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TOPIC | Territory Maps
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[center][b]This is a place for my maps. Please do not post here. Thank you![/b][/center] ------------ [center][font=Century Gothic][size=7][color=#3d716a]Territory Maps[/color][/font][/size][/center] [center][url=https://i.imgur.com/y7spZF9.jpg][img]https://i.imgur.com/y7spZF9.jpg[/img][/url][/center] [right][size=2][i]Azurenight Clan Territory, overview of the region.[/i][/size][/right] The Azurenight Territory is home to three large cities, four townships, three Beast Clan tribes, and many interesting places to visit and explore. ------- [font=Century Gothic][size=6][color=#3d716a]Cities[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/3#post_28389176]Concordia[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_29233542]Whisperwind City[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_32441989]Port Wildwind[/url] ------- [font=Century Gothic][size=6][color=#3d716a]Towns[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/3#post_32524550]Breezeholme[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_34527666]Wind's Grace[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_34527696]New Haven[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_35199058]Etesian[/url] ------- [font=Century Gothic][size=6][color=#3d716a]Beastclan Villages[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/3#post_38817939]Hózhó Tribe[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/3#post_38817942]Inark Tribe[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817958]Lotia Tribe [/url] ------- [font=Century Gothic][size=6][color=#3d716a]Important Areas[/color][/font][/size] [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817959]Traveling Merchants | Dragon's Rest | Dash's Sanctuary | Howling Falls[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817961]Wanderers Plains | Arris Falls & Lake | The Stairs to Nowhere | Dunhoof Foothills[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817972]Dipping Pools | Explorers Island | Haunted Wood | Uriel's Observatory[/url] | [url=http://www1.flightrising.com/forums/cc/1953464/4#post_38817973]Ruu's Dig Site | Maren's Bane Beach[/url] ----------- [font=Century Gothic][size=6][color=#3d716a]Building Diagrams[/color][/font][/size] Dragon's Rest Cairn: [url=https://www1.flightrising.com/forums/cc/3230837/1#post_54903205]Ground Floor[/url] -- [url=https://www1.flightrising.com/forums/cc/3230837/1#post_54906863]First Floor[/url] -- [url=https://www1.flightrising.com/forums/cc/3230837/1#post_54907287]Bell Tower[/url] -- First Floor Crypt -- Second Floor Crypt -- Third Floor Crypt -- Fourth Floor Crypt [b]|[/b]
This is a place for my maps. Please do not post here. Thank you!

Territory Maps
y7spZF9.jpg
Azurenight Clan Territory, overview of the region.
The Azurenight Territory is home to three large cities, four townships, three Beast Clan tribes, and many interesting places to visit and explore.
Cities
Concordia | Whisperwind City | Port Wildwind


Towns
Breezeholme | Wind's Grace | New Haven | Etesian


Beastclan Villages
Hózhó Tribe | Inark Tribe | Lotia Tribe


Important Areas
Traveling Merchants | Dragon's Rest | Dash's Sanctuary | Howling Falls | Wanderers Plains | Arris Falls & Lake | The Stairs to Nowhere | Dunhoof Foothills | Dipping Pools | Explorers Island | Haunted Wood | Uriel's Observatory | Ruu's Dig Site | Maren's Bane Beach


Building Diagrams
Dragon's Rest Cairn: Ground Floor -- First Floor -- Bell Tower -- First Floor Crypt -- Second Floor Crypt -- Third Floor Crypt -- Fourth Floor Crypt |
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[size=7][font=courier new][color=#3d716a]Area Name[/size][/color][/font] [url=https://i.imgur.com/yGVnoay.jpg][img]https://i.imgur.com/yGVnoay.jpg[/img][/url] --GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO-- [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Area History[/b]: [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Areas of Interest[/b]: [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Officials[/b]: [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Interesting Inhabitants[/b]: [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Area Statistics[/b]:
Area Name

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--GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO--
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Area History:
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Areas of Interest:
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Officials:
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Interesting Inhabitants:
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Area Statistics:



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[size=7][font=courier new][color=#3d716a]Dragon's Rest[/size][/color][/font] [url=https://i.imgur.com/VUhG4jz.jpg][img]https://i.imgur.com/VUhG4jz.jpg[/img][/url] [b]WIP[/b]-- No one wants to really think of a place like this, but unfortunately, there does come a time when it has to be at the forefront of your mind. This is what happened to the Founders when their little territory began to expand beyond what they expected. Burials were usually a personal thing, taken care of by the family of the individual without the interference of the local government. That tradition stopped when groundbreakings started to uncover family burial sites. The Founders knew then that they needed to arrange a singular and maintained burial site for the territory. They found a clearing in the Haunted Woods thanks to the Longneck elders and there they established Dragon's Rest. [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Area History[/b]: The local Longneck tribe had used this area when they first settled in the territory, this large clearing in the middle of Red Leaf Woods (the original name of the woodland that would later be renamed Haunted Woods), was chosen for the permanent placement of the tribe's burial site. At that time the tribe used stacks of stones, intricately carved and stacked, as grave markers. In addition, at the entrance of the burial site, the tribe had constructed one massive cairn carved with the names and deeds of their ancestors. The name cairn was used to describe the area by the tribe and this verbal tradition continued to the dragons and other beasts that would eventually move into the area. It should be known that shortly after setting up the burial site the tribe promptly stopped using it. Today their official cairn site is closer to their village around the Three Lakes area. The elders had hesitated to tell the Founders about the area because of the odd energy that the area gave off. They assumed that strange, oftentimes, negative energy was what caused the restless state of their interred-- old and new. Unhappy with the unsettled nature of their ancestors, the tribe removed their departed and re-interred them at the new site. It was out of desperation that the founders ultimately settled on the area for the construction of Dragon's Rest. A decision that proved to be just as much trouble for them as it was for the tribe. Since the first ground breaking there has been a constant stream of hauntings and curses that have come out of the area. Because of the restless nature of the souls in this place, no one wished to keep the job of grave keeper for more than a few days. Naturally, this was a concern for the founders, who really needed this burial site to work properly. It was this issue that led them to accept the aid of a particular sort of magic user. Necromancers. Reluctantly, they hired Valeria, and after her Sabriel, under the impression that they could take care of the mausoleum. They were right. Their expertise in the area of death and undeath has indeed proved beneficial to the territory and to the souls that can now rest peacefully under their watchful eye. [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Areas of Interest[/b]: [size=5][font=Courier New]Dragon's Rest Mausoleum[/font][/size] The mausoleum is not only for the interment of loved ones but is able to host any sort of ceremonial rites typically used to honor the ancestors. All burials at Dragon's Rest are provided at no cost to the families. Ceremonies and wakes are the responsibility of the families, but they are welcome to be had at the mausoleum. Because of space issues and concerns about burning intact Imperial bodies, the territory utilizes a 'dusting' technique to break down the body, relieving the strain of space and the concern of another Luminax rising. ------------------------- [size=5][font=Courier New]Beast Cemetery[/font][/size] The territory is home to a vast number of beast species not associated with one of the three local tribes. When it is that time they are welcome at Dragon's Rest as well. Many of them wish to be buried above ground and to accommodate their wishes, several areas have been set aside for their burials. Valeria makes sure each burial that does not include a dusting is clear of any negative energies the cursed woods around the graveyard swell with. ------------------------- [size=5][font=Courier New]Portal Tower[/font][/size] The territory benefits from a series of transportation portals in vital locations, which allow for quick transport to and from areas. This is the Dragon's Rest Portal Tower. It is a one-way portal so it doesn't have to be manned and will take individuals straight to Whisperwind City. ------------------------- [size=5][font=Courier New]The Remnants[/font][/size] The leftover architecture from previous lifetimes. Most who visit Dragon's Rest never take notice of them, which is usually to be expected. The archeologists have taken notice, however, and several have attempted to investigate them. Unfortunately, the area is so cursed it is very dangerous to navigate. The push to study the ruins is a slow one, but the scholars are inching their way in. [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Officials[/b]: [columns][url=https://www1.flightrising.com/dragon/39404803][img]https://www1.flightrising.com/rendern/portraits/394049/39404803p.png[/img][/url][nextcol][size=4][font=Courier New]Valeria [/font][/size] Valeria is the primary keeper of the burial sites at Dragon's Rest. Being around the dead all day she is, as one might expect, rather macabre. Valeria is most certainly a loner and is considered one of the less approachable drakes in the clan. Though, if one persists enough she will usually relent to what she considers pestering. At that point, she can be quite considerate and honestly interesting to be around. It's not that she doesn't want company, she's just not used to such lively companions. [/columns] [columns][url=https://www1.flightrising.com/dragon/42625111][img]https://www1.flightrising.com/rendern/portraits/426252/42625111p.png[/img][/url][nextcol][size=4][font=Courier New]Sabriel[/font][/size] Sabriel is a very compassionate and personable dragon and she is second in charge of the Dragon's Rest Mausoleum. Sabriel is in the necromancer class, mostly because she has a great deal of power concerning the dead and undead. Though her power is often druidic in nature she still falls under this new classification of mage. She specializes in the lost or confused ghosts and is typically successful in moving them on peacefully.[/columns] [b]Notable Inhabitants[/b]: [columns][url=https://www1.flightrising.com/dragon/40400791][img]https://www1.flightrising.com/rendern/portraits/404008/40400791p.png[/img][/url][nextcol][size=4][font=Courier New]Aminta[/font][/size] Aminta is the guardian of the Cairn. She is the strong silent type that will not hesitate to be in your face if challenged. This personality trait is constant, even with those she knows and cares for. Naturally, this standoffish behavior and her reluctance to trust anyone does not earn her a great many friends. Those individuals who have managed to befriend her are few and far between. For those she does consider colleagues, she is loyal and protective.[/columns] [columns][url=https://www1.flightrising.com/dragon/41452238][img]https://www1.flightrising.com/rendern/portraits/414523/41452238p.png[/img][/url][nextcol][size=4][font=Courier New]Naivara[/font][/size] Naivara is the resident ghost. After finally being banished to a small vessel she was brought to the Dragon Carin. There she was released so Valeria and Sabriel could heal her broken mind and hopefully, one day send her off in peace. Until that time, she protects the cairn by being an absolute jerk. She is coming to tolerate the necromancers and the ghost-hunting team. No matter what the others do to try and help her move on she refuses to go. At present the team is trying to dig into her history ([i]a difficult task considering very little is known about the ghost[/i]) to see if they can find the root of the problem. [/columns]
Dragon's Rest

VUhG4jz.jpg
WIP--
No one wants to really think of a place like this, but unfortunately, there does come a time when it has to be at the forefront of your mind. This is what happened to the Founders when their little territory began to expand beyond what they expected.

Burials were usually a personal thing, taken care of by the family of the individual without the interference of the local government. That tradition stopped when groundbreakings started to uncover family burial sites. The Founders knew then that they needed to arrange a singular and maintained burial site for the territory. They found a clearing in the Haunted Woods thanks to the Longneck elders and there they established Dragon's Rest.
OZjjDz1.png
Area History:
The local Longneck tribe had used this area when they first settled in the territory, this large clearing in the middle of Red Leaf Woods (the original name of the woodland that would later be renamed Haunted Woods), was chosen for the permanent placement of the tribe's burial site. At that time the tribe used stacks of stones, intricately carved and stacked, as grave markers. In addition, at the entrance of the burial site, the tribe had constructed one massive cairn carved with the names and deeds of their ancestors. The name cairn was used to describe the area by the tribe and this verbal tradition continued to the dragons and other beasts that would eventually move into the area.

It should be known that shortly after setting up the burial site the tribe promptly stopped using it. Today their official cairn site is closer to their village around the Three Lakes area. The elders had hesitated to tell the Founders about the area because of the odd energy that the area gave off. They assumed that strange, oftentimes, negative energy was what caused the restless state of their interred-- old and new. Unhappy with the unsettled nature of their ancestors, the tribe removed their departed and re-interred them at the new site.

It was out of desperation that the founders ultimately settled on the area for the construction of Dragon's Rest. A decision that proved to be just as much trouble for them as it was for the tribe. Since the first ground breaking there has been a constant stream of hauntings and curses that have come out of the area.

Because of the restless nature of the souls in this place, no one wished to keep the job of grave keeper for more than a few days. Naturally, this was a concern for the founders, who really needed this burial site to work properly. It was this issue that led them to accept the aid of a particular sort of magic user. Necromancers. Reluctantly, they hired Valeria, and after her Sabriel, under the impression that they could take care of the mausoleum. They were right. Their expertise in the area of death and undeath has indeed proved beneficial to the territory and to the souls that can now rest peacefully under their watchful eye.

OZjjDz1.png
Areas of Interest:

Dragon's Rest Mausoleum
The mausoleum is not only for the interment of loved ones but is able to host any sort of ceremonial rites typically used to honor the ancestors. All burials at Dragon's Rest are provided at no cost to the families. Ceremonies and wakes are the responsibility of the families, but they are welcome to be had at the mausoleum. Because of space issues and concerns about burning intact Imperial bodies, the territory utilizes a 'dusting' technique to break down the body, relieving the strain of space and the concern of another Luminax rising.
Beast Cemetery
The territory is home to a vast number of beast species not associated with one of the three local tribes. When it is that time they are welcome at Dragon's Rest as well. Many of them wish to be buried above ground and to accommodate their wishes, several areas have been set aside for their burials. Valeria makes sure each burial that does not include a dusting is clear of any negative energies the cursed woods around the graveyard swell with.
Portal Tower
The territory benefits from a series of transportation portals in vital locations, which allow for quick transport to and from areas. This is the Dragon's Rest Portal Tower. It is a one-way portal so it doesn't have to be manned and will take individuals straight to Whisperwind City.
The Remnants
The leftover architecture from previous lifetimes. Most who visit Dragon's Rest never take notice of them, which is usually to be expected. The archeologists have taken notice, however, and several have attempted to investigate them. Unfortunately, the area is so cursed it is very dangerous to navigate. The push to study the ruins is a slow one, but the scholars are inching their way in.
OZjjDz1.png
Officials:
39404803p.png Valeria
Valeria is the primary keeper of the burial sites at Dragon's Rest. Being around the dead all day she is, as one might expect, rather macabre. Valeria is most certainly a loner and is considered one of the less approachable drakes in the clan. Though, if one persists enough she will usually relent to what she considers pestering. At that point, she can be quite considerate and honestly interesting to be around. It's not that she doesn't want company, she's just not used to such lively companions.

42625111p.png Sabriel
Sabriel is a very compassionate and personable dragon and she is second in charge of the Dragon's Rest Mausoleum. Sabriel is in the necromancer class, mostly because she has a great deal of power concerning the dead and undead. Though her power is often druidic in nature she still falls under this new classification of mage. She specializes in the lost or confused ghosts and is typically successful in moving them on peacefully.

Notable Inhabitants:
40400791p.png Aminta
Aminta is the guardian of the Cairn. She is the strong silent type that will not hesitate to be in your face if challenged. This personality trait is constant, even with those she knows and cares for. Naturally, this standoffish behavior and her reluctance to trust anyone does not earn her a great many friends. Those individuals who have managed to befriend her are few and far between. For those she does consider colleagues, she is loyal and protective.
41452238p.png Naivara
Naivara is the resident ghost. After finally being banished to a small vessel she was brought to the Dragon Carin. There she was released so Valeria and Sabriel could heal her broken mind and hopefully, one day send her off in peace. Until that time, she protects the cairn by being an absolute jerk. She is coming to tolerate the necromancers and the ghost-hunting team. No matter what the others do to try and help her move on she refuses to go. At present the team is trying to dig into her history (a difficult task considering very little is known about the ghost) to see if they can find the root of the problem.


buffer text buffer text Tropical post card that says, Hello from The Explorer's Club.  Wish you were here
buffer text
Coming
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[size=7][font=Century Gothic][color=#3d716a]Cairn Ground Floor[/size][/color][/font] [url=https://i.imgur.com/RsMzTm7.jpg][img]https://i.imgur.com/RsMzTm7.jpg[/img][/url] [b]WIP[/b]-- Welcome to Dragon's Rest Mausoleum! Also known as [i]The Cairn[/i], which is a bit of a misnomer, because this brick-and-mortar building is clearly not a cairn. It came to be known as [i]The Cairn[/i] when the clan first decided to use this area for the mausoleum and grave site. A tradition handed down by the local Longneck tribe that originally used the area as a burial site. The local Longneck tribe had used this area when they first settled in the territory, this large clearing in the middle of [i]Red Leaf Woods[/i] ([i]the original name of the woodland that would later be renamed Haunted Woods[/i]), was chosen for the permanent placement of the tribe's burial site. At that time the tribe used stacks of stones, intricately carved and stacked, as grave markers. In addition, at the entrance of the burial site, the tribe had constructed one massive cairn carved with the names and deeds of their ancestors. The name cairn was used to describe the area by the tribe and this verbal tradition continued to the dragons and other beasts that would eventually move into the area. It should be known that shortly after setting up the burial site the tribe promptly stopped using it. Today their official cairn site is closer to their village around the [i]Three Lakes[/i] area. The elders had hesitated to tell the Founders about the area because of the odd energy that the area gave off. They assumed that strange, oftentimes, negative energy was what caused the restless state of their interred-- [i]old and new[/i]. Unhappy with the unsettled nature of their ancestors, the tribe removed their departed and re-interred them at the new site. They have had no further issues. It was out of desperation that the founders ultimately settled on the area for the construction of Dragon's Rest. A decision that proved to be just as much trouble for them as it was for the tribe. [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center] [b]Areas of Interest[/b]: [size=5][font=Courier New]1.The Pillars of the Eleven[/font][/size] A series of intricately carved pillars rest up above the rites floor, each dedicated to one of the eleven deities. The Earthshaker is at the very center with the Tidelord ([i]while looking directly at the pillars[/i]) to its right and the Flamecaller to its left. Continuing down the left side the pillars read: Windsinger, Icewarden, Shadowbinder, and Gladekeeper. To the right following the Tidelord, they are: Stormcatcher, Lightweaver, Arcainist, and Plaguebringer. During the rites, the pillars will be lit to represent the deity/s celebrated by the deceased and their family. One or more, or none, of the pillars can be lit according to last wishes or at the request of the family. Also, behind the pillars are the singing fountains, which are enchanted to play soft music. They can be arranged to play traditional music used during the rites to the most popular music of the day, which is often used as a memorial playlist during the wake. -------- [size=5][font=Courier New]2.The Rites Floor[/font][/size] This area under the Pillars of the Eleven platform is where all rites are performed. Anything from the spectacular dances and songs of the most elaborate sendings to the more mundane viewings and speeches are all done in this area. [LIST] [*][i]The Resting Table[/i]-- A nice name given to the large table placed in the back of this area. It is the solution of a territory burdened with a lack of space and an overabundance of Imperials. In order to combat the threats those issues pose, the table is enchanted and surrounded by spells that essentially freeze-dry the bodies and then render them dust. The dust is then placed into urns and given to the family for interment in the mausoleum or to spread in an area of their choosing. The table can be extended or shortened depending on needs. Even went not in use the table and the floor around it glow with a soft, light blue hue. There is a hastily written note posted to a stand before the table that reads: [b]WARNING[/b]: The table can be activated accidentally! Let's be thankful it was only the hatchlings' teddy that was dusted and not the mischievous hatchlings. No one is authorized on the rites floor except those giving the rights. For goodness sake Sabriel, do not let hatchlings play anywhere in the building! [/LIST] ---------------- [size=5][font=Courier New]3.The Speakers Dias[/font][/size] A podium on the edge of The Rites Floor where last rites are given and family can speak of their loved ones. This dias has hidden wheels under it that allows the podium to be adjusted to face the crowd or face the resting table. ------------ [size=5][font=Courier New]4.Mourners' Floor[/font][/size] This is an absolutely massive area that opens to the vaulted ceilings. The area is able to hold hundreds of drakes and beasts of all sizes and comfortably provides them an area to hold the wake after the ceremony. When empty the area is very plain, a little spooky, and carries an echo for a good while. ------------ [size=5][font=Courier New]5.Front Office[/font][/size] All funeral arrangements are conducted here as well as smaller meetings and wakes. Sabriel is usually manning this station as Valeria isn't the best at dealing with others, especially when they are emotional. The front office is a warm, inviting place with ample places to sit and talk. The room is lined with helpful books on the grieving process or arranging an ancestor's final rest. A fireplace is kept lit against the right wall. The ceiling is low in this portion of the ground floor, which provides a cozier environment. ------------- [size=5][font=Courier New]6.Entry Way[/font][/size] The entryway into the mausoleum. It's a warm room, with a few seats and a fireplace to make it comfortable. Much like the front office, this area's ceiling is lower, making it more enclosed. Though it is not as cavernous as the Mourners' Floor it is still big enough to fit every drake, no matter their size, comfortably. --------- [size=5][font=Courier New]7.Stairwell Up[/font][/size] The stairwell leading to the first floor and bell tower. There is a sign posted on the outside of the entrance that reads: Authorized personnel only. Warning: Self-alteration magic is used beyond this point! There are a great many spells utilized in the cairn, but this is the first that directly affects the individual. There is a size spell on the door that reduces any large breed dragon to the size of a Pearlcatcher after passing through it. The spell holds until the individual passes back through the door. It can be dispelled, though that would be much to the woe of the individual caught in an area that would no longer support their size. --------- [size=5][font=Courier New]8.Storeroom[/font][/size] Off the side is the store room, where materials used in the rites, foodstuffs, and general goods are stored. Also, there are safety chests that can hold personal possessions that individuals might wish to secure or weapons that are brought into the cairn. Weapons are not authorized on the ground floor. There are wards preventing entry on the door to the storeroom. They are not elaborate and can easily be dispelled, but upon removal, they trigger an alarm. --------- [size=5][font=Courier New]9.Stairwell Down[/font][/size] This is the stairwell that leads down into the catacombs. It is dark and painfully quiet down this stairwell, those who have experienced it describe it as walking into a soundless void. This phenomenon is not from any spell, it is simply from the quiet reverence/sorrow experienced when moving to settle an ancestor in their final resting place. --------- [size=5][font=Courier New]10.Emergency Exit[/font][/size] Set at the left side of the platform, resides the double door emergency exit. During ceremonies, the door is covered with a minor glamor that blends it into the surrounding wall. This is to prevent the eyesore from disturbing mourners. [center][url=https://www1.flightrising.com/forums/cc/3056025#post_3056025][img]https://imgur.com/OZjjDz1.png[/img][/url][/center]
Cairn Ground Floor

RsMzTm7.jpg
WIP--
Welcome to Dragon's Rest Mausoleum! Also known as The Cairn, which is a bit of a misnomer, because this brick-and-mortar building is clearly not a cairn. It came to be known as The Cairn when the clan first decided to use this area for the mausoleum and grave site. A tradition handed down by the local Longneck tribe that originally used the area as a burial site.

The local Longneck tribe had used this area when they first settled in the territory, this large clearing in the middle of Red Leaf Woods (the original name of the woodland that would later be renamed Haunted Woods), was chosen for the permanent placement of the tribe's burial site. At that time the tribe used stacks of stones, intricately carved and stacked, as grave markers. In addition, at the entrance of the burial site, the tribe had constructed one massive cairn carved with the names and deeds of their ancestors. The name cairn was used to describe the area by the tribe and this verbal tradition continued to the dragons and other beasts that would eventually move into the area.

It should be known that shortly after setting up the burial site the tribe promptly stopped using it. Today their official cairn site is closer to their village around the Three Lakes area. The elders had hesitated to tell the Founders about the area because of the odd energy that the area gave off. They assumed that strange, oftentimes, negative energy was what caused the restless state of their interred-- old and new. Unhappy with the unsettled nature of their ancestors, the tribe removed their departed and re-interred them at the new site. They have had no further issues.

It was out of desperation that the founders ultimately settled on the area for the construction of Dragon's Rest. A decision that proved to be just as much trouble for them as it was for the tribe.
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Areas of Interest:

1.The Pillars of the Eleven
A series of intricately carved pillars rest up above the rites floor, each dedicated to one of the eleven deities. The Earthshaker is at the very center with the Tidelord (while looking directly at the pillars) to its right and the Flamecaller to its left. Continuing down the left side the pillars read: Windsinger, Icewarden, Shadowbinder, and Gladekeeper. To the right following the Tidelord, they are: Stormcatcher, Lightweaver, Arcainist, and Plaguebringer. During the rites, the pillars will be lit to represent the deity/s celebrated by the deceased and their family. One or more, or none, of the pillars can be lit according to last wishes or at the request of the family.

Also, behind the pillars are the singing fountains, which are enchanted to play soft music. They can be arranged to play traditional music used during the rites to the most popular music of the day, which is often used as a memorial playlist during the wake.
2.The Rites Floor
This area under the Pillars of the Eleven platform is where all rites are performed. Anything from the spectacular dances and songs of the most elaborate sendings to the more mundane viewings and speeches are all done in this area.
  • The Resting Table-- A nice name given to the large table placed in the back of this area. It is the solution of a territory burdened with a lack of space and an overabundance of Imperials. In order to combat the threats those issues pose, the table is enchanted and surrounded by spells that essentially freeze-dry the bodies and then render them dust. The dust is then placed into urns and given to the family for interment in the mausoleum or to spread in an area of their choosing. The table can be extended or shortened depending on needs. Even went not in use the table and the floor around it glow with a soft, light blue hue. There is a hastily written note posted to a stand before the table that reads:
    WARNING: The table can be activated accidentally! Let's be thankful it was only the hatchlings' teddy that was dusted and not the mischievous hatchlings. No one is authorized on the rites floor except those giving the rights. For goodness sake Sabriel, do not let hatchlings play anywhere in the building!

3.The Speakers Dias
A podium on the edge of The Rites Floor where last rites are given and family can speak of their loved ones. This dias has hidden wheels under it that allows the podium to be adjusted to face the crowd or face the resting table.
4.Mourners' Floor
This is an absolutely massive area that opens to the vaulted ceilings. The area is able to hold hundreds of drakes and beasts of all sizes and comfortably provides them an area to hold the wake after the ceremony. When empty the area is very plain, a little spooky, and carries an echo for a good while.
5.Front Office
All funeral arrangements are conducted here as well as smaller meetings and wakes. Sabriel is usually manning this station as Valeria isn't the best at dealing with others, especially when they are emotional. The front office is a warm, inviting place with ample places to sit and talk. The room is lined with helpful books on the grieving process or arranging an ancestor's final rest. A fireplace is kept lit against the right wall. The ceiling is low in this portion of the ground floor, which provides a cozier environment.
6.Entry Way
The entryway into the mausoleum. It's a warm room, with a few seats and a fireplace to make it comfortable. Much like the front office, this area's ceiling is lower, making it more enclosed. Though it is not as cavernous as the Mourners' Floor it is still big enough to fit every drake, no matter their size, comfortably.
7.Stairwell Up
The stairwell leading to the first floor and bell tower. There is a sign posted on the outside of the entrance that reads: Authorized personnel only. Warning: Self-alteration magic is used beyond this point! There are a great many spells utilized in the cairn, but this is the first that directly affects the individual. There is a size spell on the door that reduces any large breed dragon to the size of a Pearlcatcher after passing through it. The spell holds until the individual passes back through the door. It can be dispelled, though that would be much to the woe of the individual caught in an area that would no longer support their size.
8.Storeroom
Off the side is the store room, where materials used in the rites, foodstuffs, and general goods are stored. Also, there are safety chests that can hold personal possessions that individuals might wish to secure or weapons that are brought into the cairn. Weapons are not authorized on the ground floor. There are wards preventing entry on the door to the storeroom. They are not elaborate and can easily be dispelled, but upon removal, they trigger an alarm.
9.Stairwell Down
This is the stairwell that leads down into the catacombs. It is dark and painfully quiet down this stairwell, those who have experienced it describe it as walking into a soundless void. This phenomenon is not from any spell, it is simply from the quiet reverence/sorrow experienced when moving to settle an ancestor in their final resting place.
10.Emergency Exit
Set at the left side of the platform, resides the double door emergency exit. During ceremonies, the door is covered with a minor glamor that blends it into the surrounding wall. This is to prevent the eyesore from disturbing mourners.
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[size=7][font=Century Gothic][color=#3d716a]Cairn First Floor[/size][/color][/font] [url=https://i.imgur.com/j4uLaQH.jpg][img]https://i.imgur.com/j4uLaQH.jpg[/img][/url] --GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO-- [b]Areas of Interest[/b]:
Cairn First Floor

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--GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO--

Areas of Interest:



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[size=7][font=Century Gothic][color=#3d716a]Cairn Bell Tower[/size][/color][/font] [url=https://i.imgur.com/TgoUdCu.jpg][img]https://i.imgur.com/TgoUdCu.jpg[/img][/url] --GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO-- [b]Areas of Interest[/b]:
Cairn Bell Tower

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--GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO--

Areas of Interest:


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[size=7][font=Century Gothic][color=#3d716a]Catacombs First Floor[/size][/color][/font] [url=https://i.imgur.com/LDxyelu.jpg][img]https://i.imgur.com/LDxyelu.jpg[/img][/url] --GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO-- [b]Areas of Interest[/b]:
Catacombs First Floor

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--GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO--

Areas of Interest:

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[size=7][font=Century Gothic][color=#3d716a]Catacombs Second Floor[/size][/color][/font] [url=https://i.imgur.com/VbgXeAi.jpg][img]https://i.imgur.com/VbgXeAi.jpg[/img][/url] --GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO-- [b]Areas of Interest[/b]:
Catacombs Second Floor

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--GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO--

Areas of Interest:


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[size=7][font=Century Gothic][color=#3d716a]Catacombs Third Floor[/size][/color][/font] [url=https://i.imgur.com/rZwjRQz.jpg][img]https://i.imgur.com/rZwjRQz.jpg[/img][/url] --GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO-- [b]Areas of Interest[/b]:
Catacombs Third Floor

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--GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO--

Areas of Interest:

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[size=7][font=Century Gothic][color=#3d716a]Cavern Portal[/size][/color][/font] [url=https://i.imgur.com/2t3duA8.jpg][img]https://i.imgur.com/2t3duA8.jpg[/img][/url] --GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary [i]The House of the Eleven[/i]. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO-- [b]Areas of Interest[/b]:
Cavern Portal

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--GENERAL INFO--The second largest city in the territory, it is a place of learning and diversity. A fact most of its citizens are very proud of. Several of the colleges (magical and otherwise) are located in this town, along with the training barracks for all of the Guardian branches. It also houses an embassy for all allies of the clan to use while in their territory, as well as the region's main religious sanctuary The House of the Eleven. Merchants from all over Sornieth (drake and beast alike) collide here creating a marketplace of exotic goods and services. Most of the clan's financial resources come from this city. This city has one of the highest ratios of Beast to Drake in the region.--GENERAL INFO--

Areas of Interest:

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