Back

Flight Rising Discussion

Discuss everything and anything Flight Rising.
TOPIC | How is your clan's territory?
1 2
Part of Lore-Building Questions series (TM)
Geography-wise.
Is your clan located on a mountain? In the sea? Underground? On the plains?
How did they set it up?
How is the weather there?
What is the native life?
Biosphere?
Geological influence?
These last bits aren't really necessary for answering since they're mostly complicated things that people won't bother taking into account, but if you want to answer them and are a bit confused, look at this example.
Part of Lore-Building Questions series (TM)
Geography-wise.
Is your clan located on a mountain? In the sea? Underground? On the plains?
How did they set it up?
How is the weather there?
What is the native life?
Biosphere?
Geological influence?
These last bits aren't really necessary for answering since they're mostly complicated things that people won't bother taking into account, but if you want to answer them and are a bit confused, look at this example.
sig-1-new.pngdivider-up.png
-V e r i d i s Q u o-
kovske.gif
Brazil | EN/PT/RUS |time-flight-icon-very-tiny.png

» Fake FR Breed Workshop
»
Wishlist
»PWYW ART SHOP
»Clan Lore WIP
divider-up.png
48517330.png

Synesthetic - Artist - Style flexible
• They/Them - He/Him/It • Prev. Solifugespace
small-hourglass.png
It's the Scarred Wasteland. The ground is low-quality meatloaf.

Weather's super dry, prey is scarce... mostly mutant desert wildlife, I'd think. Multigaze hopping mice and sand lizards that spit acid when threatened. Swarms of thirteen-winged locusts. A few horrific plaguey juggernauts nobody wants to upset that hibernate and sometimes rampage when the ground near them is disturbed.

Most of the clan's meat and insects are scavenged, the seafood is traded for with more shore-dwelling Plague clans (good luck exporting Plague meat to other lands, lol), and the flora is cultivated in farms near the clan. With Water dragons aiding the irrigation and Nature dragons to help them grow, getting enough plant food isn't that hard... they just tend to grow up weird. Not exactly what was advertised on the seed packet.
It's the Scarred Wasteland. The ground is low-quality meatloaf.

Weather's super dry, prey is scarce... mostly mutant desert wildlife, I'd think. Multigaze hopping mice and sand lizards that spit acid when threatened. Swarms of thirteen-winged locusts. A few horrific plaguey juggernauts nobody wants to upset that hibernate and sometimes rampage when the ground near them is disturbed.

Most of the clan's meat and insects are scavenged, the seafood is traded for with more shore-dwelling Plague clans (good luck exporting Plague meat to other lands, lol), and the flora is cultivated in farms near the clan. With Water dragons aiding the irrigation and Nature dragons to help them grow, getting enough plant food isn't that hard... they just tend to grow up weird. Not exactly what was advertised on the seed packet.
tumblr_inline_omxl63fueX1s9ucgw_500.gif
XPDxt22.png
My clan lives in a castle named Asgard that sits in a giant tree named Yggdrasil. You have to cross a bridge made of rainbows to enter.

Nextdoor is a clan of imperials that made their home inside one of the Arcanist's discarded shoes.

This is in Arcane territory and inside the Observatory, so don't expect the normal laws of physics to apply. If you go outside the Observatory, everything is being pummeled with meteors that have alien creatures riding them. The pink mountains that make up the Crystalspine Reaches are radioactive.... so I'm really not sure what there is in the way of flora and fauna that is normal in any sense.
My clan lives in a castle named Asgard that sits in a giant tree named Yggdrasil. You have to cross a bridge made of rainbows to enter.

Nextdoor is a clan of imperials that made their home inside one of the Arcanist's discarded shoes.

This is in Arcane territory and inside the Observatory, so don't expect the normal laws of physics to apply. If you go outside the Observatory, everything is being pummeled with meteors that have alien creatures riding them. The pink mountains that make up the Crystalspine Reaches are radioactive.... so I'm really not sure what there is in the way of flora and fauna that is normal in any sense.
qDavPTk.png
[s]UGH I GIVE UP![/s] There is so much to record and some of these territories are more developed than others. My lore is always changing too so this is what I'll post for the geography for now until I'm able to develop some of these sites more. [img]https://dl.dropboxusercontent.com/s/kk5kaag52acu28a/windtop.png[/img] [center][img]https://i.imgur.com/lHdQ8WC.gif[/img][font=Ink Free][size=5][b]Main Territory of Twisting Lights: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] The Windswept Plateau [b]Clan Leader:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=14438984]Electra [/url] Twisting Lights is on the very southern edge of the Windswept Plateau on the Ashfall Waste side of the great Twisting Crescendo and it can be seen in all its glory in every area of the clan in the sky above. The bioluminescent bamboo forest faces the sea towards the Southern Icefields and the sheer cliff at the edge of the Plateau drops many miles before hitting a thin stretch of sandy beach that my clan controls only a mere portion of. There are large sea rocks jutting out not far from shore that form natural bridges and ridges. This is the airspace where the young of the clan use to train their flying skills. The Falls of Finrod pour down from the great Ardwin River that flows throughout much of the clan. The source of fresh water is responsible for the fertile soil and greenery that decorates the land and ruins in front of the forest. The Fen Ruins, as they are called, are situated in front of the forest and rest upon many grassy hillsides. They are best described as large black stones jutting from the earth across the sloping fields. They are reminiscent of those from Stonehenge but are much larger and more natural looking with rounded tops. Many are covered in moss and ivy but the spiraling hieroglyphics can still be seen near the tops of all the stones. No one has ever discovered where these markings have come from or what they mean. The grassy fields in between these monoliths are home to many of the clan’s animal herds, the largest of which is a 47 count herd of celestial antelopes that is shepherded by the clan’s two ranchers. There is also a farm of sorts (Glowing Lanterns Farm and Gardens) that has planted fruit trees and other plants here and there across the entire length of the Fen Ruins. The Falls of Finrod pour down from the cliff and hide the largest cave that has been manually excavated as a landing port for the airships that come and go from Wysteria. These ships are mostly supply ships to help the settlers up in Wysteria with new resources. The rest of the cliff has many other natural and unnatural caves that are not hidden within its face at various heights within the rocks. These tunnels lead into a large maze of tunnels and rooms beneath the grassy hills of the Fen Ruins called the Undergrounds. The Undergrounds is home to many dragons in the clan who prefer the darkness of caves rather than the wooded area of the forest, or the fields, or the seaside huts. It's also where several of the larger and darker areas of the clan are built; including the mechanical workshop and the dungeons. The dungeons are in the deepest part of the Undergrounds and are only utilized to hold dragons who are truly evil. Sin, also knowns as the Pink Snake, is a notable psychopath and mass murder that is kept under lock and key by his warden Coryza, a large warlike guardian charged with guarding him from others. The Undergrounds only extend underneath the hills of the Fen Ruins and do not come close to the roots of the forests of Twisting Lights. There are two hidden entrances to the Undergrounds in the Ruins; one is near the curve of the Ardwin and the other is near the entrance of the forest. Besides these hidden entrances, the Undergrounds can only be reached through the many caves within the cliffsides near the Falls. The reason for the Undergrounds not extending underneath the forest is a rather secretive manner within the clan because at the heart of the forest lies a great and ancient bonsai tree. This tree is nothing like the Behemoth in the Viridian Labyrinth for it is much smaller, more hidden and far, far more dangerous. The lore behind the tree itself is lost to the clan and they have never found a record of the people who inhabited the land before Alecto and Marrok, the clan’s founders, came to settle here; although the historians do believe that there was some race that came before. Whether this previous ancient race, knew about the tree or not is unknown but the clan’s historians have speculated that it was likely the tree was known to its previous residents. The tree itself, named in an ancient script, is called “Rivendule” but the clan has since called it the Tree of Archives for it is a tree of knowledge. It seems that Rivendule has roots in both the physical and spiritual worlds and thus has gained a sentience that has grown both enlightened and endarkened in the many lonely years. If someone desperately needs an answer about something in either the past, present, or future, it's possible the tree could give them answers. Rivendule has the power to enter into the minds and hearts of living things that are around it and influence them; whether by giving them the knowledge they seek or by taking control of their minds and driving them insane. Before Marrok and Alecto claimed the land, Twisting Lights was known as a foul place full of mysteries and a cunning darkness that slept within the treeline. For many years, many that were brave, foolhardy, or unwitting who entered the glowing bamboo forest next to the Ardwin never came out alive or if they did they were never sane again. The current Keepers of the tree believe this happened because Rivendule’s heart was growing ever darker in its lingering solitude and lashed out at any life that came close enough to hold. And true to its darkening nature, it tried to induce the minds of Alecto and Marrok to insanity the first time they ventured across the tree but the two founders, at the time, were already broken from many wounds both physically and mentally. Their sadness and overwhelming grief quelled the tree’s heart for a time and it allowed them to stay; for their experiences turned them wise and kind and their presence soothed Rivendule’s darkening nature for a time. Since then, the clan has five Keepers that tend to the tree and the incidences of creatures going insane has declined although accidents still do happen; for the heart of Rivendule still contains a darkness that will not fade and an ancient anger that none have fully been able to ease. For this reason, access the the Tree of Archives is strictly regulated and only the five keepers may come and go as they please without needing permission from the clan’s leaders. [center][img]https://dl.dropboxusercontent.com/s/k1b4ynhewlhqjdz/windmidsmall.png[/img][/center] [center][img]https://i.imgur.com/EaRLhg2.gif[/img][font=Ink Free][size=5][b]The Harbor of Wysteria: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] The Cloudsong [b]Co-Chiefs:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=21541490]Chimalma[/url] and [url=https://flightrising.com/main.php?p=lair&tab=dragon&id=78069&did=21547326]Icarus[/url] Wysteria is high up in the air so there the geography is all dragon-made. I imagine the Cloudsong to be this giant floating balloon/kite thing that is mostly stationary in one place. It has thin boardwalks for dragons to walk on and on one of those boardwalks is the harbor that Twisting Lights owns. Our duty as an ancient lair is to help in the upkeep of the Cloudsong which we do easily but having a harbor has also provided its own rewards. One of the major forms of entertainment in the Cloudsong are the Air Races. There are many different types of races but many of the dragons who live in this territory of Twisting Lights are chariot air racers. There are many aerial courses in the skies near the Cloudsong. [img]https://dl.dropboxusercontent.com/s/x70o1tgtwji443a/windbottom.png[/img] [img]https://dl.dropboxusercontent.com/s/zyclhpf6dv31m57/lightningtop.png[/img] [center][img]https://i.imgur.com/eESLWsA.gif[/img][font=Ink Free][size=5][b]Enigma of the Clock Tower: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] The Lightning Farm [b]Chief:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=29762974]Tarin[/url] Click here to visit my [url=https://www.pinterest.com/CrazyRedFire/enigma-of-the-clocktower/]pintrest[/url] board to get a better idea of the theme/geography. [img]https://dl.dropboxusercontent.com/s/8j5x6ctsche062g/lightningbottom.png[/img] [img]https://dl.dropboxusercontent.com/s/qnsvl4q1hbyggi5/arcanetop.png[/img] [center] [img]https://i.imgur.com/WwUTSRN.gif[/img][size=5][font=Ink Free][b]The Stained Citadel upon the Whispering Hilltop: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] Starwood Strand [b]Chief: [/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=34918488]Lady Starfire[/url] Near the center of the enchanted Starwood Strand rests a lonely hilltop where the twinkling trees part and soft green grass blanket the slopes. A peculiar staircase made of many tiny mosaic tiles in the colors of sunset and the night sky lead up the hill. The fragmented pieces form a story of the stars and the sky from sundown to sunrise with the moons of Sornieth rising in the middle of the stairway. At the top resides a strange structure that resembles both a castle with odd fragmented spires and a greenhouse with large open and sloping roofs. However, the strangest part of this building is that it is made entirely of stained glass. Every single outside wall of the Citadel is made of glass of different colors with no one pattern dominating another. The effect makes the fortress appear as a glittering jewel to those who see it from far away at night. During the day however, the Citadel cannot be seen by any who do not live there; it and the stairway (typically known as the Starway) turn completely invisible to the outside world. Whispers can be heard from the hilltop during the day. [img]https://dl.dropboxusercontent.com/s/nm0z9g1pkrloiln/arcanebottom.png[/img] [img]https://dl.dropboxusercontent.com/s/4tanp5y4tyh09yi/shadowtop.png[/img] [center][img]https://i.imgur.com/uld5M8x.gif[/img][size=5][font=Ink Free][b]Willow House within the Old Wood: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] Far north of the Wispwillow Grove [b]Chief:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=39771735]Rama[/url] Willow House is mainly a giant glowing mushroom house but the land around this giant mushroom has many interesting and dangerous creatures: Umber wolves thrive in most areas of the Tangled Wood but especially in the old forest near Willow House. Packs linger on the borders of the territory waiting for their chance to attack a lone dragon for food or malice. These wolves are from ancient packs that sprung up back in the days when the Shadowbinder first covered the sky with murk and they’ve held long grudges over the large lizard folk who’ve populated their dark lands since. A single Ichor Nymph named Pix dwells in lands around the Willow House. A feral trickster who rivals many of the shadow sprites near the Forum of the Obscured Crescent, this nymph wonders the territory in search of new victims for her pranks. Friends to all those who call the Willow House home, there are many Obscuring goblins that live both inside and outside the great mushroom. These stout and hardy beasts are wary of outsiders and dislike troublemakers (like Pix). Many of these goblins often stand watch at the territory’s borders to keep the wolves at bay. The Insubstantial Illusionists in the area do not often wander into the Willow House. They prefer to hide among the tall dark pines that encircle the territory and cast their bizarre illusions so that wandering among the forest is a confusing and perilous affair for outsiders. These shy creatures are rarely seen by both clan dragons and strangers. Most tend to remain hidden in the forest, evading the wolves who hunt them by dashing high up into the boughs of the dark pine trees. However, some Wispwillow Perytons remain close to Willow House and make their dwellings near smaller glowing mushrooms in the grove. There is one Peryton that is well known to clan because of her odd choice of resting place. On the top of the Willow House’s glowing head, is where she resides often, peering ever upwards as if she’s looking for a moon she will never find. Unlike the Zeeba’s of the Scorched Forest, the Zeebas living in the Old Wood near Willow House have gained a fearsome reputation. They have have grown to immense sizes, larger than wolves and some dragon breeds, and aggressive. Both the males and females grow thick horns capable of penetrating dragonhide at high speeds. Their eyes have grown huge and are quick to spot predators in the darkness. Travelling in herds of 5-10 at a time, these large beasts are far more dangerous than their cousins in the Ashfall Waste. Taking one of these Zeeba’s down means a feast but the fight will be monstrous. The umber wolf packs will ambush these beasts when they have been separated from their herds but it's not uncommon for wolves to be severely injured and sometimes even killed during these attacks. The few shadowy ponds in the Old Woods are claimed by resident swamphaunt kelpies. Although most dragons are generally not in danger of being preyed upon by kelpies, the kelpies living deep in the Old Wood are more opportunistic and attacks on Faes, Spirals, Skydancers, and Tundras have happened. Spirits of those who perish in the Tangled Wood sometimes refuse or cannot leave its tangled web. Once in a blue moon, these spirits will coalesce into an amalgamation of torment and longing. Somber Spirits are rare but an encounter with one can sometimes change dragons in unexpected ways. Generally, it's best to avoid these spirits. Dwarf Truffles are common in the Wispwillow Grove. Although they often prefer caves, these fungi have also found that being able to camouflage among the glow shrooms in the grove has proved beneficial to their population. However, this means that dragons from Willow House will sometimes get a nasty surprise when they mistake them for glow mushrooms. These little mice are everywhere in the Tangled Wood because of the minimal light exposure. Glossy Duskrats are popular familiars for hatchlings around the clan but they are also one of the favorite snacks of the foxes and older dragons so their populations are kept under control. Hard to find and even harder to catch, ethereal tricksters can be the bane of lone dragons wandering the Old Wood. Their eerie laughter is often heard after their tricks are sprung right before they disappear. Never take directions from these foxes. Murktooth Bramblekeeps and Thornthick Thieves are seen guarding the Willow House. Many clan dragons are comforted when they see these bears patrolling around. Though the goblins are guardians too, these bears are larger, more imposing and easier to spot. There are many Marshland Poodle Miths arounds Willow House. They tend to the giant glowing mushrooms in the grove. However, the Willow House is their top priority and the clan owes much to their tender care seeing as living inside the giant mushroom isn’t the best gardening decision. Mossy Pohip are never seen near Willow House but they do live deep in the Old Wood. In the ponds not claimed by kelpies, these large creatures dwell in silence and relative peace. However, if disturbed they will become highly aggressive and attack anyone who is in range of their sharp tusks. [img]https://dl.dropboxusercontent.com/s/yglin87tc1e2r26/shadowbottom.png[/img] [img]https://dl.dropboxusercontent.com/s/0lhe2nb7mzliaah/icetop.png[/img] [center][img]https://i.imgur.com/mXAYZKl.gif[/img][size=5][font=Ink Free][b]The Ruins of Arúndale[/b][/center] [font=Ink Free][size=4] [b]Location:[/b] Within a Hidden Valley in the Cloudscrape Crags [b]Chief:[/b] No one [center][img]https://i.postimg.cc/XNxqBPPc/Sw-ords.png[/img][/center] [font=Ink Free][size=4] [i]"Long before dragonkind was created, the Mother and the Father dragon gods warred endlessly with each other. In doing so, they lashed out with their elemental magic across the land. Some of this magic was absorbed by the fledgling landmasses and was forever changed in the deep earth of the Sornieth of old. It became primal, wild and unknowable; utterly separating itself from the distinct elements from which it came." "This valley," Øybiorn motioned to the frozen landscape around them, "Contained much of this unknowable magic until recently. When the Icewarden brought his first children into existence, we Gaolers took to the mountains, the seas, and skies." The images of the first gaolers adorned in ancient armor and flying out across the Southern Icefield appeared in the rotating snow vortex. "We were created for battle and most of us indulged our Father in this, forming great Tribes across the land from the edges of the Father of Wind's territory to the Frigid Floes, and the Fortress of Ends. The Children of Light were often our allies, especially to the Tribes of the North. Two such allies, an Imperial named [url=https://forvo.com/word/hei%C3%B0r%C3%BAn/]Heiðrún[/url] and a Gaoler named [url=https://www.howtopronounce.com/norwegian/%C3%98yvind/]Øivind[/url], struck out together on a journey to map out the desolate string of mountains of the Cloudscrape Crags. They ended up lost and nearly dying in the mountain blizzards until Heiðrún fell into a cave of tunnels. She found her way through to a valley unlike any she'd ever seen before in the Father of Ice's domain." "Øivind, desperate to find his companion, searched through the skies and forests near where the Imperial had fallen. In his hasty search, Øivind disturbed the territory of a mountain yeti and was attacked. In his weakened state, Øivind was no match for the beast and could only hope to die well beneath the brute's mighty strength. Suddenly, Heiðrún appeared in the sky, she having found her way back through the tunnels, and plunged into battle to save Øivind from death. At the end, both the yeti and Heiðrún lay dying in the snowy ice forest. With her last breaths, Heiðrún spoke to Øivind of the great valley she had witnessed and the path through the tunnels she had used to get there. Øivind swore to her that he would find this place and build a city so great that none would forget her sacrifice." The whole story had been displayed in the twirling ice vortex Øybiorn had conjured. The old gaoler continued on with his story, "And so Øivind found his way to the valley and witnessed the miracle of its beauty for himself. He set out to start building and showed other gaolers the pathway through the tunnels. Soon the city was built and Øivind became its king. The city was named Arúndale, or 'beautiful light', in honor of Heiðrún who had come from the Golden Lands. Such light and peace could not be felt anywhere like it did in Heaven's Valley, as it was called to outsiders, during this age." "Øivind was growing old when the beauty of the valley began to fade. The grasses withered and the fruit trees died. The people of Arúndale began to fear that whatever magic had kept the valley a paradise was beginning to fade. King Øivind summoned his greatest wizards to find a solution. It was during this time that they discovered the truth of the valley's magic. It appeared that the growing city had unbalanced the delicate nature of this wild, unelemental magic." "As they searched for a solution, the great stone carvers of Arúndale discovered a mountain in the Crags outside the valley where this unelemental magic seemed to flow steadily and freely as if by a fountain. This mountain also gave off massive amounts of spiritual energy to those sensitive enough to feel it. King Øivind's wizard's proclaimed this holy mountain to be the home of the Spirit of the Mountain and proposed taking the mountain's heart, carving it into a statue and placing it above the city in hopes that the spirit within the stone would amplify and re-balance the valley's own magic." "The heart of the mountain was taken and King Øivind had it carved into the image of his dear friend Heiðrún so that her visage could guard the city for all time. The plan worked and spirit within the stone was dubbed Sál Steinn, or Stonespirit. She would be celebrated, praised, and kept sacred by the citizens of Arúndale all the way up until the city's fall," Øybiorn's voice grew sad when he spoke of this. "There were many kings and queens who followed after Øivind in the generations to come and by the time of The Great Beast's awakening the city was already old." Crystal gasped at the scene that now displayed across the swirling spiral. A serpent, not unlike an Imperial but with multiple heads, arms, and tails thrashed across an ice sheet. She shuddered and her voice was tiny, "An emperor..." Øybiorn nodded gravely, "Yes. In a Tribe near the Windswept Plateau a traitor by the name of Loki created one of the Children of Light's worst nightmares." Crystal's eyes grew huge and an echo of the magic she'd summoned before could be seen in her twinkling eyes (although she summoned no magic this time), "Who would create such a monster on [i]purpose?![/i]" She growled lowly, thinking of her other daughter, Ruby, who was risking her life right now to defend others from one of the Beasts that was currently loose in the Sunbeam Ruins. Øybiorn eyes passed over the gaoler's present in the grove, seemingly landing on Anwir for the briefest of seconds, before he turned from them and pointed at the vortex. It showed countless gaoler warriors charging, and dying, by the Beast's hands and teeth. Perhaps some of these warriors were familiar to Amara or Aliya, but of course Amara couldn't see the flashing images. "The Tribes of the Frigid Floes and the Snowsquall Tundras were completely destroyed along with those near the Tribe where the Beast had awakened. The Emperor, Fenrir, eventually fell through the ice and was lost to the icy sea depths. Those who had survived where immediately called back by the Icewarden to the Fortress of Ends. All of the Icewarden's Firstborn were forced to answer our Father's call, including those who lived in the peaceful city of Arúndale." The Great Elder's eyes closed at this part, "I was was a young gaoler living with my family group in the valley's protective barrier under Sál Steinn's watchful gaze when the Call to Return came to Arúndale. A great mourning grew throughout our people, but the last Queen of the city regretfully ordered her subjects to abandon their homes and the valley for the Fortress of Ends. I remember looking back at the Sacred Grove and thinking that with everyone gone, Sál Steinn would be all alone. I never forgot this." Øybiorn turned his face up to Argent's statue and sighed, "We were to stay with the Icewarden in the Fortress of Ends for many more centuries, hidden by our Father as [i]mistakes[/i] or so we've always thought. With all the Gaolers in one place, we began to call ourselves the Great Northern Tribe, for there were no other separate Tribes anymore and our Father refused to let us leave." "It wasn't until many years ago that one of us dared to disobey our Father in secret," The ancient gaoler grinned wickedly. "I sneaked out of the Northern Tribe and made my way back to the valley. I took Sál Steinn into the ice tunnels and performed the ritual that would give her a living breathing body. Then I gave her the information to get in and out of the valley on her own but before she awoke, I left her there. I didn't want too but if the Icewarden discovered my betrayal, he would have destroyed us both. I did this because I wanted to thank her for everything she had done for generations of my people." [/i][center][img]https://i.postimg.cc/Qx4Fwzkx/pointy-left.png[/img][img]https://i.postimg.cc/LX3XTQ8S/Pointy-Right.png[/img][/center] [img]https://dl.dropboxusercontent.com/s/bnz1mrh065tlyje/icebottom.png[/img] [img]https://dl.dropboxusercontent.com/s/oummgrma2dntglw/earthtop.png[/img] [center][img]https://i.imgur.com/VrmmSen.gif[/img][b][size=5][font=Ink Free]The Shrine of Reflection: [/size] [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] Within a floating shard of the Pillar of the World [b]Chief:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=4899523]Valygar[/url] The Shrine is a mere shard of the World Pillar but it is incredibly large. It rotates very slowly high in the air around area where the Pillar once stood. There is a large landing plateau at the top of the shard. From there, there is a tunnel that leads inside. Basically, the Shrine is a series of tunnels, caves and larger caverns. Think of it like a secret monk's temple with shrines and holy places in many of the rooms. Spices and cooking herbs are also grown throughout the tunnels using special light magic that one of the dragons there can perform. Click here to visit my [url=https://www.pinterest.com/CrazyRedFire/the-shrine-of-reflection/]pintrest[/url] board to get a better idea of the theme/geography. [img]https://dl.dropboxusercontent.com/s/ed14j4hr5jhxspv/earthbottom.png[/img] [img]https://dl.dropboxusercontent.com/s/c30eglm2azyapri/watertop.png[/img] [center][img]https://i.imgur.com/hRGztgZ.gif[/img][size=5][font=Ink Free][b]Rivereth: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] The Sea of a Thousand Currents [b]Chief:[/b] King Aethon Click here to visit my [url=https://www.pinterest.com/CrazyRedFire/rivereth/]pintrest[/url] board to get a better idea of the theme/geography. [center][img]https://dl.dropboxusercontent.com/s/sb2t5bp2w6va891/watermidsmall.png[/img][/center] [center][img]https://i.imgur.com/rUqPsEh.gif[/img][size=5][font=Ink Free][b]Windstar Island[/b][/center] [font=Ink Free][size=4] [b]Location:[/b] The Sea of a Thousand Currents [b]Mayor:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=40071242]LaceMurex[/url] Click here to visit my [url=https://www.pinterest.com/CrazyRedFire/windstar-island/]pintrest[/url] board to get a better idea of the theme/geography. [img]https://dl.dropboxusercontent.com/s/6ibsi0ojsdsg0pd/waterbottom.png[/img] [img]https://dl.dropboxusercontent.com/s/spo53ay6wmoqf5k/lighttop2.png[/img] [center][img]https://i.imgur.com/93O8XUr.gif[/img][size=5][font=Ink Free][b]The Silver Havens: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] In the northern forests of the Sunbeam Ruins [b]Lord and Lady:[/b] [url=https://flightrising.com/main.php?p=lair&tab=dragon&id=78069&did=26498615]Galadriel[/url] and [url=https://flightrising.com/main.php?p=lair&tab=dragon&id=78069&did=33399448]Celeborn[/url] Tree houses. [img]https://dl.dropboxusercontent.com/s/etypi97g8qkqrii/lightbottom2.png[/img] [img]https://dl.dropboxusercontent.com/s/35r6exm8sxswtzg/naturetop.png[/img] [center] [img]https://i.imgur.com/kz23hWB.gif[/img][size=5][font=Ink Free][b]Isles of the Sun Halos: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] High above the shared water channel in between the Tangled Wood, Viridian Labyrinth, and the Sunbeam Ruins. [b]Chief:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=34708920]Rakuen [/url] These islands are in the sea between Nature, Light and Shadow. Technically in the Gladekeeper’s realm, these islands never use to be floating until the Windsinger passed over them long ago and with both his magic and the blessing of the Gladekeeper, the islands flourished in the sky. The clan of the Twisting Lights, during their search for the Windsinger, found these floating islands and knew them to be the work of the wind god. The clan decided to claim the islands as a new territory in the Viridian Labyrinth hoping to be able to discover more about the Windsinger’s movements. Along with being filled with magic, these islands are very close to the Silver Havens and near to the Old Wood where Willow House is located deep in the Tangled Wood. The Islands were named Isles of the Sun Halos for the strange weather phenomenon that often is seen in the skies around the islands. Dragons who are referring to the territory usually call them “The Isles” or just simply “Sun Halos”. The biggest and central island is the home of a large tree that is an offspring of the Behemoth. Although much smaller, the tree brings life to the isles. The surrounding islands are smaller and are connected by magic reinforced wooden bridges. Most of the dragons don’t need them as they usually just fly to different islands but the bridges help the bogsneks, Snapper, and familiars cross to different islands. Wildlife of the Isles: Flower Nymphs and Nature Sprites tend the plants and smaller creatures that live on all the Isles. They were on the islands when the clan came and seemed to welcome the coming dragons. Using their magics, they can expedite the growth of flowers and make fruits grow. The scholars in the clan speculate that the vegetation on the Isles could not thrive without these helpers. Cloud Nymphs and Wind Sprites appeared in the Sun Halos after the clan discovered the islands. Although the clan had befriended a wind sprite in the past, many started appearing in the skies after Electra, the clan’s leader, first stepped onto the center island with the tree. These playful creatures are often seen in the clouds around the islands and keep a wary eye out for distant storms while they play. Sköll, the legendary sun wolf, lives on the Isles of the Sun Halos. Although many dragons have seen this wolf across Sornieth chasing down pathways that may lead it to devouring its goal, only those in the Clan of the Twisting Lights know where it dwells semi-permanently. It leaves the territory often but when it returns to rest from its tireless searching, it lives in a cave on one of the tallest islands. During high noon, dragons have seen Sköll sitting outside his cave gazing unfalteringly up at the sun. Pukasloth’s are apparently naturally occurring species in the Sun Halos. These gentle familiars, generally quite rare on the mainland, are a common and welcome addition to the habitation of the Isles. They enjoy the flowing rivers and waterfalls that are abundant on most of the islands and blow bubbles into the air when playing or attracting mates. No one is actually sure how these rare skinks came to live on the Isles. Being very uncommon and coveted by many dragons on the surface as familiars makes some think they came to the Sun Halos for refuge but this begs the question; how did they get to the floating islands when they cannot fly themselves? Scarlet Flycatchers and Rainbow sprites populate many of the cloud fed rivers and waterfalls in the Isles of the Sun Halos. Dragons in the clan generally leave these aggressive creatures be since they aren’t big enough to warrant the trouble of disrupting a hive for a tiny snack. However, they are preyed upon by the many avian and feline predators living on the Isles. These creatures perform beautiful dances at sunset during the spring and summer months. Although both Skycats and Barking Jesters are normally only seen on the Plateau, there are several flocks of both species living in the Isles. Both enjoy chasing down the hives of Flycatchers and Sprites for their meals but what they are often seen doing is chasing each other. Typically the Barking Jesters are the ones doing the chasing though. Many Red-Footed Akribeaks are found high in the branches of the large tree on the center island. Their tendencies to collect untended eggs leads to many of their nests having interchangeable eggs to the point where the parents never know if the chicks that hatch from their nest are even there’s. The fire breath of these birds cures the tree of unwanted parasites and pests which the Akribeaks gladly hunt for food. These peaceful animals are abundant across all the Isles. They travel and flock in small family herds and their feathery coats glisten in the sun like rose gold against a flame. Rosy Perytons are named by the hatchlings in the clan as “Angel Deer” and often they will try to befriend these graceful familiars. However, they learn quickly that earning a Rosey Peryton’s trust is not an easy task. These giant flying fish are not what one would expect to see in the clouds around a grouping of floating islands but see them you would because Silver Featherfins make their annual migrations to the Isles of the Sun Halos every year. They come to the Isles to breed but there's always a few fish that stay in the Halos year round. It’s a custom of hatchlings to make a wish if they spot a Silver Featherfin flying over them during the day time. The Hippojays are often seen sparing in the sky competing in tests of skill and strength with one another. These battles usually are not deadly and more often are used for training younger hippojays in combat. Hippoyjays of the Isles prey upon the giant Featherfin’s during their migration but also go after Peryton’s and Skinks too. These large scavengers are surprisingly gentle and enjoy wallowing in the high grasses that are abundant around the Isles during the warmer months. They are also often seen chasing Buttersnakes across many fields. Highreach Bonepickers thrive in the Sun Halos by feasting off the kills made by the Hippojays or other large predators. Golden Bantam Fangars used to be very popular as familiars a few years back. Unfortunately, their numbers have slowly been decreasing in the wild due to dragon poaching. However, it seems a population lived on the islands before they were raised into the sky. Since then, the population has been very stable since dragons have rarely found their way to and from the Isles. The dragons in the clan leave these felines be for the most part but take care to protect them if they find them in danger. Colorburst Buttersnakes are the only species of Buttersnakes found in the Isles. They are common and travel in great flocks that color the skies with brilliant displays of movement and color. Since they shed their wings easily, dragons often collect them to turn them into lair decorations. These large hummingbirds pollinate most of the blooming flowers on the Isles. Their humming songs can be heard best in the evening when the pukasloths most often blow their bubbles. This makes evenings on the Isles one of the most beautiful times of the day. Spotted Fauns frolic across the Isles piping their playful tunes and bringing harmony to the ears of many. Although quite mischievous, these pipers are often left to their pranks because clan residents enjoy their songs. If they grow too annoying however, they often are used as lunch. Myosotis and Alstroemeria Foxes are common sights across all the floating isles. They are happy creatures that spread pollen and keep the rodent populations down all at the same time. They are often kept as pets by the hatchlings in the clan and are wonderful companions. [center][img]https://dl.dropboxusercontent.com/s/9xn9oa6ujatj89c/naturemidsmall.png[/img][/center] [center][img]https://i.imgur.com/A4CLXPb.gif[/img][size=5][font=Ink Free][b]Imla Aétheil: [/b][/center] [font=Ink Free][size=4] [b]Location:[/b] Shrieking Wilds [b]Chief:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=55073091]King Iktan[/url] A secret city of gold. [img]https://dl.dropboxusercontent.com/s/u6nh7yaoprvmqmg/naturebottom.png[/img] [img]https://dl.dropboxusercontent.com/s/hp56gdizp19uqry/plaguetop.png[/img] [center][img]https://i.imgur.com/gVgFNCo.gif[/img][size=5][font=Ink Free][b]Gravenfell City[/b][/center] [font=Ink Free][size=4] [b]Location:[/b] The Scarred Wasteland [b]Founder:[/b] [url=https://flightrising.com/main.php?p=lair&id=78069&tab=dragon&did=42746349]Draven[/url] [b]Mob Boss:[/b] [url=https://flightrising.com/main.php?p=lair&tab=dragon&id=78069&did=49605150]Grimm[/url] Meat saloons and bony buildings. [img]https://dl.dropboxusercontent.com/s/pcdper929atye3v/plaguebottom.png[/img]
UGH I GIVE UP! There is so much to record and some of these territories are more developed than others. My lore is always changing too so this is what I'll post for the geography for now until I'm able to develop some of these sites more.

windtop.png
lHdQ8WC.gifMain Territory of Twisting Lights:

Location: The Windswept Plateau
Clan Leader: Electra

Twisting Lights is on the very southern edge of the Windswept Plateau on the Ashfall Waste side of the great Twisting Crescendo and it can be seen in all its glory in every area of the clan in the sky above. The bioluminescent bamboo forest faces the sea towards the Southern Icefields and the sheer cliff at the edge of the Plateau drops many miles before hitting a thin stretch of sandy beach that my clan controls only a mere portion of. There are large sea rocks jutting out not far from shore that form natural bridges and ridges. This is the airspace where the young of the clan use to train their flying skills. The Falls of Finrod pour down from the great Ardwin River that flows throughout much of the clan. The source of fresh water is responsible for the fertile soil and greenery that decorates the land and ruins in front of the forest.

The Fen Ruins, as they are called, are situated in front of the forest and rest upon many grassy hillsides. They are best described as large black stones jutting from the earth across the sloping fields. They are reminiscent of those from Stonehenge but are much larger and more natural looking with rounded tops. Many are covered in moss and ivy but the spiraling hieroglyphics can still be seen near the tops of all the stones. No one has ever discovered where these markings have come from or what they mean. The grassy fields in between these monoliths are home to many of the clan’s animal herds, the largest of which is a 47 count herd of celestial antelopes that is shepherded by the clan’s two ranchers. There is also a farm of sorts (Glowing Lanterns Farm and Gardens) that has planted fruit trees and other plants here and there across the entire length of the Fen Ruins.

The Falls of Finrod pour down from the cliff and hide the largest cave that has been manually excavated as a landing port for the airships that come and go from Wysteria. These ships are mostly supply ships to help the settlers up in Wysteria with new resources. The rest of the cliff has many other natural and unnatural caves that are not hidden within its face at various heights within the rocks. These tunnels lead into a large maze of tunnels and rooms beneath the grassy hills of the Fen Ruins called the Undergrounds. The Undergrounds is home to many dragons in the clan who prefer the darkness of caves rather than the wooded area of the forest, or the fields, or the seaside huts. It's also where several of the larger and darker areas of the clan are built; including the mechanical workshop and the dungeons. The dungeons are in the deepest part of the Undergrounds and are only utilized to hold dragons who are truly evil. Sin, also knowns as the Pink Snake, is a notable psychopath and mass murder that is kept under lock and key by his warden Coryza, a large warlike guardian charged with guarding him from others.

The Undergrounds only extend underneath the hills of the Fen Ruins and do not come close to the roots of the forests of Twisting Lights. There are two hidden entrances to the Undergrounds in the Ruins; one is near the curve of the Ardwin and the other is near the entrance of the forest. Besides these hidden entrances, the Undergrounds can only be reached through the many caves within the cliffsides near the Falls.

The reason for the Undergrounds not extending underneath the forest is a rather secretive manner within the clan because at the heart of the forest lies a great and ancient bonsai tree. This tree is nothing like the Behemoth in the Viridian Labyrinth for it is much smaller, more hidden and far, far more dangerous. The lore behind the tree itself is lost to the clan and they have never found a record of the people who inhabited the land before Alecto and Marrok, the clan’s founders, came to settle here; although the historians do believe that there was some race that came before. Whether this previous ancient race, knew about the tree or not is unknown but the clan’s historians have speculated that it was likely the tree was known to its previous residents. The tree itself, named in an ancient script, is called “Rivendule” but the clan has since called it the Tree of Archives for it is a tree of knowledge. It seems that Rivendule has roots in both the physical and spiritual worlds and thus has gained a sentience that has grown both enlightened and endarkened in the many lonely years.

If someone desperately needs an answer about something in either the past, present, or future, it's possible the tree could give them answers. Rivendule has the power to enter into the minds and hearts of living things that are around it and influence them; whether by giving them the knowledge they seek or by taking control of their minds and driving them insane. Before Marrok and Alecto claimed the land, Twisting Lights was known as a foul place full of mysteries and a cunning darkness that slept within the treeline. For many years, many that were brave, foolhardy, or unwitting who entered the glowing bamboo forest next to the Ardwin never came out alive or if they did they were never sane again. The current Keepers of the tree believe this happened because Rivendule’s heart was growing ever darker in its lingering solitude and lashed out at any life that came close enough to hold. And true to its darkening nature, it tried to induce the minds of Alecto and Marrok to insanity the first time they ventured across the tree but the two founders, at the time, were already broken from many wounds both physically and mentally.

Their sadness and overwhelming grief quelled the tree’s heart for a time and it allowed them to stay; for their experiences turned them wise and kind and their presence soothed Rivendule’s darkening nature for a time. Since then, the clan has five Keepers that tend to the tree and the incidences of creatures going insane has declined although accidents still do happen; for the heart of Rivendule still contains a darkness that will not fade and an ancient anger that none have fully been able to ease. For this reason, access the the Tree of Archives is strictly regulated and only the five keepers may come and go as they please without needing permission from the clan’s leaders.

windmidsmall.png
EaRLhg2.gifThe Harbor of Wysteria:

Location: The Cloudsong
Co-Chiefs: Chimalma and Icarus

Wysteria is high up in the air so there the geography is all dragon-made. I imagine the Cloudsong to be this giant floating balloon/kite thing that is mostly stationary in one place. It has thin boardwalks for dragons to walk on and on one of those boardwalks is the harbor that Twisting Lights owns. Our duty as an ancient lair is to help in the upkeep of the Cloudsong which we do easily but having a harbor has also provided its own rewards.

One of the major forms of entertainment in the Cloudsong are the Air Races. There are many different types of races but many of the dragons who live in this territory of Twisting Lights are chariot air racers. There are many aerial courses in the skies near the Cloudsong.

windbottom.png

lightningtop.png
eESLWsA.gifEnigma of the Clock Tower:

Location: The Lightning Farm
Chief: Tarin

Click here to visit my pintrest board to get a better idea of the theme/geography.

lightningbottom.png
arcanetop.png
WwUTSRN.gifThe Stained Citadel upon the Whispering Hilltop:

Location: Starwood Strand
Chief: Lady Starfire

Near the center of the enchanted Starwood Strand rests a lonely hilltop where the twinkling trees part and soft green grass blanket the slopes. A peculiar staircase made of many tiny mosaic tiles in the colors of sunset and the night sky lead up the hill. The fragmented pieces form a story of the stars and the sky from sundown to sunrise with the moons of Sornieth rising in the middle of the stairway. At the top resides a strange structure that resembles both a castle with odd fragmented spires and a greenhouse with large open and sloping roofs. However, the strangest part of this building is that it is made entirely of stained glass. Every single outside wall of the Citadel is made of glass of different colors with no one pattern dominating another. The effect makes the fortress appear as a glittering jewel to those who see it from far away at night. During the day however, the Citadel cannot be seen by any who do not live there; it and the stairway (typically known as the Starway) turn completely invisible to the outside world.

Whispers can be heard from the hilltop during the day.


arcanebottom.png

shadowtop.png
uld5M8x.gifWillow House within the Old Wood:

Location: Far north of the Wispwillow Grove
Chief: Rama

Willow House is mainly a giant glowing mushroom house but the land around this giant mushroom has many interesting and dangerous creatures:

Umber wolves thrive in most areas of the Tangled Wood but especially in the old forest near Willow House. Packs linger on the borders of the territory waiting for their chance to attack a lone dragon for food or malice. These wolves are from ancient packs that sprung up back in the days when the Shadowbinder first covered the sky with murk and they’ve held long grudges over the large lizard folk who’ve populated their dark lands since.

A single Ichor Nymph named Pix dwells in lands around the Willow House. A feral trickster who rivals many of the shadow sprites near the Forum of the Obscured Crescent, this nymph wonders the territory in search of new victims for her pranks.

Friends to all those who call the Willow House home, there are many Obscuring goblins that live both inside and outside the great mushroom. These stout and hardy beasts are wary of outsiders and dislike troublemakers (like Pix). Many of these goblins often stand watch at the territory’s borders to keep the wolves at bay.

The Insubstantial Illusionists in the area do not often wander into the Willow House. They prefer to hide among the tall dark pines that encircle the territory and cast their bizarre illusions so that wandering among the forest is a confusing and perilous affair for outsiders.

These shy creatures are rarely seen by both clan dragons and strangers. Most tend to remain hidden in the forest, evading the wolves who hunt them by dashing high up into the boughs of the dark pine trees. However, some Wispwillow Perytons remain close to Willow House and make their dwellings near smaller glowing mushrooms in the grove. There is one Peryton that is well known to clan because of her odd choice of resting place. On the top of the Willow House’s glowing head, is where she resides often, peering ever upwards as if she’s looking for a moon she will never find.

Unlike the Zeeba’s of the Scorched Forest, the Zeebas living in the Old Wood near Willow House have gained a fearsome reputation. They have have grown to immense sizes, larger than wolves and some dragon breeds, and aggressive. Both the males and females grow thick horns capable of penetrating dragonhide at high speeds. Their eyes have grown huge and are quick to spot predators in the darkness. Travelling in herds of 5-10 at a time, these large beasts are far more dangerous than their cousins in the Ashfall Waste. Taking one of these Zeeba’s down means a feast but the fight will be monstrous. The umber wolf packs will ambush these beasts when they have been separated from their herds but it's not uncommon for wolves to be severely injured and sometimes even killed during these attacks.

The few shadowy ponds in the Old Woods are claimed by resident swamphaunt kelpies. Although most dragons are generally not in danger of being preyed upon by kelpies, the kelpies living deep in the Old Wood are more opportunistic and attacks on Faes, Spirals, Skydancers, and Tundras have happened.

Spirits of those who perish in the Tangled Wood sometimes refuse or cannot leave its tangled web. Once in a blue moon, these spirits will coalesce into an amalgamation of torment and longing. Somber Spirits are rare but an encounter with one can sometimes change dragons in unexpected ways. Generally, it's best to avoid these spirits.

Dwarf Truffles are common in the Wispwillow Grove. Although they often prefer caves, these fungi have also found that being able to camouflage among the glow shrooms in the grove has proved beneficial to their population. However, this means that dragons from Willow House will sometimes get a nasty surprise when they mistake them for glow mushrooms.

These little mice are everywhere in the Tangled Wood because of the minimal light exposure. Glossy Duskrats are popular familiars for hatchlings around the clan but they are also one of the favorite snacks of the foxes and older dragons so their populations are kept under control.

Hard to find and even harder to catch, ethereal tricksters can be the bane of lone dragons wandering the Old Wood. Their eerie laughter is often heard after their tricks are sprung right before they disappear. Never take directions from these foxes.

Murktooth Bramblekeeps and Thornthick Thieves are seen guarding the Willow House. Many clan dragons are comforted when they see these bears patrolling around. Though the goblins are guardians too, these bears are larger, more imposing and easier to spot.

There are many Marshland Poodle Miths arounds Willow House. They tend to the giant glowing mushrooms in the grove. However, the Willow House is their top priority and the clan owes much to their tender care seeing as living inside the giant mushroom isn’t the best gardening decision.

Mossy Pohip are never seen near Willow House but they do live deep in the Old Wood. In the ponds not claimed by kelpies, these large creatures dwell in silence and relative peace. However, if disturbed they will become highly aggressive and attack anyone who is in range of their sharp tusks.


shadowbottom.png

icetop.png
mXAYZKl.gifThe Ruins of Arúndale

Location: Within a Hidden Valley in the Cloudscrape Crags
Chief: No one

Sw-ords.png

"Long before dragonkind was created, the Mother and the Father dragon gods warred endlessly with each other. In doing so, they lashed out with their elemental magic across the land. Some of this magic was absorbed by the fledgling landmasses and was forever changed in the deep earth of the Sornieth of old. It became primal, wild and unknowable; utterly separating itself from the distinct elements from which it came."

"This valley," Øybiorn motioned to the frozen landscape around them, "Contained much of this unknowable magic until recently. When the Icewarden brought his first children into existence, we Gaolers took to the mountains, the seas, and skies."

The images of the first gaolers adorned in ancient armor and flying out across the Southern Icefield appeared in the rotating snow vortex.

"We were created for battle and most of us indulged our Father in this, forming great Tribes across the land from the edges of the Father of Wind's territory to the Frigid Floes, and the Fortress of Ends. The Children of Light were often our allies, especially to the Tribes of the North. Two such allies, an Imperial named Heiðrún and a Gaoler named Øivind, struck out together on a journey to map out the desolate string of mountains of the Cloudscrape Crags. They ended up lost and nearly dying in the mountain blizzards until Heiðrún fell into a cave of tunnels. She found her way through to a valley unlike any she'd ever seen before in the Father of Ice's domain."

"Øivind, desperate to find his companion, searched through the skies and forests near where the Imperial had fallen. In his hasty search, Øivind disturbed the territory of a mountain yeti and was attacked. In his weakened state, Øivind was no match for the beast and could only hope to die well beneath the brute's mighty strength. Suddenly, Heiðrún appeared in the sky, she having found her way back through the tunnels, and plunged into battle to save Øivind from death. At the end, both the yeti and Heiðrún lay dying in the snowy ice forest. With her last breaths, Heiðrún spoke to Øivind of the great valley she had witnessed and the path through the tunnels she had used to get there. Øivind swore to her that he would find this place and build a city so great that none would forget her sacrifice."

The whole story had been displayed in the twirling ice vortex Øybiorn had conjured. The old gaoler continued on with his story, "And so Øivind found his way to the valley and witnessed the miracle of its beauty for himself. He set out to start building and showed other gaolers the pathway through the tunnels. Soon the city was built and Øivind became its king. The city was named Arúndale, or 'beautiful light', in honor of Heiðrún who had come from the Golden Lands. Such light and peace could not be felt anywhere like it did in Heaven's Valley, as it was called to outsiders, during this age."

"Øivind was growing old when the beauty of the valley began to fade. The grasses withered and the fruit trees died. The people of Arúndale began to fear that whatever magic had kept the valley a paradise was beginning to fade. King Øivind summoned his greatest wizards to find a solution. It was during this time that they discovered the truth of the valley's magic. It appeared that the growing city had unbalanced the delicate nature of this wild, unelemental magic."

"As they searched for a solution, the great stone carvers of Arúndale discovered a mountain in the Crags outside the valley where this unelemental magic seemed to flow steadily and freely as if by a fountain. This mountain also gave off massive amounts of spiritual energy to those sensitive enough to feel it. King Øivind's wizard's proclaimed this holy mountain to be the home of the Spirit of the Mountain and proposed taking the mountain's heart, carving it into a statue and placing it above the city in hopes that the spirit within the stone would amplify and re-balance the valley's own magic."

"The heart of the mountain was taken and King Øivind had it carved into the image of his dear friend Heiðrún so that her visage could guard the city for all time. The plan worked and spirit within the stone was dubbed Sál Steinn, or Stonespirit. She would be celebrated, praised, and kept sacred by the citizens of Arúndale all the way up until the city's fall," Øybiorn's voice grew sad when he spoke of this.

"There were many kings and queens who followed after Øivind in the generations to come and by the time of The Great Beast's awakening the city was already old."

Crystal gasped at the scene that now displayed across the swirling spiral. A serpent, not unlike an Imperial but with multiple heads, arms, and tails thrashed across an ice sheet. She shuddered and her voice was tiny, "An emperor..."

Øybiorn nodded gravely, "Yes. In a Tribe near the Windswept Plateau a traitor by the name of Loki created one of the Children of Light's worst nightmares."

Crystal's eyes grew huge and an echo of the magic she'd summoned before could be seen in her twinkling eyes (although she summoned no magic this time), "Who would create such a monster on purpose?!" She growled lowly, thinking of her other daughter, Ruby, who was risking her life right now to defend others from one of the Beasts that was currently loose in the Sunbeam Ruins.

Øybiorn eyes passed over the gaoler's present in the grove, seemingly landing on Anwir for the briefest of seconds, before he turned from them and pointed at the vortex. It showed countless gaoler warriors charging, and dying, by the Beast's hands and teeth. Perhaps some of these warriors were familiar to Amara or Aliya, but of course Amara couldn't see the flashing images.

"The Tribes of the Frigid Floes and the Snowsquall Tundras were completely destroyed along with those near the Tribe where the Beast had awakened. The Emperor, Fenrir, eventually fell through the ice and was lost to the icy sea depths. Those who had survived where immediately called back by the Icewarden to the Fortress of Ends. All of the Icewarden's Firstborn were forced to answer our Father's call, including those who lived in the peaceful city of Arúndale."

The Great Elder's eyes closed at this part, "I was was a young gaoler living with my family group in the valley's protective barrier under Sál Steinn's watchful gaze when the Call to Return came to Arúndale. A great mourning grew throughout our people, but the last Queen of the city regretfully ordered her subjects to abandon their homes and the valley for the Fortress of Ends. I remember looking back at the Sacred Grove and thinking that with everyone gone, Sál Steinn would be all alone. I never forgot this."

Øybiorn turned his face up to Argent's statue and sighed, "We were to stay with the Icewarden in the Fortress of Ends for many more centuries, hidden by our Father as mistakes or so we've always thought. With all the Gaolers in one place, we began to call ourselves the Great Northern Tribe, for there were no other separate Tribes anymore and our Father refused to let us leave."

"It wasn't until many years ago that one of us dared to disobey our Father in secret," The ancient gaoler grinned wickedly. "I sneaked out of the Northern Tribe and made my way back to the valley. I took Sál Steinn into the ice tunnels and performed the ritual that would give her a living breathing body. Then I gave her the information to get in and out of the valley on her own but before she awoke, I left her there. I didn't want too but if the Icewarden discovered my betrayal, he would have destroyed us both. I did this because I wanted to thank her for everything she had done for generations of my people."
pointy-left.pngPointy-Right.png

icebottom.png

earthtop.png
VrmmSen.gifThe Shrine of Reflection:

Location: Within a floating shard of the Pillar of the World
Chief: Valygar

The Shrine is a mere shard of the World Pillar but it is incredibly large. It rotates very slowly high in the air around area where the Pillar once stood. There is a large landing plateau at the top of the shard. From there, there is a tunnel that leads inside. Basically, the Shrine is a series of tunnels, caves and larger caverns. Think of it like a secret monk's temple with shrines and holy places in many of the rooms. Spices and cooking herbs are also grown throughout the tunnels using special light magic that one of the dragons there can perform.

Click here to visit my pintrest board to get a better idea of the theme/geography.

earthbottom.png
watertop.png
hRGztgZ.gifRivereth:

Location: The Sea of a Thousand Currents
Chief: King Aethon

Click here to visit my pintrest board to get a better idea of the theme/geography.

watermidsmall.png
rUqPsEh.gifWindstar Island

Location: The Sea of a Thousand Currents
Mayor: LaceMurex

Click here to visit my pintrest board to get a better idea of the theme/geography.

waterbottom.png

lighttop2.png
93O8XUr.gifThe Silver Havens:

Location: In the northern forests of the Sunbeam Ruins
Lord and Lady: Galadriel and Celeborn

Tree houses.

lightbottom2.png

naturetop.png
kz23hWB.gifIsles of the Sun Halos:

Location: High above the shared water channel in between the Tangled Wood, Viridian Labyrinth, and the Sunbeam Ruins.
Chief: Rakuen


These islands are in the sea between Nature, Light and Shadow. Technically in the Gladekeeper’s realm, these islands never use to be floating until the Windsinger passed over them long ago and with both his magic and the blessing of the Gladekeeper, the islands flourished in the sky.

The clan of the Twisting Lights, during their search for the Windsinger, found these floating islands and knew them to be the work of the wind god. The clan decided to claim the islands as a new territory in the Viridian Labyrinth hoping to be able to discover more about the Windsinger’s movements. Along with being filled with magic, these islands are very close to the Silver Havens and near to the Old Wood where Willow House is located deep in the Tangled Wood.

The Islands were named Isles of the Sun Halos for the strange weather phenomenon that often is seen in the skies around the islands. Dragons who are referring to the territory usually call them “The Isles” or just simply “Sun Halos”.
The biggest and central island is the home of a large tree that is an offspring of the Behemoth. Although much smaller, the tree brings life to the isles. The surrounding islands are smaller and are connected by magic reinforced wooden bridges. Most of the dragons don’t need them as they usually just fly to different islands but the bridges help the bogsneks, Snapper, and familiars cross to different islands.

Wildlife of the Isles:

Flower Nymphs and Nature Sprites tend the plants and smaller creatures that live on all the Isles. They were on the islands when the clan came and seemed to welcome the coming dragons. Using their magics, they can expedite the growth of flowers and make fruits grow. The scholars in the clan speculate that the vegetation on the Isles could not thrive without these helpers.

Cloud Nymphs and Wind Sprites appeared in the Sun Halos after the clan discovered the islands. Although the clan had befriended a wind sprite in the past, many started appearing in the skies after Electra, the clan’s leader, first stepped onto the center island with the tree. These playful creatures are often seen in the clouds around the islands and keep a wary eye out for distant storms while they play.

Sköll, the legendary sun wolf, lives on the Isles of the Sun Halos. Although many dragons have seen this wolf across Sornieth chasing down pathways that may lead it to devouring its goal, only those in the Clan of the Twisting Lights know where it dwells semi-permanently. It leaves the territory often but when it returns to rest from its tireless searching, it lives in a cave on one of the tallest islands. During high noon, dragons have seen Sköll sitting outside his cave gazing unfalteringly up at the sun.

Pukasloth’s are apparently naturally occurring species in the Sun Halos. These gentle familiars, generally quite rare on the mainland, are a common and welcome addition to the habitation of the Isles. They enjoy the flowing rivers and waterfalls that are abundant on most of the islands and blow bubbles into the air when playing or attracting mates.

No one is actually sure how these rare skinks came to live on the Isles. Being very uncommon and coveted by many dragons on the surface as familiars makes some think they came to the Sun Halos for refuge but this begs the question; how did they get to the floating islands when they cannot fly themselves?

Scarlet Flycatchers and Rainbow sprites populate many of the cloud fed rivers and waterfalls in the Isles of the Sun Halos. Dragons in the clan generally leave these aggressive creatures be since they aren’t big enough to warrant the trouble of disrupting a hive for a tiny snack. However, they are preyed upon by the many avian and feline predators living on the Isles. These creatures perform beautiful dances at sunset during the spring and summer months.

Although both Skycats and Barking Jesters are normally only seen on the Plateau, there are several flocks of both species living in the Isles. Both enjoy chasing down the hives of Flycatchers and Sprites for their meals but what they are often seen doing is chasing each other. Typically the Barking Jesters are the ones doing the chasing though.

Many Red-Footed Akribeaks are found high in the branches of the large tree on the center island. Their tendencies to collect untended eggs leads to many of their nests having interchangeable eggs to the point where the parents never know if the chicks that hatch from their nest are even there’s. The fire breath of these birds cures the tree of unwanted parasites and pests which the Akribeaks gladly hunt for food.

These peaceful animals are abundant across all the Isles. They travel and flock in small family herds and their feathery coats glisten in the sun like rose gold against a flame. Rosy Perytons are named by the hatchlings in the clan as “Angel Deer” and often they will try to befriend these graceful familiars. However, they learn quickly that earning a Rosey Peryton’s trust is not an easy task.

These giant flying fish are not what one would expect to see in the clouds around a grouping of floating islands but see them you would because Silver Featherfins make their annual migrations to the Isles of the Sun Halos every year. They come to the Isles to breed but there's always a few fish that stay in the Halos year round. It’s a custom of hatchlings to make a wish if they spot a Silver Featherfin flying over them during the day time.

The Hippojays are often seen sparing in the sky competing in tests of skill and strength with one another. These battles usually are not deadly and more often are used for training younger hippojays in combat. Hippoyjays of the Isles prey upon the giant Featherfin’s during their migration but also go after Peryton’s and Skinks too.

These large scavengers are surprisingly gentle and enjoy wallowing in the high grasses that are abundant around the Isles during the warmer months. They are also often seen chasing Buttersnakes across many fields. Highreach Bonepickers thrive in the Sun Halos by feasting off the kills made by the Hippojays or other large predators.

Golden Bantam Fangars used to be very popular as familiars a few years back. Unfortunately, their numbers have slowly been decreasing in the wild due to dragon poaching. However, it seems a population lived on the islands before they were raised into the sky. Since then, the population has been very stable since dragons have rarely found their way to and from the Isles. The dragons in the clan leave these felines be for the most part but take care to protect them if they find them in danger.

Colorburst Buttersnakes are the only species of Buttersnakes found in the Isles. They are common and travel in great flocks that color the skies with brilliant displays of movement and color. Since they shed their wings easily, dragons often collect them to turn them into lair decorations.

These large hummingbirds pollinate most of the blooming flowers on the Isles. Their humming songs can be heard best in the evening when the pukasloths most often blow their bubbles. This makes evenings on the Isles one of the most beautiful times of the day.

Spotted Fauns frolic across the Isles piping their playful tunes and bringing harmony to the ears of many. Although quite mischievous, these pipers are often left to their pranks because clan residents enjoy their songs. If they grow too annoying however, they often are used as lunch.

Myosotis and Alstroemeria Foxes are common sights across all the floating isles. They are happy creatures that spread pollen and keep the rodent populations down all at the same time. They are often kept as pets by the hatchlings in the clan and are wonderful companions.
naturemidsmall.png
A4CLXPb.gifImla Aétheil:

Location: Shrieking Wilds
Chief: King Iktan

A secret city of gold.

naturebottom.png

plaguetop.png
gVgFNCo.gifGravenfell City

Location: The Scarred Wasteland
Founder: Draven
Mob Boss: Grimm

Meat saloons and bony buildings.

plaguebottom.png
XriSV9h.gif
My lair's a horrible maze of underground tunnels created by an army of Ridgebacks. It's in the middle of Nowhere, Scarred Wasteland, so it doesn't get a whole lot of visitors (and those that do visit don't tend to leave).

My dragons don't notice the local weather because being underground keeps the climate relatively stable, but it's usually warm and humid outside, with uncomfortably still air.

The only thing that reliably grows in and around the lair is a single gigantic fungus, whose hyphae reach from the deepest caverns to the surface and even within the dragons themselves. Dragons have to leave the lair to find food, because they don't go around snacking on those sapient shrooms.
My lair's a horrible maze of underground tunnels created by an army of Ridgebacks. It's in the middle of Nowhere, Scarred Wasteland, so it doesn't get a whole lot of visitors (and those that do visit don't tend to leave).

My dragons don't notice the local weather because being underground keeps the climate relatively stable, but it's usually warm and humid outside, with uncomfortably still air.

The only thing that reliably grows in and around the lair is a single gigantic fungus, whose hyphae reach from the deepest caverns to the surface and even within the dragons themselves. Dragons have to leave the lair to find food, because they don't go around snacking on those sapient shrooms.
e1po1oY.png xZ13MZk.png kd85lth.png
my clan resides in and around a series of large caves along the zephyr steppes (or someplace like that). a swarm of deep red flowers of suspicious origin cloak the surrounding area, along with a single gigantic rosebush, and it borders a forest. the weather is very peaceful, discounting the expected winds. residents are used to the windspeeds but visitors might be shocked.
my clan resides in and around a series of large caves along the zephyr steppes (or someplace like that). a swarm of deep red flowers of suspicious origin cloak the surrounding area, along with a single gigantic rosebush, and it borders a forest. the weather is very peaceful, discounting the expected winds. residents are used to the windspeeds but visitors might be shocked.
tm7K06Z.pngWx0EgSk.png
The city is located on a cliff on the three-way border between Lightning, Fire, and Water. Despite being surrounded by desert the inhabitants keep up a huge garden within the city limits, so foraging for plants isn't a problem. Gathering parties do kind of have to go out a little bit to get meat, insects, and fish seeing as they're in the desert, but the sea is right there so it isn't much of a problem.
The city is located on a cliff on the three-way border between Lightning, Fire, and Water. Despite being surrounded by desert the inhabitants keep up a huge garden within the city limits, so foraging for plants isn't a problem. Gathering parties do kind of have to go out a little bit to get meat, insects, and fish seeing as they're in the desert, but the sea is right there so it isn't much of a problem.
AOFzhcD.png x >hurry
>she/her
>fr +3
>avatar
>about
x >lore
>origamis
>wishlist
>uma sales
>pings ok
Right on the edge of the Wyrmwound. No one's fallen in yet.
Right on the edge of the Wyrmwound. No one's fallen in yet.
[quote name="VeridisQuo" date="2020-02-08 10:23:38" ] Part of Lore-Building Questions series (TM) Geography-wise. Is your clan located on a mountain? In the sea? Underground? On the plains? How did they set it up? How is the weather there? What is the native life? Biosphere? Geological influence? These last bits aren't really necessary for answering since they're mostly complicated things that people won't bother taking into account, but if you want to answer them and are a bit confused, look at this example. [/quote] [img]https://i.imgur.com/7lnNvJb.jpg[/img] Main post [url=https://www1.flightrising.com/forums/cc/2426334#post_32898944]here[/url] though I've got no eye for mapmaking so the scale and layout could probably be nicer. & I'd love to someday make an individual close-up of Town, which is huge. It's the main hub. It's basically a large expanse of territory that is in ever-gloom in Shadow lands. It's always dark, and the air is always murky with fog. The clan was already 30-40 dragons strong when the current leader took over and moved them from Lightning, so their setup was a series of temporary abodes that got built up and torn down as permanent homes were finished and built. Basically anywhere Indrali residents haven't explicitly stamped out the wilderness, there is danger. From beasts and from the bramble itself, which likes to get dragons lost. Town is an area forcibly flattened and packed with buildings. The Citadel in the northeast is basically one large castle with more interconnecting spires than large, open building. There's no lit path from Town to the Citadel, which is on purpose: the castle's mistress likes to control how many dragons can find their way to her fortress. The rocky, mountainous region in the northwest is even more packed with beasts than the rest of the territory.
VeridisQuo wrote on 2020-02-08 10:23:38:
Part of Lore-Building Questions series (TM)
Geography-wise.
Is your clan located on a mountain? In the sea? Underground? On the plains?
How did they set it up? How is the weather there? What is the native life? Biosphere? Geological influence?
These last bits aren't really necessary for answering since they're mostly complicated things that people won't bother taking into account, but if you want to answer them and are a bit confused, look at this example.

7lnNvJb.jpg

Main post here though I've got no eye for mapmaking so the scale and layout could probably be nicer. & I'd love to someday make an individual close-up of Town, which is huge. It's the main hub.

It's basically a large expanse of territory that is in ever-gloom in Shadow lands. It's always dark, and the air is always murky with fog. The clan was already 30-40 dragons strong when the current leader took over and moved them from Lightning, so their setup was a series of temporary abodes that got built up and torn down as permanent homes were finished and built.

Basically anywhere Indrali residents haven't explicitly stamped out the wilderness, there is danger. From beasts and from the bramble itself, which likes to get dragons lost.

Town is an area forcibly flattened and packed with buildings. The Citadel in the northeast is basically one large castle with more interconnecting spires than large, open building. There's no lit path from Town to the Citadel, which is on purpose: the castle's mistress likes to control how many dragons can find their way to her fortress. The rocky, mountainous region in the northwest is even more packed with beasts than the rest of the territory.








She|Her - Ace - FRT(0) | Lore
g67EwfB.png
OH BOY OH BOY, MORe questions :^)))))) According to my Totally Accurate Geography Simulator (T.A.G.S.), it is sort of situated here: [img]https://i.imgur.com/p4aLfVx.png[/img] It is situated in the great sandy desert of Shifting Expanse that we call Teshert, in the delta of the medium-sized but sluggish river Nekhir. Yes, Teshert means desert and Nekhir means river; Desert Desert and River River. Due to the proximity to the equator, the conventional seasons are practically non-existent; there are only the dry season and the rain season. The climate is hot and dry but due to the ocean, there is enough humidity, even if it's low, to keep the night-time temperature steady and not dwindling to low temperatures. The abundant rain season lasts only around a week or two, refilling the pools that accumulate in the sand in some areas of the oasis (look up Marahenses National Park). The delta is seemingly very similar to the Nile delta, with lots of shrubbery, grass and trees near the muddy riverbank. It is mainly a very sandy land with fertile soil only around the riverbank and near the lake, the coast has both rocky and sandy beaches and rocky cliffs. The delta has solid ground even though sand covers most surfaces, but there are large sand dunes that are scattered throughout the oasis, mainly on the border. The oasis itself isn't very big and neither is the delta, but it is efficient. The flora mainly consists of short grasses and flowers (cornflowers, opium poppy, jasmine, irises), even a type of bamboo, many reeds like papyrus or cattail, other water plants like all sorts of waterlilies and duckweed, hardy and resistant plants and shrubbery (like lavander, sage, rushes, phlomis, Samwa, roses, ivy), then many acacia trees, figs, tamarisks, Bay laurel trees, palms, cypresses, stone pines, cedar, Joshua trees, olives, and many cultivars like apples, pears, pomegranates, plantain, watermelons, melons, cucumbers, aliums, beans, lettuce, cabbages, carrots, desert grape vine, mulberry, etc. All in all, very unique and interesting flora. Many types of arthropods are present, arachnids such as scorpions, solifugae and spiders are a common occurrence, then insects like flies, butterflies, fireflies, beetles like scarabs and giant desert beetles, mantises, locusts, grasshoppers, leafhoppers, cicadas, moths, dragonflies, termites, bees, diving beetles. Harvest Hardshells and Plantation Pinchers are very widespread crustacean species, but there are also other rock crabs, ghost crabs, hermit crabs, even coconut crabs, king crabs, lobsters, crayfish, etc. I'm way too lazy to rewrite this again so I'll list the most commonly-known vertebrates: bass, Nekhir perch, tilapia, catfish, carp, mullet, lungfish, sardines, anchovies, trevally, seabreams, arapaima, gars, Arowanas, all sorts of toads, frogs and treefrogs, monitor lizards, geckos, wall lizards, iguanas, cobras, boas, box turtles, crocodiles, toridae, herons, egrets, flamingos, ibises, rock doves, spoonbills, swallows, cormorants, all sorts of waterfowl, vultures, cranes, eagles, hawks, kites, falcons, desert owls, parrots, hummingbirds (and chickens are all over the place), cheetahs, caracals, lions, leopards, chimeras, Manticores, Mau cats, Pharaoh hounds, spotted and striped hyenas, desert wolves, desert horses (kek ses), donkeys, pigs, boards, pohips, sheep, goats, antelopes, ibexes, oryxes, camels, ETC
OH BOY OH BOY, MORe questions :^))))))

According to my Totally Accurate Geography Simulator (T.A.G.S.), it is sort of situated here:

p4aLfVx.png

It is situated in the great sandy desert of Shifting Expanse that we call Teshert, in the delta of the medium-sized but sluggish river Nekhir. Yes, Teshert means desert and Nekhir means river; Desert Desert and River River.
Due to the proximity to the equator, the conventional seasons are practically non-existent; there are only the dry season and the rain season. The climate is hot and dry but due to the ocean, there is enough humidity, even if it's low, to keep the night-time temperature steady and not dwindling to low temperatures. The abundant rain season lasts only around a week or two, refilling the pools that accumulate in the sand in some areas of the oasis (look up Marahenses National Park).
The delta is seemingly very similar to the Nile delta, with lots of shrubbery, grass and trees near the muddy riverbank. It is mainly a very sandy land with fertile soil only around the riverbank and near the lake, the coast has both rocky and sandy beaches and rocky cliffs. The delta has solid ground even though sand covers most surfaces, but there are large sand dunes that are scattered throughout the oasis, mainly on the border. The oasis itself isn't very big and neither is the delta, but it is efficient.

The flora mainly consists of short grasses and flowers (cornflowers, opium poppy, jasmine, irises), even a type of bamboo, many reeds like papyrus or cattail, other water plants like all sorts of waterlilies and duckweed, hardy and resistant plants and shrubbery (like lavander, sage, rushes, phlomis, Samwa, roses, ivy), then many acacia trees, figs, tamarisks, Bay laurel trees, palms, cypresses, stone pines, cedar, Joshua trees, olives, and many cultivars like apples, pears, pomegranates, plantain, watermelons, melons, cucumbers, aliums, beans, lettuce, cabbages, carrots, desert grape vine, mulberry, etc. All in all, very unique and interesting flora.

Many types of arthropods are present, arachnids such as scorpions, solifugae and spiders are a common occurrence, then insects like flies, butterflies, fireflies, beetles like scarabs and giant desert beetles, mantises, locusts, grasshoppers, leafhoppers, cicadas, moths, dragonflies, termites, bees, diving beetles.
Harvest Hardshells and Plantation Pinchers are very widespread crustacean species, but there are also other rock crabs, ghost crabs, hermit crabs, even coconut crabs, king crabs, lobsters, crayfish, etc.
I'm way too lazy to rewrite this again so I'll list the most commonly-known vertebrates: bass, Nekhir perch, tilapia, catfish, carp, mullet, lungfish, sardines, anchovies, trevally, seabreams, arapaima, gars, Arowanas, all sorts of toads, frogs and treefrogs, monitor lizards, geckos, wall lizards, iguanas, cobras, boas, box turtles, crocodiles, toridae, herons, egrets, flamingos, ibises, rock doves, spoonbills, swallows, cormorants, all sorts of waterfowl, vultures, cranes, eagles, hawks, kites, falcons, desert owls, parrots, hummingbirds (and chickens are all over the place), cheetahs, caracals, lions, leopards, chimeras, Manticores, Mau cats, Pharaoh hounds, spotted and striped hyenas, desert wolves, desert horses (kek ses), donkeys, pigs, boards, pohips, sheep, goats, antelopes, ibexes, oryxes, camels, ETC
Link to art shopLink to skin shopImage depicting a large blue crab carrying produce on their back, its purpose being a background element for the signatureLink to a personal log thread containing various different links, information and sources
1 2