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TOPIC | Clan Archaic | Lore
[center][color=#5e4b4b][font=cambria][size=2][img]https://i.imgur.com/dz444jK.png[/img] [url=https://www1.flightrising.com/forums/cc/3014580#post_3014580]INTRO[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746244]TERRITORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746289]STRUCTURE[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746345]HISTORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746442]CUSTOMS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746481]INTERACTIONS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580/1#post_47748396]ALLIANCES[/url] [img]https://i.imgur.com/dz444jK.png[/img] [img]https://i.imgur.com/Fwu3eEy.png[/img] [color=#8a1d1d][font=cambria][size=7]CLAN ARCHAIC[/size][/font][/color][/center] [columns][color=transparent]_____[/color][nextcol][size=4][color=#6b605e][font=cambria] To outsiders the Scarred Wasteland may seem like a lawless territory, but to its denizens it is a place of rich history, complicated rituals, strength in survival, and deep set tenets ushered in by the Plaguebringer herself. It is a vibrant place filled with beauty if you know where to look, and the wide variety of clans and customs is a thing to be treasured. Yet even in all this splendor there are issues which are arising at an alarming rate. Clans abandoning their true nature to worship false idols such as the Shade, unholy necromancers that disturb the delicate balance of life and death, and the scourge of the undead. This blight, this dead tissue prevents the Wasteland from fully thriving, and therefore must be eradicated. That is where the Order of Archaic comes into play. Better known as Clan Archaic, or simply: Archaic, the Order is but the latest evolution of a clan with a long and brutal history. The clan considers themselves to be keepers of the Scarred Wasteland, aiming to cleanse it of its parasites. Located at the edge of the Wyrmwound and illuminated by its beauty, they made their home in a massive citadel made from sinew and bone. Inside its protective walls a host of warriors and hunters train daily in preparation of their task. They will see their Plaguelands purged of these scourges and declare open war on clans who harbour such nuisances. When the banner of the bird skull is marched across the lands, blood will be spilt. [nextcol][color=transparent]_____[/color][/columns] [center][img]https://i.imgur.com/dz444jK.png[/img][/center]
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To outsiders the Scarred Wasteland may seem like a lawless territory, but to its denizens it is a place of rich history, complicated rituals, strength in survival, and deep set tenets ushered in by the Plaguebringer herself. It is a vibrant place filled with beauty if you know where to look, and the wide variety of clans and customs is a thing to be treasured. Yet even in all this splendor there are issues which are arising at an alarming rate. Clans abandoning their true nature to worship false idols such as the Shade, unholy necromancers that disturb the delicate balance of life and death, and the scourge of the undead. This blight, this dead tissue prevents the Wasteland from fully thriving, and therefore must be eradicated.

That is where the Order of Archaic comes into play. Better known as Clan Archaic, or simply: Archaic, the Order is but the latest evolution of a clan with a long and brutal history. The clan considers themselves to be keepers of the Scarred Wasteland, aiming to cleanse it of its parasites. Located at the edge of the Wyrmwound and illuminated by its beauty, they made their home in a massive citadel made from sinew and bone. Inside its protective walls a host of warriors and hunters train daily in preparation of their task. They will see their Plaguelands purged of these scourges and declare open war on clans who harbour such nuisances.

When the banner of the bird skull is marched across the lands, blood will be spilt.
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dz444jK.png
[center][color=#5e4b4b][font=cambria][size=2][img]https://i.imgur.com/dz444jK.png[/img] [url=https://www1.flightrising.com/forums/cc/3014580#post_3014580]INTRO[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746244]TERRITORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746289]STRUCTURE[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746345]HISTORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746442]CUSTOMS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746481]INTERACTIONS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580/1#post_47748396]ALLIANCES[/url] [img]https://i.imgur.com/dz444jK.png[/img] [color=#8a1d1d][font=cambria][size=7]CLAN TERRITORY[/size][/font][/color] [map x=1864 y=1616 view=land width=480 height=240]Nestled safely in the valley between Rotrock Rim and the Wyrmwound lies clan Archaic, located close to the edge of the Wyrmwound itself.[/map] [img]https://i.imgur.com/RVcj68h.png[/img][/center][columns][color=transparent]_____[/color][nextcol][size=4][color=#6b605e][font=cambria] A massive citadel of bone and sinew protects the inner clan grounds. It is from this citadel that the warriors are guided, decisions are made, and knowledge is stored and collected. It is divided into several parts, with many of the spires housing a different set of dragons. Bridges connect several of these spires, and large take-off points carved into the bone allow dragons easy access between spires without having to walk, so long as they remain below the noxious fumes of the Wyrmwound. The citadel is maintained by a handful of dragons so that it may always be in proper shape and ready for any possible menace. Flags and carvings of the clan's symbol line the inner walls of the citadel, and even artwork may be found near its entrance. The citadel encompasses most of the clan grounds but it does not connect at its entry point. Here, a grand archway of bone greets visitors and allies, with a contingency of guards stationed nearby. [LIST] [*][color=#8a1d1d][font=cambria][size=5] The Hallowed Citadel[/size][/font][/color][color=#6b605e][font=cambria][size=4] The main structure of Archaic where all inhabitants reside. This massive wall of bones and sinew envelops huge fertile fields and open squares, and protects the residents from the toxic fumes of the Wyrmwound. It is constructed from the teeth littering the Wyrmwound's edge, curved inwards like a protective ribcage and covered in hard, sinew-y tissue to connect the teeth and enclose the inner spaces. The teeth are hollowed out into quarters, chambers, tunnels, and all living spaces a clan requires. The parts of the teeth poking out from the sinew are the spires, with the tallest being reserved for the War Room and warrior chambers. It is in this spire that the Matriarch and her Hallowed warriors reside. [*][color=#8a1d1d][font=cambria][size=5] The Great Hall[/size][/font][/color][color=#6b605e][font=cambria][size=4] The very first chamber one encounters when entering the citadel. It's a large hall carved from bone, with intricate details placed onto pillars which uphold the gothic-esque ceiling. It is here that audiences with the Matriarch are held, and where clanwide announcements are delivered. It is illuminated by a large stained glass window through which the Wyrmwound's hazy green light shines. [*][color=#8a1d1d][font=cambria][size=5] The Barracks[/size][/font][/color][color=#6b605e][font=cambria][size=4] Contained on a lower level of the main spire, the barracks hold Archaic's finest fighters. They contain spacious rooms designed for combat training, and boast an impressive armoury to equip its soldiers. The personal rooms adjacent to the barracks are reserved for warriors, yet these spartan dwellings are often empty as most warriors tend to flock to the drinking hall of the ridges to socialise and unwind. [*][color=#8a1d1d][font=cambria][size=5] Temple of the Plaguemother[/size][/font][/color][color=#6b605e][font=cambria][size=4] Located in the second largest spire, the Temple of the Plaguemother is a large sanctum for all those who wish to visit this sacred place. Not only do clan members visit these grand halls, but it attracts pilgrims from all corners of the Wasteland. The entirety of the spire is reserved for the temple, with multiple levels interconnected by bone-carved winding stairs. The lowest halls are reserved for sermons and announcements, while the upper levels contain peaceful chambers for meditation and intimate rituals, as well as hosting spectacular views of the Wyrmwound. The clergy of Archaic live below the spire, at ground level, enjoying spacious rooms all to themselves. [*][color=#8a1d1d][font=cambria][size=5] The Catacombs[/size][/font][/color][color=#6b605e][font=cambria][size=4] Deep below the soil of the temple lie the catacombs. Ancient crypts which contain the bones of those who have passed on. While the clan believes that the spirits of the dead have rejoined the Plaguemother, the bones of the dead are kept as a reminder to those who gave their lives so that the clan may survive. The catacombs may only be visited when under supervision of the clergy, and only the priests and priestesses may tend to them. [*][color=#8a1d1d][font=cambria][size=5] The Towers[/size][/font][/color][color=#6b605e][font=cambria][size=4] The double towers of Archaic host an impressive collection of books, archives, scrolls, ancient texts, artefacts, and various other historical work. These spires are connected by multiple bridges to allow the mages and archivists to pass from one to the other easily. The studious dragons tending to this collection are often magically inclined, and the towers are presided by the Archmage. These libraries are free to all those belonging to the clan, yet much like the temple, are sectioned off into levels of importance. The lower levels contain basic knowledge regarding the Wasteland, and the upper levels contain powerful and rare tomes that only the magically gifted may behold under the watchful eye of the Archmage. The towers both featured a large twisting staircase of bone that connects the various levels, and many, many candles keep it well lit. [*][color=#8a1d1d][font=cambria][size=5] The Burrows[/size][/font][/color][color=#6b605e][font=cambria][size=4] Below the entirety of the clan grounds lie the burrows. This vast network of tunnels and chambers serves as the main residence to the researchers and the healers. Huge clinics and laboratories are hidden below the surface so that researchers may study and work in peace, and the sick may heal in cooler and more controlled temperatures. The underground water reserves and emergency provisions are also located in the burrows, albeit strictly separated from the laboratories which are on the other side. The confusing layout of the burrows takes a while to get used to, although scatterbrained scientists may still get a little lost. [*][color=#8a1d1d][font=cambria][size=5] The Ridges[/size][/font][/color][color=#6b605e][font=cambria][size=4] The very edges of the citadel. The ridges begin at the entrance to the clan, and are the first structures anyone sees when passing through the gate. These smaller spires house all the crafters and creatives, as well as the cooks and lesser guards. It's a bustling place, very different from the strictness found in the main spires, and invites a great deal of variety among its inhabitants. A mead hall is also set here, where dragons come to unwind and enjoy drinks brewed from spicy honey and native mushrooms. Food is also cooked in the ridges, its delicious smell wafting through the tunnels and windows. While the main spires may enjoy their own private kitchens, most dragons flock to the ridges to get their fill and sing songs of battle and victory. [*][color=#8a1d1d][font=cambria][size=5] The Courtyard[/size][/font][/color][color=#6b605e][font=cambria][size=4] The courtyard is a massive field contained within the safety of the citadel. Small stalls are clustered at its centre, offering wares of all kinds to clan members and visitors. A winding road runs through the courtyard, eventually leading to the Great Hall, and various bone-like pillars holding lanterns decorate the road. It is in the courtyard that dragons come to enjoy the outdoor life, talking and chatting, or tending to the various plants that grow in the courtyard. Various familiars may also be encountered, happily frolicking in the vast courtyard. [*][color=#8a1d1d][font=cambria][size=5] Fungal Beds[/size][/font][/color][color=#6b605e][font=cambria][size=4] Two large fields are found in the courtyard which host a wide variety of native flora. Mushrooms and fungi of all types litter the beds, providing food to most of the clan. Gardeners and herbalists toil with vigour to create new combinations of delectable plants and grow the biggest mushrooms ever seen. Many herbs and flowers grow between the fungi, providing spices for the food cooked at the ridges, or providing poisons in case they are ever needed. Only those with knowledge of plant life are allowed to tend to the gardens, to safeguard it from ignorance and accidents. [*][color=#8a1d1d][font=cambria][size=5] The Wyrm Gardens[/size][/font][/color][color=#6b605e][font=cambria][size=4] These lush plague gardens can be found outside of the citadel, covering its outer walls and forming an extra layer of defence towards intruders. These gardens are both a source of food and a living space of several ancient dragons who guard this forest with their life. Those intending to sneak into the citadel may be met with lurking gazes and hypnotic patterns, and incredible stories to tell back home. Should they survive, that is... [/LIST] [nextcol][color=transparent]_____[/color][/columns] [center][img]https://i.imgur.com/dz444jK.png[/img][/center]
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A massive citadel of bone and sinew protects the inner clan grounds. It is from this citadel that the warriors are guided, decisions are made, and knowledge is stored and collected. It is divided into several parts, with many of the spires housing a different set of dragons. Bridges connect several of these spires, and large take-off points carved into the bone allow dragons easy access between spires without having to walk, so long as they remain below the noxious fumes of the Wyrmwound.

The citadel is maintained by a handful of dragons so that it may always be in proper shape and ready for any possible menace. Flags and carvings of the clan's symbol line the inner walls of the citadel, and even artwork may be found near its entrance. The citadel encompasses most of the clan grounds but it does not connect at its entry point. Here, a grand archway of bone greets visitors and allies, with a contingency of guards stationed nearby.

  • The Hallowed Citadel
    The main structure of Archaic where all inhabitants reside. This massive wall of bones and sinew envelops huge fertile fields and open squares, and protects the residents from the toxic fumes of the Wyrmwound. It is constructed from the teeth littering the Wyrmwound's edge, curved inwards like a protective ribcage and covered in hard, sinew-y tissue to connect the teeth and enclose the inner spaces. The teeth are hollowed out into quarters, chambers, tunnels, and all living spaces a clan requires. The parts of the teeth poking out from the sinew are the spires, with the tallest being reserved for the War Room and warrior chambers. It is in this spire that the Matriarch and her Hallowed warriors reside.

  • The Great Hall
    The very first chamber one encounters when entering the citadel. It's a large hall carved from bone, with intricate details placed onto pillars which uphold the gothic-esque ceiling. It is here that audiences with the Matriarch are held, and where clanwide announcements are delivered. It is illuminated by a large stained glass window through which the Wyrmwound's hazy green light shines.

  • The Barracks
    Contained on a lower level of the main spire, the barracks hold Archaic's finest fighters. They contain spacious rooms designed for combat training, and boast an impressive armoury to equip its soldiers. The personal rooms adjacent to the barracks are reserved for warriors, yet these spartan dwellings are often empty as most warriors tend to flock to the drinking hall of the ridges to socialise and unwind.

  • Temple of the Plaguemother
    Located in the second largest spire, the Temple of the Plaguemother is a large sanctum for all those who wish to visit this sacred place. Not only do clan members visit these grand halls, but it attracts pilgrims from all corners of the Wasteland. The entirety of the spire is reserved for the temple, with multiple levels interconnected by bone-carved winding stairs. The lowest halls are reserved for sermons and announcements, while the upper levels contain peaceful chambers for meditation and intimate rituals, as well as hosting spectacular views of the Wyrmwound. The clergy of Archaic live below the spire, at ground level, enjoying spacious rooms all to themselves.

  • The Catacombs
    Deep below the soil of the temple lie the catacombs. Ancient crypts which contain the bones of those who have passed on. While the clan believes that the spirits of the dead have rejoined the Plaguemother, the bones of the dead are kept as a reminder to those who gave their lives so that the clan may survive. The catacombs may only be visited when under supervision of the clergy, and only the priests and priestesses may tend to them.

  • The Towers
    The double towers of Archaic host an impressive collection of books, archives, scrolls, ancient texts, artefacts, and various other historical work. These spires are connected by multiple bridges to allow the mages and archivists to pass from one to the other easily. The studious dragons tending to this collection are often magically inclined, and the towers are presided by the Archmage. These libraries are free to all those belonging to the clan, yet much like the temple, are sectioned off into levels of importance. The lower levels contain basic knowledge regarding the Wasteland, and the upper levels contain powerful and rare tomes that only the magically gifted may behold under the watchful eye of the Archmage. The towers both featured a large twisting staircase of bone that connects the various levels, and many, many candles keep it well lit.

  • The Burrows
    Below the entirety of the clan grounds lie the burrows. This vast network of tunnels and chambers serves as the main residence to the researchers and the healers. Huge clinics and laboratories are hidden below the surface so that researchers may study and work in peace, and the sick may heal in cooler and more controlled temperatures. The underground water reserves and emergency provisions are also located in the burrows, albeit strictly separated from the laboratories which are on the other side. The confusing layout of the burrows takes a while to get used to, although scatterbrained scientists may still get a little lost.

  • The Ridges
    The very edges of the citadel. The ridges begin at the entrance to the clan, and are the first structures anyone sees when passing through the gate. These smaller spires house all the crafters and creatives, as well as the cooks and lesser guards. It's a bustling place, very different from the strictness found in the main spires, and invites a great deal of variety among its inhabitants. A mead hall is also set here, where dragons come to unwind and enjoy drinks brewed from spicy honey and native mushrooms. Food is also cooked in the ridges, its delicious smell wafting through the tunnels and windows. While the main spires may enjoy their own private kitchens, most dragons flock to the ridges to get their fill and sing songs of battle and victory.

  • The Courtyard
    The courtyard is a massive field contained within the safety of the citadel. Small stalls are clustered at its centre, offering wares of all kinds to clan members and visitors. A winding road runs through the courtyard, eventually leading to the Great Hall, and various bone-like pillars holding lanterns decorate the road. It is in the courtyard that dragons come to enjoy the outdoor life, talking and chatting, or tending to the various plants that grow in the courtyard. Various familiars may also be encountered, happily frolicking in the vast courtyard.

  • Fungal Beds
    Two large fields are found in the courtyard which host a wide variety of native flora. Mushrooms and fungi of all types litter the beds, providing food to most of the clan. Gardeners and herbalists toil with vigour to create new combinations of delectable plants and grow the biggest mushrooms ever seen. Many herbs and flowers grow between the fungi, providing spices for the food cooked at the ridges, or providing poisons in case they are ever needed. Only those with knowledge of plant life are allowed to tend to the gardens, to safeguard it from ignorance and accidents.

  • The Wyrm Gardens
    These lush plague gardens can be found outside of the citadel, covering its outer walls and forming an extra layer of defence towards intruders. These gardens are both a source of food and a living space of several ancient dragons who guard this forest with their life. Those intending to sneak into the citadel may be met with lurking gazes and hypnotic patterns, and incredible stories to tell back home. Should they survive, that is...
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dz444jK.png
[center][color=#5e4b4b][font=cambria][size=2][img]https://i.imgur.com/dz444jK.png[/img] [url=https://www1.flightrising.com/forums/cc/3014580#post_3014580]INTRO[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746244]TERRITORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746289]STRUCTURE[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746345]HISTORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746442]CUSTOMS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746481]INTERACTIONS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580/1#post_47748396]ALLIANCES[/url] [img]https://i.imgur.com/dz444jK.png[/img] [color=#8a1d1d][font=cambria][size=7]CLAN STRUCTURE[/size][/font][/color] [/center] [columns][color=transparent]_____[/color][nextcol][size=4][color=#6b605e][font=cambria] Despite its militaristic nature the clan is very loosely divided into ranks. All dragons must be ready and able to serve at a moments notice, but various other occupations are held up and encouraged. There is great creative freedom in choosing one's place in the clan and this generally leads to a satisfied and happy population. As all dragons within the clan are considered fighters they hold the same rank unless specifically chosen by the conclave to serve as a Hallowed: an elite warrior who is sent out to combat heresy. Rankings are very loose and can shift accordingly, yet these are always in the clan: [columns] [item=brilliant brass torc] [item=stone knife] [item=fine woodsculpt] [item=antique oil lamp][nextcol][color=transparent]__[/color][nextcol] [size=4][color=#8a1d1d][font=cambria][size=4]THE CONCLAVE[/size][/font][/color][color=#6b605e][font=cambria] Within Archaic there is a conclave of dragons who see to the clan's present and future. These - often older - dragons each represent a varied group of individuals and act as ambassadors to their part of the clan. This conclave is never set in stone as each clan member may offer to be on the next conclave, provided that they have shown to be a valued member of the community. The founders: Zayeva, Achai, and Minuit, are always present. Falcilo, the commander, Cruor, the architect, and Fallen, the high priestess, are also often found at the conclave. Because of its members switching around there is always new input added to meetings, which keeps these meetings from becoming stale echo chambers. [color=#8a1d1d][font=cambria][size=4]THE HALLOWED[/size][/font][/color][color=#6b605e][font=cambria] The elite warriors in Archaic. These are the dragons called upon to battle the scourge of the wastes; to be chosen to serve as Hallowed is the greatest honour a warrior could achieve. The conclave is in charge of monitoring dragons and elevate them to Hallowed status if they show great potential. The rank of Hallowed is not a permanent one, and if a dragon fails to uphold their incredible strength and skill then they may be demoted. However, being demoted does not come with shame, but is instead seen as a wake-up call to drive warriors to go above and beyond. Hallowed are treated with great respect, and to sit by their side in the Mead Hall is a coveted pass-time for many of the lower ranks. [color=#8a1d1d][font=cambria][size=4]THE FREE WARRIORS[/size][/font][/color][color=#6b605e][font=cambria] When a dragon is not part of the conclave or the Hallowed then they are likely a Free Warrior, or simply Warrior. These individuals possess combat skills but also enjoy their own unique occupation. Many of these warriors can be found near the ridges where their shops or workstations lie, but they can also mingle among the healers and archivists. Free warriors may be called upon at any time to join a battle, and must be prepared to do so. In battle they are always led by the Hallowed and little insubordination is permitted, yet they are also encouraged to speak up when a Hallowed is not performing their duty. Their voice is considered equally as important as that of the Hallowed. [color=#8a1d1d][font=cambria][size=4]THE WARDED[/size][/font][/color][color=#6b605e][font=cambria] Even in a battle-ready clan such as Archaic there are individuals not suited for the chaos of war. Whether by injury, disability, age, or any other reason, the Warded are dragons that cannot enter battle unless out of desperation. They are generally not looked down upon as they instead serve the clan in their own ways. Warded will often take on caretaker roles and know a lot about what goes on in Archaic. As their name suggests, they will be well protected should an attack arise. [/columns] [center][img]https://i.imgur.com/dz444jK.png[/img][/center] [center][color=#8a1d1d][font=cambria][size=6]NOTABLE DRAGONS[/size][/font][/color][/center] [columns][size=4][color=#8a1d1d][font=cambria]ZAYEVA[/font][/color][color=#6b605e][font=cambria] The Matriarch of Archaic. Once the driving force behind the evolution of the clan she now watches over it satisfied in the knowledge that she has created something beautiful. Yet even now she is heavily involved in its activities. She's fierce and relentless, never once giving up when hardship hits, and inherently protective of her clan. Zayeva is its leader but shares this privilege with other high ranking dragons, while holding the right to veto. [nextcol][color=transparent]__[/color][nextcol][url=https://www1.flightrising.com/dragon/98799][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/988/98799.png[/img][/url] [/columns] [columns][size=4][color=#8a1d1d][font=cambria]ACHAI[/font][/color][color=#6b605e][font=cambria] Zayeva's mate and the clan's tactician. The injured mirror is no longer present on the battlefield itself but instead offers valuable advice and strategies. He's also in charge of gathering and finding information about high priority targets and possible issues. His vast network of contacts has earned him the title of Crow Master, and he proudly owns it. Achai is very level-headed and easy to converse with, although he may use any information gained for his own goals. [nextcol][color=transparent]__[/color][nextcol][url=https://www1.flightrising.com/dragon/98800][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/989/98800.png[/img][/url] [/columns] [columns][size=4][color=#8a1d1d][font=cambria]FALCILO[/font][/color][color=#6b605e][font=cambria] This hulking guardian is in charge of the Hallowed of Archaic, leading them on purges and battles, always at the vanguard and ready to strike. He's a beast of a dragon who commands respect and demands his soldiers to fall in line. The heavy armour he wears hardly slows him down as he tears through defensive lines so his warriors can charge in. He's loyal to the founders and sees Achai as his father and Charge. [nextcol][color=transparent]__[/color][nextcol][url=https://www1.flightrising.com/dragon/150954][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/1510/150954.png[/img][/url] [/columns] [columns][size=4][color=#8a1d1d][font=cambria]FALLEN[/font][/color][color=#6b605e][font=cambria] The new High Priestess of Archaic. Fallen lacks the age that her fellow conclave members have but boasts a hard-earned wisdom that is sure to impress. She guards over the rituals and blessings of the clan, making sure that the clan as a whole never strays from their path, and having long conversations with those who waver. She's a kind listener and always ready to offer advice to anyone. Her duty also includes watching over her fellow clergy. [nextcol][color=transparent]__[/color][nextcol] [url=https://www1.flightrising.com/dragon/53911874][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/539119/53911874.png[/img][/url] [/columns] [columns][size=4][color=#8a1d1d][font=cambria]MARAS[/font][/color][color=#6b605e][font=cambria] The clan's only true seer and oracle. She has predicted and set into motion many historical events and her cryptic words are never to be underestimated. While not belonging to the conclave, Maras remains a highly important and well protected member of the clan because of her abilities. Her connection to plague is so strong that she helped shape the Citadel. [nextcol][color=transparent]__[/color][nextcol] [url=https://www1.flightrising.com/dragon/20300604][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/203007/20300604.png[/img][/url] [/columns] [columns][size=4][color=#8a1d1d][font=cambria]MINUIT[/font][/color][color=#6b605e][font=cambria] Minuit met the founders in battle and since then has been ever by their side. She is the Archmage, overseeing the magically gifted dragons in the clan. She sees to their studies, their needs, their hopes, and keeps an eye on their disadvantages. Her magical prowess is unlike any other and the control she has over her spells show a trained mind. Much of her time is spent training other mages and making sure they gain control over their powers. [nextcol][color=transparent]__[/color][nextcol][url=https://www1.flightrising.com/dragon/110314][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/1104/110314.png[/img][/url] [/columns] [columns][size=4][color=#8a1d1d][font=cambria]SIWA[/font][/color][color=#6b605e][font=cambria] A unique individual. Siwa calls herself the Fleshweaver, and true to her name she works among the healers and surgeons. Her control over magic is so precise that she can close wounds or tear them open at a moment's notice. Morally bankrupt but very devoted to the clan nonetheless, Siwa has become a spokesdragon for the healers and researchers whom reside in the burrows. During times of war she is often near the warriors to patch them up on the battlefield. [nextcol][color=transparent]__[/color][nextcol][url=https://www1.flightrising.com/dragon/18061235][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/180613/18061235.png[/img][/url] [/columns] [columns][size=4][color=#8a1d1d][font=cambria]CRUOR[/font][/color][color=#6b605e][font=cambria] Another veteran of the early days of the clan, Cruor was once the commander of Archaic's warriors, but since then has passed on the mantle to Falcilo. Now she works as the clan's architect, designing and sculpting their very home. She still remains a powerful foe to face on the battlefield, but mostly remains passive unless someone or something threatens her. Cruor always keeps a close eye on the clan's hatchlings and watches over them until they leave the clan. [nextcol][color=transparent]__[/color][nextcol][url=https://www1.flightrising.com/dragon/346302][img]https://www1.flightrising.com/rendern/coliseum/battlesprites/3464/346302.png[/img][/url] [/columns] [nextcol][color=transparent]_____[/color][/columns] [center][img]https://i.imgur.com/dz444jK.png[/img][/center]
_____
Despite its militaristic nature the clan is very loosely divided into ranks. All dragons must be ready and able to serve at a moments notice, but various other occupations are held up and encouraged. There is great creative freedom in choosing one's place in the clan and this generally leads to a satisfied and happy population. As all dragons within the clan are considered fighters they hold the same rank unless specifically chosen by the conclave to serve as a Hallowed: an elite warrior who is sent out to combat heresy.

Rankings are very loose and can shift accordingly, yet these are always in the clan:




Brilliant Brass Torc








Stone Knife







Fine Woodsculpt





Antique Oil Lamp
__ THE CONCLAVE
Within Archaic there is a conclave of dragons who see to the clan's present and future. These - often older - dragons each represent a varied group of individuals and act as ambassadors to their part of the clan. This conclave is never set in stone as each clan member may offer to be on the next conclave, provided that they have shown to be a valued member of the community. The founders: Zayeva, Achai, and Minuit, are always present. Falcilo, the commander, Cruor, the architect, and Fallen, the high priestess, are also often found at the conclave. Because of its members switching around there is always new input added to meetings, which keeps these meetings from becoming stale echo chambers.

THE HALLOWED
The elite warriors in Archaic. These are the dragons called upon to battle the scourge of the wastes; to be chosen to serve as Hallowed is the greatest honour a warrior could achieve. The conclave is in charge of monitoring dragons and elevate them to Hallowed status if they show great potential. The rank of Hallowed is not a permanent one, and if a dragon fails to uphold their incredible strength and skill then they may be demoted. However, being demoted does not come with shame, but is instead seen as a wake-up call to drive warriors to go above and beyond. Hallowed are treated with great respect, and to sit by their side in the Mead Hall is a coveted pass-time for many of the lower ranks.

THE FREE WARRIORS
When a dragon is not part of the conclave or the Hallowed then they are likely a Free Warrior, or simply Warrior. These individuals possess combat skills but also enjoy their own unique occupation. Many of these warriors can be found near the ridges where their shops or workstations lie, but they can also mingle among the healers and archivists. Free warriors may be called upon at any time to join a battle, and must be prepared to do so. In battle they are always led by the Hallowed and little insubordination is permitted, yet they are also encouraged to speak up when a Hallowed is not performing their duty. Their voice is considered equally as important as that of the Hallowed.

THE WARDED
Even in a battle-ready clan such as Archaic there are individuals not suited for the chaos of war. Whether by injury, disability, age, or any other reason, the Warded are dragons that cannot enter battle unless out of desperation. They are generally not looked down upon as they instead serve the clan in their own ways. Warded will often take on caretaker roles and know a lot about what goes on in Archaic. As their name suggests, they will be well protected should an attack arise.

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NOTABLE DRAGONS
ZAYEVA
The Matriarch of Archaic. Once the driving force behind the evolution of the clan she now watches over it satisfied in the knowledge that she has created something beautiful. Yet even now she is heavily involved in its activities. She's fierce and relentless, never once giving up when hardship hits, and inherently protective of her clan. Zayeva is its leader but shares this privilege with other high ranking dragons, while holding the right to veto.
__ 98799.png

ACHAI
Zayeva's mate and the clan's tactician. The injured mirror is no longer present on the battlefield itself but instead offers valuable advice and strategies. He's also in charge of gathering and finding information about high priority targets and possible issues. His vast network of contacts has earned him the title of Crow Master, and he proudly owns it. Achai is very level-headed and easy to converse with, although he may use any information gained for his own goals.
__ 98800.png

FALCILO
This hulking guardian is in charge of the Hallowed of Archaic, leading them on purges and battles, always at the vanguard and ready to strike. He's a beast of a dragon who commands respect and demands his soldiers to fall in line. The heavy armour he wears hardly slows him down as he tears through defensive lines so his warriors can charge in. He's loyal to the founders and sees Achai as his father and Charge.
__ 150954.png

FALLEN
The new High Priestess of Archaic. Fallen lacks the age that her fellow conclave members have but boasts a hard-earned wisdom that is sure to impress. She guards over the rituals and blessings of the clan, making sure that the clan as a whole never strays from their path, and having long conversations with those who waver. She's a kind listener and always ready to offer advice to anyone. Her duty also includes watching over her fellow clergy.
__ 53911874.png

MARAS
The clan's only true seer and oracle. She has predicted and set into motion many historical events and her cryptic words are never to be underestimated. While not belonging to the conclave, Maras remains a highly important and well protected member of the clan because of her abilities. Her connection to plague is so strong that she helped shape the Citadel.
__ 20300604.png

MINUIT
Minuit met the founders in battle and since then has been ever by their side. She is the Archmage, overseeing the magically gifted dragons in the clan. She sees to their studies, their needs, their hopes, and keeps an eye on their disadvantages. Her magical prowess is unlike any other and the control she has over her spells show a trained mind. Much of her time is spent training other mages and making sure they gain control over their powers.
__ 110314.png

SIWA
A unique individual. Siwa calls herself the Fleshweaver, and true to her name she works among the healers and surgeons. Her control over magic is so precise that she can close wounds or tear them open at a moment's notice. Morally bankrupt but very devoted to the clan nonetheless, Siwa has become a spokesdragon for the healers and researchers whom reside in the burrows. During times of war she is often near the warriors to patch them up on the battlefield.
__ 18061235.png

CRUOR
Another veteran of the early days of the clan, Cruor was once the commander of Archaic's warriors, but since then has passed on the mantle to Falcilo. Now she works as the clan's architect, designing and sculpting their very home. She still remains a powerful foe to face on the battlefield, but mostly remains passive unless someone or something threatens her. Cruor always keeps a close eye on the clan's hatchlings and watches over them until they leave the clan.
__ 346302.png
_____
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[center][color=#5e4b4b][font=cambria][size=2][img]https://i.imgur.com/dz444jK.png[/img] [url=https://www1.flightrising.com/forums/cc/3014580#post_3014580]INTRO[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746244]TERRITORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746289]STRUCTURE[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746345]HISTORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746442]CUSTOMS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746481]INTERACTIONS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580/1#post_47748396]ALLIANCES[/url] [img]https://i.imgur.com/dz444jK.png[/img] [color=#8a1d1d][font=cambria][size=7]HISTORY[/size][/font][/color] [columns][color=transparent]_____[/color][nextcol][size=4][color=#6b605e][font=cambria] Clan Archaic has a rich history of hardship and struggle to find their true calling and nature. The clan has seen many dragons come and go, and has visited many places of the Scarred Wasteland before reaching their final home near the Wyrmwound. Yet in the decades spent together one thing unites these dragons: [i]devotion[/i]. Whether it's devotion to their deity, devotion to one another, or devotion to carve out their territory, the clan remained a tight collective of like-minded dragons whom still stand strong today. [center][color=#8a1d1d][font=cambria][size=4]ORIGINS[/size][/font][/color][/center][color=#6b605e][font=cambria][i]oh boy this is gonna be a long one[/i] [center][color=#8a1d1d][font=cambria][size=4]GROWTH & ROTROCK RIM[/size][/font][/color][/center][color=#6b605e][font=cambria] [center][color=#8a1d1d][font=cambria][size=4]EXODUS TO THE WYRMWOUND[/size][/font][/color][/center][color=#6b605e][font=cambria] [center][color=#8a1d1d][font=cambria][size=4]THE SCHISM[/size][/font][/color][/center][color=#6b605e][font=cambria] [center][color=#8a1d1d][font=cambria][size=4]PRESENT DAY[/size][/font][/color][/center][color=#6b605e][font=cambria] [nextcol][color=transparent]_____[/color][/columns]
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INTRO | TERRITORY | STRUCTURE | HISTORY | CUSTOMS | INTERACTIONS | ALLIANCES
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HISTORY
_____
Clan Archaic has a rich history of hardship and struggle to find their true calling and nature. The clan has seen many dragons come and go, and has visited many places of the Scarred Wasteland before reaching their final home near the Wyrmwound. Yet in the decades spent together one thing unites these dragons: devotion. Whether it's devotion to their deity, devotion to one another, or devotion to carve out their territory, the clan remained a tight collective of like-minded dragons whom still stand strong today.


ORIGINS
oh boy this is gonna be a long one

GROWTH & ROTROCK RIM


EXODUS TO THE WYRMWOUND


THE SCHISM


PRESENT DAY


_____
[center][color=#5e4b4b][font=cambria][size=2][img]https://i.imgur.com/dz444jK.png[/img] [url=https://www1.flightrising.com/forums/cc/3014580#post_3014580]INTRO[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746244]TERRITORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746289]STRUCTURE[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746345]HISTORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746442]CUSTOMS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746481]INTERACTIONS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580/1#post_47748396]ALLIANCES[/url] [img]https://i.imgur.com/dz444jK.png[/img] [color=#8a1d1d][font=cambria][size=7]CUSTOMS[/size][/font][/color] [/center] [columns][color=transparent]_____[/color][nextcol] [color=#8a1d1d][font=cambria][size=5]GREETINGS TO OUTSIDERS[/size][/font][/color] [size=4][color=#6b605e][font=cambria] Inhabitants from outside clans are greeted by a dragon scratching the ground before them. Should the dragon of the outside clan return the gesture then words may be shared. If an outsider does not pick up on the gesture then they lose a fair amount of respect in the greeter’s eyes. It’s a long-standing tradition which refers to being on equal ground before further communications can proceed. Likewise, clan members have a way of letting outsiders know they’ve made an enemy. When coming in contact with a hostile dragon, a member of Archaic will make a small incision on their palm and drag it across the ground or floor, leaving a trail of blood in the process. This is to signify blood will be spilt if the other dragon does not leave immediately, along with letting them know they are no longer welcome. This also applies to dragons that are about to be exiled. [columns][size=4][color=#8a1d1d][font=cambria][size=4]THE BIRD SKULL[/size][/font][/color] [color=#6b605e][font=cambria] With the bird skull as its clan symbol, it’s no surprise that clan Archaic has meanings tied around the apparel pieces. Bird skull apparel is worn by virtually every dragon in Archaic. It matters little where the bird skull is worn, and there’s a variety of styles and colours. The bird skull also holds a significance in social aspects. While most dragons attain the already created apparel from the crafters, there are some who fashion it for themselves with skulls scavenged by the bone collector. A self-made gift is always seen as a sign of respect and admiration, no matter the level of skill behind it. Yet each piece holds a special meaning and it can be confusing to new clan members to choose the correct type to give. It is considered rude to refuse a given bird skull, though the recipient isn’t obligated to wear it. A self-created bird skull necklace is a most precious gift, often given to show great affection. A sign of courtship and love, dragons who receive such a gift will not take it off unless the thread snaps, and are quick to restore it in case it does. A great deal of sentimental value comes with a given necklace and they are often personalised to suit the dragon. Items may be added onto it as the relationship progresses. A break-up or end of a strong friendship results in the necklace being destroyed. A bird skull necklace may also be worn by individuals who just like the look, yet these necklaces are often more bare compared to the gifted ones. Bird skull armbands, legbands, and wingpieces are given as signs of friendship and mutual respect. They’re ideal gifts for many occasions, though are mainly given to newer dragons when they have shown to be loyal and brave. These pieces are not always worn but are used to decorate a dragon’s chambers. While necklaces are carefully personalised, these bird skull pieces will have many a colour and different type of feather, not always complementing each other or the recipient. A social butterfly may end up with a wide range of coloured pieces displayed in their chambers. The rarest piece is the headdress. Because of the skill and detail required to craft one without damaging the skull (and to find a suitable skull or piece of bone), the headdress is reserved only for dragons of great respect. A sign of admiration and utmost devotion, mostly given to the higher ranks. These headdresses are mostly only worn in ceremonies, as battle may damage the intricate craftsmanship. [nextcol][color=transparent]__[/color][nextcol] [item=brown birdskull headdress] [item=brown birdskull necklace] [item=brown birdskull armband][/columns] [nextcol][color=transparent]_____[/color][/columns] [center][img]https://i.imgur.com/dz444jK.png[/img][/center]

_____ GREETINGS TO OUTSIDERS

Inhabitants from outside clans are greeted by a dragon scratching the ground before them. Should the dragon of the outside clan return the gesture then words may be shared. If an outsider does not pick up on the gesture then they lose a fair amount of respect in the greeter’s eyes. It’s a long-standing tradition which refers to being on equal ground before further communications can proceed.

Likewise, clan members have a way of letting outsiders know they’ve made an enemy. When coming in contact with a hostile dragon, a member of Archaic will make a small incision on their palm and drag it across the ground or floor, leaving a trail of blood in the process. This is to signify blood will be spilt if the other dragon does not leave immediately, along with letting them know they are no longer welcome. This also applies to dragons that are about to be exiled.


THE BIRD SKULL

With the bird skull as its clan symbol, it’s no surprise that clan Archaic has meanings tied around the apparel pieces. Bird skull apparel is worn by virtually every dragon in Archaic. It matters little where the bird skull is worn, and there’s a variety of styles and colours. The bird skull also holds a significance in social aspects. While most dragons attain the already created apparel from the crafters, there are some who fashion it for themselves with skulls scavenged by the bone collector.

A self-made gift is always seen as a sign of respect and admiration, no matter the level of skill behind it. Yet each piece holds a special meaning and it can be confusing to new clan members to choose the correct type to give. It is considered rude to refuse a given bird skull, though the recipient isn’t obligated to wear it.

A self-created bird skull necklace is a most precious gift, often given to show great affection. A sign of courtship and love, dragons who receive such a gift will not take it off unless the thread snaps, and are quick to restore it in case it does. A great deal of sentimental value comes with a given necklace and they are often personalised to suit the dragon. Items may be added onto it as the relationship progresses. A break-up or end of a strong friendship results in the necklace being destroyed. A bird skull necklace may also be worn by individuals who just like the look, yet these necklaces are often more bare compared to the gifted ones.

Bird skull armbands, legbands, and wingpieces are given as signs of friendship and mutual respect. They’re ideal gifts for many occasions, though are mainly given to newer dragons when they have shown to be loyal and brave. These pieces are not always worn but are used to decorate a dragon’s chambers. While necklaces are carefully personalised, these bird skull pieces will have many a colour and different type of feather, not always complementing each other or the recipient. A social butterfly may end up with a wide range of coloured pieces displayed in their chambers.

The rarest piece is the headdress. Because of the skill and detail required to craft one without damaging the skull (and to find a suitable skull or piece of bone), the headdress is reserved only for dragons of great respect. A sign of admiration and utmost devotion, mostly given to the higher ranks. These headdresses are mostly only worn in ceremonies, as battle may damage the intricate craftsmanship.
__


Brown Birdskull Headdress

Brown Birdskull Necklace

Brown Birdskull Armband
_____
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[center][color=#5e4b4b][font=cambria][size=2][img]https://i.imgur.com/dz444jK.png[/img] [url=https://www1.flightrising.com/forums/cc/3014580#post_3014580]INTRO[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746244]TERRITORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746289]STRUCTURE[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746345]HISTORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746442]CUSTOMS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746481]INTERACTIONS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580/1#post_47748396]ALLIANCES[/url] [img]https://i.imgur.com/dz444jK.png[/img] [color=#8a1d1d][font=cambria][size=7]INTERACTIONS WITH CLANS[/size][/font][/color][/center] [columns][color=transparent]_____[/color][nextcol][size=4][color=#6b605e][font=cambria] Despite its militaristic structure and zealous nature, the Order of Archaic is very tolerant of others that do not share their views. All must survive in the Wasteland, and how other clans go about their business is of no consequence to Archaic. This live and let live disposition makes it easy for them to strike alliances - whether temporary or not -, further strengthening their hold over their domain. They take alliances seriously, and come to the aid of allied clans without question, expecting the same in return. Those who cannot make good on their promises earn the ire of the clan, and will be shunned from future deals or talks. Clans which harbour enemies of Archaic do not get such a pass. Even if the clan itself is plague-aligned or neutral, the fact that they hold necromancers or the undead is unacceptable. This clan will likely be targeted and neutralised when they least expect it. Annihilated clans are then picked clean of useful materials but the dead are left to rot and be reclaimed by the Wasteland. Clan Archaic will often call upon alliances to make a combined lethal strike against these heretics, and the spoils are shared equally. It is important to note that clan Archaic does not seek to expand its cause outside of the Scarred Wasteland. What clans in other regions do is not their concern, as their only intent is to cleanse the Wasteland so that it may grow stronger and allow the infection to spread. Likewise, Archaic is not likely to accept alliances from clans outside of the Plaguelands, unless for a very precise reason. [columns] [size=4][color=#8a1d1d][font=cambria][size=4]HARPIES & TALONOK[/size][/font][/color][color=#6b605e][font=cambria] Perhaps due to the reverence of the bird skull symbol in their history, clan Archaic shows a tolerance for certain bird-like beastclans. They allow Harpies and Talonok to settle close to their borders and even share resources in exchange for information and messages. A peaceful alliance is kept between the different clans and species; both showing mutual respect and decency towards one another. There may even be occurrences where they fight side by side to defeat threats to their shared territory. Many of these beastclans settle outside of clan grounds, but may visit the spires from time to time. [nextcol][color=transparent]__[/color][nextcol][img]https://www1.flightrising.com/static/cms/familiar/art/623.png[/img][/columns] [columns][img]https://www1.flightrising.com/static/cms/familiar/art/28151.png[/img][nextcol][color=transparent]__[/color][nextcol] [size=4][color=#8a1d1d][font=cambria][size=4]SERTHIS[/size][/font][/color][color=#6b605e][font=cambria] Unlike the Talonok and Harpy, clan Archaic does not share an easy bond with the Serthis. They are considered greedy and fickle, and tend to be driven away from their territory. There is only one Serthis among the ranks of Archaic and they act as an ambassador to keep the peace. In truth, this ambassador's views lie closer to those of the clan than of the Serthis, and therefore enjoys far more privileges than other beasts whom are kept at the clan. Serthis who stray too close to the borders of the clan are considered a nuisance and are kindly asked to leave. After this one warning there will be no further mercy shown to these serpentine intruders. [/columns] [nextcol][color=transparent]_____[/color][/columns] [center][img]https://i.imgur.com/dz444jK.png[/img][/center]
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INTRO | TERRITORY | STRUCTURE | HISTORY | CUSTOMS | INTERACTIONS | ALLIANCES
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INTERACTIONS WITH CLANS
_____
Despite its militaristic structure and zealous nature, the Order of Archaic is very tolerant of others that do not share their views. All must survive in the Wasteland, and how other clans go about their business is of no consequence to Archaic. This live and let live disposition makes it easy for them to strike alliances - whether temporary or not -, further strengthening their hold over their domain. They take alliances seriously, and come to the aid of allied clans without question, expecting the same in return. Those who cannot make good on their promises earn the ire of the clan, and will be shunned from future deals or talks.

Clans which harbour enemies of Archaic do not get such a pass. Even if the clan itself is plague-aligned or neutral, the fact that they hold necromancers or the undead is unacceptable. This clan will likely be targeted and neutralised when they least expect it. Annihilated clans are then picked clean of useful materials but the dead are left to rot and be reclaimed by the Wasteland. Clan Archaic will often call upon alliances to make a combined lethal strike against these heretics, and the spoils are shared equally.

It is important to note that clan Archaic does not seek to expand its cause outside of the Scarred Wasteland. What clans in other regions do is not their concern, as their only intent is to cleanse the Wasteland so that it may grow stronger and allow the infection to spread. Likewise, Archaic is not likely to accept alliances from clans outside of the Plaguelands, unless for a very precise reason.


HARPIES & TALONOK

Perhaps due to the reverence of the bird skull symbol in their history, clan Archaic shows a tolerance for certain bird-like beastclans. They allow Harpies and Talonok to settle close to their borders and even share resources in exchange for information and messages. A peaceful alliance is kept between the different clans and species; both showing mutual respect and decency towards one another. There may even be occurrences where they fight side by side to defeat threats to their shared territory. Many of these beastclans settle outside of clan grounds, but may visit the spires from time to time.
__ 623.png
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SERTHIS

Unlike the Talonok and Harpy, clan Archaic does not share an easy bond with the Serthis. They are considered greedy and fickle, and tend to be driven away from their territory. There is only one Serthis among the ranks of Archaic and they act as an ambassador to keep the peace. In truth, this ambassador's views lie closer to those of the clan than of the Serthis, and therefore enjoys far more privileges than other beasts whom are kept at the clan. Serthis who stray too close to the borders of the clan are considered a nuisance and are kindly asked to leave. After this one warning there will be no further mercy shown to these serpentine intruders.
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[center][color=#5e4b4b][font=cambria][size=2][img]https://i.imgur.com/dz444jK.png[/img] [url=https://www1.flightrising.com/forums/cc/3014580#post_3014580]INTRO[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746244]TERRITORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746289]STRUCTURE[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746345]HISTORY[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746442]CUSTOMS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580#post_47746481]INTERACTIONS[/url] | [url=https://www1.flightrising.com/forums/cc/3014580/1#post_47748396]ALLIANCES[/url] [img]https://i.imgur.com/dz444jK.png[/img] [color=#8a1d1d][font=cambria][size=7]LIST OF ALLIANCES[/size][/font][/color][/center] [columns][color=transparent]_____[/color][nextcol][size=4][font=cambria][color=#6b605e] While clan Archaic is autonomous at heart it is common for them to seek out alliances with other plague clans to keep a stronger foothold in various territories across the Scarred Wasteland. These alliances, whether temporary or long-lasting, are treated with utmost respect. Archaic will heed a call to war from an allied clan, and expects others to do the same for them. Breaking promises through alliances is not easily forgotten. [center][url=https://www1.flightrising.com/forums/cc/3008248/1#post_3008248][font=cambria][color=#8a1d1d][size=5]CHILDREN OF THE BLOOD-MARK[/size][/color][/url][font=cambria][color=#6b605e][size=4] Spawn of Archaic residing here: Yespar, Vanh Location: The Abiding Boneyard[/center][font=cambria][color=#6b605e][size=4] The Children of the Blood-Mark and Clan Archaic share some history together. Originally allied when Archaic was still residing near the Abiding Boneyard, the two clans shared a similar vision of the Wasteland and their duty towards the Plaguemother. Yet their alliance soured over time when the matriarch of the Blood-Mark, Grimm, turned a different path and their goals no longer aligned. Ties were cut quietly and Archaic moved deeper inland shortly after. It wasn't until the clan had settled in its current Wyrmwound home for many years that they were contacted again, but this time by a different ruler of the Blood-Mark. Its current matriarch: Aldith, reached out a claw in friendship, presenting new ideals for her clan, and the alliance was reforged. Now the clans share a similar vision once again. One of Aldith's children even resides among Archaic, offering her services as a proud warrior and protector. [nextcol][color=transparent]_____[/color][/columns] [center][img]https://i.imgur.com/dz444jK.png[/img][/center]
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While clan Archaic is autonomous at heart it is common for them to seek out alliances with other plague clans to keep a stronger foothold in various territories across the Scarred Wasteland. These alliances, whether temporary or long-lasting, are treated with utmost respect. Archaic will heed a call to war from an allied clan, and expects others to do the same for them. Breaking promises through alliances is not easily forgotten.


CHILDREN OF THE BLOOD-MARK

Spawn of Archaic residing here: Yespar, Vanh
Location: The Abiding Boneyard

The Children of the Blood-Mark and Clan Archaic share some history together. Originally allied when Archaic was still residing near the Abiding Boneyard, the two clans shared a similar vision of the Wasteland and their duty towards the Plaguemother. Yet their alliance soured over time when the matriarch of the Blood-Mark, Grimm, turned a different path and their goals no longer aligned. Ties were cut quietly and Archaic moved deeper inland shortly after.

It wasn't until the clan had settled in its current Wyrmwound home for many years that they were contacted again, but this time by a different ruler of the Blood-Mark. Its current matriarch: Aldith, reached out a claw in friendship, presenting new ideals for her clan, and the alliance was reforged. Now the clans share a similar vision once again. One of Aldith's children even resides among Archaic, offering her services as a proud warrior and protector.

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And this one is mine too, now
And this one is mine too, now