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TOPIC | [LORE] Chronicles of Clan _______
[center] [img]https://i.imgur.com/iVZTsR8.png[/img] [size=1]Image Credit: LuminousNoble[/size] [/center] [center][size=7][font=Lucida Sans][color=purple][b]Clan _______[/b][/color][/font][/size][/center] [center][size=3][color=violet][font=Lucida Console](Yes, it's called _______. You pronounce it by saying Clan and then staring intensely at the person you're talking to for a few seconds.)[/color][/size][/center] ----- [center][color=violet][font=Lucida Console][size=2]This is where the links would go[/color][/size][/font][/center] ----- There are many islands in the sea between the Starfall Isles and the Southern Icefield, most of them uninhabited. Too cold and barren for most to live comfortably, there's little reason for many dragons to attempt to live so far away from the rest of draconic society on the mainland. And yet there is one large clan that claims a loose dominion over the islands, holding firm against the elements in a fortress carved from the pink chalcedony of the largest island. Clan _______ named their home the Far-Flung Fortress (as the couriers refused to acknowledge the blank space as a valid mailing adress) and despite their anarchic structure have come together to build their young clan into one that has earned some recognition from more established ones. Clan _______ carved its place in the world by acting as a major hub for trade between the Arcane and Ice flights. While the eastern parts of Sornieth may prefer to travel by boat directly from the mainland to the Icefield and back, in the west it is easier and safer to stop in Clan _______ halfway through the journey. The clan's Guard protects ships and travellers from pirates and other raiders as part of their regular duties. (Though of course you can hire them as a temporary guard if you need the added protection.) And for those who don't travel by ship, the southwestern island chain is about the only way to make it across the frigid sea. The clan maintains a number of travel shelters on the islands, providing a magically warded place for travellers to rest their weary wings. The fortress island is impossible to miss, as even without its tower it would be the tallest landmark in the sea. A massive chalcedony island juts out of the ocean, curving protectively over the fortress carved into its sheltered inner side. Below it, some other buildings dot the landscape, most of them clustered around the port at the island's far end. The island has no lighthouse — at night the island itself glows with points of light magically ignited in the island's chalcedony like stars brought down to Sorneith.
iVZTsR8.png
Image Credit: LuminousNoble
Clan _______
(Yes, it's called _______. You pronounce it by saying Clan and then staring intensely at the person you're talking to for a few seconds.)

This is where the links would go


There are many islands in the sea between the Starfall Isles and the Southern Icefield, most of them uninhabited. Too cold and barren for most to live comfortably, there's little reason for many dragons to attempt to live so far away from the rest of draconic society on the mainland. And yet there is one large clan that claims a loose dominion over the islands, holding firm against the elements in a fortress carved from the pink chalcedony of the largest island. Clan _______ named their home the Far-Flung Fortress (as the couriers refused to acknowledge the blank space as a valid mailing adress) and despite their anarchic structure have come together to build their young clan into one that has earned some recognition from more established ones.

Clan _______ carved its place in the world by acting as a major hub for trade between the Arcane and Ice flights. While the eastern parts of Sornieth may prefer to travel by boat directly from the mainland to the Icefield and back, in the west it is easier and safer to stop in Clan _______ halfway through the journey. The clan's Guard protects ships and travellers from pirates and other raiders as part of their regular duties. (Though of course you can hire them as a temporary guard if you need the added protection.) And for those who don't travel by ship, the southwestern island chain is about the only way to make it across the frigid sea. The clan maintains a number of travel shelters on the islands, providing a magically warded place for travellers to rest their weary wings.

The fortress island is impossible to miss, as even without its tower it would be the tallest landmark in the sea. A massive chalcedony island juts out of the ocean, curving protectively over the fortress carved into its sheltered inner side. Below it, some other buildings dot the landscape, most of them clustered around the port at the island's far end. The island has no lighthouse — at night the island itself glows with points of light magically ignited in the island's chalcedony like stars brought down to Sorneith.
ZincAlloy.gif
[center][size=7][font=Lucida Sans][color=purple][b]A Guide to the Fortress[/b][/color][/font][/size][/center] [center][size=3][color=violet][font=Lucida Console](Pro Tip: The easiest way to get around is to jump out a window.)[/color][/size][/center] ----- [center][color=violet][font=Lucida Console][size=2]This is where the links would go[/color][/size][/font][/center] ----- Approaching the fortress, it is clear that whoever originally carved the place wasn't given nearly enough guidance on how to design it. The levels are stacked upon each other without any respect for their surroundings, meaning there's about twelve different third floors, each at different elevations. The floors get shorter as you climb higher, such that ridgebacks can fit only in the lowest few while the highest are only suitable for fae. From the outside it's possible to appreciate the rooftop gardens, which, while while only planted in some places, threaten to overflow and cover the rest of the fortress. Large numbers of kites also fly in and out of the fortress bearing messages and packages, apparently able to navigate by their own will. The main entrance to the fortress is a pair of double doors wide enough for multiple guardians to enter side-by-side, bound in metal and heavily enchanted. The walls are similarly protected, carved with protective runes interspersed among the mundane ones that record the clan's history. Even so, entering the fortress isn't difficult, as there are openings on every level that allow dragons to fly in and out at will. As it's carved out of chalcedony, the overwhelming pinkness of the inside of the fortress can quickly get to a dragon. Thus nearly every surface is covered — rugs on the floor, tapestries on the walls, and sometimes even cloth attached to the ceilings. Shelving is common too, and barely-used wooden bookcases and cupboards also line the hallways and rooms to break up the pink. Air circulation is always an issue in a semi-underground structure of this size, and while the ventilation system is advanced, wind dragons can always pick up a bit of extra treasure by freshening the air up a little bit. Heating is less of an issue, as crystals in the walls have been enchanted to hold fire magic for extended periods of time. [center][size=6][font=Lucida Sans][color=purple][b]The Lower Floors[/b][/color][/font][/size][/center] [columns] [url=https://www1.flightrising.com/dragon/8518016][img]http://flightrising.com/rendern/coliseum/portraits/85181/8518016.png[/img][/url] [url=https://www1.flightrising.com/dragon/22595295][img]http://flightrising.com/rendern/coliseum/portraits/225953/22595295.png[/img][/url] [url=https://www1.flightrising.com/dragon/8355206][img]http://flightrising.com/rendern/coliseum/portraits/83553/8355206.png[/img][/url] [nextcol] The first stop for most who visit the fortress is the clan's tavern, which unlike the clan is actually unnamed, not named _______. The old name died with the previous owner, and Saburo has never put in the effort to come up with a new name. It's a bastion of normalcy for those not used to the arcane flight — drinks come from the bar, Kaito prepares food in the kitchens, and you can lay in front of or on top of a table to eat your meal. Most patrons of the tavern are visitors to the clan. It's a place to relax and see some new faces, as the barkeep can't be bother to throw anyone out unless they're seriously causing trouble. (But if anyone does, he will physically hurl them from the premises.) Tonukk is one of the few regulars, and for the most part he is only there to gamble every night. [/columns] [columns]Those who are looking to stay with the clan for a bit should ask for where it is at the tavern, because the innkeeper sure isn't going to tell them where to go. The Incredibly Cursed Please Don't Stay Here I'm Begging You Inn, or whatever similar permutation Gwenfor's going with at the moment, is completely safe and merely run by a skydancer with an overactive imagination. [nextcol] [url=https://www1.flightrising.com/dragon/57141650][img]http://flightrising.com/rendern/coliseum/portraits/571417/57141650.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/7026736][img]http://flightrising.com/rendern/coliseum/portraits/70268/7026736.png[/img][/url] [nextcol] The clan also contains a public shrine, complete with magnificent statues of each of the Eleven. They circle a central stone dais, masterfully carved with a pattern that doesn't betray preference for any of the deities. There is some other art as well, including an engraving on the door of the day the Arcanist climbed the pillar and ruined everything. The head priestess, Brizo, is also willing to provide what she can for those who follow something other than one of the Eleven. She also runs a infirmary for those in need of medical attention, using the peaceful nature of the shrine to ensure the injured can get some rest. [/columns] [columns]The highest level that large dragons can still comfortably fit inside is consumed by a sprawling library, filled with scrolls and tomes from all across Sornieth. Most of them are the research of members of Clan _______ however, and thus are of little use to anyone other than eccentric arcane dragons. As the library expanded into additional rooms and hallways, it began to encompass more than just books, and now you can also find most crystals and magical reagents there. The librarian is usually too engrossed in her own studies to acknowledge visitors, but the books are warded and removing one from the fortress will incur her wrath. [nextcol] [url=https://www1.flightrising.com/dragon/8656549][img]http://flightrising.com/rendern/coliseum/portraits/86566/8656549.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/5826411][img]http://flightrising.com/rendern/coliseum/portraits/58265/5826411.png[/img][/url] [nextcol] Farther into the fortress, close the to closed west wing, is the healer's ward, which specializes in ailments of the magical sort. It also doubles as a cursebreaker's, an invaluable service that some dragons will travel quite a distance for. Rumour has it that the ward has a tunnel into the basement for containing the most dangerous cases... [/columns] [center][size=6][font=Lucida Sans][color=purple][b]The Middle Floors[/b][/color][/font][/size][/center] [columns] Many of the middle floors are used for the individual workshops and laboratories of various clan members, but few are as well-known as Cress's. The local enchanter will create nearly any magical item that a commissioner desires, along with many, many more that none do. He has a showroom where customers can mess around with some of his creations, at their own risk to their personal safety. [nextcol] [url=https://www1.flightrising.com/dragon/12980590][img]http://flightrising.com/rendern/coliseum/portraits/129806/12980590.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/8656550][img]http://flightrising.com/rendern/coliseum/portraits/86566/8656550.png[/img][/url] [nextcol] Many visitors to the clan will end up in Kushiel's tailoring workshop, whether they were planning to or not. The quick-talking fae always has another outfit that he wants someone to try on, and another, and another... It would be easier to escape the unrelenting tide of fashion if the workshop wasn't a disorganized sea of cloth, feathers and loose beads, in sizes large enough for even an imperial. [/columns] [columns]Clan _______ has not one but two tailors, the second of which is far better organized. Mostly because it constantly changes locations, preventing clutter from ever building up in the first place. It specializes in more utilitarian, practical outfits, but only designs or adjusts clothing upon request, as the owner is more interested in pursuing her passion for cartography. (Don't buy the maps, they're useless.) [nextcol] [url=https://www1.flightrising.com/dragon/60238121][img]http://flightrising.com/rendern/coliseum/portraits/602382/60238121.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/26997042][img]http://flightrising.com/rendern/coliseum/portraits/269971/26997042.png[/img][/url] [nextcol] An open secret in the clan is its hidden atrium, which is large enough to even support a few indoor trees. The combination of an immense magical sunlamp and a sophisticated heating system enable it so support plant life from the Gladeveins, providing a little piece of home for nature dragons who can't tolerate the islands naturally chilly and barren climate forever. Entering requires being heavy enough to activate the pressure panels in front of one of the hidden doors — this really only prevents fae from entering without the assistance of a friend, and apparently there's a good reason for that. [/columns] [columns] Hidden deep within the fortress, in what appears to be a long-forgotten corridor, is a lone potion shop. The owner is reclusive, and has an interior decorating style that seems to be trying to be as hostile to visitors as possible. But those who are willing to deal with her will find her to be quite the skilled potion-brewer, as long as she finds them worthy of her potions in return. [nextcol] [url=https://www1.flightrising.com/dragon/4111369][img]http://flightrising.com/rendern/coliseum/portraits/41114/4111369.png[/img][/url] [/columns] [center][size=6][font=Lucida Sans][color=purple][b]The Upper Floors[/b][/color][/font][/size][/center] [columns]One of the fortress's highest rooms is the headquarters for its very own radio station: Radio Starfall. Broadcasting through both radio waves and the magical aether, the station's signal is powerful enough to reach part of the mainland and the icefields. Laguna and Kerda are your co-hosts, and the Radio Starfall station broadcasts music, news reports, educational interviews, and inane banter. So much banter. Tune in with any vaguely appropriate device today! [nextcol] [url=https://www1.flightrising.com/dragon/52083750][img]http://flightrising.com/rendern/coliseum/portraits/520838/52083750.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/31332292][img]http://flightrising.com/rendern/coliseum/portraits/313323/31332292.png[/img][/url] [nextcol] Not only dragons and the occasional beastfolk live in the fortress, as part of the highest floor has been converted into a roost for a large flock of owls. An annoyance to most of the clan, the owlery has been enchanted with many soundproofing spells to keep the birds quiet. They do keep the lair clear of vermin though, unless you're of the opinion that owls are vermin. [/columns] [columns]The top of the fortress is decorated with a series of overflowing terraced gardens. Flowering shrubs and other wildflowers decorate these highest reaches, while overflowing ivy spills out onto the walls of the lower levels. Not just for decoration, these gardens also provide a small amount of food in the form of plants and insects. Just leave the butterflies alone, they're more likely to eat you than the other way around. [nextcol] [url=https://www1.flightrising.com/dragon/27985860][img]http://flightrising.com/rendern/coliseum/portraits/279859/27985860.png[/img][/url] [/columns] [center][size=6][font=Lucida Sans][color=purple][b]The Basement[/b][/color][/font][/size][/center] [columns] [url=https://www1.flightrising.com/dragon/7547006][img]http://flightrising.com/rendern/coliseum/portraits/75471/7547006.png[/img][/url] [nextcol] If you're exploring the clan's basement and run into an blue imperial, you've gone the wrong way. That way leads to the clan's vaults. Sirene guards them, and you're probably going to be picked up and thrown into the ocean for your troubles. [/columns] [columns]The clan's cold storage in is the basement, no matter how often local dragons keep thinking it's on the fourth floor. It wouldn't normally be considered a tourist destination, but if you happen to be about the size of a fae you may want to consider taking a tour of Hope's garden of immaculately preserved and frozen flowers. [nextcol] [url=https://www1.flightrising.com/dragon/43396422][img]http://flightrising.com/rendern/coliseum/portraits/433965/43396422.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/10908435][img]http://flightrising.com/rendern/coliseum/portraits/109085/10908435.png[/img][/url] [nextcol] Somewhere in the basement lies a massive ring of pink chalcedony set into a dais on the floor. A portal to realms unknown, clan members who are aware of its existence have managed to activate it and progress to the poking it with a stick phase, but not much farther than that. It is recommended to stay out of the eerily and completely silent room, as nothing that has fallen into the portal has ever been seen again. Officially, it is not a garbage dump. [/columns]
A Guide to the Fortress
(Pro Tip: The easiest way to get around is to jump out a window.)

This is where the links would go


Approaching the fortress, it is clear that whoever originally carved the place wasn't given nearly enough guidance on how to design it. The levels are stacked upon each other without any respect for their surroundings, meaning there's about twelve different third floors, each at different elevations. The floors get shorter as you climb higher, such that ridgebacks can fit only in the lowest few while the highest are only suitable for fae. From the outside it's possible to appreciate the rooftop gardens, which, while while only planted in some places, threaten to overflow and cover the rest of the fortress. Large numbers of kites also fly in and out of the fortress bearing messages and packages, apparently able to navigate by their own will.

The main entrance to the fortress is a pair of double doors wide enough for multiple guardians to enter side-by-side, bound in metal and heavily enchanted. The walls are similarly protected, carved with protective runes interspersed among the mundane ones that record the clan's history. Even so, entering the fortress isn't difficult, as there are openings on every level that allow dragons to fly in and out at will.

As it's carved out of chalcedony, the overwhelming pinkness of the inside of the fortress can quickly get to a dragon. Thus nearly every surface is covered — rugs on the floor, tapestries on the walls, and sometimes even cloth attached to the ceilings. Shelving is common too, and barely-used wooden bookcases and cupboards also line the hallways and rooms to break up the pink.

Air circulation is always an issue in a semi-underground structure of this size, and while the ventilation system is advanced, wind dragons can always pick up a bit of extra treasure by freshening the air up a little bit. Heating is less of an issue, as crystals in the walls have been enchanted to hold fire magic for extended periods of time.
The Lower Floors
8518016.png
22595295.png
8355206.png
The first stop for most who visit the fortress is the clan's tavern, which unlike the clan is actually unnamed, not named _______. The old name died with the previous owner, and Saburo has never put in the effort to come up with a new name. It's a bastion of normalcy for those not used to the arcane flight — drinks come from the bar, Kaito prepares food in the kitchens, and you can lay in front of or on top of a table to eat your meal. Most patrons of the tavern are visitors to the clan. It's a place to relax and see some new faces, as the barkeep can't be bother to throw anyone out unless they're seriously causing trouble. (But if anyone does, he will physically hurl them from the premises.) Tonukk is one of the few regulars, and for the most part he is only there to gamble every night.


Those who are looking to stay with the clan for a bit should ask for where it is at the tavern, because the innkeeper sure isn't going to tell them where to go. The Incredibly Cursed Please Don't Stay Here I'm Begging You Inn, or whatever similar permutation Gwenfor's going with at the moment, is completely safe and merely run by a skydancer with an overactive imagination. 57141650.png


7026736.png The clan also contains a public shrine, complete with magnificent statues of each of the Eleven. They circle a central stone dais, masterfully carved with a pattern that doesn't betray preference for any of the deities. There is some other art as well, including an engraving on the door of the day the Arcanist climbed the pillar and ruined everything. The head priestess, Brizo, is also willing to provide what she can for those who follow something other than one of the Eleven. She also runs a infirmary for those in need of medical attention, using the peaceful nature of the shrine to ensure the injured can get some rest.


The highest level that large dragons can still comfortably fit inside is consumed by a sprawling library, filled with scrolls and tomes from all across Sornieth. Most of them are the research of members of Clan _______ however, and thus are of little use to anyone other than eccentric arcane dragons. As the library expanded into additional rooms and hallways, it began to encompass more than just books, and now you can also find most crystals and magical reagents there. The librarian is usually too engrossed in her own studies to acknowledge visitors, but the books are warded and removing one from the fortress will incur her wrath. 8656549.png


5826411.png Farther into the fortress, close the to closed west wing, is the healer's ward, which specializes in ailments of the magical sort. It also doubles as a cursebreaker's, an invaluable service that some dragons will travel quite a distance for. Rumour has it that the ward has a tunnel into the basement for containing the most dangerous cases...
The Middle Floors
Many of the middle floors are used for the individual workshops and laboratories of various clan members, but few are as well-known as Cress's. The local enchanter will create nearly any magical item that a commissioner desires, along with many, many more that none do. He has a showroom where customers can mess around with some of his creations, at their own risk to their personal safety. 12980590.png


8656550.png Many visitors to the clan will end up in Kushiel's tailoring workshop, whether they were planning to or not. The quick-talking fae always has another outfit that he wants someone to try on, and another, and another... It would be easier to escape the unrelenting tide of fashion if the workshop wasn't a disorganized sea of cloth, feathers and loose beads, in sizes large enough for even an imperial.


Clan _______ has not one but two tailors, the second of which is far better organized. Mostly because it constantly changes locations, preventing clutter from ever building up in the first place. It specializes in more utilitarian, practical outfits, but only designs or adjusts clothing upon request, as the owner is more interested in pursuing her passion for cartography. (Don't buy the maps, they're useless.) 60238121.png


26997042.png An open secret in the clan is its hidden atrium, which is large enough to even support a few indoor trees. The combination of an immense magical sunlamp and a sophisticated heating system enable it so support plant life from the Gladeveins, providing a little piece of home for nature dragons who can't tolerate the islands naturally chilly and barren climate forever. Entering requires being heavy enough to activate the pressure panels in front of one of the hidden doors — this really only prevents fae from entering without the assistance of a friend, and apparently there's a good reason for that.


Hidden deep within the fortress, in what appears to be a long-forgotten corridor, is a lone potion shop. The owner is reclusive, and has an interior decorating style that seems to be trying to be as hostile to visitors as possible. But those who are willing to deal with her will find her to be quite the skilled potion-brewer, as long as she finds them worthy of her potions in return. 4111369.png
The Upper Floors
One of the fortress's highest rooms is the headquarters for its very own radio station: Radio Starfall. Broadcasting through both radio waves and the magical aether, the station's signal is powerful enough to reach part of the mainland and the icefields. Laguna and Kerda are your co-hosts, and the Radio Starfall station broadcasts music, news reports, educational interviews, and inane banter. So much banter. Tune in with any vaguely appropriate device today! 52083750.png

31332292.png Not only dragons and the occasional beastfolk live in the fortress, as part of the highest floor has been converted into a roost for a large flock of owls. An annoyance to most of the clan, the owlery has been enchanted with many soundproofing spells to keep the birds quiet. They do keep the lair clear of vermin though, unless you're of the opinion that owls are vermin.

The top of the fortress is decorated with a series of overflowing terraced gardens. Flowering shrubs and other wildflowers decorate these highest reaches, while overflowing ivy spills out onto the walls of the lower levels. Not just for decoration, these gardens also provide a small amount of food in the form of plants and insects. Just leave the butterflies alone, they're more likely to eat you than the other way around. 27985860.png
The Basement
7547006.png If you're exploring the clan's basement and run into an blue imperial, you've gone the wrong way. That way leads to the clan's vaults. Sirene guards them, and you're probably going to be picked up and thrown into the ocean for your troubles.
The clan's cold storage in is the basement, no matter how often local dragons keep thinking it's on the fourth floor. It wouldn't normally be considered a tourist destination, but if you happen to be about the size of a fae you may want to consider taking a tour of Hope's garden of immaculately preserved and frozen flowers. 43396422.png
10908435.png Somewhere in the basement lies a massive ring of pink chalcedony set into a dais on the floor. A portal to realms unknown, clan members who are aware of its existence have managed to activate it and progress to the poking it with a stick phase, but not much farther than that. It is recommended to stay out of the eerily and completely silent room, as nothing that has fallen into the portal has ever been seen again. Officially, it is not a garbage dump.
ZincAlloy.gif
[center][size=7][font=Lucida Sans][color=purple][b]Outside the Fortress[/b][/color][/font][/size][/center] [center][size=3][color=violet][font=Lucida Console](Or inside the rest of Sornieth.)[/color][/size][/center] ----- [center][color=violet][font=Lucida Console][size=2]This is where the links would go[/color][/size][/font][/center] ----- [columns] [url=https://www1.flightrising.com/dragon/49989290][img]http://flightrising.com/rendern/coliseum/portraits/499893/49989290.png[/img][/url] [url=https://www1.flightrising.com/dragon/4816374][img]http://flightrising.com/rendern/coliseum/portraits/48164/4816374.png[/img][/url] [nextcol] Near the entrance to the clan is a cluster of tents and small buildings. A few of them are shops and stalls, but the majority are part of something very few clans can claim to have: an open-air museum. Its collection contains relics from across Sornieth and art from local artists — only the the second group is for sale. But there is a section for artefacts that it was deemed safe for dragons to mess around with, set up to satisfy the unending arcane curiosity. (Safe as it they're very difficult to break. Your own safety is your own responsibility.) There's also a fenced off combat area, where spectators can watch robots duke it out in the name of questionable historical accuracy. [/columns] [columns] The Clan Guard is not quartered in the fortress, but instead in a separate building a short flight away. This is for training reasons, as most combat magic should not be used indoors if you have any intentions of the indoors staying indoors. The stone structure is covered in blast marks from misfired spells, a testament to the architect's reliable design. It is shaped like a hollow square, with the sparring grounds in the empty centre. A net is stretched above the training field, so as to catch dragons knocked out of the sky in midair practice. [nextcol] [url=https://www1.flightrising.com/dragon/8380508][img]http://flightrising.com/rendern/coliseum/portraits/83806/8380508.png[/img][/url] [url=https://www1.flightrising.com/dragon/10440786][img]http://flightrising.com/rendern/coliseum/portraits/104408/10440786.png[/img][/url] [url=https://www1.flightrising.com/dragon/8299672][img]http://flightrising.com/rendern/coliseum/portraits/82997/8299672.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/64344440][img]http://flightrising.com/rendern/coliseum/portraits/643445/64344440.png[/img][/url] [nextcol] A small path from the fortress leads to a shallow valley holding an amphitheatre, which local stories claim was built into a meteorite's impact crater. It is apparently designed to be as intimidating to those on stage as possible, as viewing perches are set up around the crater's lip and carved into the upper walls, meaning that performers will be surrounded by a ring of dragons looking down upon them. A huge statue of a guardian looms over the far end, making practice mildly unnerving even when nobody is around. [/columns] [columns]Most visitors to the clan arrive via ship and thus disembark at the clan's docks. Often this means they'll be greeted by one of the dragons who have set up stalls on the boardwalk to hawk their wares. The loudest of those dragons is Triss, whose aggressive marketing tactics have been know to send dragons flying back to the safety of their boat. [nextcol] [url=https://www1.flightrising.com/dragon/46581679][img]http://flightrising.com/rendern/coliseum/portraits/465817/46581679.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/9024637][img]http://flightrising.com/rendern/coliseum/portraits/90247/9024637.png[/img][/url] [nextcol] Near the port, there are many buildings that stand separate from the main fortress. The largest of these is a store owned by Jenna. It stocks both common necessities and some very shiny luxuries, so it is usually the first place anyone checks for something they need. And if you can't find what you're looking for, it's rumored that Jenna can find it for you, at an additional price. [/columns] [columns]Another fixture of the port is the armoursmith, an excellent place to visit for anyone who either wants armour or wants to be aggressively ignored by the local smith. Custom pieces can be made on commission. [nextcol] [url=https://www1.flightrising.com/dragon/8543479][img]http://flightrising.com/rendern/coliseum/portraits/85435/8543479.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/47856215][img]http://flightrising.com/rendern/coliseum/portraits/478563/47856215.png[/img][/url] [nextcol] Much farther away from the fortress stands a grove of trees — about the only place on the island that isn't barren rock and crystal. The cliffs nearby are particularly scenic and make a great place to relax outside. The grove itself, not so much. The grove's tender does not welcome visitors, and will discourage them with walls of thorns summoned with nature magic. [/columns] [columns] [url=https://www1.flightrising.com/dragon/38705591][img]http://flightrising.com/rendern/coliseum/portraits/387056/38705591.png[/img][/url] [nextcol] A constant aura of buzzing marks the location of the clan's Bug Pit. An insect farm dug into a, well, pit, it's responsible for feeding most of the clan. Only trained bug wranglers should approach the Bug Pit. Do not look at, enter, or make faces at the Bug Pit if there is any chance an insect may find you tasty. [/columns] [columns]Different buzzing surrounds the power plant on the island's coast. Based on Lightning tech, this tidal power plant provides electricity as an alternative power source to the usual magical ones. Useful for incompatible devices sourced from the lightning flight, or for things that appreciate a power source somewhat less likely to explode. [nextcol] [url=https://www1.flightrising.com/dragon/61877534][img]http://flightrising.com/rendern/coliseum/portraits/618776/61877534.png[/img][/url] [/columns] [columns] [url=https://www1.flightrising.com/dragon/9449071][img]http://flightrising.com/rendern/coliseum/portraits/94491/9449071.png[/img][/url] [nextcol] Clan _______'s island is surrounded by a garden of kelp, nominally one of its major food sources. In practice, most of the clan finds it inedible and has to be tricked into eating it. It also serves as part of the clan's defenses. The kelp has been known to grab and halt hostile ships, and at night it is occasionally possible to see the faint glow of other wards sunk beneath the waves and hidden in the kelp. [/columns] [columns] [url=https://www1.flightrising.com/dragon/60225053][img]http://flightrising.com/rendern/coliseum/portraits/602251/60225053.png[/img][/url] [nextcol] Not on the main island, but a second one not too far away, tea is grown. A combination of natural geothermic heat, additional heat sustained with fire magic, and reckless use of arcane and nature magics have caused the growth of what can only be called a tea jungle. Delving the jungle for the rarest leaves can become quite a lucrative hobby. Or if you'd prefer something safer, visit the hot springs! [/columns]
Outside the Fortress
(Or inside the rest of Sornieth.)

This is where the links would go

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Near the entrance to the clan is a cluster of tents and small buildings. A few of them are shops and stalls, but the majority are part of something very few clans can claim to have: an open-air museum. Its collection contains relics from across Sornieth and art from local artists — only the the second group is for sale. But there is a section for artefacts that it was deemed safe for dragons to mess around with, set up to satisfy the unending arcane curiosity. (Safe as it they're very difficult to break. Your own safety is your own responsibility.) There's also a fenced off combat area, where spectators can watch robots duke it out in the name of questionable historical accuracy.

The Clan Guard is not quartered in the fortress, but instead in a separate building a short flight away. This is for training reasons, as most combat magic should not be used indoors if you have any intentions of the indoors staying indoors. The stone structure is covered in blast marks from misfired spells, a testament to the architect's reliable design. It is shaped like a hollow square, with the sparring grounds in the empty centre. A net is stretched above the training field, so as to catch dragons knocked out of the sky in midair practice. 8380508.png
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64344440.png A small path from the fortress leads to a shallow valley holding an amphitheatre, which local stories claim was built into a meteorite's impact crater. It is apparently designed to be as intimidating to those on stage as possible, as viewing perches are set up around the crater's lip and carved into the upper walls, meaning that performers will be surrounded by a ring of dragons looking down upon them. A huge statue of a guardian looms over the far end, making practice mildly unnerving even when nobody is around.


Most visitors to the clan arrive via ship and thus disembark at the clan's docks. Often this means they'll be greeted by one of the dragons who have set up stalls on the boardwalk to hawk their wares. The loudest of those dragons is Triss, whose aggressive marketing tactics have been know to send dragons flying back to the safety of their boat. 46581679.png

9024637.png Near the port, there are many buildings that stand separate from the main fortress. The largest of these is a store owned by Jenna. It stocks both common necessities and some very shiny luxuries, so it is usually the first place anyone checks for something they need. And if you can't find what you're looking for, it's rumored that Jenna can find it for you, at an additional price.

Another fixture of the port is the armoursmith, an excellent place to visit for anyone who either wants armour or wants to be aggressively ignored by the local smith. Custom pieces can be made on commission. 8543479.png


47856215.png Much farther away from the fortress stands a grove of trees — about the only place on the island that isn't barren rock and crystal. The cliffs nearby are particularly scenic and make a great place to relax outside. The grove itself, not so much. The grove's tender does not welcome visitors, and will discourage them with walls of thorns summoned with nature magic.



38705591.png A constant aura of buzzing marks the location of the clan's Bug Pit. An insect farm dug into a, well, pit, it's responsible for feeding most of the clan. Only trained bug wranglers should approach the Bug Pit. Do not look at, enter, or make faces at the Bug Pit if there is any chance an insect may find you tasty.

Different buzzing surrounds the power plant on the island's coast. Based on Lightning tech, this tidal power plant provides electricity as an alternative power source to the usual magical ones. Useful for incompatible devices sourced from the lightning flight, or for things that appreciate a power source somewhat less likely to explode. 61877534.png

9449071.png Clan _______'s island is surrounded by a garden of kelp, nominally one of its major food sources. In practice, most of the clan finds it inedible and has to be tricked into eating it. It also serves as part of the clan's defenses. The kelp has been known to grab and halt hostile ships, and at night it is occasionally possible to see the faint glow of other wards sunk beneath the waves and hidden in the kelp.

60225053.png Not on the main island, but a second one not too far away, tea is grown. A combination of natural geothermic heat, additional heat sustained with fire magic, and reckless use of arcane and nature magics have caused the growth of what can only be called a tea jungle. Delving the jungle for the rarest leaves can become quite a lucrative hobby. Or if you'd prefer something safer, visit the hot springs!
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Clan Culture?
(What's that?)

This is where the links would go


The current leader is Silas, who is too young to be leader, unqualified to be leader, and didn't even apply to be leader. While contentious at first, the election has since been lauded as a massive victory for democracy, since it is proof that the system can even overcome outdated rules and traditions to accomplish what is best for a clan.

As the leader does not have anything vaguely near absolute power, Silas maintains a council who assist and advise on matters that impact the whole clan. In no particular order, the current council contains: Invernale, Kushiel, Kokoro, Dewayne, Seca, Rhea, Yiranu, Phidi, Minya, Jahal and Raknakthak. Not all members participate equally in council matters, or are even proven to exist.



Clan _______ places few, if any, restrictions on its members. Anyone, dragon or beastclan, is free to take up permanent residence on the island, and if they do so they are considered clan members for as long as they reside here.

Dragons are free to set up their living spaces anywhere, and while some do build freestanding homes, most choose to den inside the fortress. Anyone can claim whatever unused rooms they desire, but unofficial residential sections grew naturally, as nobody wants to sleep next to the constant explosions of someone else's laboratory. For example, nearly all of the fae live on the highest floor of the fortress, while the ridgebacks tend to pick large chambers close to one of the storerooms on the bottom floor.
Clan Culture?
(What's that?)

This is where the links would go


The current leader is Silas, who is too young to be leader, unqualified to be leader, and didn't even apply to be leader. While contentious at first, the election has since been lauded as a massive victory for democracy, since it is proof that the system can even overcome outdated rules and traditions to accomplish what is best for a clan.

As the leader does not have anything vaguely near absolute power, Silas maintains a council who assist and advise on matters that impact the whole clan. In no particular order, the current council contains: Invernale, Kushiel, Kokoro, Dewayne, Seca, Rhea, Yiranu, Phidi, Minya, Jahal and Raknakthak. Not all members participate equally in council matters, or are even proven to exist.



Clan _______ places few, if any, restrictions on its members. Anyone, dragon or beastclan, is free to take up permanent residence on the island, and if they do so they are considered clan members for as long as they reside here.

Dragons are free to set up their living spaces anywhere, and while some do build freestanding homes, most choose to den inside the fortress. Anyone can claim whatever unused rooms they desire, but unofficial residential sections grew naturally, as nobody wants to sleep next to the constant explosions of someone else's laboratory. For example, nearly all of the fae live on the highest floor of the fortress, while the ridgebacks tend to pick large chambers close to one of the storerooms on the bottom floor.
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Pre-Clan History?
(Who'd care about that?)

This is where the links would go


The clan's fortress was originally built hundreds of years ago for the purpose of defending against the Ice Flight's encroachment on the southern islands. It served its purpose admirably, with warded walls withstanding many attacks, and repurposed and expanded natural underground tunnels providing shelter when the attackers tried to freeze the entire island.

Once the conflict had died down, the exalted warriors were gradually removed from duty and stationed elsewhere. Lacking any other purpose, use of the fortress was given to a research group whose work was deemed dangerous enough that it should be kept away from the rest of the flight. This turns out to have been an excellent idea, as within twenty years all records show the fortress to have been abandoned and nearly all occupants killed. Exactly what happened is unknown.

The fortress then lay abandoned for over a century, only visited by the bravest of scavengers and viewed as cursed in common folklore. Eventually, it would be resettled by a fae with no fear of any such curses...



While the ancient history of Sornieth is fragmented, there are stories that suggest Clan _______'s island had been used long ago. For what purpose is unclear. Most tales are warnings that one island in the south is a place that no dragon should tread.
Pre-Clan History?
(Who'd care about that?)

This is where the links would go


The clan's fortress was originally built hundreds of years ago for the purpose of defending against the Ice Flight's encroachment on the southern islands. It served its purpose admirably, with warded walls withstanding many attacks, and repurposed and expanded natural underground tunnels providing shelter when the attackers tried to freeze the entire island.

Once the conflict had died down, the exalted warriors were gradually removed from duty and stationed elsewhere. Lacking any other purpose, use of the fortress was given to a research group whose work was deemed dangerous enough that it should be kept away from the rest of the flight. This turns out to have been an excellent idea, as within twenty years all records show the fortress to have been abandoned and nearly all occupants killed. Exactly what happened is unknown.

The fortress then lay abandoned for over a century, only visited by the bravest of scavengers and viewed as cursed in common folklore. Eventually, it would be resettled by a fae with no fear of any such curses...



While the ancient history of Sornieth is fragmented, there are stories that suggest Clan _______'s island had been used long ago. For what purpose is unclear. Most tales are warnings that one island in the south is a place that no dragon should tread.
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[center][size=7][font=Lucida Sans][color=purple][b]Rumour Mill?[/b][/color][/font][/size][/center] [center][size=3][color=violet][font=Lucida Console](It's a watermill, not a windmill.)[/color][/size][/center] ----- [center][color=violet][font=Lucida Console][size=2]This is where the links would go[/color][/size][/font][/center] ----- [columns] [url=https://www1.flightrising.com/dragon/9314304][img]http://flightrising.com/rendern/coliseum/portraits/93144/9314304.png[/img][/url] [url=https://www1.flightrising.com/dragon/9576683][img]http://flightrising.com/rendern/coliseum/portraits/95767/9576683.png[/img][/url] [nextcol] There have been rumours that Alder's most recent invention was stolen from the lightning flight wholesale, but he has denied all such allegations. [/columns] [columns]Occasionally, the faint sounds of music can be heard from somewhere in the fortress basement. All attempts to find the source have failed, as there are few willing to go very far into the unmapped tunnel system — especially when the purpose and original builders of the tunnels are completely unknown. [nextcol] [url=https://www1.flightrising.com/dragon/38209031][img]http://flightrising.com/rendern/coliseum/portraits/382091/38209031.png[/img][/url] [url=https://www1.flightrising.com/dragon/38146794][img]http://flightrising.com/rendern/coliseum/portraits/381468/38146794.png[/img][/url] [/columns]
Rumour Mill?
(It's a watermill, not a windmill.)

This is where the links would go

9314304.png
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There have been rumours that Alder's most recent invention was stolen from the lightning flight wholesale, but he has denied all such allegations.
Occasionally, the faint sounds of music can be heard from somewhere in the fortress basement. All attempts to find the source have failed, as there are few willing to go very far into the unmapped tunnel system — especially when the purpose and original builders of the tunnels are completely unknown. 38209031.png
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Some Excuse to Talk About Dragons not Mentioned Yet
(I am very good at titles.)

This is where the links would go

Some Excuse to Talk About Dragons not Mentioned Yet
(I am very good at titles.)

This is where the links would go

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Soup
(Soup.)

This is where the links would go


Clan _______ Fish Soup

Ingredients:

10 pounds assorted seafood (We recommend a combination of pastel scallops, chalcedony craylets, and ruby tetras.)
2 large spoonfuls of vegetable oil
About 25 gradishes, chopped
Blacktongue pepper flakes to taste
3 cups irradiated pear juice
9 cups butcher's fig, pureed
14 cups water
Salt to taste
1 large spoonful cindermint
1 large spoonful dried starfall blossom
2 1/2 cups chopped lucky star

1. In a large pot add vegetable oil, gradishes and blacktongue pepper flakes, simmer for one minute.

2. Add cut up assorted fish, cook one minute. Add irradiated pear juice and simmer for approximately 3 minutes. Add butcher's fig and water, then cindermint, starfall blossom, fresh lucky star and salt to taste, stir to combine.

3. Bring to a boil, then reduce heat to a low simmer for approximately 30 minutes and until thickened. Enjoy!
Soup
(Soup.)

This is where the links would go


Clan _______ Fish Soup

Ingredients:

10 pounds assorted seafood (We recommend a combination of pastel scallops, chalcedony craylets, and ruby tetras.)
2 large spoonfuls of vegetable oil
About 25 gradishes, chopped
Blacktongue pepper flakes to taste
3 cups irradiated pear juice
9 cups butcher's fig, pureed
14 cups water
Salt to taste
1 large spoonful cindermint
1 large spoonful dried starfall blossom
2 1/2 cups chopped lucky star

1. In a large pot add vegetable oil, gradishes and blacktongue pepper flakes, simmer for one minute.

2. Add cut up assorted fish, cook one minute. Add irradiated pear juice and simmer for approximately 3 minutes. Add butcher's fig and water, then cindermint, starfall blossom, fresh lucky star and salt to taste, stir to combine.

3. Bring to a boil, then reduce heat to a low simmer for approximately 30 minutes and until thickened. Enjoy!
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Important Places Outside the Clan's Territory
(You know, those places. The important ones.)

This is where the links would go

Important Places Outside the Clan's Territory
(You know, those places. The important ones.)

This is where the links would go

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[center][size=7][font=Lucida Sans][color=purple][b]Finally, the Last Post on the Page[/b][/color][/font][/size][/center] [center][size=3][color=violet][font=Lucida Console](Post your Endbosses here.)[/color][/size][/center] ----- [center][color=violet][font=Lucida Console][size=2]This is where the links would go[/color][/size][/font][/center] ----- [center][url=https://www1.flightrising.com/dragon/45639545][img]https://www1.flightrising.com/rendern/350/456396/45639545_350.png[/img][/url][/center]
Finally, the Last Post on the Page
(Post your Endbosses here.)

This is where the links would go

45639545_350.png
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