These are to be connected to the prisoners neck, legs, and a set of cuffs for their wings.
Not many prisoners would survive down here if it wasn’t for the excellent meals and access to small hobbies. Dragons eat the councils leftovers here. They are often taught tapestry weaving and wood carving.

The current prisoners are:
- Daenero
- Tax
- Eldritch

The current guards are:
- Rugore
- Croak

Geode
Geode is a marketplace. While mining out space for the clan an impossibly large geode is found. It is of oblong shape, at least 6 times larger long then it is tall. The cavern is full of dirty white crystals that reflect light so well the room can be lit up in its entirety by a single candle. Such a beautiful place couldn’t be left to one dragon but it wasn’t quite fancy enough to become a park or landmark. Geode was quickly populated by merchants who saw the unique place as a great spot to sell their wares. The cavern can house up to 120 small booths at once.
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Driskoll lore

Driskoll was one of the travelers who discovered the cavernous ridge that the clan now resides in. He was just a teen at the time, with red scales freckled with purple and gold and a face full of hope and arrogance. He was an apprentice of one of the other travelers, one who still remains nameless to this day (not Ceiro who told you that). Another traveler was with them, a bulking skydancer with the leathery wings of a half-bred. The tail is true, the one about them being too weak to leave the ridge after falling in during a particularly dark night. The caves they discovered during their time at the bottom inspired the idea of a settlement. Being as haughty as he was Driskoll quickly declared himself king and used his brawn to discourage the others from taking his place. He called himself the red king and fashioned himself an iron crown before he could even make sure the group had a source of water.
The original cavern was carved deeper and an easy way to the surface was established. With that done Driskoll hand picked a few from a local town to persuade to join. The first few were just some lady friends he had made but eventually he brought back some dragons who could do a bit of heavy lifting. With ridge beginning to become crowded expanding was necessary and expand they did. Within the next few years the entire ridge had dens carved in every available rock face and Driskoll was still sitting at the top of it all.
He was a strict ruler for quite some time and the other original adventurers were swept beneath a metaphorical rug. Dragons were becoming uneasy around their ever present ruler, the red king was almost overthrown before he decided to change things up.
By now Driskoll was getting up in years, his once fantastic scales where growing thin and losing their color and his thick mane was now wiry and uneven. He was cold towards others and often snapped at visitors. Many more knowledgeable folk saw his behavior and thought back to emperors- one of those in such a closed in environment could spell death for thousands. Driskoll came to his senses and along with the help of the rest of the clan he formed a council. Not long after he ceased to exist.
The truth is he sealed himself away in his quarters for the safety of the clan but to keep what little is left of his image they were told he just doesn’t like to be seen. Many have forged stories though- perhaps the red king kicked the bucket, or maybe he did go full emperor and every earthquake they experience is him stomping around beneath the old palace. Each rumor is snuffed out by those working with the council but there is one they can’t seem to squash.

With Driskoll sealed away he is required to have a dragon who can relay his words, an interpreter. Many believe this dragon is a fraud and no one can prove them wrong without finding where the old king resides. Is the one in charge of it all silent while a hatchling speaks in his voice?
Driskoll lore

Driskoll was one of the travelers who discovered the cavernous ridge that the clan now resides in. He was just a teen at the time, with red scales freckled with purple and gold and a face full of hope and arrogance. He was an apprentice of one of the other travelers, one who still remains nameless to this day (not Ceiro who told you that). Another traveler was with them, a bulking skydancer with the leathery wings of a half-bred. The tail is true, the one about them being too weak to leave the ridge after falling in during a particularly dark night. The caves they discovered during their time at the bottom inspired the idea of a settlement. Being as haughty as he was Driskoll quickly declared himself king and used his brawn to discourage the others from taking his place. He called himself the red king and fashioned himself an iron crown before he could even make sure the group had a source of water.
The original cavern was carved deeper and an easy way to the surface was established. With that done Driskoll hand picked a few from a local town to persuade to join. The first few were just some lady friends he had made but eventually he brought back some dragons who could do a bit of heavy lifting. With ridge beginning to become crowded expanding was necessary and expand they did. Within the next few years the entire ridge had dens carved in every available rock face and Driskoll was still sitting at the top of it all.
He was a strict ruler for quite some time and the other original adventurers were swept beneath a metaphorical rug. Dragons were becoming uneasy around their ever present ruler, the red king was almost overthrown before he decided to change things up.
By now Driskoll was getting up in years, his once fantastic scales where growing thin and losing their color and his thick mane was now wiry and uneven. He was cold towards others and often snapped at visitors. Many more knowledgeable folk saw his behavior and thought back to emperors- one of those in such a closed in environment could spell death for thousands. Driskoll came to his senses and along with the help of the rest of the clan he formed a council. Not long after he ceased to exist.
The truth is he sealed himself away in his quarters for the safety of the clan but to keep what little is left of his image they were told he just doesn’t like to be seen. Many have forged stories though- perhaps the red king kicked the bucket, or maybe he did go full emperor and every earthquake they experience is him stomping around beneath the old palace. Each rumor is snuffed out by those working with the council but there is one they can’t seem to squash.

With Driskoll sealed away he is required to have a dragon who can relay his words, an interpreter. Many believe this dragon is a fraud and no one can prove them wrong without finding where the old king resides. Is the one in charge of it all silent while a hatchling speaks in his voice?
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Ideas that need a house:
- Jörmungind is no longer the clan name, it's the name of the continent.
- Each Settlement needs a name
- The folks living in the plains sheltered by the mountain range are all dusty colored
and rootin tootin. The settlement is called Djakl/Carrionalley.
- The folks living in the crag are just like any other dragons from Sornieth - magic +
Crazy. Settlement name unknown at this time.
- The folks living in the woods are reclusive, stubborn, ruthless and may be
poisonous/venomous in some way? They are all very brightly colored and smaller
than average. Some of em live in a swamp and are a bit different. Settlement(s)
name unknown at this time.
- Maybe an underground cult that worships the continent along with the new diety.
Ideas that need a house:
- Jörmungind is no longer the clan name, it's the name of the continent.
- Each Settlement needs a name
- The folks living in the plains sheltered by the mountain range are all dusty colored
and rootin tootin. The settlement is called Djakl/Carrionalley.
- The folks living in the crag are just like any other dragons from Sornieth - magic +
Crazy. Settlement name unknown at this time.
- The folks living in the woods are reclusive, stubborn, ruthless and may be
poisonous/venomous in some way? They are all very brightly colored and smaller
than average. Some of em live in a swamp and are a bit different. Settlement(s)
name unknown at this time.
- Maybe an underground cult that worships the continent along with the new diety.
1bGY4da.gif
G6dp9TC.gifX7lZdvM.gifRiz8QCR.gifTgsXEGE.pngUcGmwnI.pngYqQahg2.png
Reserved
Reserved
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