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TOPIC | [LORE] The Archive of Ages
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[center][img]https://i.imgur.com/OdGIUNd.png[/img] [size=6][font=garamond][color=#6E0C04][b]Welcome to the Archive of Ages[/b][/color][/font][/size] [font=calibri]High vaulted ceilings give way to tidy rows of shelves, and the sun glides serenely over the parquet floors. There is a warmth here, despite its empty halls, and though the dust motes linger in the air, each table and chair appears spotlessly clean. A higher power is at work here, that much is certain. This is a hallowed place, brimming with knowledge unbound by the constraints of time or space. Here, a reader may learn a great deal about Sornieth, if only they have the patience to listen to what the Archive has to say. Welcome to the Archive of Ages. May you find new wisdom within its walls.[/font] [img]https://i.imgur.com/kofUzSZ.png[/img] [size=5][font=garamond][color=#6E0C04][b]A Simple Shelf Index Sorted by Subject[/b][/color][/font][/size] [font=calibri]Each shelf contains information regarding the locations, social strata, historical eras, and full lore entries pertaining to each clan. Shelf 001: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44709029]The Luminaries[/url] Shelf 002: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710071]Nyx Coven[/url] Shelf 003: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710100]Middlemist Pass[/url] Shelf 004: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710106]House Spirula[/url] Shelf 005: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710114]The Perihelions[/url] Shelf 006: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710119]The Cherrycrest Players[/url] Shelf 007: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710123]Port Breccia Manor[/url] Shelf 008: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710128]The Copperwicks[/url] Shelf 009: [url=https://www1.flightrising.com/forums/cc/2911293/1#post_44710132]The Garden of Resurrection[/url] Shelf 010: [url=https://www1.flightrising.com/forums/cc/2911293/2#post_44710136]Hazebeacon Lounge[/url] Shelf 011: [url=https://www1.flightrising.com/forums/cc/2911293/2#post_44710138]The Twelve Heavenly Comets[/url] Shelf 012: [url=https://www1.flightrising.com/forums/cc/2911293/2#post_44710144]Reserved by wisdom of the Archive[/url] Shelf 013: [url=https://www1.flightrising.com/forums/cc/2911293/2#post_44710147]Reserved by wisdom of the Archive[/url] Shelf 014: [url=https://www1.flightrising.com/forums/cc/2911293/2#post_44710150]Reserved by wisdom of the Archive[/url] Shelf 015: [url=https://www1.flightrising.com/forums/cc/2911293/2#post_44710154]Reserved by wisdom of the Archive[/url][/font] [img]https://i.imgur.com/OnzXCHw.png[/img] [size=5][font=garamond][color=#6E0C04][b]A Short Catalog of the Three Most Recent Entries[/b][/color][/font][/size] [font=calibri]To read older entries, please visit the shelf pertaining to the clan you wish to read about, and peruse its Story Index for a chronological selection of entries. No entries available at this time.[/font] [img]https://i.imgur.com/lnoUmH1.png[/img] [size=5][font=garamond][color=#6E0C04][b]The Archive Welcomes All Patrons, New and Old[/b][/color][/font][/size] [font=calibri]Simply reply to this thread asking to become an Archive patron, and you will be placed on the pinglist. You do not need to ping Tues. @/shanncrafter @/Disillusionist @/myriadofstars @/user @/user[/font] [img]https://i.imgur.com/AzYY7Of.png[/img] [font=calibri]All coding and writing is the work of Tues, while the Archive's inimitable graphics are the work of [url=https://flightrising.com/main.php?p=lair&tab=userpage&id=254672]Disillusionist[/url]. We ask that you do not use anything in this thread for your own purposes.[/font]
OdGIUNd.png

Welcome to the Archive of Ages

High vaulted ceilings give way to tidy rows of shelves, and the sun glides serenely over the parquet floors. There is a warmth here, despite its empty halls, and though the dust motes linger in the air, each table and chair appears spotlessly clean.

A higher power is at work here, that much is certain. This is a hallowed place, brimming with knowledge unbound by the constraints of time or space. Here, a reader may learn a great deal about Sornieth, if only they have the patience to listen to what the Archive has to say.

Welcome to the Archive of Ages. May you find new wisdom within its walls.


kofUzSZ.png

A Simple Shelf Index Sorted by Subject

Each shelf contains information regarding the locations, social strata, historical eras, and full lore entries pertaining to each clan.


Shelf 001: The Luminaries
Shelf 002: Nyx Coven
Shelf 003: Middlemist Pass
Shelf 004: House Spirula
Shelf 005: The Perihelions
Shelf 006: The Cherrycrest Players
Shelf 007: Port Breccia Manor
Shelf 008: The Copperwicks
Shelf 009: The Garden of Resurrection
Shelf 010: Hazebeacon Lounge
Shelf 011: The Twelve Heavenly Comets
Shelf 012: Reserved by wisdom of the Archive
Shelf 013: Reserved by wisdom of the Archive
Shelf 014: Reserved by wisdom of the Archive
Shelf 015: Reserved by wisdom of the Archive


OnzXCHw.png

A Short Catalog of the Three Most Recent Entries

To read older entries, please visit the shelf pertaining to the clan you wish to read about, and peruse its Story Index for a chronological selection of entries.


No entries available at this time.


lnoUmH1.png

The Archive Welcomes All Patrons, New and Old

Simply reply to this thread asking to become an Archive patron, and you will be placed on the pinglist. You do not need to ping Tues.


@/shanncrafter @/Disillusionist @/myriadofstars @/user @/user


AzYY7Of.png

All coding and writing is the work of Tues, while the Archive's inimitable graphics are the work of Disillusionist. We ask that you do not use anything in this thread for your own purposes.
tumblr_oswio1jT2U1v8lm95o2_100.gif â– 
she/they -- fr+3
lore shop -- hatchery -- clan lore -- quests
[center][img]https://i.imgur.com/4OgklIM.png[/img] [size=5][font=garamond][color=#6E0C04][b]The Luminaries: A Light Clan[/b][/color][/font][/size] [font=calibri]A branch of the Order Radiant, the Luminaries of Isle Heliodoros have built their home on the very place where their leader, Araila, cast the spell which slew the emperor responsible for the Thousand Sun Slaughter. In their new home, which grows steadily as more and more dragons seek to pledge themselves to the mother, to the Light, they monitor the region for Shade activity, and devote themselves to purging it from the land. Perhaps it is heresy to suggest it, but the stones of Isle Heliodoros oftentimes seem alive. There are doors that remain locked for all keys, stairs that never reach the same place twice, and passages that come and go as they wish, none of which have revealed their secrets to the Luminaries' tireless research. To minimize temptation to establish connections with the Shade in exchange for forbidden knowledge, only the highest ranking members of the Luminaries are permitted to explore the shifting halls of the Isle. All other dragons are to remain within the bounds of corridors deemed stable.[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri][columns][img]https://www1.flightrising.com/static/map/icons/light_0.png[/img] [nextcol][font=calibri][b]Isle Heliodoros[/b] was once a sprawling tract of land, but the rage of an emperor tore it to pieces and forced its inhabitants to flee. Only once the beast was defeated by the might of the Luminaries did its current shape come into being. Carved out by the sheer force of magic used to end the Thousand Sun Slaughter, Isle Heliodoros is now an island in the middle of a large lake formed in the destruction. It plays host to the Luminaries' official quarters, a stone monastery raised in record time once again thanks to powerful magic, and under its fertile, flourishing grounds, it hides the scars of the Thousand Sun Slaughter.[/columns][br][br] [columns][img]https://www1.flightrising.com/static/map/icons/nature_0.png[/img] [nextcol][font=calibri][b]The Gardens Alight[/b] WIP[/columns][br][br] [columns][img]https://www1.flightrising.com/static/map/icons/light_3.png[/img] [nextcol][font=calibri][b]The Beacons Eternal[/b] WIP[/columns][br][br] [columns][img]https://www1.flightrising.com/static/map/icons/shadow_3.png[/img] [nextcol][font=calibri][b]The Heretic's Pool[/b] WIP[/columns][br][br] [columns][img]https://www1.flightrising.com/static/map/icons/light_2.png[/img] [nextcol][font=calibri][b]Heliodoros Dungeon[/b] WIP[/columns][br][br] [columns][img]https://www1.flightrising.com/static/map/icons/light_1.png[/img] [nextcol][font=calibri][b]The Shrine of the Mother[/b] WIP[/columns][br][br][/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]In order to function smoothly in service to the Lightweaver, the Luminaries rely on a strict, power-based social strata. Only dragons of great magical renown have the opportunity to advance within the Order, and contact with non-magical populations outside of the pursuit and eradication of Shade remnants is extremely limited. [b]The Justices[/b] of the Luminaries serve as the powers that be. While their subordinates may make decisions independently, according to their talents and unique realms of knowledge, the Justices are the final word when it comes to decisions affecting their entire order. Isle Heliodoros has two Justices at this time. [url=https://www1.flightrising.com/dragon/54618804]Araila, the Justice of Valor[/url], earned her title by ending the Thousand Sun Slaughter with a spell of her own creation. Mahavi, Justice of Honor, is so named for his dedication to arbitration, a trait the main branch of Order Radiant decreed a balanced match to Araila's power. [b]Scions[/b] are the children of Justices, and often travel to the Order Radiant's main branch to complete their studies. Like their parents, they are typically titled after a virtue (e.g. the Scion of Mercy), but should they excel in their studies with the Order [i]and[/i] display another virtue in prominence, they may become a Justice named for a virtue of their choice. Scions are afforded special privilege due to their heritage. The children of powerful mages, expectations are placed heavy upon their shoulders from the day they hatch. [b]Sages[/b] are the next rank within the Luminaries. Named after flowers (e.g. the Hibiscus Sage), these dragons put their talents to work as healers or assassins. Most sages are not pushed into the role at a young age, but eased into it following an aptitude in their studies, whether that aptitude be for healing the body or destroying it. [b]Paladins[/b] hold equal pull with the sages, and take their names from animals that reflect their chosen style of combat, their weapons, or even their philosophies of physicality. A paladin who prefers a rough, direct approach may style themselves the Bull Paladin, while a paladin who operates through stealth may elect to be known as the Spider Paladin. Paladins typically train from a very young age to make the most of their skills, but there are always exceptions for dragons who show an uncanny understanding of the lines between magic and melee. [b]Oracles[/b], while certainly useful, have a less direct role in the Luminaries' primary activities, and as such, occupy a lower ranking. They style themselves after gemstones (e.g. the Ruby Oracle), and use their magical abilities to communicate with allied clans, scry the future for ideal conditions, and test the mettle of new initiates to the Order. [b]Keepers[/b] are of equal rank to oracles, and take their names from that which they guard (e.g. the Keeper of the Vault). There are very few Keepers present among the Luminaries, but they take their posts very seriously, as they are the barrier between unworthy dragons and dangerous magical artifacts and knowledge. In most cases, Keepers were once sages or paladins who surrendered their higher rank and myriad responsibilities for a single focus. However, the Order occasionally assigns young initiates to the role of Keeper from the outset, should they identify a unique harmony between guard and that which must be guarded. [b]Scribes[/b] are the final rank to possess both magic and regular responsibilities. Named after birds (e.g. the Robin Scribe), they maintain the Luminaries' records, attend to the education of initiates, and draft correspondence to assist the Oracles in their diplomatic affairs. Their magic sees little daily use, a rarity among Luminaries, but they have achieved roles as Scribes precisely because they have the wisdom to deploy magic when necessary, and to identify situations where it will do little good. Typically, scribes choose their own path, but sometimes a stubborn initiate will be assigned the role after repeated failures in testing out of their initiate stage. Since scribes require the least magic, a devoted but magically lacking dragon may still find fulfillment among them. [b]Initiates[/b] occupy a rank below all but dragons without magic, as they have not yet completed training to a satisfactory degree in the Order's eyes. Any dragon who has been screened by oracles and deemed worthy of proper training takes up this mantle, attaching it before their name (e.g. Initiate Esla). Most initiates will not begin their training with a rank in mind, but many find their hearts set on a particular role before long. It is a matter of dedication and innate strength both that will determine if they reach their goals. [b]Dragons without magic[/b] are the lowest rung in the Luminaries' ladder, to the point that only a select few live on Isle Heliodoros. While the Luminaries defend them from harm with a devoted seriousness, they do not permit them to access the Order's magical training or secrets. It is a matter of security, a method of preventing Shade-touched individuals from getting too close to the Luminaries, and a cardinal rule of the Order. Dragons who pledge themselves to the Luminaries but fail to become initiates either return to their homes or carry out their pledge in the lands surrounding Isle Heliodoros. Those who remain take up titles specific to their work (e.g. the Blade Forger), and trade their craft to the Luminaries in exchange for treasure, protection, and advice. A rare few pledged dragons are allowed within the bounds of Isle Heliodoros, simply because there are not dragons to spare for important tasks, like maintaining the Beacons Eternal. Their standard of living is akin to initiates, but they enter Isle Heliodoros with the knowledge that they may never leave, for fear of the Luminaries secrets leaving with them.[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri][b]The Thousand Sun Slaughter Era[/b] WIP [b]The Raising of Heliodoros Era[/b] WIP[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]There are no entries at this time.[/font]
4OgklIM.png

The Luminaries: A Light Clan

A branch of the Order Radiant, the Luminaries of Isle Heliodoros have built their home on the very place where their leader, Araila, cast the spell which slew the emperor responsible for the Thousand Sun Slaughter. In their new home, which grows steadily as more and more dragons seek to pledge themselves to the mother, to the Light, they monitor the region for Shade activity, and devote themselves to purging it from the land.

Perhaps it is heresy to suggest it, but the stones of Isle Heliodoros oftentimes seem alive. There are doors that remain locked for all keys, stairs that never reach the same place twice, and passages that come and go as they wish, none of which have revealed their secrets to the Luminaries' tireless research. To minimize temptation to establish connections with the Shade in exchange for forbidden knowledge, only the highest ranking members of the Luminaries are permitted to explore the shifting halls of the Isle. All other dragons are to remain within the bounds of corridors deemed stable.


bVIQwCq.png

light_0.png Isle Heliodoros was once a sprawling tract of land, but the rage of an emperor tore it to pieces and forced its inhabitants to flee. Only once the beast was defeated by the might of the Luminaries did its current shape come into being. Carved out by the sheer force of magic used to end the Thousand Sun Slaughter, Isle Heliodoros is now an island in the middle of a large lake formed in the destruction. It plays host to the Luminaries' official quarters, a stone monastery raised in record time once again thanks to powerful magic, and under its fertile, flourishing grounds, it hides the scars of the Thousand Sun Slaughter.



nature_0.png The Gardens Alight WIP



light_3.png The Beacons Eternal WIP



shadow_3.png The Heretic's Pool WIP



light_2.png Heliodoros Dungeon WIP



light_1.png The Shrine of the Mother WIP




VWZxqPq.png

In order to function smoothly in service to the Lightweaver, the Luminaries rely on a strict, power-based social strata. Only dragons of great magical renown have the opportunity to advance within the Order, and contact with non-magical populations outside of the pursuit and eradication of Shade remnants is extremely limited.

The Justices of the Luminaries serve as the powers that be. While their subordinates may make decisions independently, according to their talents and unique realms of knowledge, the Justices are the final word when it comes to decisions affecting their entire order.

Isle Heliodoros has two Justices at this time. Araila, the Justice of Valor, earned her title by ending the Thousand Sun Slaughter with a spell of her own creation. Mahavi, Justice of Honor, is so named for his dedication to arbitration, a trait the main branch of Order Radiant decreed a balanced match to Araila's power.

Scions are the children of Justices, and often travel to the Order Radiant's main branch to complete their studies. Like their parents, they are typically titled after a virtue (e.g. the Scion of Mercy), but should they excel in their studies with the Order and display another virtue in prominence, they may become a Justice named for a virtue of their choice.

Scions are afforded special privilege due to their heritage. The children of powerful mages, expectations are placed heavy upon their shoulders from the day they hatch.

Sages are the next rank within the Luminaries. Named after flowers (e.g. the Hibiscus Sage), these dragons put their talents to work as healers or assassins. Most sages are not pushed into the role at a young age, but eased into it following an aptitude in their studies, whether that aptitude be for healing the body or destroying it.

Paladins hold equal pull with the sages, and take their names from animals that reflect their chosen style of combat, their weapons, or even their philosophies of physicality. A paladin who prefers a rough, direct approach may style themselves the Bull Paladin, while a paladin who operates through stealth may elect to be known as the Spider Paladin.

Paladins typically train from a very young age to make the most of their skills, but there are always exceptions for dragons who show an uncanny understanding of the lines between magic and melee.

Oracles, while certainly useful, have a less direct role in the Luminaries' primary activities, and as such, occupy a lower ranking. They style themselves after gemstones (e.g. the Ruby Oracle), and use their magical abilities to communicate with allied clans, scry the future for ideal conditions, and test the mettle of new initiates to the Order.

Keepers are of equal rank to oracles, and take their names from that which they guard (e.g. the Keeper of the Vault). There are very few Keepers present among the Luminaries, but they take their posts very seriously, as they are the barrier between unworthy dragons and dangerous magical artifacts and knowledge.

In most cases, Keepers were once sages or paladins who surrendered their higher rank and myriad responsibilities for a single focus. However, the Order occasionally assigns young initiates to the role of Keeper from the outset, should they identify a unique harmony between guard and that which must be guarded.

Scribes are the final rank to possess both magic and regular responsibilities. Named after birds (e.g. the Robin Scribe), they maintain the Luminaries' records, attend to the education of initiates, and draft correspondence to assist the Oracles in their diplomatic affairs. Their magic sees little daily use, a rarity among Luminaries, but they have achieved roles as Scribes precisely because they have the wisdom to deploy magic when necessary, and to identify situations where it will do little good.

Typically, scribes choose their own path, but sometimes a stubborn initiate will be assigned the role after repeated failures in testing out of their initiate stage. Since scribes require the least magic, a devoted but magically lacking dragon may still find fulfillment among them.

Initiates occupy a rank below all but dragons without magic, as they have not yet completed training to a satisfactory degree in the Order's eyes. Any dragon who has been screened by oracles and deemed worthy of proper training takes up this mantle, attaching it before their name (e.g. Initiate Esla).

Most initiates will not begin their training with a rank in mind, but many find their hearts set on a particular role before long. It is a matter of dedication and innate strength both that will determine if they reach their goals.

Dragons without magic are the lowest rung in the Luminaries' ladder, to the point that only a select few live on Isle Heliodoros. While the Luminaries defend them from harm with a devoted seriousness, they do not permit them to access the Order's magical training or secrets. It is a matter of security, a method of preventing Shade-touched individuals from getting too close to the Luminaries, and a cardinal rule of the Order.

Dragons who pledge themselves to the Luminaries but fail to become initiates either return to their homes or carry out their pledge in the lands surrounding Isle Heliodoros. Those who remain take up titles specific to their work (e.g. the Blade Forger), and trade their craft to the Luminaries in exchange for treasure, protection, and advice.

A rare few pledged dragons are allowed within the bounds of Isle Heliodoros, simply because there are not dragons to spare for important tasks, like maintaining the Beacons Eternal. Their standard of living is akin to initiates, but they enter Isle Heliodoros with the knowledge that they may never leave, for fear of the Luminaries secrets leaving with them.


2Mhj3yH.png

The Thousand Sun Slaughter Era WIP

The Raising of Heliodoros Era WIP


FYvrzK1.png

There are no entries at this time.
tumblr_oswio1jT2U1v8lm95o2_100.gif â– 
she/they -- fr+3
lore shop -- hatchery -- clan lore -- quests
[center][img]https://i.imgur.com/3d39mnj.png[/img] [size=5][font=garamond][color=#6E0C04][b]Nyx Coven: A Shadow Clan[/b][/color][/font][/size] [font=calibri]Once a prosperous coven of witches, Nyx Coven is, as of this day, a lost legend. Traces of their presence remain in the Driftwood Drag and near their site of relocation beside the Mirrorlight Promenade, but extensive proof of their existence remains elusive. Dragons living near locales the coven once frequented swear to their existence, and remain as baffled by their disappearance as historians are, if not more so. The sudden disappearance of Nyx Coven was an upheaval in local trade cycles, and their loss remains keenly felt, especially among clans that relied on their magical expertise for aid.[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri][columns][img]http://www1.flightrising.com/static/map/icons/shadow_1.png[/img] [nextcol][font=calibri][b]The Hall of Origin[/b] is hidden in the Tangled Wood, close to the Driftwood Drag. The original home of Nyx Coven, it is a glade tucked into the heart of the Wispwillow Grove, lit by fireflies and glowshrooms. It is a place hidden from prying eyes, available only to those in desperate need of salvation, and it has seen many witches pass through its heart. The rumors say that the Hall beckons them, calling them ever closer from every reach of time, and that once the Hall has hold, it never lets go. Any dragon born to the Hall of Origins, however, will defend their home from all slander; it is a nurturing place, a place with blessed power. It is a place that kindles witchcraft.[/columns][br][br] [columns][img]http://www1.flightrising.com/static/map/icons/light_0.png[/img] [nextcol][font=calibri][b]The Hall of Ages[/b] is located on the edge of the Sundial Terrace. The new home of Nyx Coven, it is a lifetime away from the Hall of Origin. It is nestled in the lands below the Sundial Terrace, within sight of the Beacon of the Radiant Eye, and it is home to sprawling tiled halls and balconies that overlook the empty sea. Local legend has it that the Hall of Ages stands where there was once nothing but open fields, and that it appeared overnight, perhaps with the blessing of the gods. As a result, locals steer clear of the Hall, respecting it as a sacred space. The coven, however, finds it to be a place of power, and a place of change. No two hallways ever lead to the same place twice.[/columns][br][br] [columns][img]http://www1.flightrising.com/static/map/icons/ice_1.png[/img] [nextcol][font=calibri][b]The Pyrrhic Vale[/b] sweeps through the plains between the Mirrorlight Promenade and the Hewn City. It is a valley ensconced in the shadow of the Beacon of the Radiant Eye. In ages past, it was a dueling ground for rival clans seeking to settle the area, and its beautiful hills belie a deadly history. The flowers that grow in the Vale are said to have lured dragons to their death with sweet scents before folding them into the earth with their roots. Sated by the blood they consumed, they now lie dormant, flowering year-round and providing an idyllic landscape for dragons that do not wish to settle in large groups. Nonetheless, tradition persists, and on nights of blood moons, dragons migrate elsewhere until sunrise.[/columns][br][br] [columns][img]http://www1.flightrising.com/static/map/icons/light_2.png[/img] [nextcol][font=calibri][b]The Hewn Shrine[/b] can be found dangerously close to the Hewn City proper. It derives its name its proximity to the ghostly ruins. It is a somber place, meant for the dead to rest and the living to pray. Dragons come here only for funerals or offerings, wary of disturbing hallowed ground with trivial matters, and only flight representatives may been found in the Shrine's halls at all hours of the day, as they are responsible for maintaining their deities' altars. There are whispers that the representatives reside in the Shrine for darker purposes, though, purposes connected to the dragons that vanish into the Hewn City without a trace.[/columns][br][br] [columns][img]http://www1.flightrising.com/static/map/icons/nature_1.png[/img] [nextcol][font=calibri][b]The Bridge of Seasons[/b] cannot be discovered without luck unless the Bridge wills it. It is a between world, caught between now and then, yesterday and yesteryear. It cannot be found by normal means, nor can it be abandoned so easily. Tales of the Bridge of Seasons say that it occupies all four seasons at once, each as ephemeral as it is eternal, and that the wind whistles beneath it, reaching the sky in melancholy notes that bend the ear toward it like a siren's call. Those claimed by the Bridge are said to be caught in crossing, and few are likely to reach the other side. Those that do, though, are forever marked by the faintest touch of autumn light and spring-sweet scent.[/columns][br][br] [columns][img]http://www1.flightrising.com/static/map/icons/water_1.png[/img] [nextcol] [font=calibri][b]The Cove Inn[/b] is a small establishment that sits on the shared edge of the Sundial Terrace and Tsunami Flats. Nyx Coven does not have many holdings located far from the Hall of Ages, but the Cove Inn is its one rare exception. It is a small resort run with a limited staff and a number of exceptional perks. Most notably, though, the inn is reserved for Nyx Coven witches at any time, no questions asked. Moreover, it serves as a trading post for regions beyond immediate reach of the Sunbeam Ruins, and among its trade items are sometimes more illicit materials, such as dark spells and ingredients for potions of a questionable nature.[/columns][/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]Unlike in some clans, the social strata of Nyx Coven contain few layers. At the very top is the coven's queen, [url=https://www1.flightrising.com/dragon/13284435]Zera[/url], a witch of great elemental renown. She keeps close council with her consort, [url=https://www1.flightrising.com/dragon/13284436]Aethos[/url], as well as [url=https://www1.flightrising.com/dragon/13281350]Verity the time witch[/url] and [url=https://www1.flightrising.com/dragon/58829007]Hiareth the sentinel[/url]. However, her coven does not divide itself any further. The majority of its residents are witches in their own right, but they willingly play host to those without magic, serving as a haven from persecution. As disputes arise, they are typically settled on a personal level, coming to the queen's attention only when compromise cannot be reached. And in the event of danger threatening the whole coven, dragons are set to work according to their individual skills rather than a rank. The resulting structures foster cooperation and communication with little cause for division or resentment.[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri][b]The Origin Era:[/b] The Origin Era was the time of the coven's founding, deep in the Tangled Wood. There was much turmoil and turnover at this time, featuring a great number of dragons who came and went from beneath the coven queen's watchful eye. Most notably, the natural world surrounding the coven was in flux, with streams shifting and paths wandering in new directions, among other unusual phenomena. This era ended as those fluctuations culminated in an unforeseen shift in the coven's location. [b]The Ages Era:[/b] The Ages Era began when Nyx Coven was uprooted from the (retroactively named) Hall of Origin and relocated within the Hall of Ages. Only some of the coven's original members were relocated, while others were left behind in the Wispwillow Grove. Various witches began to flock to the coven in greater numbers than before, often by inexplicable chance, and the coven members were torn between mourning their old lives and building new ones in the Lightweaver's lands. [b]The Bridge Era:[/b] The transition from the Ages Era to the Bridge Era was smooth and subtle, only noticeable in the time that followed. As greater numbers of witches arrived, so did manifestations of natural forces, like faeries and dryads. These local powers were heralds of a greater power, the Bridge of Seasons, an enchanted locale with enormous magical strength that began to warp the coven's territory in new ways. This era was characterized by indecision as the coven tried to decide whether an alliance or a war was appropriate with regards to the Bridge and its denizens. [b]The Emperor Era:[/b] With alliances finally and tentatively established came the arrival of the Emperor, and the current age. The land is alive with untold magic, but things best left buried are rising again nonetheless. All witches of the coven, and even those few non-magical residents, are preparing for a long, grim war against the Emperor ravaging the Sunbeam Ruins. The outcome remains uncertain, and the era promises to be a frightening chapter in coven history.[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri][b]Origin Era[/b] 1.1: Long Live the Godless 1.11: A Failed Experiment 1.2: The Shift 1.3: Missing Spaces, Missing Faces[/font]
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Nyx Coven: A Shadow Clan

Once a prosperous coven of witches, Nyx Coven is, as of this day, a lost legend. Traces of their presence remain in the Driftwood Drag and near their site of relocation beside the Mirrorlight Promenade, but extensive proof of their existence remains elusive.

Dragons living near locales the coven once frequented swear to their existence, and remain as baffled by their disappearance as historians are, if not more so. The sudden disappearance of Nyx Coven was an upheaval in local trade cycles, and their loss remains keenly felt, especially among clans that relied on their magical expertise for aid.


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shadow_1.png The Hall of Origin is hidden in the Tangled Wood, close to the Driftwood Drag. The original home of Nyx Coven, it is a glade tucked into the heart of the Wispwillow Grove, lit by fireflies and glowshrooms. It is a place hidden from prying eyes, available only to those in desperate need of salvation, and it has seen many witches pass through its heart. The rumors say that the Hall beckons them, calling them ever closer from every reach of time, and that once the Hall has hold, it never lets go. Any dragon born to the Hall of Origins, however, will defend their home from all slander; it is a nurturing place, a place with blessed power. It is a place that kindles witchcraft.



light_0.png The Hall of Ages is located on the edge of the Sundial Terrace. The new home of Nyx Coven, it is a lifetime away from the Hall of Origin. It is nestled in the lands below the Sundial Terrace, within sight of the Beacon of the Radiant Eye, and it is home to sprawling tiled halls and balconies that overlook the empty sea. Local legend has it that the Hall of Ages stands where there was once nothing but open fields, and that it appeared overnight, perhaps with the blessing of the gods. As a result, locals steer clear of the Hall, respecting it as a sacred space. The coven, however, finds it to be a place of power, and a place of change. No two hallways ever lead to the same place twice.



ice_1.png The Pyrrhic Vale sweeps through the plains between the Mirrorlight Promenade and the Hewn City. It is a valley ensconced in the shadow of the Beacon of the Radiant Eye. In ages past, it was a dueling ground for rival clans seeking to settle the area, and its beautiful hills belie a deadly history. The flowers that grow in the Vale are said to have lured dragons to their death with sweet scents before folding them into the earth with their roots. Sated by the blood they consumed, they now lie dormant, flowering year-round and providing an idyllic landscape for dragons that do not wish to settle in large groups. Nonetheless, tradition persists, and on nights of blood moons, dragons migrate elsewhere until sunrise.



light_2.png The Hewn Shrine can be found dangerously close to the Hewn City proper. It derives its name its proximity to the ghostly ruins. It is a somber place, meant for the dead to rest and the living to pray. Dragons come here only for funerals or offerings, wary of disturbing hallowed ground with trivial matters, and only flight representatives may been found in the Shrine's halls at all hours of the day, as they are responsible for maintaining their deities' altars. There are whispers that the representatives reside in the Shrine for darker purposes, though, purposes connected to the dragons that vanish into the Hewn City without a trace.



nature_1.png The Bridge of Seasons cannot be discovered without luck unless the Bridge wills it. It is a between world, caught between now and then, yesterday and yesteryear. It cannot be found by normal means, nor can it be abandoned so easily. Tales of the Bridge of Seasons say that it occupies all four seasons at once, each as ephemeral as it is eternal, and that the wind whistles beneath it, reaching the sky in melancholy notes that bend the ear toward it like a siren's call. Those claimed by the Bridge are said to be caught in crossing, and few are likely to reach the other side. Those that do, though, are forever marked by the faintest touch of autumn light and spring-sweet scent.



water_1.png The Cove Inn is a small establishment that sits on the shared edge of the Sundial Terrace and Tsunami Flats. Nyx Coven does not have many holdings located far from the Hall of Ages, but the Cove Inn is its one rare exception. It is a small resort run with a limited staff and a number of exceptional perks. Most notably, though, the inn is reserved for Nyx Coven witches at any time, no questions asked. Moreover, it serves as a trading post for regions beyond immediate reach of the Sunbeam Ruins, and among its trade items are sometimes more illicit materials, such as dark spells and ingredients for potions of a questionable nature.


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Unlike in some clans, the social strata of Nyx Coven contain few layers. At the very top is the coven's queen, Zera, a witch of great elemental renown. She keeps close council with her consort, Aethos, as well as Verity the time witch and Hiareth the sentinel. However, her coven does not divide itself any further. The majority of its residents are witches in their own right, but they willingly play host to those without magic, serving as a haven from persecution.

As disputes arise, they are typically settled on a personal level, coming to the queen's attention only when compromise cannot be reached. And in the event of danger threatening the whole coven, dragons are set to work according to their individual skills rather than a rank. The resulting structures foster cooperation and communication with little cause for division or resentment.


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The Origin Era: The Origin Era was the time of the coven's founding, deep in the Tangled Wood. There was much turmoil and turnover at this time, featuring a great number of dragons who came and went from beneath the coven queen's watchful eye. Most notably, the natural world surrounding the coven was in flux, with streams shifting and paths wandering in new directions, among other unusual phenomena. This era ended as those fluctuations culminated in an unforeseen shift in the coven's location.

The Ages Era: The Ages Era began when Nyx Coven was uprooted from the (retroactively named) Hall of Origin and relocated within the Hall of Ages. Only some of the coven's original members were relocated, while others were left behind in the Wispwillow Grove. Various witches began to flock to the coven in greater numbers than before, often by inexplicable chance, and the coven members were torn between mourning their old lives and building new ones in the Lightweaver's lands.

The Bridge Era: The transition from the Ages Era to the Bridge Era was smooth and subtle, only noticeable in the time that followed. As greater numbers of witches arrived, so did manifestations of natural forces, like faeries and dryads. These local powers were heralds of a greater power, the Bridge of Seasons, an enchanted locale with enormous magical strength that began to warp the coven's territory in new ways. This era was characterized by indecision as the coven tried to decide whether an alliance or a war was appropriate with regards to the Bridge and its denizens.

The Emperor Era: With alliances finally and tentatively established came the arrival of the Emperor, and the current age. The land is alive with untold magic, but things best left buried are rising again nonetheless. All witches of the coven, and even those few non-magical residents, are preparing for a long, grim war against the Emperor ravaging the Sunbeam Ruins. The outcome remains uncertain, and the era promises to be a frightening chapter in coven history.


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Origin Era
1.1: Long Live the Godless
1.11: A Failed Experiment
1.2: The Shift
1.3: Missing Spaces, Missing Faces
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she/they -- fr+3
lore shop -- hatchery -- clan lore -- quests
[center][img]https://i.imgur.com/7XHwU9M.png[/img] [size=5][font=garamond][color=#6E0C04][b]Middlemist Pass: An Ice Clan[/b][/color][/font][/size] [font=calibri]intro here[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri]list locations[/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]list strata[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri]list eras[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]list entries[/font]
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Middlemist Pass: An Ice Clan

intro here

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list locations

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[center][img]https://i.imgur.com/PX8AAZZ.png[/img] [size=5][font=garamond][color=#6E0C04][b]House Spirula: A Water Clan[/b][/color][/font][/size] [font=calibri]intro here[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri]list locations[/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]list strata[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri]list eras[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]list entries[/font]
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House Spirula: A Water Clan

intro here

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list locations

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list strata

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[center][img]https://i.imgur.com/VUpI59J.png[/img] [size=5][font=garamond][color=#6E0C04][b]The Perihelions: A Fire Clan[/b][/color][/font][/size] [font=calibri]intro here[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri]list locations[/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]list strata[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri]list eras[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]list entries[/font]
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The Perihelions: A Fire Clan

intro here

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[center][img]https://i.imgur.com/v1M0PjX.png[/img] [size=5][font=garamond][color=#6E0C04][b]The Cherrycrest Players: A Wind Clan[/b][/color][/font][/size] [font=calibri]intro here[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri]list locations[/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]list strata[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri]list eras[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]list entries[/font]
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The Cherrycrest Players: A Wind Clan

intro here

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list locations

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[center][img]https://i.imgur.com/Ke4QIWT.png[/img] [size=5][font=garamond][color=#6E0C04][b]Port Breccia Manor: An Earth Clan[/b][/color][/font][/size] [font=calibri]intro here[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri]list locations[/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]list strata[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri]list eras[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]list entries[/font]
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Port Breccia Manor: An Earth Clan

intro here

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[center][img]https://i.imgur.com/shs4N2d.png[/img] [size=5][font=garamond][color=#6E0C04][b]The Copperwicks: A Lightning Clan[/b][/color][/font][/size] [font=calibri]intro here[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri]list locations[/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]list strata[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri]list eras[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]list entries[/font]
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The Copperwicks: A Lightning Clan

intro here

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list locations

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[center][img]https://i.imgur.com/p9YsQg9.png[/img] [size=5][font=garamond][color=#6E0C04][b]The Garden of Resurrection: A Nature Clan[/b][/color][/font][/size] [font=calibri]intro here[/font] [img]https://i.imgur.com/bVIQwCq.png[/img] [font=calibri]list locations[/font] [img]https://i.imgur.com/VWZxqPq.png[/img] [font=calibri]list strata[/font] [img]https://i.imgur.com/2Mhj3yH.png[/img] [font=calibri]list eras[/font] [img]https://i.imgur.com/FYvrzK1.png[/img] [font=calibri]list entries[/font]
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The Garden of Resurrection: A Nature Clan

intro here

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