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TOPIC | Canon Lore Compendium
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[right][sub] [emoji=scroll size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Next Post: Table of Contents [emoji=right wing size=1][/sub][/right] ----------- [br] [center][img]https://66.media.tumblr.com/1fb7feae2a929346e9b2edb0b4a4ea26/tumblr_pw7zy6MWmR1sxkoyoo1_640.png[/img] [size=7]Canon Lore Compendium[/size] [img]https://66.media.tumblr.com/1fb7feae2a929346e9b2edb0b4a4ea26/tumblr_pw7zy6MWmR1sxkoyoo1_640.png[/img] [img]https://66.media.tumblr.com/bf0eecdc93ec87d9df3b543c27f5d2b9/tumblr_pw8031dPEq1sxkoyoo1_500.png[/img] [/center] I decided to collect as much canon information as I could – from old Q&As, item descriptions, encyclopedia articles, map sub-pages, et cetera – into one location. They are organized by subject. [br] [br] Each post's sources has an associated letter noted beneath the heading of a post, where its Sources are either linked or noted to be at the bottom of the same post. Each tidbit of lore is accompanied by a number and letter, like this.[sup][0Z][/sup] The associated source would be preceded with an asterisk and the same number and letter, as such: [*0Z] – Source Item information is bunched together in sets, as are questions from same Q&A post. Relevant text from the link, or a description of where in the page the relevant text is located, is displayed beneath the title of the thread, post, encyclopedia page, etc, from which it came. Text marked with a dagger is a note such as that something was not explicitly stated but could be inferred, or that it was contradicted by later information. At the top and bottom of each post are links to the next non-source, non-placeholder post; the table of contents post; and the previous non-source non-placeholder post. At the bottom of each post is a link back to the top of the same post. [br] [br] I’m sure I missed some things. If you have a link to anything I missed, or have noticed an item description with interesting lore, please message me or post it in this thread so I can see about adding it. Similarly, if there is a mistake or error in formatting, posted information, et cetera, please message me or post in the thread about what and where the error is, and I will attempt to fix it. If you have other suggestions for things to add or ways to make the guide easier to peruse, feel free to post it in the thread. Thank you for looking. I hope you find this useful. Light element dividers courtesy of [url=https://ammoth.tumblr.com/post/110092763801]ammoth[/url] on Tumblr. [br] [br] [br] [i][url=https://www1.flightrising.com/forums/gde/2813080/4#post_42050440]Content updates[/url], such as item or Q&A lore which have been newly integrated into recorded lore, are recorded separately.[/i] [quote=General thread updates] 25 / 01 / 2020 – Posted thread. [sup]11 / 02 / 2020 – Added navigation links to top and bottom of posts. 31 / 03 / 2020 – Created minor updates post. 08 / 10 / 2020 – Updated navigation and changed source and citation formatting. 11 / 12 / 2020 – Due to issues of length, the [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050166]Sources post for the Elemental Realms[/url] has been split into two posts. 03 / 07 / 2022 – The [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050313]Encyclopedia Stories: Events, Efforts, and Others post[/url] was created to record lore unrelated the Bounty of the Elements event or The First Ages stories.[/sup] [/quote] [br] [br] [quote=Pinglist] [sup]@[b][/b]Everburn @[b][/b]dancingcrane @[b][/b]awaicu @[b][/b]ProbablyLying @[b][/b]DilsDragons @[b][/b]Nialatic @[b][/b]sleepyboi @[b][/b]struddler @[b][/b]Dathomir @[b][/b]SkySerenade @[b][/b]Tynethyne @[b][/b]Cattington @[b][/b]Uyi @[b][/b]LeonidasOfAstora @[b][/b]EmpressSectonia @[b][/b]Bledout @[b][/b]SariStar @[b][/b]Daenaryen @[b][/b]Shisa @[b][/b]rainphee @[b][/b]Jazzyj @[b][/b]RitterKeks @[b][/b]LadyBee[/sup] [/quote] ----------- [right][sub][emoji=subscription update size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_2813080]Top of post[/url] | [emoji=scroll size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Next Post: Table of Contents[/url] [emoji=right wing size=1][/sub][/right]


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Canon Lore Compendium
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tumblr_pw8031dPEq1sxkoyoo1_500.png

I decided to collect as much canon information as I could – from old Q&As, item descriptions, encyclopedia articles, map sub-pages, et cetera – into one location. They are organized by subject.




Each post's sources has an associated letter noted beneath the heading of a post, where its Sources are either linked or noted to be at the bottom of the same post.

Each tidbit of lore is accompanied by a number and letter, like this.[0Z] The associated source would be preceded with an asterisk and the same number and letter, as such:
[*0Z] – Source

Item information is bunched together in sets, as are questions from same Q&A post. Relevant text from the link, or a description of where in the page the relevant text is located, is displayed beneath the title of the thread, post, encyclopedia page, etc, from which it came.

Text marked with a dagger is a note such as that something was not explicitly stated but could be inferred, or that it was contradicted by later information.

At the top and bottom of each post are links to the next non-source, non-placeholder post; the table of contents post; and the previous non-source non-placeholder post.
At the bottom of each post is a link back to the top of the same post.




I’m sure I missed some things. If you have a link to anything I missed, or have noticed an item description with interesting lore, please message me or post it in this thread so I can see about adding it.

Similarly, if there is a mistake or error in formatting, posted information, et cetera, please message me or post in the thread about what and where the error is, and I will attempt to fix it.

If you have other suggestions for things to add or ways to make the guide easier to peruse, feel free to post it in the thread.

Thank you for looking. I hope you find this useful.


Light element dividers courtesy of ammoth on Tumblr.






Content updates, such as item or Q&A lore which have been newly integrated into recorded lore, are recorded separately.
General thread updates wrote:
25 / 01 / 2020 – Posted thread.
11 / 02 / 2020 – Added navigation links to top and bottom of posts.
31 / 03 / 2020 – Created minor updates post.
08 / 10 / 2020 – Updated navigation and changed source and citation formatting.
11 / 12 / 2020 – Due to issues of length, the Sources post for the Elemental Realms has been split into two posts.
03 / 07 / 2022 – The Encyclopedia Stories: Events, Efforts, and Others post was created to record lore unrelated the Bounty of the Elements event or The First Ages stories.



Pinglist wrote:
@Everburn @dancingcrane @awaicu @ProbablyLying @DilsDragons @Nialatic @sleepyboi @struddler @Dathomir @SkySerenade @Tynethyne @Cattington @Uyi @LeonidasOfAstora @EmpressSectonia @Bledout @SariStar @Daenaryen @Shisa @rainphee @Jazzyj @RitterKeks @LadyBee


UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
Gwsq8Fp.png
[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_2813080]Previous post: Introduction[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050140]Next post: The Planet Sornieth[/url] [emoji=right wing size=1][/sub][/center] ----------- [br] [center][size=6]Table of Contents[/size] -------------------- [i]Links to each compilation of lore. See below the heading of each linked lore post for where its relevant sources are located.[/i][/center] -------------------- [quote=Part I: The World of Sornieth] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050140]The Planet Sornieth[/url] [sup]Information about the world’s physical and magical workings.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050145]Magic[/url] [sup]Information on the energy which defines Sornieth.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050150]The Elemental Realms[/url] [sup]Information on the territories of the Eleven flights and their inhabitants.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050152]The First Four Flights[/url] [sup]The rocky northern highlands of the Earth dragons, the unstable southern magmalands of the Fire dragons, the breezy calming westland of the Wind dragons, and the fresh inland sea of the Water dragons.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050154]The Second Generation Flights[/url] [sup]The blistering eastern desert of the Lightning dragons, the cloistered southern tundra of the Ice dragons, the ancient seaside empire of the Light dragons, and the murky lowlands of the Shadow dragons.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050158]The Third Age Flights[/url] [sup]The virulent fields of decay of the Plague dragons, the verdant northeastern jungle of the Nature dragons, and the twisted, broken islands of the Arcane dragons.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050182]Other Territories[/url] [sup]Overview of the trading post and its inhabitants, and information on the various coliseum venues.[/sup] [/quote] [br] [quote=Part II: Deities, Dragons, and Beasts] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050194]The Deities and the Exalted[/url] [sup]An overview of the dragon gods and their most dedicated followers.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050207]The Eleven[/url] [sup]Descriptions of the eleven draconic gods.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050216]Dragons[/url] [sup]A description of the deities’ creations.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050230]Plentiful Modern Breeds[/url] [sup]Descriptions of the most populous dragon breeds in Sornieth.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050237]Common Modern Breeds[/url] [sup]Descriptions of the common dragons of Sornieth.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050246]Uncommon Modern Breeds[/url] [sup]Descriptions of the uncommon dragon breeds of Sornieth.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050252]Limited Modern Breeds[/url] [sup]Descriptions of the limited dragon breeds in Sornieth.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050259]Rare Modern Breeds[/url] [sup]Descriptions of the rare dragon breeds in Sornieth.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050264]Ancient Breeds[/url] [sup]Descriptions of the ancient dragon breeds of Sornieth.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050274]Beastclans Overview[/url] [sup]Descriptions of Talona’s beastclans.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050285]Other Creatures[/url] [sup]An overview of other known sapient species.[/sup] [/quote] [br] [quote=Part III: Miscellany] [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050299]Encyclopedia Stories: The Ages[/url] [sup]Summaries of the various stories regarding the Ages in the on-site encyclopedia.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050306]Encyclopedia Stories: The Bounty of the Elements[/url] [sup]Summaries of the various stories regarding the Bounty of the Elements in the on-site encyclopedia.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/3#post_42050313]Encyclopedia Stories: Events, Efforts, and Others[/url] [sup]Summaries of the efforts and events which have notable lore, or other encyclopedia lore articles.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/4#post_42050327]Assorted Items[/url] [sup]Items with interesting descriptions that didn’t easily fit into any other category.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/4#post_42050339]Outro Notes[/url] [sup]Thank-yous and credits.[/sup] [url=https://www1.flightrising.com/forums/gde/2813080/4#post_42050440]Content Updates[/url] [sup]A list of additional updates to compiled information, when they were added to the thread, and where.[/sup] [/quote] [br] ----------- [center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_2813080]Previous post: Introduction[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137] Top of post[/url] [emoji=subscription update size=1] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050140]Next post: The Planet Sornieth[/url] [emoji=right wing size=1][/sub][/center]


Table of Contents
Links to each compilation of lore. See below the heading of each linked lore post for where its relevant sources are located.


Part I: The World of Sornieth wrote:
The Planet Sornieth
Information about the world’s physical and magical workings.

Magic
Information on the energy which defines Sornieth.

The Elemental Realms
Information on the territories of the Eleven flights and their inhabitants.

The First Four Flights
The rocky northern highlands of the Earth dragons, the unstable southern magmalands of the Fire dragons, the breezy calming westland of the Wind dragons, and the fresh inland sea of the Water dragons.

The Second Generation Flights
The blistering eastern desert of the Lightning dragons, the cloistered southern tundra of the Ice dragons, the ancient seaside empire of the Light dragons, and the murky lowlands of the Shadow dragons.

The Third Age Flights
The virulent fields of decay of the Plague dragons, the verdant northeastern jungle of the Nature dragons, and the twisted, broken islands of the Arcane dragons.

Other Territories
Overview of the trading post and its inhabitants, and information on the various coliseum venues.

Part II: Deities, Dragons, and Beasts wrote:
The Deities and the Exalted
An overview of the dragon gods and their most dedicated followers.

The Eleven
Descriptions of the eleven draconic gods.

Dragons
A description of the deities’ creations.

Plentiful Modern Breeds
Descriptions of the most populous dragon breeds in Sornieth.

Common Modern Breeds
Descriptions of the common dragons of Sornieth.

Uncommon Modern Breeds
Descriptions of the uncommon dragon breeds of Sornieth.

Limited Modern Breeds
Descriptions of the limited dragon breeds in Sornieth.

Rare Modern Breeds
Descriptions of the rare dragon breeds in Sornieth.

Ancient Breeds
Descriptions of the ancient dragon breeds of Sornieth.

Beastclans Overview
Descriptions of Talona’s beastclans.

Other Creatures
An overview of other known sapient species.

Part III: Miscellany wrote:
Encyclopedia Stories: The Ages
Summaries of the various stories regarding the Ages in the on-site encyclopedia.

Encyclopedia Stories: The Bounty of the Elements
Summaries of the various stories regarding the Bounty of the Elements in the on-site encyclopedia.

Encyclopedia Stories: Events, Efforts, and Others
Summaries of the efforts and events which have notable lore, or other encyclopedia lore articles.

Assorted Items
Items with interesting descriptions that didn’t easily fit into any other category.

Outro Notes
Thank-yous and credits.

Content Updates
A list of additional updates to compiled information, when they were added to the thread, and where.



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
Gwsq8Fp.png
[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_2813080]Previous post: Introduction[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url] [emoji=scroll size=1] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050145]Next post: Magic[/url] [emoji=right wing size=1][/sub][/center] ----------- [br] [center][size=7]The World of Sornieth[/size] -------------------- [i]The world defined by magic.[/i] -------------------- [img]https://66.media.tumblr.com/f6b92b83dfc504cff6ea72ba3ce094cc/tumblr_pw82qo7smw1sxkoyoo1_640.png[/img] [/center] [center][size=6]The Planet Sornieth[/size] [i]Information regarding the world inhabited by the eleven flights and the beastclans.[/i] --------------------[/center] [size=2][i][u]Planet Sornieth[/u] sources are at the bottom of this post. They are marked with 'A'.[/i][/size] [br] [br] [size=4][b]Overview[/b][/size] In the common draconic language used for interflight discussion, ‘Sornieth’ means ‘our world’.[sup][1A][/sup] It is the neutral term for the planet on which dragons live: the continent is the whole of the world as known to dragons, so the continent and planet do not have separate names.[sup][2A][/sup] The “first four” flights – Fire, Earth, Water, and Wind – each have their own names for the planet, as each believes their own deity influenced the world’s formation the greatest amount.[sup][1A][/sup] These names will be revealed at some point in the future. The remaining Flights understand their deities’ relative lack of influence on the planet’s formation and do not have their own names for the world. Coatl have a word for it in their humming language, but it is impossible to write in text.[sup][3A][/sup] [size=4][b]Physical and Magical Characteristics[/b][/size] Like all the heavenly bodies in the system Sornieth is a part of, it was formed from the churning chaos that rang out at the beginning of time. Although the raw materials for the planet came together at the same time as its celestial neighbors, because of its magical nature disrupting its astronomic harmony, Sornieth did not truly form until millennia after these other planets.[sup][4A][/sup] Sornieth is the fourth-farthest celestial body from the sun[sup][4A][/sup], and is larger than Earth; roughly one and a half times the radius, around 9,556 kilometers (5937 miles). It has slightly less gravity than Earth. Whether that's due to its mass and the make-up of its core or the influence of magical fields is a matter of draconic debate.[sup][5A][/sup] It has the same rotational direction as Earth, so the sun rises in the east.[sup][6A][/sup] Sornieth’s atmosphere and terrain were first formed by the gods, and then changed by their warring. It was nearly destroyed by these battles before the arrival of the Shade united the deities. Even today, the planet sits tilted on its axis thanks to a single heave of the Earthshaker’s front leg, and the Icefield owes its existence to an early ice age caused by the Flamecaller’s volcanoes.[sup][4A][/sup] Events such as the explosion of the ‘engine of fate’ created during the gods’ slumber have further altered Sornieth.[sup][7A][/sup] The recent bounty of the elements have once again radically changed the world and its functioning.[sup][8A][/sup] Sornieth is covered by magical lines of energy that crisscross the world, known as ley lines, which may be either elementally charged or unaligned magically.[sup][9A], [10A], [†A][/sup] These ley lines are sources of environmental magic.[sup][†A][/sup] Where these lines cross over each other, there are ‘convergence points’ identifiable by the strong magic coalescing at them; small sanctums are constructed at these points. The eleven strongest convergence points are located in each of the eleven elemental regions of Sornieth.[sup][9A][/sup] [size=4][b]Physical and Magical Characteristics[/b][/size] Sornieth has four major seasons, marked by shifting weather patterns and temperatures. Examples of the seasons’ effects are the Twisting Crescendo’s width and strength growing in warm and humid late summer, and the Southern Icefield’s flurries reaching as far as the Starfall Isles. Seasons are difficult to predict or understand due to the constant fluctuations of magic.[sup][11A][/sup] The specific seasonal influences and especially the potency of those influences varies by flight. Seasonal patterns are hard to predict, however, thanks to the constant imbalance in the world’s elemental magic.[sup][11A][/sup] The elemental forces at work limit or enhance different seasonal changes. Even the Southern Icefield has relatively warm periods during the summer, during which tundra dragons develop their more lightweight coats.[sup][12A][/sup] Weather on Sornieth is a natural occurrence, but can be exacerbated by the influence of the deities or powerful exalted dragons. In the most heated skirmishes for dominance, the weather can be unpredictable.[sup][13A][/sup] Dragonkind across Sornieth has a universal way of keeping their days, weeks, months, and seasons documented, due to the fact each flight festival is celebrated continent-wide.[sup][14A][/sup] Days and years are about on par with Earth measurements for player convenience, but game mechanics such as time to maturity are not literal depictions of how long it takes a dragon to mature.[sup][15A][/sup] A year in Sornieth is 365 days, but each day is about four hours longer. The current age of Flight Rising may have been ongoing for less than 1000 years,[sup][16A][/sup] though apparently there has been an armistice between the Plague and Nature flights for around 4,250 years.[sup][18A][/sup] [size=4][b]Satellites and Atmosphere[/b][/size] At least one to two modestly-sized moons orbit Sornieth, visible at night, but only the Arcanist and his most trusted astronomers know for sure how many celestial objects orbit Sornieth.[sup][11A][/sup] Lunar eclipses are extremely rare on Sornieth.[sup][17A][/sup] It is separated from the cosmos by a magical barrier that is supported by the World Pillar, created eons ago by the Eight, after they repelled the entity known as the Shade when their magic attracted its attention to Sornieth.[sup][4A][/sup] [size=4][b][u]The Planet Sornieth[/u] Sources[/b][/size] [*1A] – [url=http://www1.flightrising.com/forums/frd/1199916#post_6422238]Player Questions/Concerns for the Admin[/url] [sup]“Earth, air, water, and fire dragons each have a name that they will call the world, as they feel that their patrons had the greatest hands in their creation. However, the neutral term used in inter flight discussion tends to be "Sornieth" which is draconic for "our planet””[/sup] [*2A] – [url=http://www1.flightrising.com/forums/frd/1327998/77#post_12654994]Weekly Q&A [Closed][/url] [sup]“Sornieth is the name of the planet. The continent as a whole does not have a given name because to the dragon clans, it IS the world.”[/sup] [*3A] – [url=http://www1.flightrising.com/forums/frd/1199916/15#post_6464633]Player Questions/Concerns for the Admin[/url] [sup]“The names each flight calls the world will be released with Flight Lore articles. :) Coatl do have an approximation of Sornieth, but I can't type it out because its a bunch of noises and tones that don't translate to alphabetical characters. Fae communicate in draconic, but they do so in a monotone. Fire, Wind, Water, and Earth are the only dragon flights with separate names for the planet. As the other gods came after, they generally acknowledge that they had a hand in forming the world, but that the world existed before they came.”[/sup] [*4A] – [url=http://flightrising.com/main.php?p=wiki&article=6]Chapter 1: The First Age[/url] [sup]Cosmic formation: “[...] a great chaos rang out in the darkness, shining brilliantly in the form of a billion small star fragments. Amidst the emptiness, a handful of these shards combined and churned themselves into a series of heavenly bodies, quietly floating around a young sun. It did not stop there, however. The fourth-furthest world in this celestial family appeared to be having troubles forming. [...] Magic. Unlike its brother and sister realms, this fledgling planet teemed with unimaginable energies. As chunks of stone and dust smashed against one another, they prevented the perfect astronomic harmony needed to truly form a world. [...] After a few millennia, the planet had taken a truly different form.” Deities’ formation and near-destruction: “Quite interested now in the jumble of rocks from which they had been birthed, the First Four decided to end the chaos and began to build. [...] The turbulent planet--a once-beautiful feat of magical engineering--would soon be at an end if the fighting worsened. [...] riled the Earthshaker into deeper rage. With one great heave of his front leg, the entire planet wobbled in its orbit, and to this day has remained at an irregular tilt. [...] the Flamecaller beckoned several magma vents into existence, shattering the crust and spewing voluminous smoke billows into the atmosphere. This brash action blotted out the sun, plunging the southern hemisphere into an impenetrable darkness, causing a chill that the world had never experienced. [...] For hundreds of years, the beings who once sparred with one another tore at the Shade, driving each gloom tendril back.” Attracting the shade with their use of magic and the magical barrier: “The relentless ejection of magical energy had been recognized, and the very void from which they had designed their world now seemed to be retaliating.” [...] “Unanimously, the eight wyrms decided to use their remaining strength to blanket the planet in a magical shield strong enough to protect it should the roaming Shade ever return.”[/sup] [*5A] – [url=http://www1.flightrising.com/forums/frd/1199916/77#post_6751827]Player Questions/Concerns for the Admin[/url] [sup]“It is larger than Earth (roughly one and a half times the radius). It has slightly less gravity. Whether that's due to its mass and the make-up of its core or the influence of magical fields is still a matter of draconic debate.”[/sup] [*6A] – [url=http://www1.flightrising.com/forums/frd/1327998/25#post_10417932]Weekly Q&A [Closed][/url] [sup]“Sornieth has the same rotational direction as Earth, so sunrises happen in the east!”[/sup] [*7A] – [url=http://flightrising.com/main.php?p=wiki&article=7]Chapter 2: The Second Age[/url] [sup]“The explosion had devastated the realm. Cities and nations laid to waste. Sound was voided save for the wind, which carried smoke over the ruined land. In a single shattering moment, all life had been extinguished.”[/sup] [*8A] – [url=http://flightrising.com/main.php?p=wiki&article=102]Aftershocks[/url] [sup]World affected by bounty of the elements: “The world continued to show radical changes after the recent, cataclysmic events!” Effects from power surge: “We have detected small magical surges throughout Sornieth. As far as we can tell, their terminus are the nesting grounds. All of them.” “Despite the unusual surges of magic they detected heading towards the nests, there were no new manifestations of power, magic, strength; just a nest of five healthy hatchlings.” “These eyes, these types of eyes had to be a new expression of their Arcane element!”[/sup] [*9A] – [url=http://flightrising.com/main.php?p=wiki&article=93]Ten Eyes[/url] [sup]Ley lines: “[...]charged with identifying where the strongest auras of magic coalesced. Once a ley line was discovered or traced, a small sanctum was constructed at the point where it converged or crossed with others. The strongest convergence points existed in one of each of the eleven elemental regions: Arcane, Earth, Fire, Nature, Plague, Water, Light, Shadow, Lightning, Ice, and Wind.”[/sup] [*10A] – [url=http://flightrising.com/main.php?p=wiki&article=1]Encyclopedia page: Fae Dragons[/url] [sup]“Fae dragons are known for their adeptness at channeling the lines of magic that crisscross the world. They frequently use the magic of the environment to supplement their own natural reserves. Fae dragons fighting on magically or elementally charged terrain will have a nearly infinite supply of energy to channel into their destructive spells. A Fae that battles in a land charged with opposing elemental energy and no lines of unaligned magic[...]”[/sup] [*11A] – [url=http://www1.flightrising.com/forums/frd/1327998/6#post_8918396]Ask the Team! [Closed][/url] [sup]Seasons: “Sornieth indeed experiences its own winters, springs, summers, and autumns. The shift in temperature and weather patterns affects the elemental regions in different ways, some seeing more change than others. For instance, the width and strength of the Twisting Crescendo is much more fearsome in the late summer, when temperatures are warmer and more humid. The snowstorms of the Southern Icefield can send flurries as far north as the Starfall Isles. Overall, however, seasonal patterns are harder to predict or understand due to the constant imbalance in elemental magic ripping through the world.” Satellites: “Only the Arcanist and his most trusted astronomers know for sure how many celestial objects orbit Sornieth, but it does boast one to two modestly-sized moons that are a welcome sight on dark nights.”[/sup] [*12A] – [url=http://www1.flightrising.com/forums/frd/2125195/1#post_25754002]Ask the Team! [Closed][/url] [sup]“Seasonal changes do occur, though the elemental forces at work in each territory limit or enhance these changes. You'll even see "warm" (comparatively...) periods in the Southern Icefield during the summer, when tundras develop the more lightweight coat.”[/sup] [*13A] – [url=http://www1.flightrising.com/forums/frd/1327998/456#post_20161314] Weekly Q&A [Closed][/url] [sup]“Weather on Sornieth is a natural occurrence (such as on Earth), but it can certainly be exacerbated by the influence of the deities, or sometimes by their most powerful exalted followers. In the most heated skirmishes for dominance, the weather can be quite unpredictable.”[/sup] [*14A] – [url=http://www1.flightrising.com/forums/frd/1199916/95#post_7649706]Player Questions/Concerns for the Admin[/url] [sup]“Keeping in mind that the elemental holidays are celebrated across Sornieth, it's safe to say that dragonkind does use a universal system of keeping their days, weeks, months, and seasons documented.”[/sup] [*15A] – [url=http://www1.flightrising.com/forums/frd/1327998/15#post_9620973]Weekly Q&A [Closed][/url] [sup]“For purposes of gameplay, Sornieth days and years are about on par with Earth time, as this makes them more relatable to players. However, dragons grow from a hatchling to an adult in a matter of weeks, so while the calendar year is taken into account with Flight Holidays and the like, lorewise, many measurements are considerably longer.”[/sup] [*16A] – [url=http://www1.flightrising.com/forums/help/1040788/1#post_3149688]How long has the world of FR beenaround?[/url] [sup]“The current age (shattered pillar, dragonkind born, shade returned) is less than 1000 cycles/years. For the purposes of keeping our festivals on a time-frame that's not silly, a Flight Rising year is also 365 days, but their days are ~4 hours longer than ours. The total age of the world I will need to consult the other admin on. There' some mathcraft involved and I don't remember how long the first age was off the top of my head. :-/ Looooonnnnng.”[/sup] [*17A] – [url=http://flightrising.com/main.php?p=wiki&article=96]Kindred Crossing[/url] [sup]“Lunar eclipses were extremely rare on Sornieth, and flat out unheard of on the night of a gathering.”[/sup] [*18A] – [url=http://flightrising.com/main.php?p=wiki&article=99]The Seed And The Sickness[/url] [sup]“It is with great satisfaction that, I, Mediator Almon of the Earth Flight, hereby certify the 452nd recorded Decennial Changing of Guard and decree that another decade of the Armistice stands in effect!”[/sup] [*†A] – Not technically referred to as ley lines in the Fae encyclopedia page, but as 'lines of magic' which charge the land. [sup]I am assuming it's just a matter of the Fae article being written very early in the site's development, prior to the term being established, versus the later BoTE chapters.[/sup] [br] ----------- [center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_2813080]Previous post: Introduction[/url] | [emoji=subscription update size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_42050140]Top of post[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url] [emoji=scroll size=1] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050145]Next post: Magic[/url] [emoji=right wing size=1][/sub][/center]


The World of Sornieth
The world defined by magic.
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The Planet Sornieth
Information regarding the world inhabited by the eleven flights and the beastclans.
Planet Sornieth sources are at the bottom of this post. They are marked with 'A'.




Overview
In the common draconic language used for interflight discussion, ‘Sornieth’ means ‘our world’.[1A] It is the neutral term for the planet on which dragons live: the continent is the whole of the world as known to dragons, so the continent and planet do not have separate names.[2A]

The “first four” flights – Fire, Earth, Water, and Wind – each have their own names for the planet, as each believes their own deity influenced the world’s formation the greatest amount.[1A] These names will be revealed at some point in the future. The remaining Flights understand their deities’ relative lack of influence on the planet’s formation and do not have their own names for the world.
Coatl have a word for it in their humming language, but it is impossible to write in text.[3A]


Physical and Magical Characteristics
Like all the heavenly bodies in the system Sornieth is a part of, it was formed from the churning chaos that rang out at the beginning of time. Although the raw materials for the planet came together at the same time as its celestial neighbors, because of its magical nature disrupting its astronomic harmony, Sornieth did not truly form until millennia after these other planets.[4A]

Sornieth is the fourth-farthest celestial body from the sun[4A], and is larger than Earth; roughly one and a half times the radius, around 9,556 kilometers (5937 miles). It has slightly less gravity than Earth. Whether that's due to its mass and the make-up of its core or the influence of magical fields is a matter of draconic debate.[5A]

It has the same rotational direction as Earth, so the sun rises in the east.[6A]

Sornieth’s atmosphere and terrain were first formed by the gods, and then changed by their warring. It was nearly destroyed by these battles before the arrival of the Shade united the deities. Even today, the planet sits tilted on its axis thanks to a single heave of the Earthshaker’s front leg, and the Icefield owes its existence to an early ice age caused by the Flamecaller’s volcanoes.[4A]

Events such as the explosion of the ‘engine of fate’ created during the gods’ slumber have further altered Sornieth.[7A] The recent bounty of the elements have once again radically changed the world and its functioning.[8A]

Sornieth is covered by magical lines of energy that crisscross the world, known as ley lines, which may be either elementally charged or unaligned magically.[9A], [10A], [†A] These ley lines are sources of environmental magic.[†A]
Where these lines cross over each other, there are ‘convergence points’ identifiable by the strong magic coalescing at them; small sanctums are constructed at these points. The eleven strongest convergence points are located in each of the eleven elemental regions of Sornieth.[9A]


Physical and Magical Characteristics
Sornieth has four major seasons, marked by shifting weather patterns and temperatures. Examples of the seasons’ effects are the Twisting Crescendo’s width and strength growing in warm and humid late summer, and the Southern Icefield’s flurries reaching as far as the Starfall Isles. Seasons are difficult to predict or understand due to the constant fluctuations of magic.[11A]

The specific seasonal influences and especially the potency of those influences varies by flight. Seasonal patterns are hard to predict, however, thanks to the constant imbalance in the world’s elemental magic.[11A] The elemental forces at work limit or enhance different seasonal changes. Even the Southern Icefield has relatively warm periods during the summer, during which tundra dragons develop their more lightweight coats.[12A]

Weather on Sornieth is a natural occurrence, but can be exacerbated by the influence of the deities or powerful exalted dragons. In the most heated skirmishes for dominance, the weather can be unpredictable.[13A]

Dragonkind across Sornieth has a universal way of keeping their days, weeks, months, and seasons documented, due to the fact each flight festival is celebrated continent-wide.[14A]
Days and years are about on par with Earth measurements for player convenience, but game mechanics such as time to maturity are not literal depictions of how long it takes a dragon to mature.[15A]
A year in Sornieth is 365 days, but each day is about four hours longer. The current age of Flight Rising may have been ongoing for less than 1000 years,[16A] though apparently there has been an armistice between the Plague and Nature flights for around 4,250 years.[18A]


Satellites and Atmosphere
At least one to two modestly-sized moons orbit Sornieth, visible at night, but only the Arcanist and his most trusted astronomers know for sure how many celestial objects orbit Sornieth.[11A] Lunar eclipses are extremely rare on Sornieth.[17A]

It is separated from the cosmos by a magical barrier that is supported by the World Pillar, created eons ago by the Eight, after they repelled the entity known as the Shade when their magic attracted its attention to Sornieth.[4A]


The Planet Sornieth Sources

[*1A] – Player Questions/Concerns for the Admin
“Earth, air, water, and fire dragons each have a name that they will call the world, as they feel that their patrons had the greatest hands in their creation. However, the neutral term used in inter flight discussion tends to be "Sornieth" which is draconic for "our planet””

[*2A] – Weekly Q&A [Closed]
“Sornieth is the name of the planet. The continent as a whole does not have a given name because to the dragon clans, it IS the world.”

[*3A] – Player Questions/Concerns for the Admin
“The names each flight calls the world will be released with Flight Lore articles. :) Coatl do have an approximation of Sornieth, but I can't type it out because its a bunch of noises and tones that don't translate to alphabetical characters. Fae communicate in draconic, but they do so in a monotone. Fire, Wind, Water, and Earth are the only dragon flights with separate names for the planet. As the other gods came after, they generally acknowledge that they had a hand in forming the world, but that the world existed before they came.”

[*4A] – Chapter 1: The First Age
Cosmic formation: “[...] a great chaos rang out in the darkness, shining brilliantly in the form of a billion small star fragments. Amidst the emptiness, a handful of these shards combined and churned themselves into a series of heavenly bodies, quietly floating around a young sun. It did not stop there, however. The fourth-furthest world in this celestial family appeared to be having troubles forming. [...] Magic. Unlike its brother and sister realms, this fledgling planet teemed with unimaginable energies. As chunks of stone and dust smashed against one another, they prevented the perfect astronomic harmony needed to truly form a world. [...] After a few millennia, the planet had taken a truly different form.”
Deities’ formation and near-destruction: “Quite interested now in the jumble of rocks from which they had been birthed, the First Four decided to end the chaos and began to build. [...] The turbulent planet--a once-beautiful feat of magical engineering--would soon be at an end if the fighting worsened. [...] riled the Earthshaker into deeper rage. With one great heave of his front leg, the entire planet wobbled in its orbit, and to this day has remained at an irregular tilt. [...] the Flamecaller beckoned several magma vents into existence, shattering the crust and spewing voluminous smoke billows into the atmosphere. This brash action blotted out the sun, plunging the southern hemisphere into an impenetrable darkness, causing a chill that the world had never experienced. [...] For hundreds of years, the beings who once sparred with one another tore at the Shade, driving each gloom tendril back.”
Attracting the shade with their use of magic and the magical barrier: “The relentless ejection of magical energy had been recognized, and the very void from which they had designed their world now seemed to be retaliating.” [...] “Unanimously, the eight wyrms decided to use their remaining strength to blanket the planet in a magical shield strong enough to protect it should the roaming Shade ever return.”


[*5A] – Player Questions/Concerns for the Admin
“It is larger than Earth (roughly one and a half times the radius). It has slightly less gravity. Whether that's due to its mass and the make-up of its core or the influence of magical fields is still a matter of draconic debate.”

[*6A] – Weekly Q&A [Closed]
“Sornieth has the same rotational direction as Earth, so sunrises happen in the east!”

[*7A] – Chapter 2: The Second Age
“The explosion had devastated the realm. Cities and nations laid to waste. Sound was voided save for the wind, which carried smoke over the ruined land. In a single shattering moment, all life had been extinguished.”

[*8A] – Aftershocks
World affected by bounty of the elements: “The world continued to show radical changes after the recent, cataclysmic events!”
Effects from power surge: “We have detected small magical surges throughout Sornieth. As far as we can tell, their terminus are the nesting grounds. All of them.”
“Despite the unusual surges of magic they detected heading towards the nests, there were no new manifestations of power, magic, strength; just a nest of five healthy hatchlings.”
“These eyes, these types of eyes had to be a new expression of their Arcane element!”


[*9A] – Ten Eyes
Ley lines: “[...]charged with identifying where the strongest auras of magic coalesced. Once a ley line was discovered or traced, a small sanctum was constructed at the point where it converged or crossed with others. The strongest convergence points existed in one of each of the eleven elemental regions: Arcane, Earth, Fire, Nature, Plague, Water, Light, Shadow, Lightning, Ice, and Wind.”

[*10A] – Encyclopedia page: Fae Dragons
“Fae dragons are known for their adeptness at channeling the lines of magic that crisscross the world. They frequently use the magic of the environment to supplement their own natural reserves. Fae dragons fighting on magically or elementally charged terrain will have a nearly infinite supply of energy to channel into their destructive spells. A Fae that battles in a land charged with opposing elemental energy and no lines of unaligned magic[...]”

[*11A] – Ask the Team! [Closed]
Seasons: “Sornieth indeed experiences its own winters, springs, summers, and autumns. The shift in temperature and weather patterns affects the elemental regions in different ways, some seeing more change than others. For instance, the width and strength of the Twisting Crescendo is much more fearsome in the late summer, when temperatures are warmer and more humid. The snowstorms of the Southern Icefield can send flurries as far north as the Starfall Isles. Overall, however, seasonal patterns are harder to predict or understand due to the constant imbalance in elemental magic ripping through the world.”
Satellites: “Only the Arcanist and his most trusted astronomers know for sure how many celestial objects orbit Sornieth, but it does boast one to two modestly-sized moons that are a welcome sight on dark nights.”


[*12A] – Ask the Team! [Closed]
“Seasonal changes do occur, though the elemental forces at work in each territory limit or enhance these changes. You'll even see "warm" (comparatively...) periods in the Southern Icefield during the summer, when tundras develop the more lightweight coat.”

[*13A] – Weekly Q&A [Closed]
“Weather on Sornieth is a natural occurrence (such as on Earth), but it can certainly be exacerbated by the influence of the deities, or sometimes by their most powerful exalted followers. In the most heated skirmishes for dominance, the weather can be quite unpredictable.”

[*14A] – Player Questions/Concerns for the Admin
“Keeping in mind that the elemental holidays are celebrated across Sornieth, it's safe to say that dragonkind does use a universal system of keeping their days, weeks, months, and seasons documented.”

[*15A] – Weekly Q&A [Closed]
“For purposes of gameplay, Sornieth days and years are about on par with Earth time, as this makes them more relatable to players. However, dragons grow from a hatchling to an adult in a matter of weeks, so while the calendar year is taken into account with Flight Holidays and the like, lorewise, many measurements are considerably longer.”

[*16A] – How long has the world of FR beenaround?
“The current age (shattered pillar, dragonkind born, shade returned) is less than 1000 cycles/years. For the purposes of keeping our festivals on a time-frame that's not silly, a Flight Rising year is also 365 days, but their days are ~4 hours longer than ours.
The total age of the world I will need to consult the other admin on. There' some mathcraft involved and I don't remember how long the first age was off the top of my head. :-/ Looooonnnnng.”


[*17A] – Kindred Crossing
“Lunar eclipses were extremely rare on Sornieth, and flat out unheard of on the night of a gathering.”

[*18A] – The Seed And The Sickness
“It is with great satisfaction that, I, Mediator Almon of the Earth Flight, hereby certify the 452nd recorded Decennial Changing of Guard and decree that another decade of the Armistice stands in effect!”

[*†A] – Not technically referred to as ley lines in the Fae encyclopedia page, but as 'lines of magic' which charge the land.
I am assuming it's just a matter of the Fae article being written very early in the site's development, prior to the term being established, versus the later BoTE chapters.



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
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[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050140]Previous post: The Planet Sornieth[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url] [emoji=scroll size=1] | [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050150]Next post: The Elemental Realms[/url] [emoji=right wing size=1][/sub][/center] ----------- [br] [center][size=6]Magic[/size] [i]Information regarding the energy sustaining the planet and its creatures.[/i] --------------------[/center] [size=2][i][u]Magic[/u] sources are at the bottom of this post. They are marked with 'B'.[/i][/size] [br] [br] [size=4][b]Overview[/b][/size] Magic is the defining factor between Sornieth and its celestial neighbors. The magic raged in tumult long after the system’s other planets had formed, until it coalesced according to element into the First Four.[sup][1B][/sup] It pulses through the planet via ley lines,[sup][2B][/sup] along which both elemental and unaligned magic is transported.[sup][19B][/sup] Magic is not finite, being continually replenished under the right circumstances – but, it can be used faster than it is generated, such as during the Shade incursion. Ravenous as it was, the Shade ate away at magic faster than it was created.[sup][3B][/sup] Strong pulses of magical energy have recently been recorded, and are presumably linked to the various catastrophic events which occurred during the “bounty of the elements”.[sup][4B][/sup] Notably, the increased surges towards nesting grounds has led to new ways of a dragon’s element being expressed: different eye types, such as ‘Primal’ eyes or ‘Multigaze’. Magically, they are no stronger or weaker than other dragons.[sup][5B][/sup] It also reawakened ancient dragon breeds who had been long dormant.[sup][6B][/sup] Magic is known to be an energy, but its precise functions and workings are obscure. It can take at least eleven distinct forms – those of the elements. The element of environmental magic varies by region and is influenced by the deity that reigns over the territory and that deity’s protected shard of the Pillar. [sup][39B][/sup] The absence and inverse of magic is the Shade, which feeds off of magic.[sup][7B][/sup] The Shade is attracted to powerful uses of magic, such as the Eight’s warring during the First Age.[sup][1B][/sup] [br] [br] [size=4][b]Elements[/b][/size] Some spells are neutral, able to be performed regardless of element present. These are typically spells such as ‘Contuse’ or ‘Meditate’. There are variations on some spells, such as the Bolt spells, for each element. Each element also has its own unique spells and manners of utilizing its magical abilities.[sup][8B][/sup] [u]Earth flight[/u] dragons may use geomancy to tear up chunks of granite and stone rather than spitting their bolt ability from their mouth.[sup][9B][/sup] Earth dragons also have a natural affinity for manipulating rough, rocky hides obtained from Sornieth’s beasts, and the ability to use petrifying powers.[sup][10B][/sup] [u]Fire element[/u] dragons can exhale flames.[sup][44B][/sup] If a fire dragon deploys blasting powder, there is a small window of time in which they can shape and sculpt the explosion for maximum efficiency and safety.[sup][16B][/sup] [u]Water magic[/u] deals with divination, though at least some seem to do so by receiving the Tidelord’s prophecies in the form of bubbles rather than having the innate capability – though that may only be the case for “deepsea prophecies”.[sup][37B], [†B][/sup] Water dragons can also use their control over the element to survive and thrive underwater, and can share this boon with dragons of other elements.[sup][34B][/sup] Since they lost their connection to the Tidelord, many hydromancers have taken up practicing other forms of water magic such as enchanting jars to call forth a watery companion.[sup][10B][/sup] [u]Wind dragons[/u] are also capable of manipulating air to survive underwater,[sup][35B][/sup] as well as create updrafts that can aid even Snappers in reaching locations such as the Cloudsong.[sup][36B][/sup] [u]Ice mages[/u] can use a ‘glitterfreeze ice-trolabe’, a magical astrolabe, as an apparatus to channel, focus, and bolster their spells.[sup][10B][/sup] They are capable of manipulation and control over ice.[sup][33B][/sup] The first snowflakes to break free of the clouds carry with them the most potent magical essences, and although this energy dissipates quickly, it can be styled and crafted by mages into elegant patterns and shapes before it does.[sup][10B][/sup] [u]Lightning magic[/u], as shown by its various coliseum battlestones, can be used to manipulate and generate electricity.[sup][8B][/sup] It can be used as an energy source for objects such as powered armor.[sup][41B][/sup] [u]Shadow magic[/u] deals with concealment. One example is the “Shroud” battle spell, which may blind an opponent by enveloping them within a dark mist.[sup][8B][/sup] The Shadowbinder is capable of creating an oozing liquid form of her element. She drools shadows which she can manipulate and create pockets of darkness.[sup][11B][/sup] These shadows will linger for decades unless directly countered by intervention of the Lightweaver. Primal-eyed shadow dragons produce a lesser manifestation of these shadows, which linger for only moments before dissipating.[sup][50B][/sup] [u]Light magic[/u] deals with illumination, such as in the form of spells creating light. Typically, a cast light will hang in place or follow the caster, but the delicate baubles seen in places such as the Light Flight exalt pillar allow these spells to be transported.[sup][12B][/sup] Cast lights eventually fade and need to be re-enchanted.[sup][17B][/sup] An example of a Light battle spell is “Enamor”, which stuns a target into ‘silence’ – an inability for the target to use their abilities.[sup][8B][/sup] [u]Nature magic[/u] affects plant matter and its growth, such as helping flora to thrive.[sup][13B][/sup] It does not influence animals, only flora.[sup][14B][/sup] It is most typically associated with plants, but venom and poison are associated with the element as well; ‘Envenom’ is a Nature spell used to create an acidic puddle to harm and potentially poison a target.[sup][8B][/sup] [u]Plague magic[/u] deals with decay, rot, and disease.[sup][13B][/sup] It encourages the proliferation of rot, such as the spell ‘Contaminate’. According to the spell ‘Contaminate’, Plague magic can affect restorative abilities to reverse their effect via a contagious rot that causes a virus.[sup][8B][/sup] While dragons of other flights may become plagued, it would not affect their birth element, and they would be unlikely to survive and would not be able to manipulate or spread the infection as a plague dragon can.[sup][46B][/sup] They may be capable of curing diseases, but to do so would go against the nature of the Plague flight: the diseased were granted a glorious gift, of being tested and having the opportunity to become stronger. If one survived a disease, they've proven themself, and otherwise the higher lifeform won and would continue to improve. Even if it would be inconsequential to pull off, it would be at great personal cost to cure such a thing and most Plague dragons would not wish to do so.[sup][14B][/sup] The Vile bolt’s appearance not literal, and the bolt is not shot from a Plague dragon’s mouth.[sup][14B][/sup] Plague dragons possess the ability to exhale noxious gases and spew high-pressure streams of yellowed sludge, both of which can burn away plant life. Mages have been depicted as creating festering membranes to envelop dangerous overgrowth.[sup][45B][/sup] [u]Arcane magic[/u] is known to be the most unpredictable of the elements, whereas most elements are straightforward. Arcane magic doesn’t directly adhere or translate to physical events in the world. It deals with cosmology and sometimes atoms and molecules’ very make-up. Wielding it is a difficult task.[sup][15B][/sup] It is essentially a flight which is able to use magical energy without any 'flavor' to it, capable of performing more minute manipulations and bindings but without any elemental boost.[sup][46B][/sup] Arcane dragons may be capable of twisting the laws of gravity in their general area.[sup][35B][/sup] The most powerful arcane dragons may be able to do such things as time travel forward or backward several seconds or teleport a couple dozen feet, but such alterations would take such a massive amount of energy that they would not be able to do it more than once before exhausting themself.[sup][46B][/sup] An Arcane battle spell is ‘Enfeeble’, which summons a circle of runes beneath an enemy and amplifies all other magic used against them.[sup][8B][/sup] [br] [br] [size=4][b]Use[/b][/size] It can be manipulated through the use of objects such as stones and staffs.[sup][16B][/sup] Dragons are born with magic, which shows through their eyes, and allows them to generate and store their own magic.[sup][17B][/sup] Dragons can also channel the magic of their environment, though only if the environment is charged with unaligned or complementary magic. A dragon cannot use opposing elements to supplement its magic.[sup][18B], [19B][/sup] Most creatures are not naturally capable of the use of magic. Sapient beings, such as the Beastclans, can learn to harness environmental magic to a limited but functional capacity[sup][24B][/sup], and entities possessed by a feeding fragment of the Shade can make use of magic during the possession. Their magic does not show through their eyes.[sup][17B][/sup] Creatures such as Leafy Moths do not naturally possess the ability to use magic except when shade-possessed,[sup][43B][/sup] though certain other creatures possess characteristics imbued with naturally-occurring magic from their environment.[sup][16B][/sup] The mimics which emerge during a specific time of year[sup][47B][/sup] possess distinctive magical abilities which most dragons cannot emulate.[sup][48B][/sup] Bolt abilities are magical in nature and do not come from a dragon’s mouth.[sup][14B][/sup] Some spells are performed through the use of ritual chants, and may make use of the spellcaster’s – or spellcasters’ – life force to create a living mass of magic.[sup][40B][/sup] Magical properties can be imbued into scrolls, which are released by reading an inscription on the scroll to perform things such as altering the performing dragon’s DNA makeup – this burns out the scroll, and it falls to the ground as sparkling ashes.[sup][20B][/sup] Breed change scrolls can only hold the full-bodied countenance of dragon beings that have already existed, though there are legends about cursed scrolls leaving unlucky dragons malformed and disfigured. The process works instantaneously and only succeeds if one focuses all their internal magical energy in the process,[sup][42B][/sup] which is possibly why nesting dragons cannot undergo a breed or gene change.[sup][41B], [†2B][/sup] Breed change scrolls, and likely other scrolls, only work on dragons who are both alive and 'active on Sornieth'. Emperors and exalted dragons are both incapable of using such scrolls.[sup][49B][/sup] At least some scrolls, such as the Eternal Youth scroll, require parchment to be pulped with certain minerals. The Eternal Youth scroll’s parchment must be include morganite, among other materials. The morganite itself does not reverse aging, although some individuals create jewelry from it which is intended to aid in living a long life.[sup][16B][/sup] There are scrolls which can simulate the sensation of sleeping underwater or in a lava pit. The Oculus of the Eleven is known to be able to create such scrolls, and dedicated some scrolls of that kind to the Warrior's Way event.[sup][51B][/sup] Intricate terminals, which make use of delicate mana lenses that allows runic readings to materialize, are used by dragons to study the ley lines. The lenses are adjusted and lined up to provide visual readouts of energy. Use of the terminals and ability to study their readouts requires training.[sup][2B][/sup] These terminals are located within the Oculus of the Eleven, an ancient tower in the Starfall Isles, where eleven magisters – one of each flight – categorize the field arcanists’ research data, and track and record fluctuations in their home regions’ ley activity.[sup][2B][/sup] Technology is typically on the level of 1920s electricity, steam, and machine innovations with a distinct fantasy bent.[sup][21B][/sup] The Lightning flight is home to impressive steam and electric technology.[sup][22B][/sup] When visible, magic’s precise aesthetic form varies. Powerful magic users find themselves haloed with magic or branded with elemental emblems, and during the Starfall Celebration dragons collect solidified, crystalline shards of magic. Sometimes the coalescence of unbridled arcane energy can manifest itself in intimidating physical changes, such as with the Spellwrought Shardhide.[sup][23B][/sup] The constant bombardment of magical energies can manifest in odd ways on those caught in the fallout, such as shown with the Feathery Fallout. Some mages recoil from such changes, while others embrace it.[sup][23B][/sup] Dragons can express their inner magic in wildly variant ways through the eyes while their functional ability remains exactly the same.[sup][5B][/sup] The element of magical energy can be safely assumed to play a role in its visible appearance.[sup][†2B][/sup] Dragons stand alone among creatures in their entwinement with magic, absorbing elements during the egg and possessing a ‘magical core’ within themselves. The magic used for spellcasting by dragons is an inherent part of them. This same entwinement makes them incapable of reliably or competently using other elements than their own element in a practical manner, as their nature will conflict with that of other elements. Using another element would require it not be in direct opposition to their natural element, and would still at most produce an extremely weak, almost unnoticeable effect.[sup][24B][/sup] Dragons are an example of how magic can sustain life, but also how it can, past a certain point, extinguish it; too much magic and a dragon will burn out brilliantly.[sup][25B][/sup] Magic also has a minor effect on their personalities.[sup][26B][/sup] [br] [br] [size=4][b]The Shade[/b][/size] The Shade is the absence and inverse of magic,[sup][7B][/sup] and a roving, mostly-disembodied force of darkness that collectively feeds on magical energy.[sup][27B][/sup] It is attracted to the use of magic, such as by the first four deities during the First Age.[sup][1B][/sup] Its dormant,[sup][28B][/sup] lingering presence has been weak to negligible for thousands of years.[sup][7B][/sup] During the First Age, it consumed and destroyed magic faster than the magic could be replenished.[sup][3B][/sup] The Pillar of the World was constructed to prevent it from returning to Sornieth.[sup][1B][/sup] Not all enemies in the Coliseum are Shade-touched, but a fair few do harbor very insignificant or residual amounts of Shade influence deep within them – a very minor influence[sup][29B][/sup] – and others are possessed on a base level by the Shade.[sup][28B][/sup] Creatures possessed by a feeding fragment of the Shade may begin to harness the magic around them.[sup][17B][/sup] It seems all creatures in Sornieth have a small peppering of Shade, ever since it dissipated at the shattering of the Pillar of the World.[sup][29B][/sup] Those millions of wisps and tendrils are the only remnants of the Shade in the current age.[sup][27B][/sup] The amount seems to be too small to send the afflicted over some evil precipice.[sup][29B][/sup] There are growing reports of dead zones and oddly-behaving fauna; energy drain and unusual activity may be characteristic of the Shade's presence.[sup][38B], [†2B][/sup] The dragons are working to heal their territories and the Shade influence within it.[sup][29B][/sup] They are not entirely sure what it is or what its goals are beyond feeding, but it’s agreed there’s a sort of intelligence even if it’s not fully understood.[sup][27B][/sup] Many dragons believe that it is no longer the threat it once was, but others fear neglecting to finish it off could lead to destruction.[sup][30B][/sup] It is thought to make certain beasts more aggressive and areas of land more dangerous. It is spoken of in such a way it just seems as though it’s a part of Sornieth. According to the Gaolers, apparently completely unaffected dragons can still carry a faint scent of the Shade.[sup][33B][/sup] The Gaoler dragons, as a breed, are dedicated to hunting and containing roaming Shade creatures, and emerged from the Fortress of the Ends due to their concern over the extent of the Shade’s influence.[sup][33B][/sup] To date, there are no known instances or any information about dragons or deities attempting to harness or align themselves with the Shade. It is likely not physically possible for a dragon to align itself to the Shade like with elemental magic, and any ‘Shade cultists’ would either be ostracized or not taken seriously.[sup][7B][/sup] A redacted, non-canon piece of lore stated that Familiars were Shade-touched, and the daily ‘bonding’ mechanic with dragons helped to rid the Familiars of the influence.[sup][31B][/sup] [br] [br] [size=4][b][u]Magic[/u] Sources[/b][/size] [*1B] – [url=http://flightrising.com/main.php?p=wiki&article=6]Chapter 1: The First Age[/url] [sup]Difference: “Unlike its brother and sister realms, this fledgling planet teemed with unimaginable energies.” First Four: “Similar particles receded into four great beings, each overwhelmingly dense with a different element. As if eager to proudly display their emergence to some unseen divinity, these beings took on the shapes of great wyrms.” Shade’s attraction to magic: “The relentless ejection of magical energy had been recognized, and the very void from which they had designed their world now seemed to be retaliating.“ The Pillar’s purpose: “Unanimously, the eight wyrms decided to use their remaining strength to blanket the planet in a magical shield strong enough to protect it should the roaming Shade ever return. Using the Earthshaker's gargantuan form as a foundation, the gods constructed a massive pillar at the northernmost point of the globe, fusing their corporeal bodies together into layers of elemental marble slabs.”[/sup] [*2B] – [url=http://flightrising.com/main.php?p=wiki&article=93]Ten Eyes[/url] [sup]“The temple was constructed several thousand years ago in a cooperative effort to locate and document the various ley lines of the realm. The magisters who researched and studied here were charged with identifying where the strongest auras of magic coalesced. Once a ley line was discovered or traced, a small sanctum was constructed at the point where it converged or crossed with others. The strongest convergence points existed in one of each of the eleven elemental regions: Arcane, Earth, Fire, Nature, Plague, Water, Light, Shadow, Lightning, Ice, and Wind. Since the great temple’s construction, each dragonflight had selected a mage to study and serve as their representative - or magister - at the Oculus, an agreed-upon neutral and sovereign entity. Their primary duties included categorizing research data from field arcanists and ensuring that they tracked any fluctuations in the ley activity emanating from their home region. This latter task was managed by way of a series of intricate mana lenses through which runic readings materialized. These lenses would be lined up and adjusted to provide a visual readout of the energy that the magister was trained to decipher.”[/sup] [*3B] – [url=http://www1.flightrising.com/forums/frd/1327998/12#post_9351553]Weekly Q&A [Closed][/url] [sup]“Part of the reason why the Shade incursion was taken seriously by the gods was that the Shade consume and destroy magic at a faster rate than it can be replenished.”[/sup] [*4B] – [url=http://www1.flightrising.com/forums/ann/2392505#post_2392505]Bounty of the Elements[/url] [sup]“The pull of the elements has increased, sowing prosperous bounties for each flight and their thousands of clans.”[/sup] [*5B] – [url=http://flightrising.com/main.php?p=wiki&article=102]Aftershocks[/url] [sup]“Despite the drastic visual change, still no new powers, no new level of magic, just what looks like a new expression…”[/sup] [*6B] – [url=http://www1.flightrising.com/forums/ann/2666061]Dev Update: Dragon Breed Development[/url] [sup]“The strange energies that literally changed the face of Sornieth didn’t stop there. Stirred by the elemental upheaval, ancient dragons from eras long gone and forgotten by time have awoken.”[/sup] [*7B] – [url=http://www1.flightrising.com/forums/frd/1327998/566#post_22135328]Weekly Q&A [Closed][/url] [sup]“By their very nature, dragons are deeply elemental creatures, so physically attuning oneself to the Shade--which itself is the absence and inverse of all elements--would likely not be possible. However: fanatics, heretics, and cultists exist in any society, and Sornieth is no different. Rare individuals like this might be ostracized or not taken very seriously, considering that the Shade's lingering presence in the realm has been weak to negligible for thousands and thousands of years.”[/sup] [*8B] – Battle Item uses/descriptions [sup][gamedb item=689] and [gamedb item=496] are Neutral Ability Stones usable by dragons of any flight. Variations for different flights: the [url=https://www1.flightrising.com/game-database/items/battle?page=1&name=Bolt&description=&itemid=&display_type=&treasure_min=&treasure_max=&gem_min=&gem_max=&rarity=&color=&battle_type=&hoard_vault=&sort=name_asc&submit=Apply]11 Elemental Bolt abilities[/url] are examples of this. [gamedb item=724]: “A hot blast of flames that will sear the enemy. Has a chance to apply Burn. (Increases physical damage against the target.)” [gamedb item=729]: “Assaults the enemy with granite spires. Has a chance to apply Petrify. (The target’s defense is increased, but they cannot act.)” [gamedb item=733]: “Douses the target in a curtain of seawater. Has a chance to apply Slow. (The target’s speed is drastically reduced.)” [gamedb item=730]: “Envelops the enemy in a swirling vortex. Has a chance to apply Berserk. (The target has a chance to attack friend or foe.)” [gamedb item=732]: “Shocks the enemy with electricity. Has a chance to apply Paralysis. (The target has a chance to prohibited from using abilities.)” [gamedb item=715]: “Envelops the enemy in a dark mist. Has a chance to apply Blind. (Decreases the target’s accuracy.)” [gamedb item=731]: “A brilliant sunshaft stuns the enemy into speechlessness. Has a chance to apply Silence. (The target cannot use abilities.)” [gamedb item=735]: “Creates a venomous pool of acid beneath the enemy. Has a chance to apply Poison. (The target takes periodic nature damage.)” [gamedb item=728]: “Infects the target with a contagious rot. Has a chance to apply Virus. (Target takes damage from restorative abilities.)” [gamedb item=691]: “Summons an ominous runic circle beneath the enemy. Has a chance to apply Amplify. (Increases magical damage against the target.)”[/sup] [*9B] – [url=http://www1.flightrising.com/forums/frd/1327998/77#post_12654994]Weekly Q&A [Closed][/url] [sup]“Q: When dragons cast spells, do the bolts come from their mouths? Or do they come from their talons? Same for the elemental slash attacks? A: It depends on the dragon breed and it depends on the type of bolt. For gameplay reasons, our secondary meter is called Breath because one of the fantastical tenets of most dragons is that they breathe something as a means of attack and self-defense. But it's just as likely that earth dragons act much more like geomancers in that they can rip up chunks of granite and stone and hurl them with magical force at their foes.”[/sup] [*10B] – Item descriptions [sup][gamedb item=28255]: “Working a hide of this nature can only be accomplished by earth dragons, who have a natural affinity in magically manipulating the rough stone-like protrusions along its surface.” [gamedb item=29802]: “Since hydromancers lost their connection to the Tidelord, many have taken up practicing other forms of water magic. These enchanted jugs can temporarily call forth a watery companion.” [gamedb item=29066]: “Ice mages can use these intricate apparatus to channel, focus, and bolster their spells.” [gamedb item=37874]: "The first snowflakes to break free of the clouds carry with them the most potent magical essences, and although this energy dissipates quickly, it can be styled and crafted by mages into elegant patterns and shapes before it does." [gamedb item=34771]: "While it does not have the petrifying powers of the earth flight, its mane does have a mind of its own."[/sup] [*11B] – [url=http://www1.flightrising.com/forums/frd/1327998/257#post_15970815]Weekly Q&A [Closed][/url] [sup]“Q: What exactly is the liquid substance that drips out of the Shadowbinder? A: They are shadows. She is able to manipulate shadows and create pockets of darkness.”[/sup] [*12B] – [url=http://www1.flightrising.com/forums/frd/2125195/176#post_32568512]Ask the Team! [Closed][/url] [sup]“Q: what are all those glowy bulbs seen in the light exalt pillar as well as the brightshine vista and a few apparel pieces? A: A portable way to carry cast light energy around, as lights will normally stay stationary or follow the caster bound to a container.”[/sup] [*13B] – [url=http://flightrising.com/main.php?p=wiki&article=12]Chapter 3: The Third Age[/url] [sup]Nature: “Arcane particles sank deep into the crust, enriching the roots of trees and plants that had been sapped of their life during the blast. Currents of energy coursed up trunks and into the cells of branches. Reactions sparked beneath the surface sending waves of magic through stalks of grass, clusters of bushes, and monumental redwoods. Ethereal flowers erupted from cracks and crevices, and each green cluster grew larger and more robustly than the last. Nature had capitalized on the fallout, taking control of the energies to repair itself.” Plague: “Not everything can be healed. The apocalypse had done more than spur the rejuvenation of flora: the fauna still rotted, left to fester upon the soil, and spoil in the dreadful warmth. Death leveraged the excess energy in another way. Where nature could not mend, decay took its place. Putrid film soaked and crept across the ground, enveloping everything in its path. Whole structures creaked and fell under the weight of the empowered rot that now infected them. This contagion continued its wave of domination, scouring every corpse and every bit of food. Weaker plants and bodies of water fell sick with filth, and the cycle intensified with each new fallen organism. A runaway viral infection coursed through the veins of the world.”[/sup] [*14B] – [url=http://flightrising.tumblr.com/post/50732052403/question-and-answer-26]Question and Answer 26[/url] [sup]“Q: Do Bolts come out of the mouth, or are they just magically gathered in front them? Ex: The Earth dragons’ Bolt. They don’t barf up big rocks at their enemies, do they? 1) I’d imagine that would hurt and 2) where would the rocks come form inside their bodies? Also, does Vile Bolt (Plague Bolt) actually shoot out a dragon skeleton? Or is that just an aesthetic and it’s just pure disease? A: The plague bolt skeleton throw is an aesthetic. Bolt abilities are magical in nature and would not come out of the dragon’s mouth, though we do have plans for elemental breath attacks farther down the line. […] Q: Can Plague dragons cure diseases? A: Why would they? You’re being tested! If you survive, you’ve proven yourself and will be all the stronger for it. If you do not, then the higher lifeform won the day and life will continue to improve. Why would you want them to rid you of this glorious gift? Removing the disease runs counter to the nature of the plague flight. They might be able to cure you, but it would be at great personal cost and most would not want to even if it were inconsequential to pull off. […] Q: Hi there. I was wondering: can Nature dragons control ALL living things, or only plan life? Wat I mean is, can they control animals too? A: Nature dragons are the plant-flight. We thought that “Nature dragons” sounded far more awesome than “Plant dragons”!”[/sup] [*15B] – [url=http://www1.flightrising.com/forums/frd/1327998/67#post_12455720]Weekly Q&A [Closed][/url] [sup]“Arcane magic is the most unpredictable of the elements, as it doesn't directly adhere/translate to physical events in the world. Arcane deals with cosmology and sometimes the very makeup of Sornieth's atoms and molecules, so attempting to wield it is a very difficult task.”[/sup] [*16B] – Additional item descriptions [sup][gamedb item=15309]: “This gnarled staff is more natural than it is dragonmade. It is potent in magical energies.” [gamedb item=13409]: “This radiant gemstone is known for its magical ability to aid in the biological morphing processes of some rare types of sprites and fairies.” [gamedb item=13410]: “This pinkish beryl is pulverized and pulped with other materials to create the parchment used in Eternal Youth scrolls. Exposure to the stone alone will not reverse aging, though some create jewelry out of it and wear it in hopes of living a long life.” [gamedb item=31189]: “The ice crystals that form its horns and tusks are imbued with naturally occurring elemental magic.” [gamedb item=39698]: “A potent mixture crafted to explode quickly. When deployed by fire dragons, there is a small window of time in which the blast can be shaped and sculpted for maximum efficiency and to prevent cave-ins.”[/sup] [*17B] – [url=http://www1.flightrising.com/forums/frd/1286497/3#post_8163646]Player Questions/Concerns for the Admin[/url] [sup]“Currently, dragons are unique in their ability to generate and store magic. Some shade-possessed creatures and sentient beings are able to channel the magic of their environment, though this is from external sources. […] Dragons are born with magic and their eyes reflect the elemental nature of the magic they absorbed while in the egg. Familiar eye color is just that - the eye color of the creature, which has no relation to magic. The flora and fauna may learn to harness the magic around them if they are sentient, or they may begin using it if they are possessed by a feeding fragment of the Shade. […] Q: Are light dragons capable of enchanting things to give off light for a period of time without the need to constantly feed them energy so that dragos of other elements can use magically created light without the need to have a light or fire dragon acompany them? A: That is possible, though it would not be able to last forever. With time, the light would fade and need to be reenchanted.”[/sup] [*18B] – [url=http://flightrising.com/main.php?p=wiki&article=1]Encyclopedia page: Fae dragons[/url] [sup]“While all dragonkind has the ability to harness internal and external magic, Fae dragons are known for their adeptness at channeling the lines of magic that crisscross the world. They frequently use the magic of the environment to supplement their own natural reserves.”[/sup] [*19B] – [url=http://flightrising.com/main.php?p=wiki&article=1]Encyclopedia page: Fae dragons[/url] [sup]"While all dragonkind has the ability to harness internal and external magic, Fae dragons are known for their adeptness at channeling the lines of magic that crisscross the world. [...] Fae dragons fighting on magically or elementally charged terrain will have a nearly infinite supply of energy to channel into their destructive spells. A Fae that battles in a land charged with opposing elemental energy and no lines of unaligned magic will have only its natural reserves to draw upon[...]"[/sup] [*20B] – [url=http://www1.flightrising.com/forums/frd/1327998/328#post_17389625]Weekly Q&A [Closed][/url] [sup]“Gene and Breed scrolls (and other similar specialty items) are imbued with magical properties. Once the inscription on the scroll is read, the magic is released, altering the DNA makeup of the dragon performing the ritual. The scroll then falls to [really sparkly] ashes.”[/sup] [*21B] – [url=http://www1.flightrising.com/forums/frd/2125195/176#post_32568512]Ask the Team! [Closed][/url] [sup]“R-robots? *cough* I think you mean golems. Which are like a totally different thing. There are no computers or AI at this time. Most of the technology could be compared to the electricity, steam, and machine innovations created through the 1920's but given a distinctly fantasy/Sornieth bent.”[/sup] [*22B] – [url=http://www1.flightrising.com/forums/frd/1327998/10#post_9214784]Weekly Q&A [Closed][/url] [sup]“You can ask any Lightning Flight member: the Shifting Expanse is full of some incredible steam and electric machinery!”[/sup] [*23B] – Elemental festival item descriptions [sup]Example of halo festival apparel, [gamedb item=26941]: “Encircling the head, this halo of pure light is the magical sign of a powerful individual.” Example of emblem festival apparel, [gamedb item=935]: “A glowing light rune; the sign of a true magical adept.” [gamedb item=882]: “A solidified chunk of pure magical energy, pulsating slowly. This can be traded at the Festive Favors shop during the Starfall Celebration.” [gamedb item=27765]: “Not all draconic mages don robes and grimoires. Sometimes the coalescence of unbridled arcane energy can manifest itself in frightening or intimidating physical changes.” [gamedb item=36025]: “The constant bombardment of magical energies can manifest themselves in odd ways on dragons caught in the fallout. Some mages recoil from such changes, while others embrace it.”[/sup] [*24B] – [url=http://www1.flightrising.com/forums/frd/1327998/116#post_13544773]Weekly Q&A [Closed][/url] [sup]“It is both impractical and extremely difficult for a dragon to work outside their Element. The Element could not be in direct opposition to their natural Element and would produce extremely weak, almost unnoticeable result. A dragon must be born from a nest of the Element they wish to command, as its an inherent part of them. While other sentient species can learn to use Elemental magic in a functional (if limited) capacity, dragons cannot reliably or competently work outside their Element as their nature conflicts with that of other Elements.””[/sup] [*25B] – [url=http://www1.flightrising.com/forums/frd/1199916/91#post_7451446]Player Questions/Concerns for the Admin[/url] [sup]“They grow in power as they age, until they have so much magic in them that their physical bodies can’t contain it. They will then perish, and the magic they accumulated returns to the world. Once a dragon reaches a certain threshhold of magic, they expire quickly. Until that point, there’s a span between the healthy levels of magic and burn-out that actually extends the lifespan of the dragon. (but if they keep growing past this, the dragon is going to magically explode.)”[/sup] [*26B] – [url=http://www1.flightrising.com/forums/frd/1327998/432#post_19846380]Weekly Q&A [Closed][/url] [sup]“Q: How much does the flight magic influence the personality of a dragon? Like, is it plausible for a water dragon to be happy go lucky, and go on adventures (more like a wind flight dragon) or a non-water dragon oracles? A: It typically have a major effect on their abilities, and a minor effect on a dragon's personality. But personality is made up of many facets, from species, to element, to clan, to it's region and culture. Dragons of any element that live in the Ashfall Waste, for instance, are likely to be influenced by the hard-working industrial nature of the area. Where as even a plague dragon living in the Windswept Plateau is going to be a lot more laid back.”[/sup] [*27B] – [url=http://www1.flightrising.com/forums/frd/1327998/17#post_9749171]Weekly Q&A [Closed][/url] [sup]“The Shade is a roving, mostly-disembodied force of darkness that collectively feeds on magical energy. It is said that the only remnants of the Shade in the current age are millions of fragmented wisps and tendrils that have very minor influence over the flora and fauna of Sornieth. Dragons are still not entirely sure just what the Shade is or what its goals are beyond feeding on magical energy, but it is agreed there's a sort of intelligence, even if it's not fully understood.”[/sup] [*28B] – [url=http://www1.flightrising.com/forums/frd/1327998/266#post_16130114]Weekly Q&A [Closed][/url] [sup]“The Shade is currently dormant, but possesses some Sornieth monsters at a base level.”[/sup] [*29B] – [url=http://www1.flightrising.com/forums/frd/1327998/6#post_8918396]Weekly Q&A [Closed][/url] [sup]“Not all enemies in the Coliseum are Shade-touched, but a fair amount do harbor very insignificant/residual amounts of Shade influence, deep within them. It's as if all creatures in Sornieth have a small peppering of Shade since it dissipated at the shattering of the Pillar of the World, but not enough to send them over some evil precipice. ...We hope, anyway... The dragons are working to heal their territories and the Shade influence within it.”[/sup] [*30B] – [url=http://www1.flightrising.com/forums/frd/1327998/376#post_18318513]Weekly Q&A [Closed][/url] [sup]“The Shade is still present in Sornieth and many of its creatures. Millennia have passed since the Shade was a powerful force, and over time it has to all appearances infested the flora and fauna. Many dragons believe that it is no longer the threat that it once was... others fear that neglecting to finish off this enemy will lead to destruction.”[/sup] [*31B] – [url=http://undel.tumblr.com/post/122422729232/and-if-youre-into-lore-familiars-are]Undel of FR Reblogs[/url] [sup]“ “And if you’re into Lore: Familiars are Shade-touched and bonding with dragons helps rid them of the Shade’s corruption.” This was removed from the faq. Miscommunication/boo-boo. Coliseum enemies may or may not be shade-touched. Familiars aren’t unless you want to write some stories that say otherwise for your personal clan story.“[/sup] [*32B] – [url=http://www1.flightrising.com/forums/frd/1097110/2#post_4320265]Why does Shadowbinder obscure the pool?[/url] [sup]“Part of Shadow's deal is obscuring truths. All truths, even useful ones. Part of Light's deal is revealing truth. All truths, even dangerous ones.”[/sup] [*33B] – [url=http://flightrising.com/main.php?p=wiki&article=106]Cracks in the Ice[/url] [sup]What is taught about the Shade: "The elders say the Shade makes certain beasts more aggressive and areas of land more dangerous, but it’s not like we’ve ever physically seen it.[...]As far as we’ve been taught, stories and songs make it sound as though the Shade’s just a part of Sornieth, and has been, all the way back to the destruction of the World Pillar. Some say that remnants of it fell to the ground like rain and seeped into the land." The Shade’s influence on the modern world: "The Shade weaves its evils through the very crust of Sornieth, and our pledge to the Icewarden can no longer stay contained solely to our home.” [...]"she and her companion have the faint scent of the Shade, just like the prisoner who escaped. The fact that even a hint of the Shade exists on these blessed ones makes it quite clear that the Wardens have not succeeded in containing it in our current state. We have failed. The Seekers are needed again.” Using Ice magic: ”Treachery!" Vidar hissed, exhaling a stream of frigid magic towards the pair. Before she could respond, Wemba felt her body lashed with a sudden, bitter cold. She looked down to see bindings of ice encircling her limbs, chaining her to the cold stone floor. But as quickly as they appeared, the crystals shattered in a cloud of ice shards. Solveig moved her claw out in front of a shocked looking Vidar in a gesture to stop, her expression unreadable. "It seems you have your answers, Sentry-Warden Vidar. Your ice shackles’ inability to contain them suggests they’re dragons blessed by the Icewarden." She glared down at Wemba, "Where were you hatched, child?" […] “Get this abomination out of my sight!" she growled and slammed her heavy tail onto the floor, causing a massive monolith of ice to materialize. Fractals and crystals climbed out of the floor, completely encasing Wemba’s small form. "WEMBA!" Trendal shouted in alarm, but before he could take any action to break her out of the icy prison, cracks began to run up and down its walls. Moments later, the massive ice prison shattered into a cloud of glittering snow falling lightly over the assembly, now shocked into silence after seeing what should have been impossible.”[/sup] [*34B] – [url=http://www1.flightrising.com/forums/ann/1265996#post_1265996]Words on the Wind, Vol. 10[/url] [sup]“Water dragons are able to use their control over the Element to navigate and survive, even thrive underwater. They also have the ability to share this boon with non-Water dragons. For dragons of a different Element found or brought into a Water Clan, they have to rely on and trust their Clanmates (Water or Wind if one is present).”[/sup] [*35B] – [url=http://www1.flightrising.com/forums/frd/1327998/56#post_12309459]Weekly Q&A [Closed][/url] [sup]“Because wind dragons have a modicum of control over the wind gusts themselves, breeds like Snappers (who are traditionally too heavy to fly) can use their magical prowess to create slightly more powerful updrafts beneath their wings to assist in long glides.”[/sup] [*36B] – [url=http://www1.flightrising.com/forums/frd/1327998/22#post_10099746]Weekly Q&A [Closed][/url] [sup]“Most Snappers would need assistance to reach the Cloudsong; however, Snappers who are Wind Element may be able to lift themselves upward. Those of the Arcane Flight may be able to twist the laws of gravity in their general area.”[/sup] [*37B] – [url=http://flightrising.com/main.php?p=wiki&article=100]Hear Today, Gone Tomorrow[/url] [sup]“The rational part of his mind knew that the deepsea prophecies would tell you whatever they deemed necessary, and did not honor requests.”[/sup] [*38B] – [url=http://www1.flightrising.com/forums/frd/935920/2#post_1044412]The Shade[/url] [sup]“I have observed many inexplicable phenomena that has me intrigued and perplexed! There are growing reports of dead zones and fauna that is not behaving as it should. I have never been so excited before! Well, there was that one time, but that ended rather explosively, so I prefer not to dwell on it. Please report any energy drain or unusual activity to your local courier.”[/sup] [*39B] – [url=http://www1.flightrising.com/forums/frd/1327998/15#post_9620973]Weekly Q&A [Closed][/url] [sup]“That's a valid way of thinking about it! The zones themselves are very influenced by the magical element of the reigning Deity and their protected shard of the Pillar; the changes in both magical fields and the landscape itself are dead giveaways that one is approaching a “border”.”[/sup] [*40B] – [url=https://flightrising.com/main.php?p=wiki&article=107]Born In Fire And Flame[/url] [sup]”The spellcasters began their ritual chants, the chilly breeze swirling around their feet quickly growing into a deafening whirlwind of ice and snow. Just when the Second thought she’d be sucked into the frozen vortex, icy tendrils lashed out, pulling the gaoler casters into its center. There was a burst of shimmering ice magic as the casters’ life essence took on a new form, and the living icestorm shot off towards the attacking banescale. In its wake lay the gaolers who summoned it, their eyes vacant and void of life.”[/sup] [*41B] – [url=https://www1.flightrising.com/forums/frd/1327998/77#post_12654994]Weekly Q&A [Closed][/url] [sup]"It is likely that the workshop was activated by Luna Mith seeking to make lightning-powered armor. [...] A nesting dragon cannot have its breed or genes changed. Tending a nest requires immense dedication."[/sup] [*42B] – [url=https://flightrising.com/main.php?p=wiki&article=78]The Bogsneak Mutagen[/url] [sup]“Baldwin's gradual transformation was fascinating. It wasn't uncommon for dragons to utilize magic-imbued scrolls to change themselves, but those worked nearly instantaneously, and were only successful if one focused all of their own internal magical energy into the process. Seeing someone go through it over the course of a month was very alien, and appeared quite physically taxing. [...] Magical scrolls could only hold the full-bodied countenance of dragon beings that already existed. There were myths and legends about cursed scrolls that could leave an unlucky dragon malformed and disfigured, but Tomo had never seen or heard of that occurring in her or her ancestors' lifetimes.“[/sup] [*43B] – [url=https://undel.tumblr.com/post/65772091850/schizocoatyl-when-we-go-to-fight-in-the]When we go to fight in the Coliseum[/url] [sup]"You’re actually beating them up for their own good. Green moths and bamboo dogs shouldn’t be able to use magic. :-) They’re shade-possessed. Of course, some of the stuff you’re beating up because you’re a big jerk. Like the longneck clans. >.>;"[/sup] [*44B] – [url=https://www1.flightrising.com/play-home]Play[/url] [sup]A Mirror dragon is depicted breathing flames in the art for the 'Dominance' button on this page.[/sup] [*45B] – [url=https://flightrising.com/main.php?p=wiki&article=99]The Seed and the Sickness[/url] [sup]"From sharpened, battle-tested maws erupted fonts of noxious gases and high-pressured streams of yellowed sludge, burning away trees and shrubs that were already weaving themselves into a thick, miniature forest. Morix’s warriors were exceptionally talented, extinguishing bushes, burning away flowers, and trampling vines. The mages of the Plaguebringer fought back as well, enveloping the growth in a great festering membrane that began to form a giant cocoon around the embassy."[/sup] [*46B] – [url=https://flightrising.tumblr.com/post/50818413387/question-and-answer-27]Question and Answer 27[/url] [sup]"Think of the arcane flight as a flight that’s able to use magical energy without any “flavor” associated with it. They don’t get the elemental boost, but they can perform more minute manipulations and bindings. An arcane dragon might be able to manipulate time and space, but altering such things would take a massive amount of energy, so being able to rewind/fast forward or jump through space is beyond all but the most powerful of their flight. (and even then, they could only travel a couple of seconds or jump a couple dozen feet. Once. Then all their energy would be gone!) [...] A dragon of another flight could become plagued, but the chances of them surviving are very low. Even if they did, they would not be able to manipulate or spread the infection like a plague dragon could. Dragons retain their birth elements and are unable to gain powers outside their element’s sphere."[/sup] [*47B] – [url=https://www1.flightrising.com/forums/ann/1283770#post_1283770]Night of the Nocturne[/url] [sup]Mimic enemies and familiars become available during the Night of the Nocturne event.[/sup] [*48B] – [url=https://flightrising.com/main.php?p=wiki&article=109]Unveiled[/url] [sup]“And what about the absurd replacement fable?! Only mimics can do that and they only prowl during a specific time of year. Are we supposed to believe there are dragons with that ability? What a joke!”[/sup] [*49B] – [url=https://www1.flightrising.com/forums/ann/2946934#post_2946934]Community Update[/url] [sup]"Q: How would Breed-change scrolls and similar items work on Emperor Dragons lore-wise? Would they even work at all? A: Emperor dragons are no longer living dragons. Scrolls work on dragons who are alive and are also active on Sornieth. Dragons who are alive but have attained exaltment in service to their elemental deity are also not eligible."[/sup] [*50B] – [url=https://www1.flightrising.com/forums/ann/2946934#post_2946934]Community Update, December 2020[/url] [sup]"The liquid shadows falling from Shadowbinder's body are produced constantly, and do linger for decades unless countered by direct intervention from Lightweaver. The shadow primal eyes are a lesser manifestation than Shadowbinder's, and linger only for a few moments before dissipating."[/sup] [*51B] – [url=https://flightrising.com/main.php?p=wiki&article=113]Welcome, Warriors![/url] [sup]"Through a generous donation from the Oculus of the Eleven, spell scrolls to simulate the sensation of sleeping underwater or in a lava pit are available through Willow for any dragon who needs it."[/sup] [*†B] – Exactly how the Tidelord's disappearance might have affected seers who were not in the Sea of a Thousand Currents has not been stated. [sup]The deepseer Tetra is able to meditate and receive visions of the Earthshaker in the [url=https://www1.flightrising.com/effort/1]Dustcarve Dig effort[/url].[/sup] [*†2B] – Not explicitly stated. 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Magic
Information regarding the energy sustaining the planet and its creatures.
Magic sources are at the bottom of this post. They are marked with 'B'.




Overview
Magic is the defining factor between Sornieth and its celestial neighbors. The magic raged in tumult long after the system’s other planets had formed, until it coalesced according to element into the First Four.[1B]

It pulses through the planet via ley lines,[2B] along which both elemental and unaligned magic is transported.[19B] Magic is not finite, being continually replenished under the right circumstances – but, it can be used faster than it is generated, such as during the Shade incursion. Ravenous as it was, the Shade ate away at magic faster than it was created.[3B]

Strong pulses of magical energy have recently been recorded, and are presumably linked to the various catastrophic events which occurred during the “bounty of the elements”.[4B]
Notably, the increased surges towards nesting grounds has led to new ways of a dragon’s element being expressed: different eye types, such as ‘Primal’ eyes or ‘Multigaze’. Magically, they are no stronger or weaker than other dragons.[5B] It also reawakened ancient dragon breeds who had been long dormant.[6B]

Magic is known to be an energy, but its precise functions and workings are obscure. It can take at least eleven distinct forms – those of the elements. The element of environmental magic varies by region and is influenced by the deity that reigns over the territory and that deity’s protected shard of the Pillar. [39B]

The absence and inverse of magic is the Shade, which feeds off of magic.[7B] The Shade is attracted to powerful uses of magic, such as the Eight’s warring during the First Age.[1B]




Elements
Some spells are neutral, able to be performed regardless of element present. These are typically spells such as ‘Contuse’ or ‘Meditate’. There are variations on some spells, such as the Bolt spells, for each element. Each element also has its own unique spells and manners of utilizing its magical abilities.[8B]


Earth flight dragons may use geomancy to tear up chunks of granite and stone rather than spitting their bolt ability from their mouth.[9B] Earth dragons also have a natural affinity for manipulating rough, rocky hides obtained from Sornieth’s beasts, and the ability to use petrifying powers.[10B]


Fire element dragons can exhale flames.[44B] If a fire dragon deploys blasting powder, there is a small window of time in which they can shape and sculpt the explosion for maximum efficiency and safety.[16B]


Water magic deals with divination, though at least some seem to do so by receiving the Tidelord’s prophecies in the form of bubbles rather than having the innate capability – though that may only be the case for “deepsea prophecies”.[37B], [†B]
Water dragons can also use their control over the element to survive and thrive underwater, and can share this boon with dragons of other elements.[34B] Since they lost their connection to the Tidelord, many hydromancers have taken up practicing other forms of water magic such as enchanting jars to call forth a watery companion.[10B]


Wind dragons are also capable of manipulating air to survive underwater,[35B] as well as create updrafts that can aid even Snappers in reaching locations such as the Cloudsong.[36B]


Ice mages can use a ‘glitterfreeze ice-trolabe’, a magical astrolabe, as an apparatus to channel, focus, and bolster their spells.[10B] They are capable of manipulation and control over ice.[33B]
The first snowflakes to break free of the clouds carry with them the most potent magical essences, and although this energy dissipates quickly, it can be styled and crafted by mages into elegant patterns and shapes before it does.[10B]


Lightning magic, as shown by its various coliseum battlestones, can be used to manipulate and generate electricity.[8B] It can be used as an energy source for objects such as powered armor.[41B]


Shadow magic deals with concealment. One example is the “Shroud” battle spell, which may blind an opponent by enveloping them within a dark mist.[8B]
The Shadowbinder is capable of creating an oozing liquid form of her element. She drools shadows which she can manipulate and create pockets of darkness.[11B] These shadows will linger for decades unless directly countered by intervention of the Lightweaver. Primal-eyed shadow dragons produce a lesser manifestation of these shadows, which linger for only moments before dissipating.[50B]


Light magic deals with illumination, such as in the form of spells creating light. Typically, a cast light will hang in place or follow the caster, but the delicate baubles seen in places such as the Light Flight exalt pillar allow these spells to be transported.[12B] Cast lights eventually fade and need to be re-enchanted.[17B]
An example of a Light battle spell is “Enamor”, which stuns a target into ‘silence’ – an inability for the target to use their abilities.[8B]


Nature magic affects plant matter and its growth, such as helping flora to thrive.[13B] It does not influence animals, only flora.[14B] It is most typically associated with plants, but venom and poison are associated with the element as well; ‘Envenom’ is a Nature spell used to create an acidic puddle to harm and potentially poison a target.[8B]


Plague magic deals with decay, rot, and disease.[13B] It encourages the proliferation of rot, such as the spell ‘Contaminate’. According to the spell ‘Contaminate’, Plague magic can affect restorative abilities to reverse their effect via a contagious rot that causes a virus.[8B]

While dragons of other flights may become plagued, it would not affect their birth element, and they would be unlikely to survive and would not be able to manipulate or spread the infection as a plague dragon can.[46B]

They may be capable of curing diseases, but to do so would go against the nature of the Plague flight: the diseased were granted a glorious gift, of being tested and having the opportunity to become stronger. If one survived a disease, they've proven themself, and otherwise the higher lifeform won and would continue to improve. Even if it would be inconsequential to pull off, it would be at great personal cost to cure such a thing and most Plague dragons would not wish to do so.[14B]
The Vile bolt’s appearance not literal, and the bolt is not shot from a Plague dragon’s mouth.[14B]

Plague dragons possess the ability to exhale noxious gases and spew high-pressure streams of yellowed sludge, both of which can burn away plant life. Mages have been depicted as creating festering membranes to envelop dangerous overgrowth.[45B]


Arcane magic is known to be the most unpredictable of the elements, whereas most elements are straightforward. Arcane magic doesn’t directly adhere or translate to physical events in the world. It deals with cosmology and sometimes atoms and molecules’ very make-up. Wielding it is a difficult task.[15B] It is essentially a flight which is able to use magical energy without any 'flavor' to it, capable of performing more minute manipulations and bindings but without any elemental boost.[46B]

Arcane dragons may be capable of twisting the laws of gravity in their general area.[35B] The most powerful arcane dragons may be able to do such things as time travel forward or backward several seconds or teleport a couple dozen feet, but such alterations would take such a massive amount of energy that they would not be able to do it more than once before exhausting themself.[46B]
An Arcane battle spell is ‘Enfeeble’, which summons a circle of runes beneath an enemy and amplifies all other magic used against them.[8B]




Use
It can be manipulated through the use of objects such as stones and staffs.[16B] Dragons are born with magic, which shows through their eyes, and allows them to generate and store their own magic.[17B] Dragons can also channel the magic of their environment, though only if the environment is charged with unaligned or complementary magic. A dragon cannot use opposing elements to supplement its magic.[18B], [19B]

Most creatures are not naturally capable of the use of magic. Sapient beings, such as the Beastclans, can learn to harness environmental magic to a limited but functional capacity[24B], and entities possessed by a feeding fragment of the Shade can make use of magic during the possession. Their magic does not show through their eyes.[17B]
Creatures such as Leafy Moths do not naturally possess the ability to use magic except when shade-possessed,[43B] though certain other creatures possess characteristics imbued with naturally-occurring magic from their environment.[16B]

The mimics which emerge during a specific time of year[47B] possess distinctive magical abilities which most dragons cannot emulate.[48B]

Bolt abilities are magical in nature and do not come from a dragon’s mouth.[14B] Some spells are performed through the use of ritual chants, and may make use of the spellcaster’s – or spellcasters’ – life force to create a living mass of magic.[40B]

Magical properties can be imbued into scrolls, which are released by reading an inscription on the scroll to perform things such as altering the performing dragon’s DNA makeup – this burns out the scroll, and it falls to the ground as sparkling ashes.[20B]

Breed change scrolls can only hold the full-bodied countenance of dragon beings that have already existed, though there are legends about cursed scrolls leaving unlucky dragons malformed and disfigured. The process works instantaneously and only succeeds if one focuses all their internal magical energy in the process,[42B] which is possibly why nesting dragons cannot undergo a breed or gene change.[41B], [†2B]

Breed change scrolls, and likely other scrolls, only work on dragons who are both alive and 'active on Sornieth'. Emperors and exalted dragons are both incapable of using such scrolls.[49B]

At least some scrolls, such as the Eternal Youth scroll, require parchment to be pulped with certain minerals. The Eternal Youth scroll’s parchment must be include morganite, among other materials. The morganite itself does not reverse aging, although some individuals create jewelry from it which is intended to aid in living a long life.[16B]

There are scrolls which can simulate the sensation of sleeping underwater or in a lava pit. The Oculus of the Eleven is known to be able to create such scrolls, and dedicated some scrolls of that kind to the Warrior's Way event.[51B]

Intricate terminals, which make use of delicate mana lenses that allows runic readings to materialize, are used by dragons to study the ley lines. The lenses are adjusted and lined up to provide visual readouts of energy. Use of the terminals and ability to study their readouts requires training.[2B]
These terminals are located within the Oculus of the Eleven, an ancient tower in the Starfall Isles, where eleven magisters – one of each flight – categorize the field arcanists’ research data, and track and record fluctuations in their home regions’ ley activity.[2B]

Technology is typically on the level of 1920s electricity, steam, and machine innovations with a distinct fantasy bent.[21B] The Lightning flight is home to impressive steam and electric technology.[22B]

When visible, magic’s precise aesthetic form varies. Powerful magic users find themselves haloed with magic or branded with elemental emblems, and during the Starfall Celebration dragons collect solidified, crystalline shards of magic. Sometimes the coalescence of unbridled arcane energy can manifest itself in intimidating physical changes, such as with the Spellwrought Shardhide.[23B]
The constant bombardment of magical energies can manifest in odd ways on those caught in the fallout, such as shown with the Feathery Fallout. Some mages recoil from such changes, while others embrace it.[23B]

Dragons can express their inner magic in wildly variant ways through the eyes while their functional ability remains exactly the same.[5B]
The element of magical energy can be safely assumed to play a role in its visible appearance.[†2B]

Dragons stand alone among creatures in their entwinement with magic, absorbing elements during the egg and possessing a ‘magical core’ within themselves. The magic used for spellcasting by dragons is an inherent part of them.
This same entwinement makes them incapable of reliably or competently using other elements than their own element in a practical manner, as their nature will conflict with that of other elements. Using another element would require it not be in direct opposition to their natural element, and would still at most produce an extremely weak, almost unnoticeable effect.[24B]

Dragons are an example of how magic can sustain life, but also how it can, past a certain point, extinguish it; too much magic and a dragon will burn out brilliantly.[25B] Magic also has a minor effect on their personalities.[26B]




The Shade
The Shade is the absence and inverse of magic,[7B] and a roving, mostly-disembodied force of darkness that collectively feeds on magical energy.[27B] It is attracted to the use of magic, such as by the first four deities during the First Age.[1B] Its dormant,[28B] lingering presence has been weak to negligible for thousands of years.[7B] During the First Age, it consumed and destroyed magic faster than the magic could be replenished.[3B] The Pillar of the World was constructed to prevent it from returning to Sornieth.[1B]

Not all enemies in the Coliseum are Shade-touched, but a fair few do harbor very insignificant or residual amounts of Shade influence deep within them – a very minor influence[29B] – and others are possessed on a base level by the Shade.[28B] Creatures possessed by a feeding fragment of the Shade may begin to harness the magic around them.[17B]

It seems all creatures in Sornieth have a small peppering of Shade, ever since it dissipated at the shattering of the Pillar of the World.[29B] Those millions of wisps and tendrils are the only remnants of the Shade in the current age.[27B] The amount seems to be too small to send the afflicted over some evil precipice.[29B]

There are growing reports of dead zones and oddly-behaving fauna; energy drain and unusual activity may be characteristic of the Shade's presence.[38B], [†2B]

The dragons are working to heal their territories and the Shade influence within it.[29B] They are not entirely sure what it is or what its goals are beyond feeding, but it’s agreed there’s a sort of intelligence even if it’s not fully understood.[27B] Many dragons believe that it is no longer the threat it once was, but others fear neglecting to finish it off could lead to destruction.[30B]

It is thought to make certain beasts more aggressive and areas of land more dangerous. It is spoken of in such a way it just seems as though it’s a part of Sornieth. According to the Gaolers, apparently completely unaffected dragons can still carry a faint scent of the Shade.[33B]

The Gaoler dragons, as a breed, are dedicated to hunting and containing roaming Shade creatures, and emerged from the Fortress of the Ends due to their concern over the extent of the Shade’s influence.[33B]

To date, there are no known instances or any information about dragons or deities attempting to harness or align themselves with the Shade. It is likely not physically possible for a dragon to align itself to the Shade like with elemental magic, and any ‘Shade cultists’ would either be ostracized or not taken seriously.[7B]

A redacted, non-canon piece of lore stated that Familiars were Shade-touched, and the daily ‘bonding’ mechanic with dragons helped to rid the Familiars of the influence.[31B]




Magic Sources

[*1B] – Chapter 1: The First Age
Difference: “Unlike its brother and sister realms, this fledgling planet teemed with unimaginable energies.”
First Four: “Similar particles receded into four great beings, each overwhelmingly dense with a different element. As if eager to proudly display their emergence to some unseen divinity, these beings took on the shapes of great wyrms.”
Shade’s attraction to magic: “The relentless ejection of magical energy had been recognized, and the very void from which they had designed their world now seemed to be retaliating.“
The Pillar’s purpose: “Unanimously, the eight wyrms decided to use their remaining strength to blanket the planet in a magical shield strong enough to protect it should the roaming Shade ever return.
Using the Earthshaker's gargantuan form as a foundation, the gods constructed a massive pillar at the northernmost point of the globe, fusing their corporeal bodies together into layers of elemental marble slabs.”


[*2B] – Ten Eyes
“The temple was constructed several thousand years ago in a cooperative effort to locate and document the various ley lines of the realm. The magisters who researched and studied here were charged with identifying where the strongest auras of magic coalesced. Once a ley line was discovered or traced, a small sanctum was constructed at the point where it converged or crossed with others. The strongest convergence points existed in one of each of the eleven elemental regions: Arcane, Earth, Fire, Nature, Plague, Water, Light, Shadow, Lightning, Ice, and Wind.
Since the great temple’s construction, each dragonflight had selected a mage to study and serve as their representative - or magister - at the Oculus, an agreed-upon neutral and sovereign entity. Their primary duties included categorizing research data from field arcanists and ensuring that they tracked any fluctuations in the ley activity emanating from their home region. This latter task was managed by way of a series of intricate mana lenses through which runic readings materialized. These lenses would be lined up and adjusted to provide a visual readout of the energy that the magister was trained to decipher.”


[*3B] – Weekly Q&A [Closed]
“Part of the reason why the Shade incursion was taken seriously by the gods was that the Shade consume and destroy magic at a faster rate than it can be replenished.”

[*4B] – Bounty of the Elements
“The pull of the elements has increased, sowing prosperous bounties for each flight and their thousands of clans.”

[*5B] – Aftershocks
“Despite the drastic visual change, still no new powers, no new level of magic, just what looks like a new expression…”

[*6B] – Dev Update: Dragon Breed Development
“The strange energies that literally changed the face of Sornieth didn’t stop there. Stirred by the elemental upheaval, ancient dragons from eras long gone and forgotten by time have awoken.”

[*7B] – Weekly Q&A [Closed]
“By their very nature, dragons are deeply elemental creatures, so physically attuning oneself to the Shade--which itself is the absence and inverse of all elements--would likely not be possible.
However: fanatics, heretics, and cultists exist in any society, and Sornieth is no different. Rare individuals like this might be ostracized or not taken very seriously, considering that the Shade's lingering presence in the realm has been weak to negligible for thousands and thousands of years.”


[*8B] – Battle Item uses/descriptions
Contuse and Meditate are Neutral Ability Stones usable by dragons of any flight.
Variations for different flights: the 11 Elemental Bolt abilities are examples of this.
Sear: “A hot blast of flames that will sear the enemy. Has a chance to apply Burn. (Increases physical damage against the target.)”
Fossilize: “Assaults the enemy with granite spires. Has a chance to apply Petrify. (The target’s defense is increased, but they cannot act.)”
Drown: “Douses the target in a curtain of seawater. Has a chance to apply Slow. (The target’s speed is drastically reduced.)”
Disorient: “Envelops the enemy in a swirling vortex. Has a chance to apply Berserk. (The target has a chance to attack friend or foe.)”
Shock: “Shocks the enemy with electricity. Has a chance to apply Paralysis. (The target has a chance to prohibited from using abilities.)”
Shroud: “Envelops the enemy in a dark mist. Has a chance to apply Blind. (Decreases the target’s accuracy.)”
Enamor: “A brilliant sunshaft stuns the enemy into speechlessness. Has a chance to apply Silence. (The target cannot use abilities.)”
Envenom: “Creates a venomous pool of acid beneath the enemy. Has a chance to apply Poison. (The target takes periodic nature damage.)”
Contaminate: “Infects the target with a contagious rot. Has a chance to apply Virus. (Target takes damage from restorative abilities.)”
Enfeeble: “Summons an ominous runic circle beneath the enemy. Has a chance to apply Amplify. (Increases magical damage against the target.)”


[*9B] – Weekly Q&A [Closed]
“Q: When dragons cast spells, do the bolts come from their mouths? Or do they come from their talons? Same for the elemental slash attacks?
A: It depends on the dragon breed and it depends on the type of bolt. For gameplay reasons, our secondary meter is called Breath because one of the fantastical tenets of most dragons is that they breathe something as a means of attack and self-defense. But it's just as likely that earth dragons act much more like geomancers in that they can rip up chunks of granite and stone and hurl them with magical force at their foes.”


[*10B] – Item descriptions
Cracked Rhinohide: “Working a hide of this nature can only be accomplished by earth dragons, who have a natural affinity in magically manipulating the rough stone-like protrusions along its surface.”
Fathomsearch Spirit Jug: “Since hydromancers lost their connection to the Tidelord, many have taken up practicing other forms of water magic. These enchanted jugs can temporarily call forth a watery companion.”
Glitterfreeze Ice-trolabe: “Ice mages can use these intricate apparatus to channel, focus, and bolster their spells.”
Frostfaerie Wings: "The first snowflakes to break free of the clouds carry with them the most potent magical essences, and although this energy dissipates quickly, it can be styled and crafted by mages into elegant patterns and shapes before it does."
Medusa Leon: "While it does not have the petrifying powers of the earth flight, its mane does have a mind of its own."


[*11B] – Weekly Q&A [Closed]
“Q: What exactly is the liquid substance that drips out of the Shadowbinder?
A: They are shadows. She is able to manipulate shadows and create pockets of darkness.”


[*12B] – Ask the Team! [Closed]
“Q: what are all those glowy bulbs seen in the light exalt pillar as well as the brightshine vista and a few apparel pieces?
A: A portable way to carry cast light energy around, as lights will normally stay stationary or follow the caster bound to a container.”


[*13B] – Chapter 3: The Third Age
Nature: “Arcane particles sank deep into the crust, enriching the roots of trees and plants that had been sapped of their life during the blast. Currents of energy coursed up trunks and into the cells of branches. Reactions sparked beneath the surface sending waves of magic through stalks of grass, clusters of bushes, and monumental redwoods. Ethereal flowers erupted from cracks and crevices, and each green cluster grew larger and more robustly than the last. Nature had capitalized on the fallout, taking control of the energies to repair itself.”
Plague: “Not everything can be healed. The apocalypse had done more than spur the rejuvenation of flora: the fauna still rotted, left to fester upon the soil, and spoil in the dreadful warmth. Death leveraged the excess energy in another way. Where nature could not mend, decay took its place. Putrid film soaked and crept across the ground, enveloping everything in its path. Whole structures creaked and fell under the weight of the empowered rot that now infected them.
This contagion continued its wave of domination, scouring every corpse and every bit of food. Weaker plants and bodies of water fell sick with filth, and the cycle intensified with each new fallen organism. A runaway viral infection coursed through the veins of the world.”


[*14B] – Question and Answer 26
“Q: Do Bolts come out of the mouth, or are they just magically gathered in front them? Ex: The Earth dragons’ Bolt. They don’t barf up big rocks at their enemies, do they? 1) I’d imagine that would hurt and 2) where would the rocks come form inside their bodies? Also, does Vile Bolt (Plague Bolt) actually shoot out a dragon skeleton? Or is that just an aesthetic and it’s just pure disease?
A: The plague bolt skeleton throw is an aesthetic. Bolt abilities are magical in nature and would not come out of the dragon’s mouth, though we do have plans for elemental breath attacks farther down the line.
[…]
Q: Can Plague dragons cure diseases?
A: Why would they? You’re being tested! If you survive, you’ve proven yourself and will be all the stronger for it. If you do not, then the higher lifeform won the day and life will continue to improve. Why would you want them to rid you of this glorious gift?
Removing the disease runs counter to the nature of the plague flight. They might be able to cure you, but it would be at great personal cost and most would not want to even if it were inconsequential to pull off.
[…]
Q: Hi there. I was wondering: can Nature dragons control ALL living things, or only plan life? Wat I mean is, can they control animals too?
A: Nature dragons are the plant-flight. We thought that “Nature dragons” sounded far more awesome than “Plant dragons”!”


[*15B] – Weekly Q&A [Closed]
“Arcane magic is the most unpredictable of the elements, as it doesn't directly adhere/translate to physical events in the world. Arcane deals with cosmology and sometimes the very makeup of Sornieth's atoms and molecules, so attempting to wield it is a very difficult task.”

[*16B] – Additional item descriptions
Magician's Staff: “This gnarled staff is more natural than it is dragonmade. It is potent in magical energies.”
Moonstone: “This radiant gemstone is known for its magical ability to aid in the biological morphing processes of some rare types of sprites and fairies.”
Morganite: “This pinkish beryl is pulverized and pulped with other materials to create the parchment used in Eternal Youth scrolls. Exposure to the stone alone will not reverse aging, though some create jewelry out of it and wear it in hopes of living a long life.”
Bullephant: “The ice crystals that form its horns and tusks are imbued with naturally occurring elemental magic.”
Blasting Powder: “A potent mixture crafted to explode quickly. When deployed by fire dragons, there is a small window of time in which the blast can be shaped and sculpted for maximum efficiency and to prevent cave-ins.”


[*17B] – Player Questions/Concerns for the Admin
“Currently, dragons are unique in their ability to generate and store magic. Some shade-possessed creatures and sentient beings are able to channel the magic of their environment, though this is from external sources.
[…]
Dragons are born with magic and their eyes reflect the elemental nature of the magic they absorbed while in the egg.
Familiar eye color is just that - the eye color of the creature, which has no relation to magic. The flora and fauna may learn to harness the magic around them if they are sentient, or they may begin using it if they are possessed by a feeding fragment of the Shade.
[…]
Q: Are light dragons capable of enchanting things to give off light for a period of time without the need to constantly feed them energy so that dragos of other elements can use magically created light without the need to have a light or fire dragon acompany them?
A: That is possible, though it would not be able to last forever. With time, the light would fade and need to be reenchanted.”


[*18B] – Encyclopedia page: Fae dragons
“While all dragonkind has the ability to harness internal and external magic, Fae dragons are known for their adeptness at channeling the lines of magic that crisscross the world. They frequently use the magic of the environment to supplement their own natural reserves.”

[*19B] – Encyclopedia page: Fae dragons
"While all dragonkind has the ability to harness internal and external magic, Fae dragons are known for their adeptness at channeling the lines of magic that crisscross the world.
[...]
Fae dragons fighting on magically or elementally charged terrain will have a nearly infinite supply of energy to channel into their destructive spells. A Fae that battles in a land charged with opposing elemental energy and no lines of unaligned magic will have only its natural reserves to draw upon[...]"


[*20B] – Weekly Q&A [Closed]
“Gene and Breed scrolls (and other similar specialty items) are imbued with magical properties. Once the inscription on the scroll is read, the magic is released, altering the DNA makeup of the dragon performing the ritual. The scroll then falls to [really sparkly] ashes.”

[*21B] – Ask the Team! [Closed]
“R-robots? *cough* I think you mean golems. Which are like a totally different thing.
There are no computers or AI at this time. Most of the technology could be compared to the electricity, steam, and machine innovations created through the 1920's but given a distinctly fantasy/Sornieth bent.”


[*22B] – Weekly Q&A [Closed]
“You can ask any Lightning Flight member: the Shifting Expanse is full of some incredible steam and electric machinery!”

[*23B] – Elemental festival item descriptions
Example of halo festival apparel, Luminous Halo: “Encircling the head, this halo of pure light is the magical sign of a powerful individual.”
Example of emblem festival apparel, Illuminated Emblem: “A glowing light rune; the sign of a true magical adept.”
Magical Shard: “A solidified chunk of pure magical energy, pulsating slowly. This can be traded at the Festive Favors shop during the Starfall Celebration.”
Spellwrought Shardhide: “Not all draconic mages don robes and grimoires. Sometimes the coalescence of unbridled arcane energy can manifest itself in frightening or intimidating physical changes.”
Feathery Fallout: “The constant bombardment of magical energies can manifest themselves in odd ways on dragons caught in the fallout. Some mages recoil from such changes, while others embrace it.”


[*24B] – Weekly Q&A [Closed]
“It is both impractical and extremely difficult for a dragon to work outside their Element. The Element could not be in direct opposition to their natural Element and would produce extremely weak, almost unnoticeable result. A dragon must be born from a nest of the Element they wish to command, as its an inherent part of them. While other sentient species can learn to use Elemental magic in a functional (if limited) capacity, dragons cannot reliably or competently work outside their Element as their nature conflicts with that of other Elements.””

[*25B] – Player Questions/Concerns for the Admin
“They grow in power as they age, until they have so much magic in them that their physical bodies can’t contain it. They will then perish, and the magic they accumulated returns to the world. Once a dragon reaches a certain threshhold of magic, they expire quickly. Until that point, there’s a span between the healthy levels of magic and burn-out that actually extends the lifespan of the dragon. (but if they keep growing past this, the dragon is going to magically explode.)”

[*26B] – Weekly Q&A [Closed]
“Q: How much does the flight magic influence the personality of a dragon? Like, is it plausible for a water dragon to be happy go lucky, and go on adventures (more like a wind flight dragon) or a non-water dragon oracles?
A: It typically have a major effect on their abilities, and a minor effect on a dragon's personality. But personality is made up of many facets, from species, to element, to clan, to it's region and culture. Dragons of any element that live in the Ashfall Waste, for instance, are likely to be influenced by the hard-working industrial nature of the area. Where as even a plague dragon living in the Windswept Plateau is going to be a lot more laid back.”


[*27B] – Weekly Q&A [Closed]
“The Shade is a roving, mostly-disembodied force of darkness that collectively feeds on magical energy. It is said that the only remnants of the Shade in the current age are millions of fragmented wisps and tendrils that have very minor influence over the flora and fauna of Sornieth. Dragons are still not entirely sure just what the Shade is or what its goals are beyond feeding on magical energy, but it is agreed there's a sort of intelligence, even if it's not fully understood.”

[*28B] – Weekly Q&A [Closed]
“The Shade is currently dormant, but possesses some Sornieth monsters at a base level.”

[*29B] – Weekly Q&A [Closed]
“Not all enemies in the Coliseum are Shade-touched, but a fair amount do harbor very insignificant/residual amounts of Shade influence, deep within them. It's as if all creatures in Sornieth have a small peppering of Shade since it dissipated at the shattering of the Pillar of the World, but not enough to send them over some evil precipice. ...We hope, anyway... The dragons are working to heal their territories and the Shade influence within it.”

[*30B] – Weekly Q&A [Closed]
“The Shade is still present in Sornieth and many of its creatures. Millennia have passed since the Shade was a powerful force, and over time it has to all appearances infested the flora and fauna. Many dragons believe that it is no longer the threat that it once was... others fear that neglecting to finish off this enemy will lead to destruction.”

[*31B] – Undel of FR Reblogs
“ “And if you’re into Lore: Familiars are Shade-touched and bonding with dragons helps rid them of the Shade’s corruption.”
This was removed from the faq. Miscommunication/boo-boo. Coliseum enemies may or may not be shade-touched. Familiars aren’t unless you want to write some stories that say otherwise for your personal clan story.“


[*32B] – Why does Shadowbinder obscure the pool?
“Part of Shadow's deal is obscuring truths. All truths, even useful ones.
Part of Light's deal is revealing truth. All truths, even dangerous ones.”


[*33B] – Cracks in the Ice
What is taught about the Shade: "The elders say the Shade makes certain beasts more aggressive and areas of land more dangerous, but it’s not like we’ve ever physically seen it.[...]As far as we’ve been taught, stories and songs make it sound as though the Shade’s just a part of Sornieth, and has been, all the way back to the destruction of the World Pillar. Some say that remnants of it fell to the ground like rain and seeped into the land."
The Shade’s influence on the modern world: "The Shade weaves its evils through the very crust of Sornieth, and our pledge to the Icewarden can no longer stay contained solely to our home.” [...]"she and her companion have the faint scent of the Shade, just like the prisoner who escaped. The fact that even a hint of the Shade exists on these blessed ones makes it quite clear that the Wardens have not succeeded in containing it in our current state. We have failed. The Seekers are needed again.”
Using Ice magic: ”Treachery!" Vidar hissed, exhaling a stream of frigid magic towards the pair. Before she could respond, Wemba felt her body lashed with a sudden, bitter cold. She looked down to see bindings of ice encircling her limbs, chaining her to the cold stone floor. But as quickly as they appeared, the crystals shattered in a cloud of ice shards.
Solveig moved her claw out in front of a shocked looking Vidar in a gesture to stop, her expression unreadable. "It seems you have your answers, Sentry-Warden Vidar. Your ice shackles’ inability to contain them suggests they’re dragons blessed by the Icewarden." She glared down at Wemba, "Where were you hatched, child?"
[…]
“Get this abomination out of my sight!" she growled and slammed her heavy tail onto the floor, causing a massive monolith of ice to materialize. Fractals and crystals climbed out of the floor, completely encasing Wemba’s small form.
"WEMBA!" Trendal shouted in alarm, but before he could take any action to break her out of the icy prison, cracks began to run up and down its walls. Moments later, the massive ice prison shattered into a cloud of glittering snow falling lightly over the assembly, now shocked into silence after seeing what should have been impossible.”


[*34B] – Words on the Wind, Vol. 10
“Water dragons are able to use their control over the Element to navigate and survive, even thrive underwater. They also have the ability to share this boon with non-Water dragons. For dragons of a different Element found or brought into a Water Clan, they have to rely on and trust their Clanmates (Water or Wind if one is present).”

[*35B] – Weekly Q&A [Closed]
“Because wind dragons have a modicum of control over the wind gusts themselves, breeds like Snappers (who are traditionally too heavy to fly) can use their magical prowess to create slightly more powerful updrafts beneath their wings to assist in long glides.”

[*36B] – Weekly Q&A [Closed]
“Most Snappers would need assistance to reach the Cloudsong; however, Snappers who are Wind Element may be able to lift themselves upward. Those of the Arcane Flight may be able to twist the laws of gravity in their general area.”

[*37B] – Hear Today, Gone Tomorrow
“The rational part of his mind knew that the deepsea prophecies would tell you whatever they deemed necessary, and did not honor requests.”

[*38B] – The Shade
“I have observed many inexplicable phenomena that has me intrigued and perplexed! There are growing reports of dead zones and fauna that is not behaving as it should.
I have never been so excited before!
Well, there was that one time, but that ended rather explosively, so I prefer not to dwell on it.
Please report any energy drain or unusual activity to your local courier.”


[*39B] – Weekly Q&A [Closed]
“That's a valid way of thinking about it! The zones themselves are very influenced by the magical element of the reigning Deity and their protected shard of the Pillar; the changes in both magical fields and the landscape itself are dead giveaways that one is approaching a “border”.”

[*40B] – Born In Fire And Flame
”The spellcasters began their ritual chants, the chilly breeze swirling around their feet quickly growing into a deafening whirlwind of ice and snow. Just when the Second thought she’d be sucked into the frozen vortex, icy tendrils lashed out, pulling the gaoler casters into its center. There was a burst of shimmering ice magic as the casters’ life essence took on a new form, and the living icestorm shot off towards the attacking banescale. In its wake lay the gaolers who summoned it, their eyes vacant and void of life.”

[*41B] – Weekly Q&A [Closed]
"It is likely that the workshop was activated by Luna Mith seeking to make lightning-powered armor.
[...]
A nesting dragon cannot have its breed or genes changed. Tending a nest requires immense dedication."


[*42B] – The Bogsneak Mutagen
“Baldwin's gradual transformation was fascinating. It wasn't uncommon for dragons to utilize magic-imbued scrolls to change themselves, but those worked nearly instantaneously, and were only successful if one focused all of their own internal magical energy into the process. Seeing someone go through it over the course of a month was very alien, and appeared quite physically taxing.
[...]
Magical scrolls could only hold the full-bodied countenance of dragon beings that already existed. There were myths and legends about cursed scrolls that could leave an unlucky dragon malformed and disfigured, but Tomo had never seen or heard of that occurring in her or her ancestors' lifetimes.“


[*43B] – When we go to fight in the Coliseum
"You’re actually beating them up for their own good. Green moths and bamboo dogs shouldn’t be able to use magic. :-) They’re shade-possessed.
Of course, some of the stuff you’re beating up because you’re a big jerk. Like the longneck clans. >.>;"


[*44B] – Play
A Mirror dragon is depicted breathing flames in the art for the 'Dominance' button on this page.

[*45B] – The Seed and the Sickness
"From sharpened, battle-tested maws erupted fonts of noxious gases and high-pressured streams of yellowed sludge, burning away trees and shrubs that were already weaving themselves into a thick, miniature forest. Morix’s warriors were exceptionally talented, extinguishing bushes, burning away flowers, and trampling vines. The mages of the Plaguebringer fought back as well, enveloping the growth in a great festering membrane that began to form a giant cocoon around the embassy."


[*46B] – Question and Answer 27
"Think of the arcane flight as a flight that’s able to use magical energy without any “flavor” associated with it. They don’t get the elemental boost, but they can perform more minute manipulations and bindings.
An arcane dragon might be able to manipulate time and space, but altering such things would take a massive amount of energy, so being able to rewind/fast forward or jump through space is beyond all but the most powerful of their flight. (and even then, they could only travel a couple of seconds or jump a couple dozen feet. Once. Then all their energy would be gone!)
[...]
A dragon of another flight could become plagued, but the chances of them surviving are very low. Even if they did, they would not be able to manipulate or spread the infection like a plague dragon could. Dragons retain their birth elements and are unable to gain powers outside their element’s sphere."


[*47B] – Night of the Nocturne
Mimic enemies and familiars become available during the Night of the Nocturne event.

[*48B] – Unveiled
“And what about the absurd replacement fable?! Only mimics can do that and they only prowl during a specific time of year. Are we supposed to believe there are dragons with that ability? What a joke!”

[*49B] – Community Update
"Q: How would Breed-change scrolls and similar items work on Emperor Dragons lore-wise? Would they even work at all?
A: Emperor dragons are no longer living dragons. Scrolls work on dragons who are alive and are also active on Sornieth. Dragons who are alive but have attained exaltment in service to their elemental deity are also not eligible."


[*50B] – Community Update, December 2020
"The liquid shadows falling from Shadowbinder's body are produced constantly, and do linger for decades unless countered by direct intervention from Lightweaver.
The shadow primal eyes are a lesser manifestation than Shadowbinder's, and linger only for a few moments before dissipating."


[*51B] – Welcome, Warriors!
"Through a generous donation from the Oculus of the Eleven, spell scrolls to simulate the sensation of sleeping underwater or in a lava pit are available through Willow for any dragon who needs it."

[*†B] – Exactly how the Tidelord's disappearance might have affected seers who were not in the Sea of a Thousand Currents has not been stated.
The deepseer Tetra is able to meditate and receive visions of the Earthshaker in the Dustcarve Dig effort.

[*†2B] – Not explicitly stated.



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
Gwsq8Fp.png
[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050145]Previous post: Magic[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url] [emoji=scroll size=1] | [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050152]Next post: The First Four Flights[/url] [emoji=right wing size=1][/sub][/center] ----------- [br] [center][size=6]The Elemental Realms[/size] [i]Information regarding the various regions of Sornieth.[/i] --------------------[/center] [size=2][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050164][i][u]Elemental Realms[/u] sources 1C to 108C are located at this first linked post[/url], and [i][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050166]sources 109C to †C are located at this second linked post[/url].[/i] Sources of both posts are marked with 'C'.[/size] [br] [br] [size=4][b]Overview[/b][/size] The entirety of the known world of Sornieth, at this time, is the unnamed continent inhabited by dragons.[sup][1C][/sup] The continent consists of the eleven elemental regions, and the borderlands between those regions. Each elemental region currently has four different subregions – the last of which is the relevant deity’s shrine – described in their section of the world map,[sup][2C], [107C][/sup] and most regions have additional locations mentioned in Encyclopedia stories.[sup][3C][/sup] The deities founded their eventual homes around the largest fragments of the shattered world pillar.[sup][13C][/sup] The eleven elemental nations are called flights.[sup][110C][/sup] The flights are in constant conflict against one another in the form of dominance conflicts.[sup][75C][/sup] During the most intense conflicts, weather can be unpredictable.[sup][76C][/sup] The dominant flight enjoys the favor of their patron deity, and the ability to take advantage of new trade routes, additional resources, and discounts as a result of their expanded influence.[sup][77C][/sup] About once a month, a different flight celebrates a festival which serves as a period of armistice during which all dragonkind comes together.[sup][78C][/sup] The deities who are not celebrating keep to themselves and respectfully recognize the act of festivals due to the importance of the celebrations to dragon culture. It also allows them to take a break from the stressful struggle of dominating the realm.[sup][79C][/sup] All territories have areas where it’s difficult or dangerous to tread.[sup][80C][/sup] Rather than exact borders, dragons may rely upon sensing the change in magical fields and landscape to identify when they are approaching a boundary. The regions are very influenced by the reigning deity and their protected shard of the pillar’s element.[sup][81C][/sup] Through study of the migration patterns of the currents fanfish, dragons have mapped the currents surrounding the primary landmass of Sornieth to at least some extent.[sup][111C][/sup] Various locations of significance, such as many of the venues at which dragons battle in the ‘Coliseum’ and the Trading Post, are located between flight regions.[sup][4C], [5C][/sup] The flight region in which a dragon lives will have an effect on the dragon’s personality due to its unique culture.[sup][7C][/sup] Each flight’s customs, characteristics, the deity it serves, and flight-wide sentiments help mold a dragon's behavior.[sup][82C][/sup] Dragon eggs absorb environmental magic, and the hatched dragon’s element will correspond to what was absorbed by the egg.[sup][8C][/sup] [br] ----------- [center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050145]Previous post: Magic[/url] | [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050152]Next post: The First Four Flights[/url] [emoji=right wing size=1] [emoji=subscription update size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050150]Top of post[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url] [emoji=scroll size=1][/sub][/center]


The Elemental Realms
Information regarding the various regions of Sornieth.
Elemental Realms sources 1C to 108C are located at this first linked post, and sources 109C to †C are located at this second linked post. Sources of both posts are marked with 'C'.




Overview
The entirety of the known world of Sornieth, at this time, is the unnamed continent inhabited by dragons.[1C] The continent consists of the eleven elemental regions, and the borderlands between those regions. Each elemental region currently has four different subregions – the last of which is the relevant deity’s shrine – described in their section of the world map,[2C], [107C] and most regions have additional locations mentioned in Encyclopedia stories.[3C] The deities founded their eventual homes around the largest fragments of the shattered world pillar.[13C]

The eleven elemental nations are called flights.[110C]

The flights are in constant conflict against one another in the form of dominance conflicts.[75C] During the most intense conflicts, weather can be unpredictable.[76C]
The dominant flight enjoys the favor of their patron deity, and the ability to take advantage of new trade routes, additional resources, and discounts as a result of their expanded influence.[77C]

About once a month, a different flight celebrates a festival which serves as a period of armistice during which all dragonkind comes together.[78C] The deities who are not celebrating keep to themselves and respectfully recognize the act of festivals due to the importance of the celebrations to dragon culture. It also allows them to take a break from the stressful struggle of dominating the realm.[79C]

All territories have areas where it’s difficult or dangerous to tread.[80C]

Rather than exact borders, dragons may rely upon sensing the change in magical fields and landscape to identify when they are approaching a boundary. The regions are very influenced by the reigning deity and their protected shard of the pillar’s element.[81C]

Through study of the migration patterns of the currents fanfish, dragons have mapped the currents surrounding the primary landmass of Sornieth to at least some extent.[111C]

Various locations of significance, such as many of the venues at which dragons battle in the ‘Coliseum’ and the Trading Post, are located between flight regions.[4C], [5C]

The flight region in which a dragon lives will have an effect on the dragon’s personality due to its unique culture.[7C] Each flight’s customs, characteristics, the deity it serves, and flight-wide sentiments help mold a dragon's behavior.[82C]
Dragon eggs absorb environmental magic, and the hatched dragon’s element will correspond to what was absorbed by the egg.[8C]



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
Gwsq8Fp.png
[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050150]Previous post: The Elemental Realms[/url] | [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050154]Next post: The Second Generation Flights[/url] [emoji=right wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url] [emoji=scroll size=1][/sub][/center] ----------- [br] [size=6]The First Four Flights[/size] -------------------- [size=2][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050164][i][u]Elemental Realms[/u] sources 1C to 108C are located at this first linked post[/url], and [i][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050166]sources 109C to †C are located at this second linked post[/url].[/i] Sources of both posts are marked with 'C'.[/size] [br] [br] -------------------- [center][size=5]Earth Flight – Dragonhome[/size] [i]Guarded by the Earthshaker and his subjects.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] Dragonhome, the rocky northern highlands, is the mountainous home region of the Earth flight.[sup][8C][/sup] The Earth Dragons of Dragonhome are monument builders. They prefer the consistency and eternal memory of the stone they shape. Of all the dragons, Earth Dragons revere their ancestors the most fervently, and remember the most about the First Age. Gemstones are their favored treasures.[sup][2C][/sup] Dragons of the earth flight may have thicker scales.[sup][66C][/sup] Earth dragons enjoy collecting granite and quizzing one another on each of the igneous rocks that make up a particular piece. Those who use gems and minerals to create apparel and items may be known as stoneshapers. ‘Geomancers’ are a specific variety of respected Earth dragons.[sup][9C][/sup] [size=4][b]The Shattered Plain[/b][/size] The first subregion, the Shattered Plain, is a rocky, barren expanse of skittering stone and parched, packed dirt with innumerable cracks. Amongst the larger rocks, small clans of dragons roost, away from the shards of dancing stone. The difficult labour required to dig and sustain a lair in the plain is the worst of the area’s trainings, making it an ideal training ground for those hoping to carve a living in the more dangerous parts of ancient Dragonhome.[sup][8C][/sup] Snapper dragons come from this area, and the majority of the population still resides there.[sup][10C][/sup] [size=4][b]The Greatwyrm’s Breach[/b][/size] The Greatwyrm’s Breach is a mighty break in the eggshell-shaped mountain range surrounding the pillar. It was named for its visual similarity to the hatching of a newborn dragon. It is said the westward gorge, towards the sea, housed the first clans, and the intricate caverns within it support this claim.[sup][8C][/sup] A storied realm for dragonkind, many of the old lairs here are known for their murals and cave-paintings telling of the ancient feats performed by the Elemental Gods in the shaping of the world.[sup][8C][/sup] A research expedition by the Dragonhome Preservation Guild was recently done in the Greatwyrm’s Breach, where strange skeletons of dragons and beasts alike were discovered alongside gems. Several of the expeditionaries went missing.[sup][11C][/sup] [size=4][b]The Cairnstone Rest[/b][/size] The Cairnstone Rest is an ancient burial ground and once possessed the richest gem deposits in Dragonhome. Prospectors take care to avoid the imposing obelisks and standing stones, heeding the warnings left for tomb robbers. However, accidents can happen in digging mines and expanding lairs, and more than one clan has been driven away by skeletal wyrms. Creatures and dragons alike have been drawn to the battleground, calling for more to take arms to either defend their living and dead kin, or to cull the intruders before too much harm is done.[sup][8C][/sup] [size=4][b]The Pillar of the World[/b][/size] The Pillar of the World is immense; the top nearly brushed the inner atmosphere when it was still intact. It was formed from the eight original deities, come together to hibernate and guard the world.[sup][12C][/sup] It was shattered across the continent after the Arcanist climbed it and attracted the Shade towards it, and the other deities departed.[sup][13C][/sup] It is now only crumbling remains, towering over the world as the base of a great magical shield meant to protect from the roaming Shade. The Earthshaker has existed here for time immemorial, guarding and mourning the structure that once held his siblings together.[sup][8C][/sup] Beneath the Pillar of the World, there are huge caves in which the most incredible limestone stalactites can be found.[sup][9C][/sup] [size=4][b]Terraclae[/b][/size] Its point of interest is marked with a star on the world map. This cave city was once a grand quarry, priding itself on its bounty of rich minerals and ores. As sites and digs were depleted, laborer clans took root in the empty spaces, carving out permanent homes to create an expansive self-sufficient community. The network of long-established clans that inhabit the city have significant clout in the region, holding sway over the construction of bridges, the operation of gem mines, and acting as the de facto voice of the earth flight.[sup][113C][/sup] [size=4][b]Parched Canyonwalks[/b][/size] Following a recent interest in tourism, immigration, and commerce in the arid north, a series of well-maintained stone archways and wooden footbridges were built. Though masonry and carpentry have improved movement throughout the highlands, many travelers and merchants still avoid these passages, content to stay as far as possible from the yawning chasms that fracture the landscape. A sharp increase in tectonic activity may also be hurting matters.[sup][113C][/sup] [size=4][b]Colonnades of Antiquity[/b][/size] The workings of the Dragonhome Preservation Guild have drawn the merchants, buskers, researchers, and thespians of Sornieth, all eager to make their mark in the region. Springing up around the dig sites, the Colonnades of Antiquity represent the very best and very worst of a new golden age of archaeological discovery; each new find feeds the sprawling bazaars and shops now crammed fang-by-jowl among the ancient architecture.[sup][113C][/sup] [size=4][b]Highland Sanctum[/b][/size] The Highland Sanctum is an ancient magical apparatus built to monitor the ley energies flowing throughout Dragonhome. It relays analysis on the strength of latent earth magic directly to the Oculus of the Eleven, where it is monitored and researched.[sup][113C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] There is something known as the “Crystalcourt”, where it seems the flight’s affluent elite grants audience to a lucky few dragons and, occasionally, beastclans.[sup][9C][/sup] They likely maintain some of the largest libraries among the flights.[sup][67C][/sup] Northeast of the Highland Sanctum is a small island with flora similar to that of Viridian Labyrinth. It may be the location where the 452nd Changing of the Guard, which was overseen by a mediator from the Earth flight, took place. [sup][56C], [113C][/sup] The Foxfire Bramble's thorny tangles arch above a path and allow access between Dragonhome and the Tangled Wood. Those same trunks extend to block the Scarred Wasteland's expansion towards Dragonhome. [sup][113C][/sup] The Dragonhome Preservation Guild is comprised of a select number of skilled archaeologists who unearth artifacts and ruins to preserve the past. The findings of research teams on research expeditions are moved to public galleries, where they can be freely viewed. The Master Archaeologian is Veyla, an old nocturne who led an excavation in Greatwyrm’s Breach during the Bounty of the Elements. Her understudy and the next Master Archaeologian-to-be, a spiral named Fetter, went missing recently during the excavation, as did her secretary, Eora, and one of her crewmen, Mysher.[sup][11C][/sup] To the chagrin of the resident archaeologists, an influx of freelancing diggers have begun moving into Dragonhome without proper regard for potential dangers.[sup][9C][/sup] Bundles of kunzite are commonly used throughout the region as tunnel lighting by miners and excavators. The gem can capture dragons’ firebreath and retain the luminosity for a period of time.[sup][9C][/sup] A long-lost Earth clan was responsible for creating the Moss-covered Golems, which have only recently emerged from their millenia-long slumber.[sup][9C][/sup] Metalworkers of the Ashfall Waste use rubies from Dragonhome to create brooches.[sup][9C][/sup] Undersea cave networks that connect the Tangled Wood and the Dragonhome are inhabited by dragon clans who use potted Deepmine Fungi as signs and distance markers.[sup][9C][/sup] The Forgotten Cave was an ancient lair found by Earth dragons seeking to document the cave systems of Sornieth.[sup][16C][/sup] The Potted Deepmine Fungi are exclusively found here, possibly indicating the Forgotten Cave is part of that undersea cave network.[sup][9C][/sup] The Highland Dryleaf is a poor-tasting hardy plant, and is sometimes the only sustenance for miles.[sup][37C][/sup] [size=4][b]Beastclans[/b][/size] The Longneck clans are indigenous to Dragonhome’s mountains. Their most hidden settlement, a legendary valley of steep cliffs and harsh edges, is hidden behind a hillside labyrinth. It’s yet to be infiltrated by dragons, with many too large to even attempt to explore the tunnels.[sup][14C][/sup] Recently, the Longnecks have become more hostile, pushing dragons away from the mountainsides. Emptied lairs set like honeycombs in the mountainside are used for outposts and storage.[sup][14C][/sup] There are longneck vigilantes who patrol to make the high passes of Dragonhome safe for travelers.[sup][9C][/sup] Harpies, Talonok, and Serthis also have populations in the Dragonhome, and the western coast is inhabited by Maren.[sup][15C][/sup] [br] [br] [br] -------------------- [center][size=5]Fire Flight – The Ashfall Waste[/size] [i]Exploited by the Flamecaller and her masons.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The unstable southern magmalands, the heartbeat of the world: the Ashfall Waste is the realm of Fire flight.[sup][17C][/sup] Dragons living here are influenced by the hard-working industrial nature of the area.[sup][7C][/sup] The Fire Dragons of the Ashfall Waste are metalworkers. They prefer to be as passionate and intense as the flames they coax. Of all the dragons, Fire Dragons are the most temperamental, and their red-hot fury knows no peers. Rare metal ore, weapons, statues, and tools are their favored treasures.[sup][2C][/sup] Dragons of the Fire flight may emit smoke.[sup][66C][/sup] They are known to be short tempered.[sup][127C][/sup] It is said that whenever the land is pained, searing canyons and geysers emerge from the bedrock. The Fire dragonflight exploits the unrest, shaping and manufacturing the terrain. The skies are filled with the acrid haze of smoke and steam.[sup][17C][/sup] [size=4][b]The Emberglow Hearth[/b][/size] The Emberglow Hearth is in the northern region of the Waste, where the magma vents are gentle and free of the volatile pressure troubling the rest of the realm. Small fiery pools attract edible salamanders and fireflies, and provide natural open-hearth furnaces that are ideal for apprentice metalworking dragons. Due to its ability to supply both utility and sustenance in great quantities, the Emberglow Hearth is a popular area for fledgeling lairs.[sup][17C][/sup] Coatl dragons originate from this area, and during mating season, the majority of Coatl return to the region to raise their nests.[sup][18C][/sup] [size=4][b]The Molten Scar[/b][/size] The Molten Scar, from above, appears as a fiery, violent wound gouged into the landscape. It reaches eastward and is comprised of disjointed tectonic plates that crash thunderously against one another as they drift on the liquid rock. Rare metals are revealed in this back-and-forth exchange, and the open gaps are alive with dragons eager to plunder the veins before the next collision knocks the ore into the melting pot below.[sup][17C][/sup] [size=4][b]The Blacksand Annex[/b][/size] The obsidian coastline of the Blacksand Annex is blanketed in flowing lava and a scalding steam-mist at the water’s edge. The land is fluid and soft, and appeals to flights eager to making a lasting impression on the landscape and cement their places by the Flamecaller’s side. However, this builder’s paradise is marred by inexplicable events and dreadful shapes moving deep in the pervasive mist.[sup][17C][/sup] The searing water is inhabited by the Ashen bicorn whales, who compete with the migrating Blackline Bicorns.[sup][19C][/sup] The constant expansion of the Annex creates copious amounts of chrysoberyl, which is one of the Ashfall Waste’s biggest exports. Igneous flow is also common where the lava meets the water of the Sea of a Thousand Currents.[sup][19C][/sup] Something having ‘Made in Blacksand Annex’ written on it is a sign that something is not unique or one-of-a-kind.[sup][19C][/sup] [size=4][b]The Great Furnace[/b][/size] The Great Furnace is the Flamecaller’s shrine; the continent’s largest and most active volcano, anchored into the thick, glassy obsidian with immense drills, and a mighty platform over its crater. The intricate architecture is shrouded by a billowing cloud of ash and acrid smoke, but the glowing lava powering the forge workshop highlights the fire tinged silhouettes of the furnaces and smelters furthering the Flamecaller’s efforts.[sup][17C][/sup] Steam gyres hover around the steam produced by the forges. Cinder miths can sometimes be found working alongside fire clans to produce weapons and armor.[sup][19C][/sup] The Great Furnace Forgeworks were previously run from inside the volcano.[sup][20C][/sup] [size=4][b]Flintlock Fumaroles[/b][/size] The Flintlock Fumaroles are a series of terrestrial vents that expel volcanic gases in quick, loud bursts, creating a perpetual, thick layer of smoky mist near the water’s edge. It was from here that the blacksmiths watched the Magmablood Rebuke's island form.[sup][20C][/sup] Tectonic activity and a surge in scorching subterranean magical essences have devastated the coastline through a series of cascading fissures, cracks, and geysers that continuously spew volcanic gases into vibrant orange skies. Plumes of thick, toxic smoke cling to the area, making breathing extremely dangerous for dragons not born of fire.[sup][114C][/sup] [size=4][b]Magmablood Rebuke[/b][/size] A new island formed recently by bursts of magma from the sea. The island sits over a source of pure elemental fire that could revolutionize metallurgy.[sup][20C][/sup] Sornieth's youngest geological phenomenon bubbled out of the sea, spurred by surging magical forces beneath the planet's surface. Despite seeking to claim and control the powerful fiery essences that birthed the mountain, the affluent forgemasters of the Grand Circle were forced to yield this young volcano to an organized sect of rebel blacksmiths who now defend it as their base of operations.[sup][114C][/sup] [size=4][b]Cinderslag[/b][/size] Its map symbol is marked with a star. Many of the dragons who did not defect to the Magmablood Rebellion have settled in the undesirable lairs of Cinderslag, a metal-built ramshackle town nestled in the oppressive heat of a crater near the Great Furnace. Seeking to combat rebels across the water, forgemasters drive the dragons of Cinderslag to an endless toil of forging tools, weapons, and armor.[sup][114C][/sup] [size=4][b]Magma Sanctum[/b][/size] This ancient magical apparatus was built to monitor the ley energies flowing throughout the Ashfall Waste. It provides analysis on the strength of latent fire magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[sup][114C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] The Heartshaft descends into the Ancient Bellows, which has direct access to the upper mantle. The Ancient Bellows are an ancient machine around which the heads of well-off smithing clans and several forgemasters held a secretive council to discuss ways to increase profit.[sup][20C][/sup] There are warm underground rivers, from which coatl obtain some of the fish for their piscine diet.[sup][63C][/sup] The Volcanic Vents coliseum venue are the recently-formed result of the Ashfall Waste’s volcanoes altering the land and pushing the Waste’s borders.[sup][21C][/sup] Visitors are warned not to follow the Will o’ the Embers that dance about.[sup][19C][/sup] The flowing magma is home to a thriving ecosystem.[sup][19C][/sup] The Ashfall Waste is known for its weapons and armor,[sup][70C], [71C][/sup] but it also produces decorative apparel for the fashionable and wealthy.[sup][19C][/sup] Rubies from Dragonhome are used to create brooches that are worn by merchants as signs of wealth.[sup][9C][/sup] Blacksmiths of the Ashfall Waste are able to craft prosthetics, though their prosthetics are unlikely to have all the functionality of the original limb.[sup][68C][/sup] The thin metal sheets required in the manufacture of glitter likely come from the Ashfall Waste.[sup][69C][/sup] The rebellion led by Por[sup][20C][/sup] is called the Magmablood Rebellion. Its most skilled smiths always carry a personal forge with them.[sup][19C][/sup] Many pieces of armor apparel were forged by the Blacksand Annex’s blacksmiths.[sup][70C], [71C][/sup] The scale armor sets, found in the blackmarkets and slums of the mainland, were created by Por and her rebel blacksmiths to fund their efforts and outfit their allies.[sup][72C][/sup] Firebrand tungsten is a waste product of Fire dragons’ metallurgy, and is useful for very little.[sup][19C][/sup] The Highland Dryleaf is a hardy, poor-tasting plant that can be foraged in the Ashfall Waste.[sup][37C][/sup] [size=4][b]Beastclans[/b][/size] There is a population of Talonok beastclan in the northwest of the Ashfall Waste and Harpies in the northeast.[sup][15C][/sup] Chillwind and Stormwind Harpies migrated to the Waste from the Southern Icefield.[sup][41C][/sup] [br] [br] [br] -------------------- [center][size=5]Wind Flight – The Windswept Plateau[/size] [i]Maintained by the Windsinger and his children.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The breezy, calming west[sup][22C][/sup] highland of steppes and fields is the Windswept Plateau, caressed endlessly by warm winds.[sup][23C][/sup] The Wind Dragons of the Windswept Plateau are explorers. They prefer to be joyful and care-free, like the gentle and playful breezes that whisk them to new lands. Of all the dragons, Wind Dragons are the most friendly, eager to become a small part of every community they encounter before they eventually and inevitably leave, following the currents in pursuit of a new adventure. Maps, compasses, and feathers are their favored treasure.[sup][2C][/sup] Their long-standing place as messengers and artists has influenced the flight to be open and inviting.[sup][82C][/sup] The Windsinger and his brood spend weeks preparing for the Mistral Jamboree, writing messages, poems, nonsense, and including map fragments of the places they have traveled in the past year. The gathered Messengers’ scrolls used as festival currency are the fruits of those labors.[sup][73C][/sup] [size=4][b]The Zephyr Steppes[/b][/size] The Zephyr Steppes are the most peaceful place in the world. Fledgling clans and families live within the bushes of the grassy steppes. The calm breezes help hatchlings to learn to fly much earlier than in other areas. These plots of terrain physically embody the first chapters of each dragon's rite to become closer to the sky.[sup][23C][/sup] Spirals originate from this area and continue to thrive here.[sup][86C][/sup] [size=4][b]The Reedcleft Ascent[/b][/size] Wind dragons’ aptitude to adulthood is tested in the Reedcleft Ascent, where the strongest of the regions’ air currents pass. The staggered pillars create an illusion of a fractured slope, separated by open air and with rapids far, far below.[sup][23C][/sup] The Reedcleft Sparkler insect is presumably named for this region.[sup][24C][/sup] Skydancers come from the Reedcleft Ascent, and the region still boasts the largest concentrated population of the species.[sup][87C][/sup] The zephyrs from this region can be condensed and put into an ornamental vessel known as a Reedcleft Resonance. When strung up into a tree, the Resonance's tail will always point towards the Windswept Plateau, pointing home wayward wind dragons.[sup][24C][/sup] [size=4][b]The Twisting Crescendo[/b][/size] The Twisting Crescendo is the Windsingers’ children’s final trial. It is a powerful vortex on the western shore, which has raged on for thousands of years and is said to be a residual effect of an ancient battle between the deities of air and ice.[sup][23C][/sup] It was encouraged into existence by the Windsinger, though that wasn’t particularly difficult; the Wind domain is located between the superheated air of the Fire domain and the chilled air of the Ice domain.[sup][65C][/sup] The Crescendo is responsible for the constant breezes and gusts in the region. The dragons here live on lairs held aloft by balloons and other air bladders carefully tended to by the patrons.[sup][23C][/sup] It stopped and vanished for a month at one point, and the wind dragons were too accustomed to the aid of moving wind to fly during that time. It returned after the courier Edgar made a delivery of a Windsinger idol to an odd young spiral dragon, who vanished as the Crescendo returned. When it returned after its absence, it moved in the opposite direction.[sup][25C][/sup] It seems that it may have taken the form of the strange spiral dragon rather than simply having vanished.[sup][101C][/sup] Its width and strength is much more fearsome in humid, warm late summer.[sup][43C][/sup] Taking a balloon ride through the Crescendo is a thrill for dragons of other regions.[sup][64C][/sup] [size=4][b]The Cloudsong[/b][/size] The Cloudsong is a floating array of kites and platforms crafted and maintained by the oldest clans of the Windswept Plateau. The largest kite resembles the Windsinger himself, constructed of leather bladders and sturdy paper sails. Reed balconies and walkways connect each disc to the next, creating a giant community in the sky.[sup][23C][/sup] Although it is the Windsinger’s shrine, he is often traveling.[sup][26C][/sup] [size=4][b]Singer's Brook[/b][/size] Nestled in a low pocket of coastline beneath towering cliffs, Singer's Brook is a place of tranquil stillness in an eternal storm. The contrast is clear when one visits the area; the howls and gusts fall away, replaced with the serene calls of birds and the babbling of streams that meander between the rocks and trees.[sup][115C][/sup] [size=4][b]Aergate[/b][/size] Its map symbol is marked with a star. Spurred to action after the Twisting Crescendo temporarily halted its eternal churn, wind dragons revitalized this once-ruined temple to its former glory. Beyond its role as a bustling city, Aergate played a pivotal role while the region was devoid of its signature gusts and zephyrs. The magically-rotating ring apparatuses provided dragons with a path to higher currents, allowing crucial couriers and travelers the needed boost to traverse the plateau during a time of crisis.[sup][115C][/sup] [size=4][b]Millmeadows[/b][/size] The ever-turning windmills that dot this landscape have multiple purposes. From grinding to sawing to irrigation, the traditionally laidback dragons of wind earn their keep on these farms—with a little help from the gusts, of course. Most impressive are the windmills' unique magical ability to efficiently recycle their source of power; they not only benefit from wind, they also help contribute to it.[sup][115C][/sup] [size=4][b]Gale Sanctum[/b][/size] An ancient magical apparatus built to monitor the ley energies flowing throughout the Windswept Plateau. The Gale Sanctum provides analysis on the strength of latent wind magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[sup][115C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] The coliseum venue of the Bamboo Falls exists in a serene area shared by the Wind and Water flights, near the coast of the Windswept Plateau.[sup][4C], [6C][/sup] Though ornaments made from jade are expensive in Sornieth’s economy, the raw form is in heavy abundance in the rivers running in the Windswept Plateau.[sup][24C][/sup] Foo’s eye is a banded gemstone that is a popular gift in the Windswept Plateau, and is commonly paired with protection charms and set in decorative patterns at the entrance to wind dragon lairs.[sup][24C][/sup] Bamboo is common in the Windswept Plateau, and is used to construct kites by the native dragons.[sup][24C][/sup] Skycats flock behind dragons in the Windswept Plateau, using their wake to fly.[sup][24C][/sup] A species of ivy known as the ‘sand creeper’ can blanket swathes of sand, and reemerge even after being culled. It can be found in the Windswept Plateau, indicating there must be sandy areas in the region.[sup][24C][/sup] The tawny aardvark was thought to be extinct, but has begun to appear more commonly in the densely wooded areas of the Windswept Plateau.[sup][24C][/sup] [size=4][b]Beastclans[/b][/size] The Kitsune beastclans are beloved in the Windswept Plateau, and they often live near dragon clans for protection.[sup][24C][/sup] Maren inhabit the northeast coast. The Zephyr Steppes, the Twisting Crescendo, and the east of the region is inhabited by Talonok beastclans. The Reedcleft Ascent has a Harpy population, and the area beneath it is inhabited by Longnecks.[sup][15C][/sup] [br] [br] [br] -------------------- [center][size=5]Water Flight – The Sea of a Thousand Currents[/size] [i]Maintained by the Tidelord and his oracles.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The Sea of a Thousand Currents is the freshwater, inland sea that serves as the Tidecaller and his children’s home region.[sup][27C][/sup] Although the Water flight claims all bodies of water as theirs by right,[sup][28C][/sup] the vast territory of the Sea is full of resources, artifacts of importance,[sup][29C][/sup] and – at least previously[sup][31C][/sup] – was the Tidelord’s seat of power. It is also more difficult to secure the deep ocean surrounding the continent.[sup][28C], [29C][/sup] The surrounding elemental regions benefit from the Sea of a Thousand Currents, as its tide rises and falls and brings sea life to shores of the other regions. The shorebound observer would only see the faint silhouette of surrounding lands on the horizon.[sup][27C][/sup] Deepsea creatures have emerged and spread into surrounding regions before.[sup][30C][/sup] Water dragons spend their lives in the depths of the region. Though water dragons are able to switch between breathing air and ‘breathing’ water,[sup][31C][/sup] dragons of almost all other flights must rely upon water dragons’ magic to allow them to survive in the Sea of a Thousand Currents.[sup][32C][/sup] The only exception is wind dragons, who can come and go as they please without being guests of water dragons.[sup][100C][/sup] The water dragons of the Sea of a Thousand Currents are oracles. They prefer to be as fluid as the waves and currents of the oceans. Of all the dragons, water dragons are the most mysterious, predicting the many futures that may come to pass, but revealing nothing of what they divine to outsiders. Shells and magic orbs are their favored treasures.[sup][2C], [127C][/sup] High oracles and prophets of the flight wear delicate, decorative Current Caller Raiments.[sup][33C][/sup] The shed shells of grown nudibranch mollusks are often collected by water dragons for good luck.[sup][33C][/sup] The Water flight has some dark tendencies. The flight does not receive many voluntary visitors, with dragons of other flights often being prisoners rather than guests. That said, most clans are still pleasant towards their "guests".[sup][100C][/sup] [size=4][b]The Tsunami Flats[/b][/size] The Tsunami Flats are a calm, coastal stretch of shoals and giant tidal pools. Dragons dig half-submerged underwater caves in the pools. Sustenance comes in the abundant form of amphibious reptiles and fish. It is here that the Water God was most able to protect his charges through the use of tidal waves to drive away aggressors.[sup][27C][/sup] [size=4][b]The Fishspine Reef[/b][/size] The Fishspine Reef’s coral roots deep into the dried marrow of enormous bones left behind from a forgotten era’s ancient battle. The remains may be of some monstrous fish, or ancient dragons, or something completely different. The Fishspine is crowded by a lost history, sunken artifacts, and drowned spirits.[sup][27C][/sup] Depin native to the Fishspine Reef are known as ‘Corrosive Depin’ due to feeding near exclusively on poisonous fish also native to the area; their ability to process poison leaves the food source uncontested.[sup][33C][/sup] Guardian dragons originate from the Fishspine Reef.[sup][85C][/sup] [size=4][b]The Leviathan Trench[/b][/size] The Leviathan Trench is the deepest part of the world; the sea beneath the sea. It is a treacherous and savage place with an unforgiving undertow and precious little light. Wondrous relics of prehistory are shrouded from even the Tidelord’s gaze by silty, unbroken darkness. The trench is inhabited by alien fish and far worse. The lairs of dragons in this region are dug into the safety of the cliff faces. The bravest of these clans dive into the unknown depths.[sup][27C][/sup] In its depths, massive schools of leatherback wave sweepers create a wall of light.[sup][33C][/sup] [size=4][b]The Spiral Keep[/b][/size] An immense conch known as the Spiral Keep is pressed into the very bottom of the seabed. The intense pressure presses the conch’s integrity to its limit, nearly imploding it. The Tidelord previously bellowed and moaned his prophecies in the form of billions of tiny bubbles,[sup][27C][/sup] though he has been silent for a long while now.[sup][31C][/sup] The dragons of the water flight have enlisted the help of willing deepwater maren beastclans, like the Fathomsearch Ambassadors, to aid them in their ongoing search for a lost deity.[sup][33C][/sup] Since hydromancers lost their connection to the Tidelord, many have taken up practicing other forms of water magic. Fathomsearch spirit jugs can temporarily call forth a watery companion.[sup][33C][/sup] The Tidelord's scrying pool at the Spiral Keep serves as the Scrying Workshop. Those who show him proper reverence may use the workshop's tools and magics to peer into every possible future outcome for their clanmates. It also allows dragons to maintain strong and diverse bloodlines and view potential hatchlings of any two dragons. The likely most unstable of the available magics are the scrolls that allow the scryer to view every draconic morphological possibility at once. The visions conjured by the tool may render color blindness if stared at for too long.[sup][102C][/sup] [size=4][b]The Shoredeep Presage[/b][/size] Every burgeoning oracle has made a pilgrimage to the Shoredeep Presage. A network of sea caves lead would-be seers to deep ritual chambers where their desperate pleas usually yield the first of many prophecies from the Tidelord himself. Silence now grips these tunnels, and those who venture there emerge only with disappointment.[sup][116C][/sup] The Shoredeep Presage is a divination cave where young Water dragons can divine their first revelation and become Junior Oracles. When the tide comes in, its mouth can be submerged up to the stalactites. Due to the strong current making it difficult for any but the fittest to swim safely, elders of shoreline clans carved grips to aid oracles to the grotto inside the Presage.[sup][31C][/sup] The grotto is at the top of an inclining path, and is lit by decorative braziers constructed of shells and dried coral. An enormous pool is carved into the stone floor, and at the edge of the pool is a dais containing an empty basin and an assortment of vials and reagents used to perform divination ceremonies. The pool connects to a tunnel that stretches and winds into the depths of the Leviathan Trench, which previously carried – by bubbles and currents – prophecies of the Tidelord and his most trusted subjects.[sup][31C][/sup] [size=4][b]Churnscar Wharf[/b][/size] Nestled on a previously submerged tropical peninsula, this bustling harbor now acts as a vital shipping port and go-between for seafaring dragons of every stripe. Seeking to repair and revitalize what was lost during the destruction wrought by an elemental maelstrom, water dragons use this centralized location to provide invaluable services to a growing realm.[sup][116C][/sup] [size=4][b]Flotsam Town[/b][/size] Its map symbol is marked with a star. After having their coastal lairs destroyed by a powerful hurricane, dragon clans came together and constructed this sprawling town from the wreckage of their former homes. Those that live, work, and play here have a tremendous bond forged from the collective loss they endured and are among the most welcoming communities in the realm. While not tidiest village on Sornieth, the tenacity and kindness of its denizens has made Flotsam Town a badge of pride for the Sea of a Thousand Currents.[sup][116C][/sup] [size=4][b]Drowned Sanctum[/b][/size] An ancient magical apparatus built to monitor the ley energies flowing throughout the Sea of a Thousand Currents. The Drowned Sanctum provides analysis on the strength of latent water magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[sup][116C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] The weather over the Sea of a Thousand Currents consists of the four seasons, but the seasons' effects are delayed by several moons below the surface due to the time it takes for the water to cool down or heat up. Storms are fairly common.[sup][104C][/sup] Many reefs in the Sea of a Thousand Currents have Dragonhorn coral as their foundation.[sup][33C][/sup] The red skinned watermelon is cultivated exclusively in the Sea of a Thousand Currents, though it has a land-growing cousin. The deep sea lobster is a delicacy exclusively fished by deep-diving water dragons.[sup][33C][/sup] Octoflyers may leap from the water and glide short distances. Water clan hatchlings enjoy watching them smack into things.[sup][33C][/sup] Dragons not of the water flight are unable to discern what manner of creature the Behemoth lance’s spearhead came from. Those of the water flight will not speak of it.[sup][33C][/sup] Giant Oarfish can grow to be eighty feet long and are hardly ever seen unless they die and float to the surface. Water dragons consider it a feast if one can be caught alive.[sup]]33C][/sup] Bamboo Falls, a coliseum venue, is located in territory shared between the Wind flight and the Water flight.[sup][4C], [6C][/sup] The Kelp Beds is a contested territory inhabited by creatures native to the Sea of a Thousand Currents, and it is close enough to the Windswept Plateau to receive the Windsinger’s blessing in the form of a large bubble to allow all dragons to battle there,[sup][34C][/sup] so it may be located in the same body of water as the Sea of a Thousand Currents.[sup][35C][/sup] [size=4][b]Beastclans[/b][/size] Harpies live near the falls from the Sunbeam Ruins and the coast that borders the Ashfall Waste and the Shifting Expanse. Centaurs in the Tangled Wood have territory that crosses into the Sea of a Thousand Currents, as do Serthis. Maren can be found throughout the area.[sup][15C][/sup] [br] ----------- [center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050150]Previous post: The Elemental Realms[/url] | [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050154]Next post: The Second Generation Flights[/url] [emoji=right wing size=1] [emoji=subscription update size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050152]Top of post[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url] [emoji=scroll size=1][/sub][/center]



The First Four Flights
Elemental Realms sources 1C to 108C are located at this first linked post, and sources 109C to †C are located at this second linked post. Sources of both posts are marked with 'C'.




Earth Flight – Dragonhome
Guarded by the Earthshaker and his subjects.


Overview
Dragonhome, the rocky northern highlands, is the mountainous home region of the Earth flight.[8C]

The Earth Dragons of Dragonhome are monument builders. They prefer the consistency and eternal memory of the stone they shape. Of all the dragons, Earth Dragons revere their ancestors the most fervently, and remember the most about the First Age. Gemstones are their favored treasures.[2C]

Dragons of the earth flight may have thicker scales.[66C]

Earth dragons enjoy collecting granite and quizzing one another on each of the igneous rocks that make up a particular piece.
Those who use gems and minerals to create apparel and items may be known as stoneshapers.
‘Geomancers’ are a specific variety of respected Earth dragons.[9C]


The Shattered Plain
The first subregion, the Shattered Plain, is a rocky, barren expanse of skittering stone and parched, packed dirt with innumerable cracks. Amongst the larger rocks, small clans of dragons roost, away from the shards of dancing stone. The difficult labour required to dig and sustain a lair in the plain is the worst of the area’s trainings, making it an ideal training ground for those hoping to carve a living in the more dangerous parts of ancient Dragonhome.[8C]
Snapper dragons come from this area, and the majority of the population still resides there.[10C]


The Greatwyrm’s Breach
The Greatwyrm’s Breach is a mighty break in the eggshell-shaped mountain range surrounding the pillar. It was named for its visual similarity to the hatching of a newborn dragon. It is said the westward gorge, towards the sea, housed the first clans, and the intricate caverns within it support this claim.[8C]
A storied realm for dragonkind, many of the old lairs here are known for their murals and cave-paintings telling of the ancient feats performed by the Elemental Gods in the shaping of the world.[8C]

A research expedition by the Dragonhome Preservation Guild was recently done in the Greatwyrm’s Breach, where strange skeletons of dragons and beasts alike were discovered alongside gems. Several of the expeditionaries went missing.[11C]


The Cairnstone Rest
The Cairnstone Rest is an ancient burial ground and once possessed the richest gem deposits in Dragonhome. Prospectors take care to avoid the imposing obelisks and standing stones, heeding the warnings left for tomb robbers. However, accidents can happen in digging mines and expanding lairs, and more than one clan has been driven away by skeletal wyrms.
Creatures and dragons alike have been drawn to the battleground, calling for more to take arms to either defend their living and dead kin, or to cull the intruders before too much harm is done.[8C]


The Pillar of the World
The Pillar of the World is immense; the top nearly brushed the inner atmosphere when it was still intact. It was formed from the eight original deities, come together to hibernate and guard the world.[12C] It was shattered across the continent after the Arcanist climbed it and attracted the Shade towards it, and the other deities departed.[13C]
It is now only crumbling remains, towering over the world as the base of a great magical shield meant to protect from the roaming Shade. The Earthshaker has existed here for time immemorial, guarding and mourning the structure that once held his siblings together.[8C]

Beneath the Pillar of the World, there are huge caves in which the most incredible limestone stalactites can be found.[9C]


Terraclae
Its point of interest is marked with a star on the world map.
This cave city was once a grand quarry, priding itself on its bounty of rich minerals and ores. As sites and digs were depleted, laborer clans took root in the empty spaces, carving out permanent homes to create an expansive self-sufficient community. The network of long-established clans that inhabit the city have significant clout in the region, holding sway over the construction of bridges, the operation of gem mines, and acting as the de facto voice of the earth flight.[113C]


Parched Canyonwalks
Following a recent interest in tourism, immigration, and commerce in the arid north, a series of well-maintained stone archways and wooden footbridges were built. Though masonry and carpentry have improved movement throughout the highlands, many travelers and merchants still avoid these passages, content to stay as far as possible from the yawning chasms that fracture the landscape.
A sharp increase in tectonic activity may also be hurting matters.[113C]


Colonnades of Antiquity
The workings of the Dragonhome Preservation Guild have drawn the merchants, buskers, researchers, and thespians of Sornieth, all eager to make their mark in the region. Springing up around the dig sites, the Colonnades of Antiquity represent the very best and very worst of a new golden age of archaeological discovery; each new find feeds the sprawling bazaars and shops now crammed fang-by-jowl among the ancient architecture.[113C]


Highland Sanctum
The Highland Sanctum is an ancient magical apparatus built to monitor the ley energies flowing throughout Dragonhome. It relays analysis on the strength of latent earth magic directly to the Oculus of the Eleven, where it is monitored and researched.[113C]


Other Locations and Miscellaneous Information
There is something known as the “Crystalcourt”, where it seems the flight’s affluent elite grants audience to a lucky few dragons and, occasionally, beastclans.[9C]

They likely maintain some of the largest libraries among the flights.[67C]

Northeast of the Highland Sanctum is a small island with flora similar to that of Viridian Labyrinth. It may be the location where the 452nd Changing of the Guard, which was overseen by a mediator from the Earth flight, took place. [56C], [113C]

The Foxfire Bramble's thorny tangles arch above a path and allow access between Dragonhome and the Tangled Wood. Those same trunks extend to block the Scarred Wasteland's expansion towards Dragonhome. [113C]

The Dragonhome Preservation Guild is comprised of a select number of skilled archaeologists who unearth artifacts and ruins to preserve the past. The findings of research teams on research expeditions are moved to public galleries, where they can be freely viewed.
The Master Archaeologian is Veyla, an old nocturne who led an excavation in Greatwyrm’s Breach during the Bounty of the Elements. Her understudy and the next Master Archaeologian-to-be, a spiral named Fetter, went missing recently during the excavation, as did her secretary, Eora, and one of her crewmen, Mysher.[11C]

To the chagrin of the resident archaeologists, an influx of freelancing diggers have begun moving into Dragonhome without proper regard for potential dangers.[9C]

Bundles of kunzite are commonly used throughout the region as tunnel lighting by miners and excavators. The gem can capture dragons’ firebreath and retain the luminosity for a period of time.[9C]

A long-lost Earth clan was responsible for creating the Moss-covered Golems, which have only recently emerged from their millenia-long slumber.[9C]

Metalworkers of the Ashfall Waste use rubies from Dragonhome to create brooches.[9C]

Undersea cave networks that connect the Tangled Wood and the Dragonhome are inhabited by dragon clans who use potted Deepmine Fungi as signs and distance markers.[9C]
The Forgotten Cave was an ancient lair found by Earth dragons seeking to document the cave systems of Sornieth.[16C] The Potted Deepmine Fungi are exclusively found here, possibly indicating the Forgotten Cave is part of that undersea cave network.[9C]

The Highland Dryleaf is a poor-tasting hardy plant, and is sometimes the only sustenance for miles.[37C]


Beastclans
The Longneck clans are indigenous to Dragonhome’s mountains. Their most hidden settlement, a legendary valley of steep cliffs and harsh edges, is hidden behind a hillside labyrinth. It’s yet to be infiltrated by dragons, with many too large to even attempt to explore the tunnels.[14C]

Recently, the Longnecks have become more hostile, pushing dragons away from the mountainsides. Emptied lairs set like honeycombs in the mountainside are used for outposts and storage.[14C]
There are longneck vigilantes who patrol to make the high passes of Dragonhome safe for travelers.[9C]

Harpies, Talonok, and Serthis also have populations in the Dragonhome, and the western coast is inhabited by Maren.[15C]






Fire Flight – The Ashfall Waste
Exploited by the Flamecaller and her masons.


Overview
The unstable southern magmalands, the heartbeat of the world: the Ashfall Waste is the realm of Fire flight.[17C] Dragons living here are influenced by the hard-working industrial nature of the area.[7C]
The Fire Dragons of the Ashfall Waste are metalworkers. They prefer to be as passionate and intense as the flames they coax. Of all the dragons, Fire Dragons are the most temperamental, and their red-hot fury knows no peers. Rare metal ore, weapons, statues, and tools are their favored treasures.[2C]

Dragons of the Fire flight may emit smoke.[66C]
They are known to be short tempered.[127C]

It is said that whenever the land is pained, searing canyons and geysers emerge from the bedrock. The Fire dragonflight exploits the unrest, shaping and manufacturing the terrain. The skies are filled with the acrid haze of smoke and steam.[17C]


The Emberglow Hearth
The Emberglow Hearth is in the northern region of the Waste, where the magma vents are gentle and free of the volatile pressure troubling the rest of the realm. Small fiery pools attract edible salamanders and fireflies, and provide natural open-hearth furnaces that are ideal for apprentice metalworking dragons. Due to its ability to supply both utility and sustenance in great quantities, the Emberglow Hearth is a popular area for fledgeling lairs.[17C]
Coatl dragons originate from this area, and during mating season, the majority of Coatl return to the region to raise their nests.[18C]


The Molten Scar
The Molten Scar, from above, appears as a fiery, violent wound gouged into the landscape. It reaches eastward and is comprised of disjointed tectonic plates that crash thunderously against one another as they drift on the liquid rock. Rare metals are revealed in this back-and-forth exchange, and the open gaps are alive with dragons eager to plunder the veins before the next collision knocks the ore into the melting pot below.[17C]


The Blacksand Annex
The obsidian coastline of the Blacksand Annex is blanketed in flowing lava and a scalding steam-mist at the water’s edge. The land is fluid and soft, and appeals to flights eager to making a lasting impression on the landscape and cement their places by the Flamecaller’s side. However, this builder’s paradise is marred by inexplicable events and dreadful shapes moving deep in the pervasive mist.[17C]
The searing water is inhabited by the Ashen bicorn whales, who compete with the migrating Blackline Bicorns.[19C]

The constant expansion of the Annex creates copious amounts of chrysoberyl, which is one of the Ashfall Waste’s biggest exports. Igneous flow is also common where the lava meets the water of the Sea of a Thousand Currents.[19C]

Something having ‘Made in Blacksand Annex’ written on it is a sign that something is not unique or one-of-a-kind.[19C]


The Great Furnace
The Great Furnace is the Flamecaller’s shrine; the continent’s largest and most active volcano, anchored into the thick, glassy obsidian with immense drills, and a mighty platform over its crater. The intricate architecture is shrouded by a billowing cloud of ash and acrid smoke, but the glowing lava powering the forge workshop highlights the fire tinged silhouettes of the furnaces and smelters furthering the Flamecaller’s efforts.[17C]

Steam gyres hover around the steam produced by the forges.
Cinder miths can sometimes be found working alongside fire clans to produce weapons and armor.[19C]

The Great Furnace Forgeworks were previously run from inside the volcano.[20C]


Flintlock Fumaroles
The Flintlock Fumaroles are a series of terrestrial vents that expel volcanic gases in quick, loud bursts, creating a perpetual, thick layer of smoky mist near the water’s edge. It was from here that the blacksmiths watched the Magmablood Rebuke's island form.[20C]
Tectonic activity and a surge in scorching subterranean magical essences have devastated the coastline through a series of cascading fissures, cracks, and geysers that continuously spew volcanic gases into vibrant orange skies. Plumes of thick, toxic smoke cling to the area, making breathing extremely dangerous for dragons not born of fire.[114C]


Magmablood Rebuke
A new island formed recently by bursts of magma from the sea. The island sits over a source of pure elemental fire that could revolutionize metallurgy.[20C]
Sornieth's youngest geological phenomenon bubbled out of the sea, spurred by surging magical forces beneath the planet's surface. Despite seeking to claim and control the powerful fiery essences that birthed the mountain, the affluent forgemasters of the Grand Circle were forced to yield this young volcano to an organized sect of rebel blacksmiths who now defend it as their base of operations.[114C]


Cinderslag
Its map symbol is marked with a star.
Many of the dragons who did not defect to the Magmablood Rebellion have settled in the undesirable lairs of Cinderslag, a metal-built ramshackle town nestled in the oppressive heat of a crater near the Great Furnace. Seeking to combat rebels across the water, forgemasters drive the dragons of Cinderslag to an endless toil of forging tools, weapons, and armor.[114C]


Magma Sanctum
This ancient magical apparatus was built to monitor the ley energies flowing throughout the Ashfall Waste. It provides analysis on the strength of latent fire magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[114C]



Other Locations and Miscellaneous Information
The Heartshaft descends into the Ancient Bellows, which has direct access to the upper mantle. The Ancient Bellows are an ancient machine around which the heads of well-off smithing clans and several forgemasters held a secretive council to discuss ways to increase profit.[20C]

There are warm underground rivers, from which coatl obtain some of the fish for their piscine diet.[63C]

The Volcanic Vents coliseum venue are the recently-formed result of the Ashfall Waste’s volcanoes altering the land and pushing the Waste’s borders.[21C]

Visitors are warned not to follow the Will o’ the Embers that dance about.[19C]

The flowing magma is home to a thriving ecosystem.[19C]

The Ashfall Waste is known for its weapons and armor,[70C], [71C] but it also produces decorative apparel for the fashionable and wealthy.[19C]
Rubies from Dragonhome are used to create brooches that are worn by merchants as signs of wealth.[9C]

Blacksmiths of the Ashfall Waste are able to craft prosthetics, though their prosthetics are unlikely to have all the functionality of the original limb.[68C]
The thin metal sheets required in the manufacture of glitter likely come from the Ashfall Waste.[69C]

The rebellion led by Por[20C] is called the Magmablood Rebellion. Its most skilled smiths always carry a personal forge with them.[19C]

Many pieces of armor apparel were forged by the Blacksand Annex’s blacksmiths.[70C], [71C] The scale armor sets, found in the blackmarkets and slums of the mainland, were created by Por and her rebel blacksmiths to fund their efforts and outfit their allies.[72C]

Firebrand tungsten is a waste product of Fire dragons’ metallurgy, and is useful for very little.[19C]

The Highland Dryleaf is a hardy, poor-tasting plant that can be foraged in the Ashfall Waste.[37C]


Beastclans
There is a population of Talonok beastclan in the northwest of the Ashfall Waste and Harpies in the northeast.[15C] Chillwind and Stormwind Harpies migrated to the Waste from the Southern Icefield.[41C]






Wind Flight – The Windswept Plateau
Maintained by the Windsinger and his children.


Overview
The breezy, calming west[22C] highland of steppes and fields is the Windswept Plateau, caressed endlessly by warm winds.[23C]
The Wind Dragons of the Windswept Plateau are explorers. They prefer to be joyful and care-free, like the gentle and playful breezes that whisk them to new lands. Of all the dragons, Wind Dragons are the most friendly, eager to become a small part of every community they encounter before they eventually and inevitably leave, following the currents in pursuit of a new adventure. Maps, compasses, and feathers are their favored treasure.[2C]
Their long-standing place as messengers and artists has influenced the flight to be open and inviting.[82C]

The Windsinger and his brood spend weeks preparing for the Mistral Jamboree, writing messages, poems, nonsense, and including map fragments of the places they have traveled in the past year. The gathered Messengers’ scrolls used as festival currency are the fruits of those labors.[73C]


The Zephyr Steppes
The Zephyr Steppes are the most peaceful place in the world. Fledgling clans and families live within the bushes of the grassy steppes. The calm breezes help hatchlings to learn to fly much earlier than in other areas. These plots of terrain physically embody the first chapters of each dragon's rite to become closer to the sky.[23C]
Spirals originate from this area and continue to thrive here.[86C]


The Reedcleft Ascent
Wind dragons’ aptitude to adulthood is tested in the Reedcleft Ascent, where the strongest of the regions’ air currents pass. The staggered pillars create an illusion of a fractured slope, separated by open air and with rapids far, far below.[23C]
The Reedcleft Sparkler insect is presumably named for this region.[24C]
Skydancers come from the Reedcleft Ascent, and the region still boasts the largest concentrated population of the species.[87C]

The zephyrs from this region can be condensed and put into an ornamental vessel known as a Reedcleft Resonance. When strung up into a tree, the Resonance's tail will always point towards the Windswept Plateau, pointing home wayward wind dragons.[24C]


The Twisting Crescendo
The Twisting Crescendo is the Windsingers’ children’s final trial. It is a powerful vortex on the western shore, which has raged on for thousands of years and is said to be a residual effect of an ancient battle between the deities of air and ice.[23C] It was encouraged into existence by the Windsinger, though that wasn’t particularly difficult; the Wind domain is located between the superheated air of the Fire domain and the chilled air of the Ice domain.[65C]
The Crescendo is responsible for the constant breezes and gusts in the region. The dragons here live on lairs held aloft by balloons and other air bladders carefully tended to by the patrons.[23C]

It stopped and vanished for a month at one point, and the wind dragons were too accustomed to the aid of moving wind to fly during that time. It returned after the courier Edgar made a delivery of a Windsinger idol to an odd young spiral dragon, who vanished as the Crescendo returned. When it returned after its absence, it moved in the opposite direction.[25C] It seems that it may have taken the form of the strange spiral dragon rather than simply having vanished.[101C]

Its width and strength is much more fearsome in humid, warm late summer.[43C]
Taking a balloon ride through the Crescendo is a thrill for dragons of other regions.[64C]


The Cloudsong
The Cloudsong is a floating array of kites and platforms crafted and maintained by the oldest clans of the Windswept Plateau. The largest kite resembles the Windsinger himself, constructed of leather bladders and sturdy paper sails. Reed balconies and walkways connect each disc to the next, creating a giant community in the sky.[23C]
Although it is the Windsinger’s shrine, he is often traveling.[26C]


Singer's Brook
Nestled in a low pocket of coastline beneath towering cliffs, Singer's Brook is a place of tranquil stillness in an eternal storm. The contrast is clear when one visits the area; the howls and gusts fall away, replaced with the serene calls of birds and the babbling of streams that meander between the rocks and trees.[115C]


Aergate
Its map symbol is marked with a star.
Spurred to action after the Twisting Crescendo temporarily halted its eternal churn, wind dragons revitalized this once-ruined temple to its former glory. Beyond its role as a bustling city, Aergate played a pivotal role while the region was devoid of its signature gusts and zephyrs. The magically-rotating ring apparatuses provided dragons with a path to higher currents, allowing crucial couriers and travelers the needed boost to traverse the plateau during a time of crisis.[115C]


Millmeadows
The ever-turning windmills that dot this landscape have multiple purposes. From grinding to sawing to irrigation, the traditionally laidback dragons of wind earn their keep on these farms—with a little help from the gusts, of course. Most impressive are the windmills' unique magical ability to efficiently recycle their source of power; they not only benefit from wind, they also help contribute to it.[115C]


Gale Sanctum
An ancient magical apparatus built to monitor the ley energies flowing throughout the Windswept Plateau. The Gale Sanctum provides analysis on the strength of latent wind magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[115C]


Other Locations and Miscellaneous Information
The coliseum venue of the Bamboo Falls exists in a serene area shared by the Wind and Water flights, near the coast of the Windswept Plateau.[4C], [6C]

Though ornaments made from jade are expensive in Sornieth’s economy, the raw form is in heavy abundance in the rivers running in the Windswept Plateau.[24C]

Foo’s eye is a banded gemstone that is a popular gift in the Windswept Plateau, and is commonly paired with protection charms and set in decorative patterns at the entrance to wind dragon lairs.[24C]

Bamboo is common in the Windswept Plateau, and is used to construct kites by the native dragons.[24C]

Skycats flock behind dragons in the Windswept Plateau, using their wake to fly.[24C]

A species of ivy known as the ‘sand creeper’ can blanket swathes of sand, and reemerge even after being culled. It can be found in the Windswept Plateau, indicating there must be sandy areas in the region.[24C]

The tawny aardvark was thought to be extinct, but has begun to appear more commonly in the densely wooded areas of the Windswept Plateau.[24C]


Beastclans
The Kitsune beastclans are beloved in the Windswept Plateau, and they often live near dragon clans for protection.[24C]

Maren inhabit the northeast coast. The Zephyr Steppes, the Twisting Crescendo, and the east of the region is inhabited by Talonok beastclans. The Reedcleft Ascent has a Harpy population, and the area beneath it is inhabited by Longnecks.[15C]






Water Flight – The Sea of a Thousand Currents
Maintained by the Tidelord and his oracles.


Overview
The Sea of a Thousand Currents is the freshwater, inland sea that serves as the Tidecaller and his children’s home region.[27C] Although the Water flight claims all bodies of water as theirs by right,[28C] the vast territory of the Sea is full of resources, artifacts of importance,[29C] and – at least previously[31C] – was the Tidelord’s seat of power.
It is also more difficult to secure the deep ocean surrounding the continent.[28C], [29C]

The surrounding elemental regions benefit from the Sea of a Thousand Currents, as its tide rises and falls and brings sea life to shores of the other regions. The shorebound observer would only see the faint silhouette of surrounding lands on the horizon.[27C]
Deepsea creatures have emerged and spread into surrounding regions before.[30C]

Water dragons spend their lives in the depths of the region. Though water dragons are able to switch between breathing air and ‘breathing’ water,[31C] dragons of almost all other flights must rely upon water dragons’ magic to allow them to survive in the Sea of a Thousand Currents.[32C] The only exception is wind dragons, who can come and go as they please without being guests of water dragons.[100C]

The water dragons of the Sea of a Thousand Currents are oracles. They prefer to be as fluid as the waves and currents of the oceans. Of all the dragons, water dragons are the most mysterious, predicting the many futures that may come to pass, but revealing nothing of what they divine to outsiders. Shells and magic orbs are their favored treasures.[2C], [127C]
High oracles and prophets of the flight wear delicate, decorative Current Caller Raiments.[33C]

The shed shells of grown nudibranch mollusks are often collected by water dragons for good luck.[33C]

The Water flight has some dark tendencies. The flight does not receive many voluntary visitors, with dragons of other flights often being prisoners rather than guests. That said, most clans are still pleasant towards their "guests".[100C]


The Tsunami Flats
The Tsunami Flats are a calm, coastal stretch of shoals and giant tidal pools. Dragons dig half-submerged underwater caves in the pools. Sustenance comes in the abundant form of amphibious reptiles and fish. It is here that the Water God was most able to protect his charges through the use of tidal waves to drive away aggressors.[27C]


The Fishspine Reef
The Fishspine Reef’s coral roots deep into the dried marrow of enormous bones left behind from a forgotten era’s ancient battle. The remains may be of some monstrous fish, or ancient dragons, or something completely different. The Fishspine is crowded by a lost history, sunken artifacts, and drowned spirits.[27C]
Depin native to the Fishspine Reef are known as ‘Corrosive Depin’ due to feeding near exclusively on poisonous fish also native to the area; their ability to process poison leaves the food source uncontested.[33C]
Guardian dragons originate from the Fishspine Reef.[85C]


The Leviathan Trench
The Leviathan Trench is the deepest part of the world; the sea beneath the sea. It is a treacherous and savage place with an unforgiving undertow and precious little light. Wondrous relics of prehistory are shrouded from even the Tidelord’s gaze by silty, unbroken darkness. The trench is inhabited by alien fish and far worse.
The lairs of dragons in this region are dug into the safety of the cliff faces. The bravest of these clans dive into the unknown depths.[27C]
In its depths, massive schools of leatherback wave sweepers create a wall of light.[33C]


The Spiral Keep
An immense conch known as the Spiral Keep is pressed into the very bottom of the seabed. The intense pressure presses the conch’s integrity to its limit, nearly imploding it. The Tidelord previously bellowed and moaned his prophecies in the form of billions of tiny bubbles,[27C] though he has been silent for a long while now.[31C]
The dragons of the water flight have enlisted the help of willing deepwater maren beastclans, like the Fathomsearch Ambassadors, to aid them in their ongoing search for a lost deity.[33C]
Since hydromancers lost their connection to the Tidelord, many have taken up practicing other forms of water magic. Fathomsearch spirit jugs can temporarily call forth a watery companion.[33C]

The Tidelord's scrying pool at the Spiral Keep serves as the Scrying Workshop. Those who show him proper reverence may use the workshop's tools and magics to peer into every possible future outcome for their clanmates. It also allows dragons to maintain strong and diverse bloodlines and view potential hatchlings of any two dragons.
The likely most unstable of the available magics are the scrolls that allow the scryer to view every draconic morphological possibility at once. The visions conjured by the tool may render color blindness if stared at for too long.[102C]


The Shoredeep Presage
Every burgeoning oracle has made a pilgrimage to the Shoredeep Presage. A network of sea caves lead would-be seers to deep ritual chambers where their desperate pleas usually yield the first of many prophecies from the Tidelord himself. Silence now grips these tunnels, and those who venture there emerge only with disappointment.[116C]

The Shoredeep Presage is a divination cave where young Water dragons can divine their first revelation and become Junior Oracles. When the tide comes in, its mouth can be submerged up to the stalactites. Due to the strong current making it difficult for any but the fittest to swim safely, elders of shoreline clans carved grips to aid oracles to the grotto inside the Presage.[31C]

The grotto is at the top of an inclining path, and is lit by decorative braziers constructed of shells and dried coral. An enormous pool is carved into the stone floor, and at the edge of the pool is a dais containing an empty basin and an assortment of vials and reagents used to perform divination ceremonies.
The pool connects to a tunnel that stretches and winds into the depths of the Leviathan Trench, which previously carried – by bubbles and currents – prophecies of the Tidelord and his most trusted subjects.[31C]

Churnscar Wharf
Nestled on a previously submerged tropical peninsula, this bustling harbor now acts as a vital shipping port and go-between for seafaring dragons of every stripe. Seeking to repair and revitalize what was lost during the destruction wrought by an elemental maelstrom, water dragons use this centralized location to provide invaluable services to a growing realm.[116C]


Flotsam Town
Its map symbol is marked with a star.
After having their coastal lairs destroyed by a powerful hurricane, dragon clans came together and constructed this sprawling town from the wreckage of their former homes. Those that live, work, and play here have a tremendous bond forged from the collective loss they endured and are among the most welcoming communities in the realm. While not tidiest village on Sornieth, the tenacity and kindness of its denizens has made Flotsam Town a badge of pride for the Sea of a Thousand Currents.[116C]


Drowned Sanctum
An ancient magical apparatus built to monitor the ley energies flowing throughout the Sea of a Thousand Currents. The Drowned Sanctum provides analysis on the strength of latent water magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[116C]


Other Locations and Miscellaneous Information
The weather over the Sea of a Thousand Currents consists of the four seasons, but the seasons' effects are delayed by several moons below the surface due to the time it takes for the water to cool down or heat up.
Storms are fairly common.[104C]

Many reefs in the Sea of a Thousand Currents have Dragonhorn coral as their foundation.[33C]

The red skinned watermelon is cultivated exclusively in the Sea of a Thousand Currents, though it has a land-growing cousin.
The deep sea lobster is a delicacy exclusively fished by deep-diving water dragons.[33C]

Octoflyers may leap from the water and glide short distances. Water clan hatchlings enjoy watching them smack into things.[33C]

Dragons not of the water flight are unable to discern what manner of creature the Behemoth lance’s spearhead came from. Those of the water flight will not speak of it.[33C]

Giant Oarfish can grow to be eighty feet long and are hardly ever seen unless they die and float to the surface. Water dragons consider it a feast if one can be caught alive.]33C]

Bamboo Falls, a coliseum venue, is located in territory shared between the Wind flight and the Water flight.[4C], [6C]

The Kelp Beds is a contested territory inhabited by creatures native to the Sea of a Thousand Currents, and it is close enough to the Windswept Plateau to receive the Windsinger’s blessing in the form of a large bubble to allow all dragons to battle there,[34C] so it may be located in the same body of water as the Sea of a Thousand Currents.[35C]


Beastclans
Harpies live near the falls from the Sunbeam Ruins and the coast that borders the Ashfall Waste and the Shifting Expanse. Centaurs in the Tangled Wood have territory that crosses into the Sea of a Thousand Currents, as do Serthis. Maren can be found throughout the area.[15C]



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
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[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050152]Previous post: The First Age Flights[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url][emoji=scroll size=1] | [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050158]Next post: The Third Age Flights[/url] [emoji=right wing size=1][/sub][/center] ----------- [br] [size=6]The Second Generation Flights[/size] -------------------- [size=2][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050164][i][u]Elemental Realms[/u] sources 1C to 108C are located at this first linked post[/url], and [i][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050166]sources 109C to †C are located at this second linked post[/url].[/i] Sources of both posts are marked with 'C'.[/size] [br] [br] -------------------- [center][size=5]Lightning Flight – The Shifting Expanse[/size] [i]Manufactured by the Stormcatcher and his employees.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The dry, rolling dunes of the Shifting Expanse in the east were terraformed by the Stormcatcher and his flight into a haven for storm-catching.[sup][22C][/sup] The blistering heat and storms serve as defense for the industrious dragons who call the desert home. Inhabitants of the Expanse carve their roosts deep into the earth and on the hollowed insides of towering mesas and buttes that line the coast. Miles of wrapped cables criss-cross valleys and canyons to link harnessed electricity to unseen machines.[sup][36C][/sup] It had to undergo a severe amount of terraformation by the Lightning flight to allow the machinery to coexist with the environment. There are rumors the landscape was lush before the storm-catching technologies became active and the constant pull of electric forces parched the region.[sup][22C][/sup] According to lore posted prior to the site's release, the Lightning Flight lives underground due to the inhospitality of the surface desert. The lightning rods and tesla-like devices harvest lightning which helps to power golem and utilities needed to make their subterranean lairs comfortable. Among such utilities are generators to power pumps that bring water up from underground wells, ventilation to exchange air with the surface, and electric lanterns that light the tunnels.[sup][103C][/sup] The tempest in the middle of the ‘shifting waste’ was created by the warring of the Tidecaller and the Windsinger.[sup][65C][/sup] The Shifting Expanse sees rainfall only once every couple years. When it does occur, it is a torrential downpour which lasts weeks.[sup][104C][/sup] The lightning dragons of the Shifting Expanse are engineers. They prefer to be quick and intuitive, to better harness the power of the tempest under which they make their home. Of all the dragons, lightning dragons are the most ambitious, changing the world to adapt to them, rather then adapting to the world. The copper wire, tools, and reactors are their favored treasures.[sup][2C][/sup] Lightning dragons may regard the hum of certain frequencies pleasing due to an association with that frequency meaning everything is working properly and not about to explode.[sup][105C][/sup] Ridgeback dragons originate from this region and most still call it their home.[sup][88C][/sup] [size=4][b]The Highland Scrub[/b][/size] The Highland Scrub is an arid stretch of land that is still the most docile area of the region. Low shrubber, cacti, and hundreds of species of lizards and carrion birds can be found in the area. The cacti in particular provide wandering dragons with water.[sup][36C][/sup] [size=4][b]The Carrion Canyon[/b][/size] The Carrion Canyon carves the region in two, and provides natural defense for the clans among the mesas. The divide is nearly devoid of life, with bones and corpses of long-dead creatures to prove the danger of trying to cross.[sup][36C][/sup] [size=4][b]The Lightning Farm[/b][/size] An impressive array of rods and spires form the Lightning Farm, collecting energy from lightning which strikes the coils thousands of times an hour. Hundreds of cables drape from mesa to mesa, like a vibrant spiderweb of concentrated energy.[sup][36C][/sup] [size=4][b]The Tempest Spire[/b][/size] The Tempest Spire is the central tower and conductor, surrounded by deadly air and torrents of lightning. The Stormcatcher bellows instructions to his employees below.[sup][36C][/sup] Coppercoil creepers are golems designed to traverse to and perform maintenance on the inaccessible conduits of the Tempest Spire.[sup][37C][/sup] Engineers of the Tempest Spire loathe magnetite.[sup][37C][/sup] [size=4][b]The Charged Barrens[/b][/size] This high voltage heartland is the natural expulsion point for excess energy generated on the industrious coastline. Arcs of angry electricity careen through the rolling dunes. Travel through this barren desert is deadly for the unprepared, and only the hardiest and most ingenuitive nomads in the realm choose to make their homes here.[sup][117C][/sup] [size=4][b]The Wiretangle Walk[/b][/size] Snaking amidst the great desert plateaus of the Lightning Farm are countless conductive cables. The chaotic tangle of wires carries power between storm-charged generators and various machines and devices of the region. The denizens of this copper jungle defy order and safety standards in favor of efficiency and throughput. Any visitor to the region should take extra caution where they step.[sup][117C][/sup] [size=4][b]Turrets of Goldensparc[/b][/size] Its symbol on the map is marked with a star. Set atop an island plateau, these towers represent the Lightning flight's race to stay on the cutting edge of technology. An array of mega-factories and elite high-rises encircle its perch like a crown to broadcast the flight's utmost superiority to all who step within its walls. Despite this display, Goldensparc generates almost no power of its own, relying instead upon a steady stream of energy directly from the Source.[sup][117C][/sup] [size=4][b]The Source[/b][/size] Constructed directly on the site of the now-decommissioned Stormcatch Sanctum, the power cells of this colossal reactor thrum with immense amounts of electric energy. Torrents of lightning magic pour from the leyline intersection below the imposing structure, a rich resource of usable power that surges along the various wires and conduits that make up the infrastructure of the region.[sup][117C][/sup] The Stormcatch Sanctum was a small, stone tower with a cyan jewel floating above it. The initial workers of the project were told they were creating a new elemental sanctum.[sup][98C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] The Golem Workshop is a long-abandoned factory, created by Lightning dragons and reactivated by Miths,[sup][38C][/sup] and is located in the interior of a mesa.[sup][4C][/sup] Pale Lightning Glass often forms in the sand beneath Lightning eggs, motivating parents to routinely clean out their nests.[sup][37C][/sup] Charged tungsten is a popular material in bulbs and superalloys, particularly among lightning dragons.[sup][37C][/sup] Coppercoil segment appendages twitch uncontrollably around lightning dragons.[sup][37C][/sup] Some dragon clans in the Shifting Expanse have begun to use prehnite as a currency, adopting the practice from harpy beastclans.[sup][37C][/sup] A species of ivy known as sand creeper sometimes blankets entire swathes of sand, and is difficult to eradicate once it appears.[sup][24C][/sup] Engineers of the Lightning flight can craft prosthetics, though it would be unlikely the prosthetic would possess the full functionality of the original limb.[sup][68C][/sup] [size=4][b]Beastclans[/b][/size] Maren can be found along the coast, and Serthis and Harpies inhabit the Carrion Canyon. Harpies can be found on the mesas as well, and Longnecks can be found at the coast and in the Highland Scrub.[sup]15[/sup] [br] [br] [br] -------------------- [center][size=5]Ice Flight – The Southern Icefield[/size] [i]Guarded by the Icewarden and his subjects.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The frosted expanse of the Southern Icefield once enveloped the entire lower hemisphere, rivaling the size of the main continent. The landmass is shrinking over time, however, and even drifting apart.[sup][39C][/sup] The frost dragons of the Southern Icefield are collectors. They prefer to be as rigid and cold as winter's chill. Of all the dragons, ice dragons are the most unemotional, carefully preserving the world around them to be later analyzed and cataloged. Fossils and artifacts are their favored treasures.[sup][2C][/sup] Their collection goes beyond relics, and includes living things that they freeze in ice to study at a later time.[sup][127C][/sup] The honor guard of the Ice flight wears Rimeplates. Few can bear the chill.[sup][111C][/sup] [size=4][b]The Frigid Floes[/b][/size] The Frigid Floes are the result of warm weather and intrusions from Fire and Lightning dragons, fracturing the floes further and further. They are a fleeting reminder of the former size and glory of the Southern Icefield.[sup][39C][/sup] Its northmost floes smoothly transition into the region of the Starfall Isles.[sup][118C][/sup] [size=4][b]The Snowsquall Tundra[/b][/size] The Snowsquall Tundra at the heart of the icefield contains much of the wildlife to be found. Dense evergreen forests skirt the mountain ridges. Many dragon clans huddle in wicker caves and huts deep in the trees for most of the year.[sup][39C][/sup] Tundra dragons originate from the area.[sup][89C][/sup] [size=4][b]The Cloudscape Crags[/b][/size] The Cloudscape Crags are among the tallest mountains in the world. Even the hardiest Ice dragons keep their clans safely below the harsh peaks, as those who venture upward never return.[sup][39C][/sup] [size=4][b]The Fortress of Ends[/b][/size] The Fortress of Ends is a frigid, unforgiving monument to the past. Spires of impenetrable ice suspend creatures, treasures, and even the Ice flight’s own denizens, trapped and preserved. It is a gaol where the most dangerous creatures and objects are contained.[sup][39C][/sup] There are various ancillary gaols to the Fortress of Ends.[sup][40C][/sup] Gaolers originate from the Fortress of Ends, and have remained in the Southern Icefield for most of the modern era.[sup][90C][/sup] [size=4][b]Reclaimer's Glacier[/b][/size] Desolation extends across the endless expanse of hardened ice of the Reclaimer's Glacier. Named for its tendency to prematurely end the journeys of the those who attempt to traverse it, this blizzard-battered glacier is among the most unforgiving places in the realm. Temperatures which never reach above freezing and distance from the sea mean that food and shelter are resources that dragons must prepare in advance.[sup][118C][/sup] Reclaimer’s Glacier is a location in the Southern Icefield which the Gaolers defended from the Shade. It is distant from the Fortress of Ends.[sup][40C][/sup] [size=4][b]Dripcave Dregs[/b][/size] The most widely-used entry point to the hidden domain of the Gaolers, the Icewarden's first children. This gateway is staunchly guarded, even with the breed's efforts to integrate with the rest of Sornieth. The mandate of the Ice deity still carries tremendous weight in the Dripcave Dregs, and only those with express clearance are permitted to enter the lonely pathways.[sup][118C][/sup] The Dripcave Deputy familiar is enlisted by the Gaoler clans to aid in maintaining order in the subterranean stockades.[sup][111C][/sup] [size=4][b]Rimebone Stockade[/b][/size] Its map symbol is marked with a star. Carved vertically into the dark stone, the deepest layers of the Rimebone Stockade entomb many of the ice flight's most important treasures. Utilized more as a storage vault than a prison, the relics and wonders within are protected by the region's artificers and researchers, who make their lairs in the uppermost cells of the pit.[sup][118C][/sup] [size=4][b]Frozen Sanctum[/b][/size] The Frozen Sanctum is an ancient magical apparatus built to monitor the ley energies flowing throughout the Southern Icefield. It provides analysis on the strength of latent ice magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[sup][118C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] The Glacial Assembly is an amphitheater where the Gaoler orders’ Wardens meet to discuss matters. It is the central congregation point between the Fortress of Ends and the ancillary gaols.[sup][40C][/sup] Snow flurries from the Icefield can reach as far as the Starfall Isles.[sup][43C][/sup] There are also relatively warmer periods in the Southern Icefield, during which Tundras develop a more lightweight coat.[sup][44C][/sup] [size=4][b]Beastclans[/b][/size] The Longnecks in the Southern Icefield have a storied history of coexisting with dragonkind, many guiding dragons through the dangerous mountain passes.[sup][41C], [42C][/sup] They can be found in the Cloudscape Crags and at the southeastern side of the Icefield. Centaurs can be found at the Snowsquall Tundra.[sup][15C][/sup] Chillwind and Stormcloud Harpies originate from the Southern Icefield, but migrated to the Ashfall Waste and rely on spelled snow to chill the ground.[sup][41C][/sup] [br] [br] [br] -------------------- [center][size=5]Light Flight – The Sunbeam Ruins[/size] [i]Illuminated by the Lightweaver and her children.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The elemental region of Light is located in the remains of an ancient seaside empire: the Sunbeam Ruins. The structures and monuments are all that remain of the world that existed since before dragonkind, and are the subject of study for archaeologists.[sup][45C][/sup] Geographically, it is an elevated area, relative not just to the neighboring flights, but to the whole continent.[sup][46C][/sup] The Light Dragons of the Sunbeam Ruins are philosophers. They prefer to be unbiased and logical, revealing the nature of the world as does the rays of the sun. Of all the dragons, light dragons are the most scholarly, holding the pursuit of truth as the highest virtue a dragon might aspire to. Scrolls and relics are their favored treasures.[sup][2C][/sup] The upper echelons of the acolytes and adepts don darkly colored raiments to set them apart from their subordinates.[sup][74C][/sup] The Light flight is dedicated to exposing all truths, even dangerous ones.[sup][97C][/sup] Pearlcatcher dragons originate from the region and continue to thrive in their native home.[sup][91C][/sup] Dragons of the Light flight may be bioluminescent or glow faintly.[sup][66C][/sup] [size=4][b]The Sundial Terrace[/b][/size] Little is known about the Sundial Terrace’s architects, and it is still the subject of feverish research. Each summer, on the longest day of the year, dragons from all over the world gather around the monument and etch the outline of its giant shadow into the stone floors of the terrace. This activity has been practiced since before the Light dragons ever settled.[sup][45C][/sup] The Sundial is close to the diameter of a large SETI telescope dish.[sup][47C][/sup] [size=4][b]The Mirrorlight Promenade[/b][/size] The Mirrorlight Promenade is a massive, decorative expanse of ancient architecture, angled to perfectly line up with the rising and setting of the sun. Hundreds of crumbling pillars exist as totems to families and clans that call this platform home. Adolescent dragons practice taking flight and landing along its narrow walkways, and hatchlings play in its many crevices and on its majestic stairwells.[sup][45C][/sup] The Goldslab Headdress is a relic of painted stone reconstructed from the ruins in the Mirrorlight Promenade.[sup][50C][/sup] [size=4][b]The Hewn City[/b][/size] The Hewn City is a ruined, skeletal landscape of shattered structures, gripped by a darkness that boggles even the most studious Light dragons. Secrets too mysterious to unearth lay in this city, and even the bravest dragons are given pause when approaching its haunted outskirts.[sup][45C][/sup] There is a border patrol for the Hewn City.[sup][48C][/sup] It is apparently sorted into quarters, such as the ‘eastern quarter’.[sup][49C][/sup] The immaculate tablets used as festival currency contain verbose and eloquent references to daily life and events in the Sunbeam Ruins. Not-so-immaculate tablets litter the Hewn City and are difficult to read, but scholars are hard at work to decipher them.[sup][74C][/sup] [size=4][b]The Beacon of the Radiant Eye[/b][/size] The Beacon of the Radiant Eye is a crumbled, but welcoming tower that resides on the eastern seaboard. From this cliff, the Lightweaver watches and waits for any dragon that may be making a trip across the sea. It is an important vantage point; she can survey the golden rolling hills speckled with ruins and redwoods, and see everywhere the light touches.[sup][45C][/sup] The Imperial dragon breed originates from this shrine, but are conspicuously absent from the area.[sup][92C][/sup] [size=4][b]Emperor's Wake[/b][/size] A fusion of the dessicated Imperial corpses left unburied, Luminax – named for the apparent bloodline of its composite Imperials – is the first risen Emperor to roam Sornieth in centuries. Within the chunks of dredged earth created by the monstrosity's march through the ruins, crafty adventurers and archaeologists brave enough to explore this dangerous and menacing area continue to uncover valuable relics and traces of civilizations past that might have taken years to find otherwise. None linger too long, though, keeping their eyes on the horizon for the trampling behemoth. Luminax is animated and wanders within the field at the center of the Sunbeam Ruins on the world map.[sup][48C], [119C][/sup] [size=4][b]Lanternlea Port[/b][/size] Its map symbol is marked with a star. The region's lightsworn scholars greatest discoveries' are archived in this coastal village. Unlike most areas within the Sunbeam Ruins, Lanternlea Port spends most of the waking hours drenched in the shade of the oceankissed cliffs and the day-to-day bustle is illuminated by bright glass orb lanterns, maintained to a brilliant sheen.[sup][119C][/sup] [size=4][b]The Moonportal[/b][/size] The Moonportal is a crumbling stone arch that lay dormant and decaying for thousands of years. Long standing as simply a lonely monument, its true purpose is a transfer device to and from the Sunbeam Ruins was revealed after reconnecting to the Sunportal. Its sister arch, the Sunportal, was activated recently at the bottom of a shrouded portal in the Tangled Wood.[sup][46C], [119C][/sup] The reactivation seems to have been caused by a primitive crescent-shaped runestone being tossed into the Thorndark Altar during a rare lunar eclipse.[sup][49C][/sup] [size=4][b]The Daylight Sanctum[/b][/size] The Daylight Sanctum is an ancient magical apparatus built to monitor the ley energies flowing throughout the Sunbeam Ruins. It provides analysis on the strength of latent light magic, and relays it directly to the Oculus of the Eleven, where it has been monitored and researched by skilled magisters and scholars for hundreds of years.[sup][46C], [119C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] The Sunbeam Ruins likely maintains some of the largest libraries in Sornieth.[sup][67C][/sup] The Waterway coliseum venue is possibly within the sewers beneath the Hewn City, as among the Waterway coliseum enemies are Noggles whose item description say they are rumored to inhabit sewers under the Hewn City.[sup][50C], [†C][/sup] [size=4][b]Beastclans[/b][/size] The Sundial Terrace and the waterfalls that connect to the Sea of a Thousand Currents are Harpy territory. Centaurs live along the river and between the Terrace and the Beacon. Serthis can be found at the border of the Tangled Wood and the Ruins. The mouth where the river flows into the Ruins is inhabited by Maren.[sup][15C][/sup] -------------------- [center][size=5]Shadow Flight – The Tangled Wood[/size] [i]Hidden away by the Shadowbinder and her minions.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The murky wood of rail-thin evergreens of the Tangled Wood are enveloped by an impenetrable mist that casts it into constant shadow. The Shadowbinder and her ilk live unseen between glowing mushrooms, gnarled branches, and twisted tree roots. The earth in the woods is literally sunken, as if half of the Sunbeam Ruins fell away into darkness willingly.[sup][51C][/sup] The Shadow Dragons of the Tangled Wood are tricksters. They prefer to be capricious and fickle, like the flickering shadows they manipulate. Of all the dragons, Shadow Dragons are the most enthralled by games, and delight most in winning, even if it means underhandedly. Game boards, tokens, and pieces are their favored treasure.[sup][2C][/sup] Shadow dragons are inclined towards concealment of both their physical forms and their motivations. They hide well in darkness, but may also have developed skill at non-magical stealth and camouflage.[sup][109C][/sup] They may be viewed as superstitious by those of other flights.[sup][108C][/sup] The Driftwood Drag is located in the northeastern portion of the Tangled Wood, the Wispwillow Grove is in the west, the Foxfire Bramble is in the south, and the Forum of the Obscured Crescent is dead center.[sup][104C][/sup] Shadow as a flight aims to obscure all truths, even useful ones.[sup][97C][/sup] Nocturne dragons originate from this region, and spend most of the year dormant in the area.[sup][93C][/sup] [size=4][b]The Driftwood Drag[/b][/size] The Driftwood Drag is located at the river delta, where hollow, rotted logs line the banks. The silty flow is impeded by haphazard dams of wood, bark, and leaf-litter stuck together. The fertile lands and abundance of food to be found in the region attract all manner of wildlife, and dragons are no exception. Roosts are routinely built using the natural dams, expanding heavily into above-ground draconic habitats.[sup][51C][/sup] [size=4][b]The Wispwillow Grove[/b][/size] Nestled in a pocket of sunken land just on the edge of the Shadowbinder's domain[sup][108C][/sup] is the Wispwillow Grove, likely the most beautiful part of the darkened land. All manner of giant glowing fungi dot the terrain, providing the only light that does not fight its way through the murk that hangs above. Among these mushrooms, trickster dragons chase firebugs and faeries, capturing them for eerie lanterns to illuminate their hovels and caves.[sup][51C][/sup] Wispwillow perytons, which only shadow dragons can see after nightfall, may be from this area.[sup][52C][/sup] Residents of the Wispwillow Grove know to avoid the dark forest at its edge. To go around it is safe, to fly over it is a risk, but to travel through it is unwise. This is due to the Veilspun dragons fabled to live within it. Among the stories told of them are legends of dragons rapidly aging, dragons with the ability of mimics, and that the forest itself may hypnotize a dragon to steal them and turn them into a Veilspun dragon. A rhyme warns against straying into the forest lest the "Veiled Ones" take those who wander.[sup][108C][/sup] [size=4][b]The Foxfire Bramble[/b][/size] The Foxfire Bramble’s gnarled, twisting shapes are sinister against the moonlight, and provide excellent defense to the clans that have painstakingly dug themselves hearths within. Beneath the crushing, thorny knots are some of the darkest places in the realm, and it is nearly impossible for even nocturnal creatures to see more than a few feet in front of them.[sup][51C][/sup] The Foxfire Bramble serves as a barrier against the expansion of the Scarred Wasteland.[sup][120C][/sup] [size=4][b]The Forum of the Obscured Crescent[/b][/size] The Forum of the Obscured Crescent is a dirtied, muddied hovel, deliberately piled with debris from all the surrounding areas. It existed before the land was enveloped in shadow, constructed by an ancient civilization who, perhaps aware of its nature as a potent weapon against deception, built an open air temple around the pool. The Shadowbinder now claims the Forum as her fortress, fouling the pool with spoils and junk to render it useless as a clairvoyant tool.[sup][51C][/sup] [size=4][b]The Thorndark Altar and the Sunportal[/b][/size] The Thorndark Alter was a well of darkness tended by the Shadowbinder’s brood for generations, used for lunar gatherings. Centuries of shadow clan rituals wherein zealots sacrificed treasures and belongings to the stygian pool at its heart have occurred here. Dark tendrils seethed between ruined architecture, looking as though it may grab out at victims. For a long time, nothing of note occurred during these gatherings, but a hatchling tossed in a stolen runestone and seemingly caused a lunar eclipse. The pool drained, and the ruins fell to create a stairway to the heart of the pool.[sup][49C][/sup] Currently, the altar has taken on a new purpose as a fixture for the stone arch that now stands in the depression once filled by shadowy pools.[sup][120C][/sup] [size=4][b]The Sunportal[/b][/size] The Altar was set above ancient, sunken architecture: a simple stone archway, the Sunportal. Having been reactivated thanks to a magical keystone, its true purpose was revealed as a transfer device for dragons and items to and from the Tangled Wood upon reconnecting it to its sister arch, the Moonportal, which resides in the daykissed meadows of the Sunbeam Ruins.[sup][46C][/sup] The enduring stone arch of the Sunportal was once submerged beneath the shadowy pools in the center of the Thorndark Altar, hidden and forgotten. Many shadow clans have taken an interest in watching the Sunportal and guarding against any who would pass through its arch.[sup][120C][/sup] [size=4][b]Murkbarrow Close[/b][/size] Its map symbol is marked with a star. Nestled in the hollowed trunk of an ancient, colossal pine, Murkbarrow Close is a hive of shadowed activity. Tightly-packed hovels and shacks are crammed together in the perpetual shade cast by the corpse of the old tree. The only vestiges of light come from lanterns that glow turquoise and purple dotting the narrow alleyways. The crowded abodes almost look empty to casual onlookers, until the glowing eyes of the inhabiting hermits blink from the shadows.[sup][120C][/sup] [size=4][b]Dusk Sanctum[/b][/size] An ancient magical apparatus built to monitor the ley energies flowing throughout the Tangled Wood. The Dusk Sanctum provides invaluable analysis on the strength of latent shadow magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[sup][120C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] Millions of moor thistle blanket the lowland valleys of the Tangled Wood; coupled with the brambles, they provide excellent protection for dragon dens.[sup][52C][/sup] Cattails are an invasive plant which must be removed from the swamps between the Tangled Wood and the Scarred Wasteland to preserve the wetlands.[sup][52C][/sup] Undersea cave networks – possibly the Forgotten Cave – are inhabited by dragon clans and connect Dragonhome and the Tangled Wood. Potted Deepmine Fungi are used as markers.[sup][16C], [9C][/sup] Will o’ the Wisps hover around travelers who take wrong turns.[sup][52C][/sup] A mantle of living shadow called the 'Shadowstrike' is bestowed upon only the shadow flight's best warriors and closest allies.[sup][52C][/sup] [size=4][b]Beastclans[/b][/size] Centaurs possess large territory in the Tangled Wood, and Serthis can be found throughout the entire region. Where it borders the Sea of a Thousand Currents, Maren can be found. Talonok live at the border into the Scarred Wasteland,[sup][15C][/sup] and Corven emissaries in particular have adapted to the customs of the Tangled Wood.[sup][52C][/sup] [br] ----------- [center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050152]Previous post: The First Age Flights[/url] | [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050158]Next post: The Third Age Flights[/url] [emoji=right wing size=1] [emoji=subscription update size=1][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050154]Top of post[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url][emoji=scroll size=1][/sub][/center]



The Second Generation Flights
Elemental Realms sources 1C to 108C are located at this first linked post, and sources 109C to †C are located at this second linked post. Sources of both posts are marked with 'C'.




Lightning Flight – The Shifting Expanse
Manufactured by the Stormcatcher and his employees.


Overview
The dry, rolling dunes of the Shifting Expanse in the east were terraformed by the Stormcatcher and his flight into a haven for storm-catching.[22C] The blistering heat and storms serve as defense for the industrious dragons who call the desert home. Inhabitants of the Expanse carve their roosts deep into the earth and on the hollowed insides of towering mesas and buttes that line the coast. Miles of wrapped cables criss-cross valleys and canyons to link harnessed electricity to unseen machines.[36C]

It had to undergo a severe amount of terraformation by the Lightning flight to allow the machinery to coexist with the environment. There are rumors the landscape was lush before the storm-catching technologies became active and the constant pull of electric forces parched the region.[22C]

According to lore posted prior to the site's release, the Lightning Flight lives underground due to the inhospitality of the surface desert. The lightning rods and tesla-like devices harvest lightning which helps to power golem and utilities needed to make their subterranean lairs comfortable. Among such utilities are generators to power pumps that bring water up from underground wells, ventilation to exchange air with the surface, and electric lanterns that light the tunnels.[103C]

The tempest in the middle of the ‘shifting waste’ was created by the warring of the Tidecaller and the Windsinger.[65C]

The Shifting Expanse sees rainfall only once every couple years. When it does occur, it is a torrential downpour which lasts weeks.[104C]

The lightning dragons of the Shifting Expanse are engineers. They prefer to be quick and intuitive, to better harness the power of the tempest under which they make their home. Of all the dragons, lightning dragons are the most ambitious, changing the world to adapt to them, rather then adapting to the world. The copper wire, tools, and reactors are their favored treasures.[2C]

Lightning dragons may regard the hum of certain frequencies pleasing due to an association with that frequency meaning everything is working properly and not about to explode.[105C]

Ridgeback dragons originate from this region and most still call it their home.[88C]


The Highland Scrub
The Highland Scrub is an arid stretch of land that is still the most docile area of the region. Low shrubber, cacti, and hundreds of species of lizards and carrion birds can be found in the area. The cacti in particular provide wandering dragons with water.[36C]


The Carrion Canyon
The Carrion Canyon carves the region in two, and provides natural defense for the clans among the mesas. The divide is nearly devoid of life, with bones and corpses of long-dead creatures to prove the danger of trying to cross.[36C]


The Lightning Farm
An impressive array of rods and spires form the Lightning Farm, collecting energy from lightning which strikes the coils thousands of times an hour. Hundreds of cables drape from mesa to mesa, like a vibrant spiderweb of concentrated energy.[36C]


The Tempest Spire
The Tempest Spire is the central tower and conductor, surrounded by deadly air and torrents of lightning. The Stormcatcher bellows instructions to his employees below.[36C]
Coppercoil creepers are golems designed to traverse to and perform maintenance on the inaccessible conduits of the Tempest Spire.[37C]

Engineers of the Tempest Spire loathe magnetite.[37C]


The Charged Barrens
This high voltage heartland is the natural expulsion point for excess energy generated on the industrious coastline. Arcs of angry electricity careen through the rolling dunes. Travel through this barren desert is deadly for the unprepared, and only the hardiest and most ingenuitive nomads in the realm choose to make their homes here.[117C]


The Wiretangle Walk
Snaking amidst the great desert plateaus of the Lightning Farm are countless conductive cables. The chaotic tangle of wires carries power between storm-charged generators and various machines and devices of the region. The denizens of this copper jungle defy order and safety standards in favor of efficiency and throughput. Any visitor to the region should take extra caution where they step.[117C]


Turrets of Goldensparc
Its symbol on the map is marked with a star.
Set atop an island plateau, these towers represent the Lightning flight's race to stay on the cutting edge of technology. An array of mega-factories and elite high-rises encircle its perch like a crown to broadcast the flight's utmost superiority to all who step within its walls. Despite this display, Goldensparc generates almost no power of its own, relying instead upon a steady stream of energy directly from the Source.[117C]


The Source
Constructed directly on the site of the now-decommissioned Stormcatch Sanctum, the power cells of this colossal reactor thrum with immense amounts of electric energy. Torrents of lightning magic pour from the leyline intersection below the imposing structure, a rich resource of usable power that surges along the various wires and conduits that make up the infrastructure of the region.[117C]
The Stormcatch Sanctum was a small, stone tower with a cyan jewel floating above it. The initial workers of the project were told they were creating a new elemental sanctum.[98C]


Other Locations and Miscellaneous Information
The Golem Workshop is a long-abandoned factory, created by Lightning dragons and reactivated by Miths,[38C] and is located in the interior of a mesa.[4C]

Pale Lightning Glass often forms in the sand beneath Lightning eggs, motivating parents to routinely clean out their nests.[37C]

Charged tungsten is a popular material in bulbs and superalloys, particularly among lightning dragons.[37C]

Coppercoil segment appendages twitch uncontrollably around lightning dragons.[37C]

Some dragon clans in the Shifting Expanse have begun to use prehnite as a currency, adopting the practice from harpy beastclans.[37C]

A species of ivy known as sand creeper sometimes blankets entire swathes of sand, and is difficult to eradicate once it appears.[24C]

Engineers of the Lightning flight can craft prosthetics, though it would be unlikely the prosthetic would possess the full functionality of the original limb.[68C]


Beastclans
Maren can be found along the coast, and Serthis and Harpies inhabit the Carrion Canyon. Harpies can be found on the mesas as well, and Longnecks can be found at the coast and in the Highland Scrub.15






Ice Flight – The Southern Icefield
Guarded by the Icewarden and his subjects.


Overview
The frosted expanse of the Southern Icefield once enveloped the entire lower hemisphere, rivaling the size of the main continent. The landmass is shrinking over time, however, and even drifting apart.[39C]

The frost dragons of the Southern Icefield are collectors. They prefer to be as rigid and cold as winter's chill. Of all the dragons, ice dragons are the most unemotional, carefully preserving the world around them to be later analyzed and cataloged. Fossils and artifacts are their favored treasures.[2C]

Their collection goes beyond relics, and includes living things that they freeze in ice to study at a later time.[127C]

The honor guard of the Ice flight wears Rimeplates. Few can bear the chill.[111C]

The Frigid Floes
The Frigid Floes are the result of warm weather and intrusions from Fire and Lightning dragons, fracturing the floes further and further. They are a fleeting reminder of the former size and glory of the Southern Icefield.[39C]
Its northmost floes smoothly transition into the region of the Starfall Isles.[118C]


The Snowsquall Tundra
The Snowsquall Tundra at the heart of the icefield contains much of the wildlife to be found. Dense evergreen forests skirt the mountain ridges. Many dragon clans huddle in wicker caves and huts deep in the trees for most of the year.[39C]
Tundra dragons originate from the area.[89C]


The Cloudscape Crags
The Cloudscape Crags are among the tallest mountains in the world. Even the hardiest Ice dragons keep their clans safely below the harsh peaks, as those who venture upward never return.[39C]


The Fortress of Ends
The Fortress of Ends is a frigid, unforgiving monument to the past. Spires of impenetrable ice suspend creatures, treasures, and even the Ice flight’s own denizens, trapped and preserved. It is a gaol where the most dangerous creatures and objects are contained.[39C]

There are various ancillary gaols to the Fortress of Ends.[40C]
Gaolers originate from the Fortress of Ends, and have remained in the Southern Icefield for most of the modern era.[90C]


Reclaimer's Glacier
Desolation extends across the endless expanse of hardened ice of the Reclaimer's Glacier. Named for its tendency to prematurely end the journeys of the those who attempt to traverse it, this blizzard-battered glacier is among the most unforgiving places in the realm. Temperatures which never reach above freezing and distance from the sea mean that food and shelter are resources that dragons must prepare in advance.[118C]
Reclaimer’s Glacier is a location in the Southern Icefield which the Gaolers defended from the Shade. It is distant from the Fortress of Ends.[40C]


Dripcave Dregs
The most widely-used entry point to the hidden domain of the Gaolers, the Icewarden's first children. This gateway is staunchly guarded, even with the breed's efforts to integrate with the rest of Sornieth. The mandate of the Ice deity still carries tremendous weight in the Dripcave Dregs, and only those with express clearance are permitted to enter the lonely pathways.[118C]
The Dripcave Deputy familiar is enlisted by the Gaoler clans to aid in maintaining order in the subterranean stockades.[111C]


Rimebone Stockade
Its map symbol is marked with a star.
Carved vertically into the dark stone, the deepest layers of the Rimebone Stockade entomb many of the ice flight's most important treasures. Utilized more as a storage vault than a prison, the relics and wonders within are protected by the region's artificers and researchers, who make their lairs in the uppermost cells of the pit.[118C]


Frozen Sanctum
The Frozen Sanctum is an ancient magical apparatus built to monitor the ley energies flowing throughout the Southern Icefield. It provides analysis on the strength of latent ice magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[118C]


Other Locations and Miscellaneous Information
The Glacial Assembly is an amphitheater where the Gaoler orders’ Wardens meet to discuss matters. It is the central congregation point between the Fortress of Ends and the ancillary gaols.[40C]

Snow flurries from the Icefield can reach as far as the Starfall Isles.[43C] There are also relatively warmer periods in the Southern Icefield, during which Tundras develop a more lightweight coat.[44C]


Beastclans
The Longnecks in the Southern Icefield have a storied history of coexisting with dragonkind, many guiding dragons through the dangerous mountain passes.[41C], [42C] They can be found in the Cloudscape Crags and at the southeastern side of the Icefield. Centaurs can be found at the Snowsquall Tundra.[15C]

Chillwind and Stormcloud Harpies originate from the Southern Icefield, but migrated to the Ashfall Waste and rely on spelled snow to chill the ground.[41C]






Light Flight – The Sunbeam Ruins
Illuminated by the Lightweaver and her children.


Overview
The elemental region of Light is located in the remains of an ancient seaside empire: the Sunbeam Ruins. The structures and monuments are all that remain of the world that existed since before dragonkind, and are the subject of study for archaeologists.[45C] Geographically, it is an elevated area, relative not just to the neighboring flights, but to the whole continent.[46C]

The Light Dragons of the Sunbeam Ruins are philosophers. They prefer to be unbiased and logical, revealing the nature of the world as does the rays of the sun. Of all the dragons, light dragons are the most scholarly, holding the pursuit of truth as the highest virtue a dragon might aspire to. Scrolls and relics are their favored treasures.[2C]

The upper echelons of the acolytes and adepts don darkly colored raiments to set them apart from their subordinates.[74C]

The Light flight is dedicated to exposing all truths, even dangerous ones.[97C]

Pearlcatcher dragons originate from the region and continue to thrive in their native home.[91C]

Dragons of the Light flight may be bioluminescent or glow faintly.[66C]


The Sundial Terrace
Little is known about the Sundial Terrace’s architects, and it is still the subject of feverish research. Each summer, on the longest day of the year, dragons from all over the world gather around the monument and etch the outline of its giant shadow into the stone floors of the terrace. This activity has been practiced since before the Light dragons ever settled.[45C]
The Sundial is close to the diameter of a large SETI telescope dish.[47C]


The Mirrorlight Promenade
The Mirrorlight Promenade is a massive, decorative expanse of ancient architecture, angled to perfectly line up with the rising and setting of the sun. Hundreds of crumbling pillars exist as totems to families and clans that call this platform home. Adolescent dragons practice taking flight and landing along its narrow walkways, and hatchlings play in its many crevices and on its majestic stairwells.[45C]
The Goldslab Headdress is a relic of painted stone reconstructed from the ruins in the Mirrorlight Promenade.[50C]


The Hewn City
The Hewn City is a ruined, skeletal landscape of shattered structures, gripped by a darkness that boggles even the most studious Light dragons. Secrets too mysterious to unearth lay in this city, and even the bravest dragons are given pause when approaching its haunted outskirts.[45C]

There is a border patrol for the Hewn City.[48C] It is apparently sorted into quarters, such as the ‘eastern quarter’.[49C]
The immaculate tablets used as festival currency contain verbose and eloquent references to daily life and events in the Sunbeam Ruins. Not-so-immaculate tablets litter the Hewn City and are difficult to read, but scholars are hard at work to decipher them.[74C]


The Beacon of the Radiant Eye
The Beacon of the Radiant Eye is a crumbled, but welcoming tower that resides on the eastern seaboard. From this cliff, the Lightweaver watches and waits for any dragon that may be making a trip across the sea. It is an important vantage point; she can survey the golden rolling hills speckled with ruins and redwoods, and see everywhere the light touches.[45C]
The Imperial dragon breed originates from this shrine, but are conspicuously absent from the area.[92C]


Emperor's Wake
A fusion of the dessicated Imperial corpses left unburied, Luminax – named for the apparent bloodline of its composite Imperials – is the first risen Emperor to roam Sornieth in centuries. Within the chunks of dredged earth created by the monstrosity's march through the ruins, crafty adventurers and archaeologists brave enough to explore this dangerous and menacing area continue to uncover valuable relics and traces of civilizations past that might have taken years to find otherwise. None linger too long, though, keeping their eyes on the horizon for the trampling behemoth.
Luminax is animated and wanders within the field at the center of the Sunbeam Ruins on the world map.[48C], [119C]


Lanternlea Port
Its map symbol is marked with a star.
The region's lightsworn scholars greatest discoveries' are archived in this coastal village. Unlike most areas within the Sunbeam Ruins, Lanternlea Port spends most of the waking hours drenched in the shade of the oceankissed cliffs and the day-to-day bustle is illuminated by bright glass orb lanterns, maintained to a brilliant sheen.[119C]


The Moonportal
The Moonportal is a crumbling stone arch that lay dormant and decaying for thousands of years. Long standing as simply a lonely monument, its true purpose is a transfer device to and from the Sunbeam Ruins was revealed after reconnecting to the Sunportal. Its sister arch, the Sunportal, was activated recently at the bottom of a shrouded portal in the Tangled Wood.[46C], [119C]
The reactivation seems to have been caused by a primitive crescent-shaped runestone being tossed into the Thorndark Altar during a rare lunar eclipse.[49C]


The Daylight Sanctum
The Daylight Sanctum is an ancient magical apparatus built to monitor the ley energies flowing throughout the Sunbeam Ruins. It provides analysis on the strength of latent light magic, and relays it directly to the Oculus of the Eleven, where it has been monitored and researched by skilled magisters and scholars for hundreds of years.[46C], [119C]


Other Locations and Miscellaneous Information
The Sunbeam Ruins likely maintains some of the largest libraries in Sornieth.[67C]

The Waterway coliseum venue is possibly within the sewers beneath the Hewn City, as among the Waterway coliseum enemies are Noggles whose item description say they are rumored to inhabit sewers under the Hewn City.[50C], [†C]


Beastclans
The Sundial Terrace and the waterfalls that connect to the Sea of a Thousand Currents are Harpy territory. Centaurs live along the river and between the Terrace and the Beacon. Serthis can be found at the border of the Tangled Wood and the Ruins. The mouth where the river flows into the Ruins is inhabited by Maren.[15C]



Shadow Flight – The Tangled Wood
Hidden away by the Shadowbinder and her minions.


Overview
The murky wood of rail-thin evergreens of the Tangled Wood are enveloped by an impenetrable mist that casts it into constant shadow. The Shadowbinder and her ilk live unseen between glowing mushrooms, gnarled branches, and twisted tree roots. The earth in the woods is literally sunken, as if half of the Sunbeam Ruins fell away into darkness willingly.[51C]

The Shadow Dragons of the Tangled Wood are tricksters. They prefer to be capricious and fickle, like the flickering shadows they manipulate. Of all the dragons, Shadow Dragons are the most enthralled by games, and delight most in winning, even if it means underhandedly. Game boards, tokens, and pieces are their favored treasure.[2C]

Shadow dragons are inclined towards concealment of both their physical forms and their motivations. They hide well in darkness, but may also have developed skill at non-magical stealth and camouflage.[109C]

They may be viewed as superstitious by those of other flights.[108C]

The Driftwood Drag is located in the northeastern portion of the Tangled Wood, the Wispwillow Grove is in the west, the Foxfire Bramble is in the south, and the Forum of the Obscured Crescent is dead center.[104C]

Shadow as a flight aims to obscure all truths, even useful ones.[97C]

Nocturne dragons originate from this region, and spend most of the year dormant in the area.[93C]


The Driftwood Drag
The Driftwood Drag is located at the river delta, where hollow, rotted logs line the banks. The silty flow is impeded by haphazard dams of wood, bark, and leaf-litter stuck together. The fertile lands and abundance of food to be found in the region attract all manner of wildlife, and dragons are no exception. Roosts are routinely built using the natural dams, expanding heavily into above-ground draconic habitats.[51C]


The Wispwillow Grove
Nestled in a pocket of sunken land just on the edge of the Shadowbinder's domain[108C] is the Wispwillow Grove, likely the most beautiful part of the darkened land. All manner of giant glowing fungi dot the terrain, providing the only light that does not fight its way through the murk that hangs above. Among these mushrooms, trickster dragons chase firebugs and faeries, capturing them for eerie lanterns to illuminate their hovels and caves.[51C]
Wispwillow perytons, which only shadow dragons can see after nightfall, may be from this area.[52C]

Residents of the Wispwillow Grove know to avoid the dark forest at its edge. To go around it is safe, to fly over it is a risk, but to travel through it is unwise. This is due to the Veilspun dragons fabled to live within it.
Among the stories told of them are legends of dragons rapidly aging, dragons with the ability of mimics, and that the forest itself may hypnotize a dragon to steal them and turn them into a Veilspun dragon. A rhyme warns against straying into the forest lest the "Veiled Ones" take those who wander.[108C]


The Foxfire Bramble
The Foxfire Bramble’s gnarled, twisting shapes are sinister against the moonlight, and provide excellent defense to the clans that have painstakingly dug themselves hearths within. Beneath the crushing, thorny knots are some of the darkest places in the realm, and it is nearly impossible for even nocturnal creatures to see more than a few feet in front of them.[51C]
The Foxfire Bramble serves as a barrier against the expansion of the Scarred Wasteland.[120C]


The Forum of the Obscured Crescent
The Forum of the Obscured Crescent is a dirtied, muddied hovel, deliberately piled with debris from all the surrounding areas. It existed before the land was enveloped in shadow, constructed by an ancient civilization who, perhaps aware of its nature as a potent weapon against deception, built an open air temple around the pool. The Shadowbinder now claims the Forum as her fortress, fouling the pool with spoils and junk to render it useless as a clairvoyant tool.[51C]


The Thorndark Altar and the Sunportal
The Thorndark Alter was a well of darkness tended by the Shadowbinder’s brood for generations, used for lunar gatherings. Centuries of shadow clan rituals wherein zealots sacrificed treasures and belongings to the stygian pool at its heart have occurred here. Dark tendrils seethed between ruined architecture, looking as though it may grab out at victims. For a long time, nothing of note occurred during these gatherings, but a hatchling tossed in a stolen runestone and seemingly caused a lunar eclipse. The pool drained, and the ruins fell to create a stairway to the heart of the pool.[49C]
Currently, the altar has taken on a new purpose as a fixture for the stone arch that now stands in the depression once filled by shadowy pools.[120C]

The Sunportal
The Altar was set above ancient, sunken architecture: a simple stone archway, the Sunportal. Having been reactivated thanks to a magical keystone, its true purpose was revealed as a transfer device for dragons and items to and from the Tangled Wood upon reconnecting it to its sister arch, the Moonportal, which resides in the daykissed meadows of the Sunbeam Ruins.[46C]
The enduring stone arch of the Sunportal was once submerged beneath the shadowy pools in the center of the Thorndark Altar, hidden and forgotten. Many shadow clans have taken an interest in watching the Sunportal and guarding against any who would pass through its arch.[120C]


Murkbarrow Close
Its map symbol is marked with a star.
Nestled in the hollowed trunk of an ancient, colossal pine, Murkbarrow Close is a hive of shadowed activity. Tightly-packed hovels and shacks are crammed together in the perpetual shade cast by the corpse of the old tree. The only vestiges of light come from lanterns that glow turquoise and purple dotting the narrow alleyways. The crowded abodes almost look empty to casual onlookers, until the glowing eyes of the inhabiting hermits blink from the shadows.[120C]


Dusk Sanctum
An ancient magical apparatus built to monitor the ley energies flowing throughout the Tangled Wood. The Dusk Sanctum provides invaluable analysis on the strength of latent shadow magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[120C]


Other Locations and Miscellaneous Information
Millions of moor thistle blanket the lowland valleys of the Tangled Wood; coupled with the brambles, they provide excellent protection for dragon dens.[52C]

Cattails are an invasive plant which must be removed from the swamps between the Tangled Wood and the Scarred Wasteland to preserve the wetlands.[52C]

Undersea cave networks – possibly the Forgotten Cave – are inhabited by dragon clans and connect Dragonhome and the Tangled Wood. Potted Deepmine Fungi are used as markers.[16C], [9C]

Will o’ the Wisps hover around travelers who take wrong turns.[52C]

A mantle of living shadow called the 'Shadowstrike' is bestowed upon only the shadow flight's best warriors and closest allies.[52C]


Beastclans
Centaurs possess large territory in the Tangled Wood, and Serthis can be found throughout the entire region. Where it borders the Sea of a Thousand Currents, Maren can be found. Talonok live at the border into the Scarred Wasteland,[15C] and Corven emissaries in particular have adapted to the customs of the Tangled Wood.[52C]



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
Gwsq8Fp.png
[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050154]Previous post: The Second Generation Flights[/url] | [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050182]Next post: Other Territories[/url] [emoji=right wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url][emoji=scroll size=1][/sub][/center] ----------- [br] [size=6]The Third Age Flights[/size] -------------------- [size=2][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050164][i][u]Elemental Realms[/u] sources 1C to 108C are located at this first linked post[/url], and [i][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050166]sources 109C to †C are located at this second linked post[/url].[/i] Sources of both posts are marked with 'C'.[/size] [br] [br] -------------------- [center][size=5]Plague Flight – The Scarred Wasteland[/size] [i]Infected by the Plaguebringer and her spawn.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] Rot and runaway viruses pulse through the landscape of the Scarred Wasteland, infecting the terrain as it spreads ever outward in a sick spiral of death and decay.[sup][53C][/sup] The plague dragons of the Scarred Wasteland are survivors. They prefer to be as strong and adapatable as the plague they spread. Of all the dragons, Plague Dragons are the most savage, and celebrate the cycle of life and death by constantly pitting themselves against the other elements. The bones and armor of their enemies are their favored treasures.[sup][2C][/sup] Plague dragons may be non-symptomatic carriers, or exhibit pockmarks, scarring, or boils.[sup][66C][/sup] Plague dragons take survival of the fittest to an extreme, pitting themselves against other creatures and dragons to prove that they are worthy of life. Plague dragons have all survived the plague; they are now non-symptomatic carriers.[sup][111C][/sup] Mutations of additional limbs of potential benefit, such as proto-wings, are associated with the region and element.[sup][54C][/sup] Hatchings are customarily expelled from their clan. They must survive the wilderness and the incubation of the plague inside them before they can return, following which they receive their names.[sup][99C][/sup] The region can vary from incredibly humid to bone-dry, depending on the area.[sup][84C][/sup] This territory supports a large population of Wildclaw dragons, second only to the Viridian Labyrinth. The two regional groups do not get along, with encounters often ending in bloodshed.[sup][95C][/sup] [size=4][b]The Wandering Contagion[/b][/size] The Wandering Contagion’s tendrils and membranes creep into every pockmark and outcropping of land they can find; it will not be long until the encroachment begins to threaten foreign clans and flights.[sup][53C][/sup] [size=4][b]The Abiding Boneyard[/b][/size] The Abiding Boneyard are arid, growing wastes that make up the majority of the Wasteland are broad and deadly, even for denizens hardened by adaptation. Few plague dragons make the trek from the thriving borderlands to the cauldron at the heart of the region, but those that do tell stories of travelers becoming lost for centuries or even eternity.[sup][53C][/sup] Carrioncorns are said to stampede in massive herds through the Boneyard, battling the vultures for the rare food sources. So many Shattered Serpents inhabit the Boneyard, the sand itself looks as though it’s rippling like an ocean.[sup][54C][/sup] Mirror dragons originate from the Abiding Boneyard.[sup][94C][/sup] [size=4][b]The Rotrock Rim[/b][/size] The ring of the immense crater that is the Rotrock Rim is both a welcome sight and bittersweet image to the pilgrims who challenge themselves in the boneyard. As with the borderlands, life thrives here. Long-forgotten indgigenous shrubs and trees suddenly sprout up again here, in new form – twisted, grotesque, and pulsing. Alien roots and branches converge in a writhing, pestilent garden to reach and strain for its food source at the heart of the pit.[sup][53C][/sup] Red-winged dewbugs have adapted to thrive on the native disease-ridden flora of the Rim.[sup][54C][/sup] [size=4][b]The Wyrmwound[/b][/size] The Wyrmwound is a veritable cauldron of disease, churned by the Plaguebringer herself, to design and release experimental strains of never-ending calamity. Even the dragons who settle along the crater’s edge stay clear of the lake, wary that any contact could wipe them out or turn them into something monstrous.[sup][53C][/sup] The liquid within is boiling.[sup][125C][/sup] The cauldron surrounding it is a tough, fibrous material which quickly heals over from any attempts to dig into it.[sup][124C][/sup] The Plaguebringer uses it to concoct strong diseases and maladies to test the dragons, flora, and fauna of the Scarred Wasteland to measure their survival ability.[sup][55C][/sup] The Aberration ancient breed was apparently swept into the goo of the Wyrmwound at some point in the distant past. For generations, the breed lived in paranoid seclusion around the Rim of the Wyrmwound. They annually dip themselves into the Wyrmwound's liquid to test themselves against its might, mutating each time.[sup][124C][/sup] Even these ancient dragons cannot spend too much time within the liquid. Despite its ability to potentially make them stronger very quickly, those who return to it too soon will become 'part of the Wyrmwound'.[sup][125C][/sup] Driftwood barons’ venom can be used to combat several strains of "Wyrmwound plague".[sup][54C][/sup] The ‘Radioactive slime’ familiar was spawned in the Wyrmwound and took on a life of its own.[sup][54C][/sup] [size=4][b]Pox Consulate[/b][/size] It is physically located within the Viridian Labyrinth, but considered as a part of the Scarred Wasteland. Once the base of operations for ambassadors from the Scarred Wasteland, this unsightly embassy is slowly being erased from the Viridian Labyrinth's landscape. Since the fallout from the broken armistice between the two flights, flora has begun to reclaim the area. Unkempt growth contributes to the feeling of shame, seemingly covering every visible square footage of the dilapidated structure with fronds, petals, and branches. The last plague diplomat to grace its chambers has since vanished.[sup][121C][/sup] [size=4][b]Quarantine Zone #128[/b][/size] Known for its particularly virulent, unchained experiments, this heavily guarded collection of pools, caverns, and chambers is shrouded in secrecy. Though at this point unproven, there exists a collective worry from other flights that the strains concocted here may start to be, or already are, as powerful as those created by the Plaguebringer herself within the Wyrmwound.[sup][121C][/sup] [size=4][b]Hellwell Undercroft[/b][/size] Its map symbol is marked with a star. The nomadic clans of the wasteland gather regularly at the subterranean Hellwell Undercroft to share their victories, failings, and strategies in their journeys of survival. It is within these dank chambers that they also rotate the leadership roles that loosely govern the region. While plague clans prefer to remain staunchly independent of one another, they recognize that they are surrounded by five adversaries and are ready to fall back on critical alliances should an all-out war beset their borders.[sup][121C][/sup] [size=4][b]Blight Sanctum[/b][/size] An ancient magical apparatus built to monitor the ley energies flowing throughout the Scarred Wasteland. The Blight Sanctum provides invaluable analysis on the strength of latent plague magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[sup][121C][/sup] [size=4][b]Quarantine Zones[/b][/size] The Scarred Wasteland has numerous “quarantine zones”: areas unaffected by contagion, covered in abundant swathes of healthy trees and shrubs. They are effective tools for testing strains of viruses.[sup][56C][/sup] Before the Armistice between the Plague and Nature flights ended, the Virdian Embassy was located in a quarantine zone known now known as the Seedscar[sup][122C][/sup] , in a series of chambers beneath an ancient, large oak tree. It was guarded by the Boneguard, and inhabited by an ambassador from the Virdian Labyrinth. The Embassy was destroyed after the ‘First Seed’ was planted into the ground and caused flora to burst violently from the ground, and the ground was subsequently reclaimed by Plague dragons.[sup][56C], [122C][/sup] [size=4][b]Miscellaneous Information[/b][/size] The Scarred Wasteland's borders with the Tangled Wood and Starfall Isles are notably stark, with the Starfall Isles stopping the expanse of the Contagion using crystals and the Tangled Wood blocking its reach with the Foxfire Bramble.[sup][121C][/sup] Dragons of other flights can use contaminated infectalons, which are forged with the most resistant metals on Sornieth, for protection against the most irradiated terrain of the wasteland.[sup][54C][/sup] It is recommended to stay as far from acid tongue serpentas as possible – unless one is a plague dragon, and thus has a natural immunity to serpenta venom.[sup][54C][/sup] Plague healers, rather than administer treatments that counter illness, use a mixture of magic and contagions to stress the afflicted dragon further in order to allow them to reach a stronger, healed, resistant state faster than other elements. Plague healers will treat physical injuries with sutures, bandages, and braces, but won't clean the wounds or apply ointments.[sup][112C][/sup] The yellow canary makes a good snack, but is more often kept as a natural alarm system so its loud call may warn about nearby plague gasses.[sup][54C][/sup] Fallen foes’ bones may be used to create apparel. 'Dragon leather' may be used to create objects such as effigies of the Plaguebringer.[sup][54C][/sup] Plague dragons see swarms of locusts as a good omen, many clans following them throughout the realm rather than eating them.[sup][54C][/sup] Annually, the avian Riot Hazebeacons carry lanterns to lead groups of revelers through the murky wasteland’s thick fog,[sup][54C][/sup] possibly during the Riot of Rot as the Riot Hazebeacon was released as apparel during the festival.[sup][†C][/sup] Wasteland paupers are a butterfly that can be gathered in the Plague region, along with the Ice and Arcane regions. Vast numbers of the wasteland pauper migrate across the plains of an unstated territory during what is called the blue harvest.[sup][54C], [†C][/sup] The swamps between the Scarred Wasteland and the Tangled Wood are at constant risk from invasive cattails, which are luckily very nutritious.[sup][52C][/sup] The Highland Dryleaf is a hardy but poor-tasting plant, and is sometimes the only sustenance for miles. They can be foraged for in the Plague region.[sup][37C][/sup] Sand creeper ivy can be found overtaking areas of sand, and is difficult to cull.[sup][24C][/sup] [size=4][b]Beastclans[/b][/size] Talonok live at the outer edges of the Wandering Contagion where it touches the Tangled Wood and the Starfall Isles, as do Centaurs. Longnecks have territory in the arcane mountains being overtaken by Contagion and the very edges of where it reaches into the Dragonhome. Serthis live at the Rotrock Rim and in a strip of land that stretches west to east into the Starfall Isles.[sup][15C][/sup] Serthis have an excellent natural protection against poisons and toxins, making them natural emissaries to the Scarred Wasteland.[sup][54C][/sup] [br] [br] [br] -------------------- [center][size=5]Nature Flight – The Viridian Labyrinth[/size] [i]Nourished by the Gladekeeper and her seeds.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] The northeastern Viridian Labyrinth is what remains of the Gladekeeper’s campaign to blanket the world in flora. The dark jungles are full of clans who weave wildlife into tree villages and hideaways, content to cling to the waning growth of the world through roots and streams.[sup][57C][/sup] The nature dragons of the Viridian Labyrinth are druids. They prefer to be as wild and primal as the ancient forests they call their home. Of all the dragons, nature dragons are the most nurturing, enjoying the care and cultivation of flora and fauna, spreading an overgrowth of life where once there was none. Seeds and rare flowers are their favored treasures.[sup][2C][/sup] [size=4][b]The Everbloom Gardens[/b][/size] The Everbloom Gardens entice the senses: beautiful tricolored hummingbirds, sweet-smelling flowers, succulent fruits on low-hanging fruits. Fledgling dragons can begin their journey in the relative safety of the low-growing flora fed by the rivulets of clear water.[sup][57C][/sup] The subregion is not simply naturally beautiful, but carefully maintained by a dedicated group of gardeners and botanists. Many of these caretakers devote their lives to keeping the Everbloom Gardens' blooms fresh and healthy.[sup][58C][/sup] [size=4][b]The Gladeveins[/b][/size] The Gladeveins contain a tiered structure of aqueducts and waterfalls running through fallen and hewn logs, a testament to the ingenuity of the woodland denizens. The water floods in controlled deluges to soak the soil, wash the environment, and sustain the tall timber forming the natural outer walls of the Labyrinth within.[sup][57C][/sup] Muskrats thrive here. The Gladeveins needletooth is presumably found here as well. The long-crested hippogriff is native to the Gladeveins, but its adaptability and omnivorous diet has allowed it to flourish in a variety of environments.[sup][58C][/sup] [size=4][b]The Shrieking Wilds[/b][/size] The dense, jungly overgrowth of the Shrieking Wilds cloaks the land in darkness even during the day, creating a haven for the nocturnal beasts who leap between boughs and swing from ropes. Ancient mossy trees, wrapt and bent around twisting footpaths, forever quake with activity above, and the air is astir with the bellows of hidden creatures.[sup][57C][/sup] The Wildclaw dragon breed originates from the Shrieking Wilds, where it remains abundant. The Viridian Labyrinth boasts the largest population of Wildclaws. They feud with the regional group of Scarred Wasteland Wildclaws.[sup][95C][/sup] [size=4][b]The Behemoth[/b][/size] At the heart of the maze is the Behemoth, an enormous tree. Some say that the Gladekeeper herself lives within its great trunk, while others believe that the tree itself is grown into her mighty flank. So colossally does it rise, that it is visible from nearly every horizon in the world, a reminder of the power of unbridled life.[sup][57C][/sup] Everglade lashers migrate up rivers to the Behemoth’s base every spring.[sup][58C][/sup] [size=4][b]Gladebough Village[/b][/size] Its map symbol is marked with a star. In simpler times, the Behemoth was treated solely as a monumental relic and unmarred by the marks of modern dragon civilization. Most recently, the lingering tension of open conflict has pushed nature clans up into its colossal branches where they can act as lookouts for their cousins below. A bustling web of hanging bridges and lofty huts decorate the tree's limbs. The Behemoth doesn't seem to object to the weight and activity of the life now traversing its length.[sup][122C][/sup] [size=4][b]Worldedge Wetlands[/b][/size] A wetlands ecosystem sprawls out in the shade of the mighty Behemoth, creating homes for thick mangroves and abundant seagrass. Eclipsed by the towering jungle above, this calm stretch of verdant shoals boasts a reclusive but proud community of clans that are happy to hide away from the rest of the world.[sup][122C][/sup] [size=4][b]Seedscar[/b][/size] Though located with the Scarred Wasteland, it is counted as part of the Viridian Labyrinth. The tragic endpoint to one of the realm's bloodiest conflicts, this gnarled grotesquery was at one point a great oak tree standing alone in the Scarred Wasteland's Blight. For generations, the consulate built into this tree acted as the base of operations of nature dragon ambassadors to the region, each charged with continuing to uphold a centuries-long peace between the two flights. The era of diplomacy came to an end when the First Seed was planted here, igniting a runaway bloom that threatened to engulf the landscape. A ceaseless contingent of plague magi are needed to entrap the lingering nature magic that still pulses beneath the ground; they are entrusted with maintaining a scab that never seems to heal.[sup][122C][/sup] Warchief Morix has scouts patrol to keep watch for further potential incursions from Nature's forces, such as roots or other vegetation from the First Seed. At least one scout, a spiral named Cariane, was tasked with sketching these potential threats for the Warchief.[sup][125C][/sup] [size=4][b]Wild Sanctum[/b][/size] An ancient magical apparatus built to monitor the ley energies flowing throughout the Viridian Labyrinth. The Wild Sanctum provides invaluable analysis on the strength of latent nature magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[sup][122C][/sup] [size=4][b]Miscellaneous Information[/b][/size] The Flatback sea turtle is plentiful in the coasts of the Viridian Labyrinth, and the offspring make annual gauntlets from beached nests to the water’s edge. Eating the hatchlings is expressly forbidden in Nature dragon culture.[sup][58C][/sup] The Sunrise hibiscus, whose color changes depending on its proximity to water, is native to the Viridian Labyrinth.[sup][58C][/sup] Dedicated acolytes of the Gladekeeper may transport precious saplings and extend the reach of the forest.[sup][58C][/sup] [size=4][b]Beastclans[/b][/size] The ocean between the Viridian Labyrinth and the regions of Light and Shadow is inhabited by Maren. Talonok inhabit both the depths and the eastern side of the Labyrinth. Serthis can also be found in the dark jungles, while Centaurs have territory in the outer parts of the Labyrinth.[sup][15C][/sup] [br] [br] [br] -------------------- [center][size=5]Arcane Flight – The Starfall Isles[/size] [i]The twisted, broken islands of the Arcanist and his scholars.[/i] --------------------[/center] [size=4][b]Overview[/b][/size] Once low rolling plains and small islands lined with glimmering shores,[sup][59C][/sup] the Stafall Isles were transformed into their current form by the explosion of the ‘engine of fate’: a mega-reactor built in the Second Age, inspired by ‘the Speaker’. It was the same explosion which created the Arcanist, and eliminated the civilization that came before dragons.[sup][60C][/sup] Gravity plays oddly here; floating islands are common in the region.[sup][61C][/sup] The Arcane Dragons of the Starfall Isles are dreamers. They prefer the allure of the unknown and mysterious nature of the magical energies that bind the universe together. Of all the dragons, Arcane Dragons are the most curious, pursuing their theories and their dreams, often oblivious to the effects that their dogged pursuits may have on the world around them. Meteors and runestones are their favored treasure.[sup][2C][/sup] Although very cheerful and friendly about the process, Arcane dragons are potentially damaging the world by poking at the fabric of reality.[sup][111C][/sup] [size=4][b]The Crystalspine Reaches[/b][/size] The Crystalspine Reaches is a mighty mountain range that once stood straight and tall, but whose peaks now curve inwards to point toward the Observatory. The leaning peaks create a concave, sheltered realm for younger clans to nurture their powers and grow accustomed to the warping energies of the land. The peaks are mined by the dragons, and the plinths of crystal are sent via magic to the Arcanist.[sup][59C][/sup] Once made of granite, the Crystalspine Reaches transformed into chalcedony after being warped by extreme arcane vortices. Prolonged exposure to the radioactive silica can make non-arcane dragons very ill.[sup][62C][/sup] Recently, they surged upwards all at once, growing the amount they had previously done over millennia in a matter of moments.[sup][61C], [123C][/sup] Mana thieves, a small insect that feeds parasitically off magic, are found here, and runic bats exclusively feed off of these bugs.[sup][62C][/sup] [size=4][b]The Starwood Strand[/b][/size] The Starwood Strand was once a shoreline, but now is a forest where the trees stretch skyward and grow taller than anywhere else. At night, the trees blossom to reveal millions of flowers that wink in the moonlight like stars. It is a place for inspiration and thought, where many dragons discover their genius – and where many more become lost to the dangers hidden in the beauty.[sup][59C][/sup] Thousands of heatherbed lilies carpet the Starwood Strand, and lean towards the observatory.[sup][62C][/sup] Inscribed pangolins are found living here. The nocturnal orchid beetle also inhabits the Starwood Strand, and gets its colors from the flora there.[sup][62C][/sup] Stardust sap lamps’ blue flames are made using sap from birch trees in the Strand.[sup][62C][/sup] Fae dragons originate from this subregion.[sup][96C][/sup] [size=4][b]The Focal Point[/b][/size] The Focal Point was once a low island, but it now threatens to tower over even the Crystalspine Mountains. The earth pulls upwards in cascading towers of rock and crystal. The vast energies at play here affect the outer lands, and make the skies a dangerous litter of resources sent in to the Observatory. The true threats, however, are the strange creatures that ride meteors raining upon the land.[sup][59C][/sup] [size=4][b]The Observatory[/b][/size] The Observatory sits at the highest reaches of Focal Point, with the Eye of Many Lenses staring deep into the darkest quadrants of space. The Arcanist is found within the candlelit halls, brooding as his four frail arms feverishly scribble the knowledge of the cosmos into ancient tomes of countless pages. Forbidden words echo through the archaic structure bound in runes formed through years of applied magical sciences.[sup][59C][/sup] Sakura owlets are not usually pink, but become so due to owls nesting in the Observatory.[sup][62C][/sup] Massive quantities of celestine are found nearly exclusively pillar-like rocks beneath the Observatory.[sup][62C][/sup] Fallout streaks circle above the Observatory. Fallout whispers flutter around sites of the Arcanist’s experiments.[sup][62C][/sup] [size=4][b]Hoverview Vale[/b][/size] Soaring delicately above the Crystalspine Reaches, these lush floating isles are often said to have been the origin of the region's name. The landmasses here are held aloft by a steady force that seems determined to pull the surrounding area into the heavens above. The dragon clans that dot these hovering chunks of earth are said to have the most incredible views in the world, with some even looking down upon the skybound lairs of the Cloudsong.[sup][123C][/sup] While the floating isles of the Starfall Isles are habitable, those who wish to move to the floating isles must contend with fairly powerful clans of arcane dragons.[sup][106C][/sup] [size=4][b]Tourmaline Archives[/b][/size] The glittering spires of the Tourmaline Archives refract the surreal landscape, manifesting as a myriad of opportunities to study the arcane. The libraries within house a collection of knowledge that spans the scholars of dragonkind and breadth of Sornieth; an impossible task for even a handful of librarians to comb over in a generation. To walk its hallways is to disappear into a vast well of scripts, spells, astrology, and enchantment.[sup][123C][/sup] Prestigious scholars of the Archives adorn themselves in Starfall Crystalcloaks.[sup][62C][/sup] [size=4][b]Astrolodome[/b][/size] Its symbol on the map is marked with a star. As its name implies, this half-sphere of crystalline arcglass shields a sprawling community of mages and astrologists eager to make their mark on the world outside. Though originally constructed to cultivate a pristine atmosphere of intellectual pursuit, the armored shell now acts as a literal shield from wayward debris and astral "rain" that pummels the region in the wake of stirring elemental chaos.[sup][123C][/sup] [size=4][b]Oculus of the Eleven[/b][/size] An ancient temple and neutral, sovereign entity constructed millennia ago as a cooperative effort between the flights to locate and monitor the ley lines of the realm. Eleven Magisters, one of each flight, monitor the lines and report any abnormalities. It overlooks a thousand small floating islands.[sup][61C][/sup] Magisters have been working here since its inception to identify where the strongest auras of magic on Sornieth coalesce. Sanctums in each region relay critical magical data to this neutral sovereign institution, where it is analyzed for fluctuations or disturbances. An order of scholars here have sought answers to a recent disastrous event originating from the Shifting Expanse.[sup][123C][/sup] The Oculus of the Eleven has donated scrolls which simulate resting in water or lava to the Warrior's Way event, to aid in making comfortable accommodations.[sup][126C][/sup] [size=4][b]Other Locations and Miscellaneous Information[/b][/size] Rhodochrosite is commonly mined from hydrothermal vents off the coast of the Starfall Isles. It acts a catalyst for creating arcane metalwork.[sup][62C][/sup] The arcane-infused fields affect wildlife such as the satin mouse in strange ways, including causing them to be ‘magically delicious’. Manaweed specifically is said to give the satin mouse peculiar intellect, though the plant has no effects on dragons’ intelligence.[sup][62C][/sup] Where the southern Starfall Isles begin to splinter and freeze into ice floes, petalwing perytons graze in huge groups.[sup][62C][/sup] [size=4][b]Beastclans[/b][/size] The Ashmane Chimera is found only in areas of the Starfall Isles where Beastclans are active. Some wonder if the clans have something to do with their creation.[sup][62C][/sup] While not typically prolific spellcasters, many harpies have taken up apprenticeships with neutral dragon clans in the Starfall Isles.[sup][62C][/sup] Maren can be found in the ocean to the northeast and south. Talonok have territory in the Starwood Strand, and Serthis territory is reaching in from the Wandering Contagion. Centaurs live at the Strand and the Focal Point. Harpies make home at the mountains touching the Scarred Wasteland and the southern parts of the Isles.[sup][15C][/sup] [br] ----------- [center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050154]Previous post: The Second Generation Flights[/url] | [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050182]Next post: Other Territories[/url] [emoji=right wing size=1] [emoji=subscription update size=1][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050158]Top of post[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url][emoji=scroll size=1][/sub][/center]



The Third Age Flights
Elemental Realms sources 1C to 108C are located at this first linked post, and sources 109C to †C are located at this second linked post. Sources of both posts are marked with 'C'.




Plague Flight – The Scarred Wasteland
Infected by the Plaguebringer and her spawn.


Overview
Rot and runaway viruses pulse through the landscape of the Scarred Wasteland, infecting the terrain as it spreads ever outward in a sick spiral of death and decay.[53C]

The plague dragons of the Scarred Wasteland are survivors. They prefer to be as strong and adapatable as the plague they spread. Of all the dragons, Plague Dragons are the most savage, and celebrate the cycle of life and death by constantly pitting themselves against the other elements. The bones and armor of their enemies are their favored treasures.[2C]

Plague dragons may be non-symptomatic carriers, or exhibit pockmarks, scarring, or boils.[66C]
Plague dragons take survival of the fittest to an extreme, pitting themselves against other creatures and dragons to prove that they are worthy of life. Plague dragons have all survived the plague; they are now non-symptomatic carriers.[111C]

Mutations of additional limbs of potential benefit, such as proto-wings, are associated with the region and element.[54C]

Hatchings are customarily expelled from their clan. They must survive the wilderness and the incubation of the plague inside them before they can return, following which they receive their names.[99C]

The region can vary from incredibly humid to bone-dry, depending on the area.[84C]

This territory supports a large population of Wildclaw dragons, second only to the Viridian Labyrinth. The two regional groups do not get along, with encounters often ending in bloodshed.[95C]


The Wandering Contagion
The Wandering Contagion’s tendrils and membranes creep into every pockmark and outcropping of land they can find; it will not be long until the encroachment begins to threaten foreign clans and flights.[53C]


The Abiding Boneyard
The Abiding Boneyard are arid, growing wastes that make up the majority of the Wasteland are broad and deadly, even for denizens hardened by adaptation. Few plague dragons make the trek from the thriving borderlands to the cauldron at the heart of the region, but those that do tell stories of travelers becoming lost for centuries or even eternity.[53C]

Carrioncorns are said to stampede in massive herds through the Boneyard, battling the vultures for the rare food sources.
So many Shattered Serpents inhabit the Boneyard, the sand itself looks as though it’s rippling like an ocean.[54C]

Mirror dragons originate from the Abiding Boneyard.[94C]


The Rotrock Rim
The ring of the immense crater that is the Rotrock Rim is both a welcome sight and bittersweet image to the pilgrims who challenge themselves in the boneyard. As with the borderlands, life thrives here. Long-forgotten indgigenous shrubs and trees suddenly sprout up again here, in new form – twisted, grotesque, and pulsing. Alien roots and branches converge in a writhing, pestilent garden to reach and strain for its food source at the heart of the pit.[53C]

Red-winged dewbugs have adapted to thrive on the native disease-ridden flora of the Rim.[54C]


The Wyrmwound
The Wyrmwound is a veritable cauldron of disease, churned by the Plaguebringer herself, to design and release experimental strains of never-ending calamity. Even the dragons who settle along the crater’s edge stay clear of the lake, wary that any contact could wipe them out or turn them into something monstrous.[53C]
The liquid within is boiling.[125C] The cauldron surrounding it is a tough, fibrous material which quickly heals over from any attempts to dig into it.[124C]

The Plaguebringer uses it to concoct strong diseases and maladies to test the dragons, flora, and fauna of the Scarred Wasteland to measure their survival ability.[55C]

The Aberration ancient breed was apparently swept into the goo of the Wyrmwound at some point in the distant past. For generations, the breed lived in paranoid seclusion around the Rim of the Wyrmwound. They annually dip themselves into the Wyrmwound's liquid to test themselves against its might, mutating each time.[124C]
Even these ancient dragons cannot spend too much time within the liquid. Despite its ability to potentially make them stronger very quickly, those who return to it too soon will become 'part of the Wyrmwound'.[125C]

Driftwood barons’ venom can be used to combat several strains of "Wyrmwound plague".[54C]

The ‘Radioactive slime’ familiar was spawned in the Wyrmwound and took on a life of its own.[54C]


Pox Consulate
It is physically located within the Viridian Labyrinth, but considered as a part of the Scarred Wasteland.
Once the base of operations for ambassadors from the Scarred Wasteland, this unsightly embassy is slowly being erased from the Viridian Labyrinth's landscape. Since the fallout from the broken armistice between the two flights, flora has begun to reclaim the area. Unkempt growth contributes to the feeling of shame, seemingly covering every visible square footage of the dilapidated structure with fronds, petals, and branches. The last plague diplomat to grace its chambers has since vanished.[121C]


Quarantine Zone #128
Known for its particularly virulent, unchained experiments, this heavily guarded collection of pools, caverns, and chambers is shrouded in secrecy. Though at this point unproven, there exists a collective worry from other flights that the strains concocted here may start to be, or already are, as powerful as those created by the Plaguebringer herself within the Wyrmwound.[121C]


Hellwell Undercroft
Its map symbol is marked with a star.
The nomadic clans of the wasteland gather regularly at the subterranean Hellwell Undercroft to share their victories, failings, and strategies in their journeys of survival. It is within these dank chambers that they also rotate the leadership roles that loosely govern the region. While plague clans prefer to remain staunchly independent of one another, they recognize that they are surrounded by five adversaries and are ready to fall back on critical alliances should an all-out war beset their borders.[121C]


Blight Sanctum
An ancient magical apparatus built to monitor the ley energies flowing throughout the Scarred Wasteland. The Blight Sanctum provides invaluable analysis on the strength of latent plague magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[121C]


Quarantine Zones
The Scarred Wasteland has numerous “quarantine zones”: areas unaffected by contagion, covered in abundant swathes of healthy trees and shrubs. They are effective tools for testing strains of viruses.[56C]

Before the Armistice between the Plague and Nature flights ended, the Virdian Embassy was located in a quarantine zone known now known as the Seedscar[122C] , in a series of chambers beneath an ancient, large oak tree. It was guarded by the Boneguard, and inhabited by an ambassador from the Virdian Labyrinth. The Embassy was destroyed after the ‘First Seed’ was planted into the ground and caused flora to burst violently from the ground, and the ground was subsequently reclaimed by Plague dragons.[56C], [122C]


Miscellaneous Information
The Scarred Wasteland's borders with the Tangled Wood and Starfall Isles are notably stark, with the Starfall Isles stopping the expanse of the Contagion using crystals and the Tangled Wood blocking its reach with the Foxfire Bramble.[121C]

Dragons of other flights can use contaminated infectalons, which are forged with the most resistant metals on Sornieth, for protection against the most irradiated terrain of the wasteland.[54C]

It is recommended to stay as far from acid tongue serpentas as possible – unless one is a plague dragon, and thus has a natural immunity to serpenta venom.[54C]

Plague healers, rather than administer treatments that counter illness, use a mixture of magic and contagions to stress the afflicted dragon further in order to allow them to reach a stronger, healed, resistant state faster than other elements. Plague healers will treat physical injuries with sutures, bandages, and braces, but won't clean the wounds or apply ointments.[112C]

The yellow canary makes a good snack, but is more often kept as a natural alarm system so its loud call may warn about nearby plague gasses.[54C]

Fallen foes’ bones may be used to create apparel. 'Dragon leather' may be used to create objects such as effigies of the Plaguebringer.[54C]

Plague dragons see swarms of locusts as a good omen, many clans following them throughout the realm rather than eating them.[54C]

Annually, the avian Riot Hazebeacons carry lanterns to lead groups of revelers through the murky wasteland’s thick fog,[54C] possibly during the Riot of Rot as the Riot Hazebeacon was released as apparel during the festival.[†C]

Wasteland paupers are a butterfly that can be gathered in the Plague region, along with the Ice and Arcane regions. Vast numbers of the wasteland pauper migrate across the plains of an unstated territory during what is called the blue harvest.[54C], [†C]

The swamps between the Scarred Wasteland and the Tangled Wood are at constant risk from invasive cattails, which are luckily very nutritious.[52C]

The Highland Dryleaf is a hardy but poor-tasting plant, and is sometimes the only sustenance for miles. They can be foraged for in the Plague region.[37C]
Sand creeper ivy can be found overtaking areas of sand, and is difficult to cull.[24C]


Beastclans
Talonok live at the outer edges of the Wandering Contagion where it touches the Tangled Wood and the Starfall Isles, as do Centaurs. Longnecks have territory in the arcane mountains being overtaken by Contagion and the very edges of where it reaches into the Dragonhome. Serthis live at the Rotrock Rim and in a strip of land that stretches west to east into the Starfall Isles.[15C]

Serthis have an excellent natural protection against poisons and toxins, making them natural emissaries to the Scarred Wasteland.[54C]






Nature Flight – The Viridian Labyrinth
Nourished by the Gladekeeper and her seeds.


Overview
The northeastern Viridian Labyrinth is what remains of the Gladekeeper’s campaign to blanket the world in flora. The dark jungles are full of clans who weave wildlife into tree villages and hideaways, content to cling to the waning growth of the world through roots and streams.[57C]

The nature dragons of the Viridian Labyrinth are druids. They prefer to be as wild and primal as the ancient forests they call their home. Of all the dragons, nature dragons are the most nurturing, enjoying the care and cultivation of flora and fauna, spreading an overgrowth of life where once there was none. Seeds and rare flowers are their favored treasures.[2C]


The Everbloom Gardens
The Everbloom Gardens entice the senses: beautiful tricolored hummingbirds, sweet-smelling flowers, succulent fruits on low-hanging fruits. Fledgling dragons can begin their journey in the relative safety of the low-growing flora fed by the rivulets of clear water.[57C]
The subregion is not simply naturally beautiful, but carefully maintained by a dedicated group of gardeners and botanists. Many of these caretakers devote their lives to keeping the Everbloom Gardens' blooms fresh and healthy.[58C]


The Gladeveins
The Gladeveins contain a tiered structure of aqueducts and waterfalls running through fallen and hewn logs, a testament to the ingenuity of the woodland denizens. The water floods in controlled deluges to soak the soil, wash the environment, and sustain the tall timber forming the natural outer walls of the Labyrinth within.[57C]

Muskrats thrive here. The Gladeveins needletooth is presumably found here as well.
The long-crested hippogriff is native to the Gladeveins, but its adaptability and omnivorous diet has allowed it to flourish in a variety of environments.[58C]


The Shrieking Wilds
The dense, jungly overgrowth of the Shrieking Wilds cloaks the land in darkness even during the day, creating a haven for the nocturnal beasts who leap between boughs and swing from ropes. Ancient mossy trees, wrapt and bent around twisting footpaths, forever quake with activity above, and the air is astir with the bellows of hidden creatures.[57C]

The Wildclaw dragon breed originates from the Shrieking Wilds, where it remains abundant. The Viridian Labyrinth boasts the largest population of Wildclaws. They feud with the regional group of Scarred Wasteland Wildclaws.[95C]


The Behemoth
At the heart of the maze is the Behemoth, an enormous tree. Some say that the Gladekeeper herself lives within its great trunk, while others believe that the tree itself is grown into her mighty flank. So colossally does it rise, that it is visible from nearly every horizon in the world, a reminder of the power of unbridled life.[57C]

Everglade lashers migrate up rivers to the Behemoth’s base every spring.[58C]


Gladebough Village
Its map symbol is marked with a star.
In simpler times, the Behemoth was treated solely as a monumental relic and unmarred by the marks of modern dragon civilization. Most recently, the lingering tension of open conflict has pushed nature clans up into its colossal branches where they can act as lookouts for their cousins below. A bustling web of hanging bridges and lofty huts decorate the tree's limbs. The Behemoth doesn't seem to object to the weight and activity of the life now traversing its length.[122C]


Worldedge Wetlands
A wetlands ecosystem sprawls out in the shade of the mighty Behemoth, creating homes for thick mangroves and abundant seagrass. Eclipsed by the towering jungle above, this calm stretch of verdant shoals boasts a reclusive but proud community of clans that are happy to hide away from the rest of the world.[122C]


Seedscar
Though located with the Scarred Wasteland, it is counted as part of the Viridian Labyrinth.
The tragic endpoint to one of the realm's bloodiest conflicts, this gnarled grotesquery was at one point a great oak tree standing alone in the Scarred Wasteland's Blight. For generations, the consulate built into this tree acted as the base of operations of nature dragon ambassadors to the region, each charged with continuing to uphold a centuries-long peace between the two flights. The era of diplomacy came to an end when the First Seed was planted here, igniting a runaway bloom that threatened to engulf the landscape. A ceaseless contingent of plague magi are needed to entrap the lingering nature magic that still pulses beneath the ground; they are entrusted with maintaining a scab that never seems to heal.[122C]

Warchief Morix has scouts patrol to keep watch for further potential incursions from Nature's forces, such as roots or other vegetation from the First Seed. At least one scout, a spiral named Cariane, was tasked with sketching these potential threats for the Warchief.[125C]


Wild Sanctum
An ancient magical apparatus built to monitor the ley energies flowing throughout the Viridian Labyrinth. The Wild Sanctum provides invaluable analysis on the strength of latent nature magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched.[122C]


Miscellaneous Information
The Flatback sea turtle is plentiful in the coasts of the Viridian Labyrinth, and the offspring make annual gauntlets from beached nests to the water’s edge. Eating the hatchlings is expressly forbidden in Nature dragon culture.[58C]

The Sunrise hibiscus, whose color changes depending on its proximity to water, is native to the Viridian Labyrinth.[58C]

Dedicated acolytes of the Gladekeeper may transport precious saplings and extend the reach of the forest.[58C]


Beastclans
The ocean between the Viridian Labyrinth and the regions of Light and Shadow is inhabited by Maren. Talonok inhabit both the depths and the eastern side of the Labyrinth. Serthis can also be found in the dark jungles, while Centaurs have territory in the outer parts of the Labyrinth.[15C]






Arcane Flight – The Starfall Isles
The twisted, broken islands of the Arcanist and his scholars.


Overview
Once low rolling plains and small islands lined with glimmering shores,[59C] the Stafall Isles were transformed into their current form by the explosion of the ‘engine of fate’: a mega-reactor built in the Second Age, inspired by ‘the Speaker’. It was the same explosion which created the Arcanist, and eliminated the civilization that came before dragons.[60C]
Gravity plays oddly here; floating islands are common in the region.[61C]

The Arcane Dragons of the Starfall Isles are dreamers. They prefer the allure of the unknown and mysterious nature of the magical energies that bind the universe together. Of all the dragons, Arcane Dragons are the most curious, pursuing their theories and their dreams, often oblivious to the effects that their dogged pursuits may have on the world around them. Meteors and runestones are their favored treasure.[2C]

Although very cheerful and friendly about the process, Arcane dragons are potentially damaging the world by poking at the fabric of reality.[111C]


The Crystalspine Reaches
The Crystalspine Reaches is a mighty mountain range that once stood straight and tall, but whose peaks now curve inwards to point toward the Observatory. The leaning peaks create a concave, sheltered realm for younger clans to nurture their powers and grow accustomed to the warping energies of the land. The peaks are mined by the dragons, and the plinths of crystal are sent via magic to the Arcanist.[59C]

Once made of granite, the Crystalspine Reaches transformed into chalcedony after being warped by extreme arcane vortices. Prolonged exposure to the radioactive silica can make non-arcane dragons very ill.[62C]

Recently, they surged upwards all at once, growing the amount they had previously done over millennia in a matter of moments.[61C], [123C]
Mana thieves, a small insect that feeds parasitically off magic, are found here, and runic bats exclusively feed off of these bugs.[62C]


The Starwood Strand
The Starwood Strand was once a shoreline, but now is a forest where the trees stretch skyward and grow taller than anywhere else. At night, the trees blossom to reveal millions of flowers that wink in the moonlight like stars. It is a place for inspiration and thought, where many dragons discover their genius – and where many more become lost to the dangers hidden in the beauty.[59C]

Thousands of heatherbed lilies carpet the Starwood Strand, and lean towards the observatory.[62C]
Inscribed pangolins are found living here. The nocturnal orchid beetle also inhabits the Starwood Strand, and gets its colors from the flora there.[62C]
Stardust sap lamps’ blue flames are made using sap from birch trees in the Strand.[62C]

Fae dragons originate from this subregion.[96C]


The Focal Point
The Focal Point was once a low island, but it now threatens to tower over even the Crystalspine Mountains. The earth pulls upwards in cascading towers of rock and crystal. The vast energies at play here affect the outer lands, and make the skies a dangerous litter of resources sent in to the Observatory. The true threats, however, are the strange creatures that ride meteors raining upon the land.[59C]


The Observatory
The Observatory sits at the highest reaches of Focal Point, with the Eye of Many Lenses staring deep into the darkest quadrants of space. The Arcanist is found within the candlelit halls, brooding as his four frail arms feverishly scribble the knowledge of the cosmos into ancient tomes of countless pages. Forbidden words echo through the archaic structure bound in runes formed through years of applied magical sciences.[59C]

Sakura owlets are not usually pink, but become so due to owls nesting in the Observatory.[62C]
Massive quantities of celestine are found nearly exclusively pillar-like rocks beneath the Observatory.[62C]
Fallout streaks circle above the Observatory. Fallout whispers flutter around sites of the Arcanist’s experiments.[62C]


Hoverview Vale
Soaring delicately above the Crystalspine Reaches, these lush floating isles are often said to have been the origin of the region's name. The landmasses here are held aloft by a steady force that seems determined to pull the surrounding area into the heavens above. The dragon clans that dot these hovering chunks of earth are said to have the most incredible views in the world, with some even looking down upon the skybound lairs of the Cloudsong.[123C]
While the floating isles of the Starfall Isles are habitable, those who wish to move to the floating isles must contend with fairly powerful clans of arcane dragons.[106C]


Tourmaline Archives
The glittering spires of the Tourmaline Archives refract the surreal landscape, manifesting as a myriad of opportunities to study the arcane. The libraries within house a collection of knowledge that spans the scholars of dragonkind and breadth of Sornieth; an impossible task for even a handful of librarians to comb over in a generation. To walk its hallways is to disappear into a vast well of scripts, spells, astrology, and enchantment.[123C]
Prestigious scholars of the Archives adorn themselves in Starfall Crystalcloaks.[62C]


Astrolodome
Its symbol on the map is marked with a star.
As its name implies, this half-sphere of crystalline arcglass shields a sprawling community of mages and astrologists eager to make their mark on the world outside. Though originally constructed to cultivate a pristine atmosphere of intellectual pursuit, the armored shell now acts as a literal shield from wayward debris and astral "rain" that pummels the region in the wake of stirring elemental chaos.[123C]


Oculus of the Eleven
An ancient temple and neutral, sovereign entity constructed millennia ago as a cooperative effort between the flights to locate and monitor the ley lines of the realm. Eleven Magisters, one of each flight, monitor the lines and report any abnormalities. It overlooks a thousand small floating islands.[61C]

Magisters have been working here since its inception to identify where the strongest auras of magic on Sornieth coalesce. Sanctums in each region relay critical magical data to this neutral sovereign institution, where it is analyzed for fluctuations or disturbances. An order of scholars here have sought answers to a recent disastrous event originating from the Shifting Expanse.[123C]

The Oculus of the Eleven has donated scrolls which simulate resting in water or lava to the Warrior's Way event, to aid in making comfortable accommodations.[126C]


Other Locations and Miscellaneous Information
Rhodochrosite is commonly mined from hydrothermal vents off the coast of the Starfall Isles. It acts a catalyst for creating arcane metalwork.[62C]

The arcane-infused fields affect wildlife such as the satin mouse in strange ways, including causing them to be ‘magically delicious’. Manaweed specifically is said to give the satin mouse peculiar intellect, though the plant has no effects on dragons’ intelligence.[62C]

Where the southern Starfall Isles begin to splinter and freeze into ice floes, petalwing perytons graze in huge groups.[62C]


Beastclans
The Ashmane Chimera is found only in areas of the Starfall Isles where Beastclans are active. Some wonder if the clans have something to do with their creation.[62C]

While not typically prolific spellcasters, many harpies have taken up apprenticeships with neutral dragon clans in the Starfall Isles.[62C]

Maren can be found in the ocean to the northeast and south. Talonok have territory in the Starwood Strand, and Serthis territory is reaching in from the Wandering Contagion. Centaurs live at the Strand and the Focal Point. Harpies make home at the mountains touching the Scarred Wasteland and the southern parts of the Isles.[15C]




UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
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[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050158]Previous post: The Third Age Flights[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url][emoji=scroll size=1] | [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050182]Next post: Other Territories[/url] [emoji=right wing size=1][/sub][/center] ----------- [br] [size=6]Sources for the [i]Elemental Realms[/i] posts (1)[/size] -------------------- [sup][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050166]Sources post 2[/url][emoji=right wing size=1][/sup] --------- [*1C] – [url=http://www1.flightrising.com/forums/frd/1327998/77#post_12654994]Weekly Q&A [Closed][/url] [sup]“Sornieth is the name of the planet. The continent as a whole does not have a given name because to the dragon clans, it IS the world.”[/sup] [*2C] – [url=http://www1.flightrising.com/wiki/world-map]World Map[/url] [sup]To view an elemental region’s subregions, zoom in and click on its pin on the World Map. Click on a region's pin to view a description of the flight’s dragons.[/sup] [*3C] – [url=http://flightrising.com/main.php?p=wiki&article=105]Bounty of the Elements[/url] [sup]Example: The Oculus of the Eleven is described in the story, “Ten Eyes”.[/sup] [*4C] – [url=http://www1.flightrising.com/forums/frd/1327998/24#post_10267140]Weekly Q&A [Closed][/url] [sup]“For instance, Bamboo Falls exists somewhere at the intersection of the Windswept Plateau and the Sea of a Thousand Currents. The Golem Workshop is likely the interior of a mesa in the Shifting Expanse.”[/sup] [*5C] – [url=http://www1.flightrising.com/forums/frd/1199916/93#post_7613064]Player Questions/Concerns for the Admin[/url] [sup]“The Trading Post exists in a generalized location between Light and Lightning, where the grass is dry and there is little habitation. This creates a good neutral zone for traders who have abandoned their elemental flight to establish their caravans and cartels, with very little influence from either the Lightweaver or Stormcatcher.”[/sup] [*6C] – [url=http://www1.flightrising.com/forums/frd/1327998/45#post_12133741]Weekly Q&A [Closed][/url] [sup]“Bamboo Falls exists in a serene area that both flights share. You can envision that it is near the coast of the Windswept Plateau.”[/sup] [*7C] – [url=http://www1.flightrising.com/forums/frd/1327998/432#post_19846380]Weekly Q&A [Closed][/url] [sup]“Q: How much does the flight magic influence the personality of a dragon? Like, is it plausible for a water dragon to be happy go lucky, and go on adventures (more like a wind flight dragon) or a non-water dragon oracles? A: It typically have a major effect on their abilities, and a minor effect on a dragon's personality. But personality is made up of many facets, from species, to element, to clan, to it's region and culture. Dragons of any element that live in the Ashfall Waste, for instance, are likely to be influenced by the hard-working industrial nature of the area. Where as even a plague dragon living in the Windswept Plateau is going to be a lot more laid back.”[/sup] [*8C] – [url=https://flightrising.com/main.php?p=explore&map=1]Dragonhome map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*9C] – Various Dragonhome-related item descriptions [sup][gamedb item=12737]: “These conical structures can take thousands of years to form. The most incredible limestone stalactites can be found in huge caves beneath the Pillar of the World.” [gamedb item=32407]: “An influx of freelancing diggers have begun making their mark in Dragonhome, much to the chagrin of the local archaeologists. It’s only a matter of time before someone drudges up something terrifying…” [gamedb item=13394]: “This gem can be affected by dragonbreath to capture flame luminosity for a short while. It is not uncommon to see bundles of kunzite hanging from the ceilings of caves in the Dragonhome, used as tunnel lighting for miners and excavators.” [gamedb item=28504]: “Of those that are granted audience with the Crystalcourt elite, the centaurs are especially lucky. Beastclans cavorting with affluent dragonic society is almost unheard of.” [gamedb item=3672]: “Members of the earth flight collect granite, and enjoy quizzing eachother on each of the Igneous rocks that may make up a particular piece.” [gamedb item=20634]: “Stoneshapers have used pyrite and other minerals to form a beautiful protective shell.” [gamedb item=28365]: “A delicately crafted set of earthen vestments adorned with mana-rich stones, worn commonly by revered and talented geomancers.” [gamedb item=20029]: “Created by a long-lost earth clan, these golems have slumbered for thousands of years.” [gamedb item=18923]: “Metalworkers from the Ashfall Waste use cold lava and rubies from Dragonhome to make brooches like this one. Merchants like to wear these to show their wealth.” [gamedb item=14555]: “A favored sign or distance marker used by clans living in the undersea cave networks that connect the Tangled Wood and Dragonhome.” [gamedb item=33432]: “The high passes of Dragonhome are generally safe for travelers thanks to patrols by these enthusiastic hoofed chaperons.”[/sup] [*10C] – [url=http://flightrising.com/main.php?p=wiki&article=23]Encyclopedia page: Snapper dragons[/url] [sup]“The Snapper species originates from The Shattered Plain, where the majority of the population still resides.”[/sup] [*11C] – [url=http://flightrising.com/main.php?p=wiki&article=97]Ancient Fascinations[/url] [sup]The story describes the expedition.[/sup] [*12C] – [url=http://flightrising.com/main.php?p=wiki&article=6]Chapter 1: The First Age[/url] [sup]“Using the Earthshaker's gargantuan form as a foundation, the gods constructed a massive pillar at the northernmost point of the globe, fusing their corporeal bodies together into layers of elemental marble slabs.”[/sup] [*13C] – [url=http://flightrising.com/main.php?p=wiki&article=19]Epilogue: Flight Rising[/url] [sup]“The calamity had detonated the stone pillar, hurtling entire slabs and chunks of it across the globe. From the northern highlands to the southern ice shelf, not a landmass was unscathed by the shrapnel of the explosion. The most immense layers of the structure gravitated to their eventual resting places in the would-be elemental regions of the modern world. The visual reminders of the shattering were everywhere. [...] One by one, the Earthshaker watched his kin recede from the landscape, abandoning the post that had solidified their alliance for so many millennia. [...] The Eleven founded their eventual homes around the largest slabs of the Pillar that had come to rest across the realm. Although separated and cloistered, they still held a powerful connection to the monument that once shielded their world from darkness.”[/sup] [*14C] – [url=http://flightrising.com/main.php?p=wiki&article=56]Longneck Beastclan[/url] [sup]“Originally native to Dragonhome and its surrounding mountains, they make extensive usage of their habitat. [...] In recent years, dragon lairs that once dotted the mountainsides like pockets in a honeycomb now host Longneck food supplies and outposts. [...] While it is unclear why younger generations of Longneck are becoming more hostile, the mystery may lie in the most hidden away of their settlements: a legendary valley of steep cliffs, harsh edges, and close quarters. Dragonkind has not yet infiltrated or even located this most secretive of abodes. Many dragons are too large to fit through the heavily-guarded cracks in the hillside labyrinth that are thought to lead there. Those smaller dragons that can find themselves in close quarters with a hostile enemy, and are swiftly driven out.”[/sup] [*15C] – [url=http://flightrising.com/main.php?p=wiki&article=55]Beastclans on the Rise[/url] [sup]Each individual Beastclan’s article shows their territories.[/sup] [*16C] – [url=http://flightrising.com/main.php?p=wiki&article=69]Forgotten Cave coliseum venue page[/url] [sup]“The Earth Flight has endeavoured to map the many cave systems of Sornieth. An ancient lair, long forgotten, has been rediscovered; however, its new caretakers have no love for dragons…”[/sup] [*17C] – [url=https://flightrising.com/main.php?p=explore&map=11]The Ashfall Waste map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*18C] – [url=http://flightrising.com/main.php?p=wiki&article=25]Encyclopedia page: Coatl dragons[/url] [sup]“The Coatl originate from Emberglow Hearth, where most of the species regularly migrate to nest among the warm ashfall.”[/sup] [*19C] – Various Ashfall Waste-related item descriptions. [sup][gamedb item=25412]: “Adapted to filter feed in the scalding depths of Blacksand Annex.“ [gamedb item=25407]: “Known for migrating to the warm waters off the coast of Blacksand Annex, Blackline Bicorns compete with the native Ashen Bicorn whales for food.“ [gamedb item=13401]: “Of particular interest in its gemstone form, chrysoberyl is one of the Ashfall Waste's biggest export materials. Large and consistent quantities of this mineral are created by the constant expansion of the Blacksand Annex.” [gamedb item=5412]: “These rocks can be found where Blacksand Annex meets the domain of the Tidelord.” [gamedb item=3479]: “Something truly special, a one-of-a-kind marvel! ...wait a second... 'Made in Blacksand Annex'?” [gamedb item=406]: “This spirit hovers around The Great Furnace. It is only visible as a manifestation in the vapors of the steam produced by the forges.” [gamedb item=16248]: “An industrial symbiote to clans in the Ashfall Waste, cinder miths can sometimes be found working in tandem with metallurgists and blacksmiths to produce tools and weaponry.” [gamedb item=12529]: “Visitors of the Ashfall Waste should never follow the dancing flames.” [gamedb item=35680]: "The scalding lands of the Flamecaller dissuade even the hardiest beasts from passing through, but if one looks hard enough they can discover a thriving ecosystem making its home in the flowing magma." [gamedb item=27366]: “Although known for its weapons and armor, the Ashfall Waste can also produce decorative apparel for the fashionable (and wealthy).” [gamedb item=10209]: “Firebrand tungsten is oddly enough a waste product of Fire dragons and their metallurgy, useful for very little.” [gamedb item=31390]: “Skilled smiths in the Magmablood Rebellion always carry a personal forge with them – there’s no telling when you’ll need to create weapon or armor on the go.”[/sup] [*20C] – [url=http://flightrising.com/main.php?p=wiki&article=94]Temper, Temper[/url] [sup]” Thick metal gates covered in thousands of rivets now stood menacingly in the cavern opening leading to the forges and a decree, chiseled into a plate of steel, was welded to the leftmost panel: By order of the Grand Circle of Forgemasters, the Great Furnace Forgeworks are hereby closed until further notice.” […] “The Heartshaft heads to the Ancient Bellows, with direct access to the upper mantle. [...] A pervasive grinding noise echoed throughout the massive cavern, emanating from the ancient machine in its center. A great mechanical bellows compressed and stretched, its heated exhalations blasting upwards through steel pipework that ran through the stony ceiling, ventilating the great mountain. The bellows hung by chains over a sputtering pool of lava, operated by a pair of brawny imperial dragons, their hide tattooed with ornate symbols representing the Flamecaller and her element. The natural heat of the volcano was sufficient to keep the upper furnaces and forges operating at peak potential, but in times of excess production, the Ancient Bellows provided an otherworldly warmth. [...] The Flintlock Fumaroles were a series of terrestrial vents that expelled volcanic gases in quick, loud bursts. It also provided an ideal meeting place due to its unpredictable ejection patterns, and a thick layer of smoky mist that perpetually hung in the air near the water's edge. Blacksmiths and forgeworkers of all stripes littered the blackened sand. Por positioned herself on a shelf of scorched lava rock, looking over the dragons below. [...] It took the better part of a day for the land mass to spread and grow into the conical shape of an infant volcano, the elemental essence of fire pulsing deep in its center. As the lava cooled and the small island increased in size, the dragons began settling on the warm porous rock. They watched in awe as the eruptions continued unabated. The gathered dragons could feel their hearts beat with an exhilarating surge of power. Por landed on the easternmost peninsula of the rapidly expanding island and stared determinedly at the spiked silhouette of the mainland. Behind her, she could hear Haemil say, "They'll come for it, y’know.”[/sup] [*21C] – [url=http://flightrising.com/main.php?p=wiki&article=87]Volcanic Vents coliseum venue page[/url] [sup]“The fiery mountains of the Ashfall Waste continue to reshape themselves and push their borders. The newly formed Volcanic Vents presents a host of new challenges for your dragon clan to face!”[/sup] [*22C] – [url=http://www1.flightrising.com/forums/frd/1327998/116#post_13544773]Weekly Q&A [Closed][/url] [sup]“The Shifting Expanse had to undergo a severe amount of terraformation by the Lightning flight to allow the machinery to coexist with the environment, so this is why that particular wording was used. They essentially "built" themselves a haven for storm-catching purposes. There are rumors that the landscape was a lot more lush before these technologies started to come online, and the constant pull of electric forces scorched and parched the landscape. On the east/west flip-flop, that appears to be a mistake. The map was flipped multiple times and it appears that our directions became crossed! We'll certainly be correcting that!”[/sup] [*23C] – [url=https://flightrising.com/main.php?p=explore&map=3]The Windswept Plateau map page[/url] [sup] Refer to the various blurbs on the page for information.[/sup] [*24C] – Various Windswept Plateau-related item descriptions. [sup][gamedb item=104]: “Though it likes to hide amongst the reeds, the Reedcleft Sparkler can't resist lighting up for long.” [gamedb item=33816]: "An ornamental vessel of condensed zephyrs from the Reedcleft Ascent. While it looks purely cosmetic, it serves an important purpose: when strung up high in a tree, its mystical tail will always float toward the Windswept Plateau, pointing wayward wind dragons home." [gamedb item=12196]: “Though ornaments made from jade are expensive in Sornieth's economy, the raw form of this particular stone is in heavy abundance in the rivers that run through the Windswept Plateau.” [gamedb item=13418]: “This banded stone is a popular gift in the Windswept Plateau, and is commonly set in decorative patterns at the entrances to wind dragon lairs, paired with protection charms.” [gamedb item=29583]: “The grinning faces of kitsune are welcomed and beloved among the clans of the Windswept Plateau, many even living close by dragons for protection.” [gamedb item=761] and [gamedb item=762]: “Dragons in the Windswept Plateau often use these to build kites.” [gamedb item=746]: “Flocks of skycats will escort dragons through the Windswept Plateau, flying in the wake of the larger drakes.” [gamedb item=79]: “This species of ivy can blanket whole swaths of sand. Even when culled, it seems to reemerge out of nowhere.” [gamedb item=33444]: “Thought to be extinct, the tawny aardvark has started to appear more commonly in the densely wooded areas of the Windswept Plateau.”[/sup] [*25C] – [url=http://flightrising.com/main.php?p=wiki&article=95]A New Direction[/url] [sup] The story describes these events.[/sup] [*26C] – [url=http://flightrising.com/main.php?p=view&tab=userpage&id=3]Windsinger’s userpage[/url] [sup]Previously, the broadcast message on the Windsinger’s account would describe him as being in other regions, such as the Observatory in the Starfall Isles.[/sup] [*27C] – [url=https://flightrising.com/main.php?p=explore&map=4]The Sea of a Thousand Currents map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*28C] – [url=http://www1.flightrising.com/forums/frd/1327998/89#post_12839785]Weekly Q&A [Closed][/url] [sup]“While [the Tidelord] could try and lay claim to more territory for his domain, it would be more territory to defend and maintain. The water flight considers all bodies of water to be theirs by right, but they have only ever been able to reliably hold the Sea of a Thousand Currents.”[/sup] [*29C] – [url=http://www1.flightrising.com/forums/frd/1327998/741#post_25507289]Weekly Q&A [Closed][/url] [sup]“The Sea of a Thousand Currents is a vast territory, full of resources and artifacts of great importance. The heart of the Water Flight lives mainly within this region and is the seat of the Tidelord's power. It's certainly possible for Water dragons to live in other bodies of water. The deep ocean around the main continent is difficult to keep secure, has much less resources, and is farther away from the Tidelord's physical presence.”[/sup] [*30C] – [url=http://www1.flightrising.com/forums/ann/1049321#post_1049321]From the Briny Depths[/url] [sup]“Some strange new creatures have been wriggling their way from the murky depths of the Sea of a Thousand Currents and skittering onto every surrounding shoreline. These denizens of the deep are part of a family of never-before-seen giant shrimp and appear to be harmless.”[/sup] [*31C] – [url=http://flightrising.com/main.php?p=wiki&article=100]Hear Today, Gone Tomorrow[/url] [sup]The Tidelord’s disappearance: “"Nothing. There was nothing. He speaks no more."” Water dragons’ ability to switch from breathing air: “Kamak was breathing raggedly as he transitioned to taking in air once more.” The Shoredeep Presage: “They were travelling to the divination cave known as the Shoredeep Presage, where Kamak was to divine his first revelation and ascend to Junior Oracle. [...] The tide had come in, submerging the cave’s mouth up to the stalactites. [...] The current here was too strong for any but the fittest to safely swim, so elders of the shoreline clans had taken risky efforts to carve out grips that would see oracles safely to the grotto inside Shoredeep Presage. [...] the cave’s path inclined and the water level receded. The family followed the path to a chamber lit by a series of decorative braziers, each constructed of large sea shells and dried coral. At the very center of the room was an enormous pool, carved directly into the stone floor. Its surface was still, a perfect darkened mirror. The flame’s reflection danced in the circular pane, bouncing warm light across the ceiling in a wavy aurora. At the edge of the pool closest to the grotto’s entranceway was a raised dais holding an empty basin an and assortment of vials and reagents. [...] The bowl was fashioned from an enormous mollusk shell, the inside polished to a beautiful sheen. Beside the shell were various extracts, powders and concoctive additives with which to perform the ritual. Remembering what he had painstakingly practiced in their home lair, he began to mix, grind, and burn the elements needed to begin the ceremony.” The tunnel to the Leviathan Trench: “Beneath the water, the pool gave way to a great tunnel stretching and winding its way down to the cold, silent depths of the Leviathan Trench. The holy passage carried, by way of bubbles and currents, the prophecies and revelations of the Tidelord and his most trusted subjects. Deepsea oracles of immense power would help deliver word from their patron deity, and this cave was the means with which the shallows clans divined.”[/sup] [*32C] – [url=http://flightrising.com/main.php?p=wiki&article=103]Mixed Elements[/url] [sup]“More water clans were arriving, many of which had kin adopted from other elemental lands— clan members who could not survive the seas without the Tidelord’s water magic.“[/sup] [*33C] – Various Sea of a Thousand Currents-related item descriptions. [sup][gamedb item=34238]: "A decorative cloth adornment used by high oracles and prophets of the Water flight. In certain light, the delicate weave of the fabric shimmers like fish scales." [gamedb item=1205]: “The shed shells of grown nudibranch mollusks are often collected by water dragons for good luck.” [gamedb item=11680]: “Depin native to Fishspine Reef feed almost exclusively on the poisonous species of fish native to area. Their ability to process the poison leaves their food source uncontested.” [gamedb item=34373]: "In the depths of Leviathan Trench, massive schools of wave sweepers create a wall of light." [gamedb item=29793]: “The dragons of the water flight have enlisted the help of willing deepwater maren beastclans to aid them in their ongoing search for a lost deity.” [gamedb item=29802]: “Since hydromancers lost their connection to the Tidelord, many have taken up practicing other forms of water magic. These enchanted jugs can temporarily call forth a watery companion.” [gamedb item=13582]: “A foundation of many reefs in the Sea of a Thousand Currents.” [gamedb item=4323]: “Though it has a land-growing cousin, this melon is cultivated exclusively in the Sea of a Thousand Currents.” [gamedb item=31207]: “A dragon delicacy that can only be fished by deep diving water dragons.” [gamedb item=4355]: “These invertebrates may leap from the water and glide short distances. Water clan hatchlings enjoy watching them smack into things.” [gamedb item=19594]: “Dragons not of the water flight are unable to discern what manner of creature this spearhead came from. Those of the water flight will not speak of it.” [gamedb item=21396]: “These oddball fish can grow to be eighty feet long and are hardly ever seen unless they die and float to the surface. Water dragons consider it a feast if one can be caught alive.”[/sup] [*34C] – [url=http://flightrising.com/main.php?p=wiki&article=44]Kelp Beds coliseum venue page[/url] [sup]“This contested territory is heavily patrolled by Marenbeastmen who guard it from draconic encroachment. Dragons who test their skills in this underwater venue are protected by a large bubble, a blessing of The Windsinger.”[/sup] [*35C] – [url=http://www1.flightrising.com/forums/frd/1286497/3#post_8163646]Player Questions/Concerns for the Admin[/url] [sup]“Q: Do you guys have any idea about where in Sornieth the Coliseum venues are? Like the Bamboo Falls looks like it could be near the Wind/Water border, and it would be logical if Kelp Beds was a part of the Sea of a Thousand Currents, etc... A: Many of the venues exist on borders or uninhabited (by dragon) lands on the main continent. Your guesses are pretty good for which borders and uninhabited lands the venues exist in so far!“[/sup] [*36C] – [url=https://flightrising.com/main.php?p=explore&map=5]The Shifting Expanse map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*37C] – Various Shifting Expanse-related item descriptions. [sup][gamedb item=29]: “This hardy plant is sometimes the only sustenance found for miles. It also tastes awful.” [gamedb item=21557]: “Small caches of this mineraloid often form in the sand below lightning eggs in the Shifting Expanse, forcing parents to routinely clean their nests.” [gamedb item=10208]: “A popular material in bulbs and superalloys. Lightning dragons harvest the stuff like it's going out of style.” [gamedb item=7581]: “This appendage will twitch uncontrollably around lightning dragons.” [gamedb item=7593]: “These golems were designed to traverse and perform maintenance on the inaccessible conduits of Tempest Spire.” [gamedb item=13414]: “This foggy green crystal is often used in trading and bartering among harpy beastclans. It has even been adopted as a currency by some dragon clans in the Shifting Expanse!”[/sup] [*38C] – [url=http://www1.flightrising.com/forums/frd/1327998/77#post_12654994]Weekly Q&A [Closed][/url] [sup]“The Workshop was founded by an industrious Lightning clan, then abandoned when it became too difficult to control. It began to operate again seemingly on its own, with Golems producing more Golems. It is likely that the workshop was activated by Luna Mith seeking to make lightning-powered armor. These Mith did not grasp the full scope of what restoring power to the factory would entail.”[/sup] [*39C] – [url=https://flightrising.com/main.php?p=explore&map=6]The Southern Icefield map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*40C] – [url=http://flightrising.com/main.php?p=wiki&article=106]Cracks in the Ice[/url] [sup]The Glacial Assembly and the gaols: “"This is the Glacial Assembly," Solveig spoke quietly as she led them to the slightly raised circular dais at the center of the amphitheater, "where the Wardens meet to openly discuss matters that impact all of us. It is the central congregation point between the Fortress of Ends and its many ancillary gaols”. Reclaimer’s Glacier: “Our first, last, and only order from our great father Icewarden was to defend our world from the Shade. That is our purpose, and we have performed this duty faithfully within the confines of this land, from Reclaimer’s Glacier to the Fortress of Ends.“[/sup] [*41C] – Various Southern Icefield-related item descriptions. [sup][gamedb item=29064]: “The Longneck of the Southern Icefield have a storied history of coexisting with dragonkind, and many are happy to guide trekking clans through the most dangerous mountain passes.” [gamedb item=21414]: “In one of Sornieth's finest shows of migration, this sect of harpies has moved from the Southern Icefield to the Ashfall Waste and never looked back.” [gamedb item=21415]: “Willing to make the best of a bad situation, these Southern Icefield refugees use their spelled snow to cool the ground where they keep their homes.”[/sup] [*42C] – [url=http://flightrising.com/main.php?p=wiki&article=92]Jailbreak[/url] [sup]“It wasn't uncommon for dragons to enlist the aid of freelancing longneck trailmasters in the dangerous passes of the Cloudscape Crags. At this altitude, sudden blizzards and temperature drops made flight dangerous, if not deadly, and no other beastclan was more suited to the harsh environment of the treacherous mountain range.”[/sup] [*43C] – [url=http://www1.flightrising.com/forums/frd/1327998/6#post_8918396] Weekly Q&A [Closed][/url] [sup]“Sornieth indeed experiences its own winters, springs, summers, and autumns. The shift in temperature and weather patterns affects the elemental regions in different ways, some seeing more change than others. For instance, the width and strength of the Twisting Crescendo is much more fearsome in the late summer, when temperatures are warmer and more humid. The snowstorms of the Southern Icefield can send flurries as far north as the Starfall Isles. Overall, however, seasonal patterns are harder to predict or understand due to the constant imbalance in elemental magic ripping through the world.”[/sup] [*44C] – [url=http://www1.flightrising.com/forums/frd/2125195/1#post_25754002]Ask the Team! [Closed][/url] [sup]“Seasonal changes do occur, though the elemental forces at work in each territory limit or enhance these changes. You'll even see "warm" (comparatively...) periods in the Southern Icefield during the summer, when tundras develop the more lightweight coat.”[/sup] [*45C] – [url=https://flightrising.com/main.php?p=explore&map=8]The Sunbeam Ruins map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*46C] – [url=http://www1.flightrising.com/forums/ann/2494447/1#post_2494447]Dev Update: Upcoming Projects[/url] [sup]Elevation: The Sunbeam Ruins is shown to be highly elevated on a preview of the new world map. The Daylight Sanctum: its information is shown in an video previewing Points of Interest. “An ancient magical apparatus built to monitor the ley energies flowing throughout the Sunbeam Ruins. The Daylight Sanctum provides invaluable analysis on the strength of latent light magic and relays it directly to the Oculus of the Eleven, where it has been monitored and researched by skilled magisters and scholars for hundreds of years. The Sunportal: its information was also shown in the Points of Interest preview video. “The crumbling stone arch of the Moonportal lay dormant for thousands of years. Once a lonely monument decaying in the march through time, its true purpose exploded into life as a transfer device to and from the Sunbeam Ruins. Its sister arch, the Sunportal, was activated recently at the bottom of a shrouded pool in the Tangled Woods.”[/sup] [*47C] – [url=http://www1.flightrising.com/forums/frd/1327998/501#post_20885070]Weekly Q&A [Closed][/url] [sup]“Q: I don't know if anyone has ever asked this before, but I'd really love to know how big the Giant Sundial on the Sundial Terrace is. A: Close to the diamater of a large SETI telescope dish.”[/sup] [*48C] – [url=http://flightrising.com/main.php?p=wiki&article=101]Raising a Family[/url] [sup]Hewn City border patrol: “Change of plans, I’m not turning you over to the Hewn City border patrol.” Three-headed emperor: the story’s main focus is on its existence.[/sup] [*49C] – [url=http://flightrising.com/main.php?p=wiki&article=96]Kindred Crossing[/url] [sup]Hewn City quarters/quadrants: “Mapping this quadrant had taken her the better part of a month, but in just a few day's time she'd be finished.”[...]"You're in the eastern quarter of the Hewn City, and you've got a lot of explaining to do." Activation via runestone: The first part of the story describes Umbrann, a Ridgeback hatchling, giving an offering and causing the Sunportal to appear.[/sup] [*50C] – Various Sunbeam Ruins-relevant item descriptions. [sup][gamedb item=806]: “An elaborate headdress carved out of painted stone. This one is a reconstructed relic from ruins of the Mirrorlight Promenade.” [gamedb item=800]: “Rumored to live in the sewers below the hewn city, noggles are said to grow to astonishing sizes. Dragons beware.” [gamedb item=30549]: “Adepts and acolytes who serve in the upper echelons of the Light flight don these contrasting robes to set them apart from their subordinates.”[/sup] [*51C] – [url=https://flightrising.com/main.php?p=explore&map=7]The Tangled Woods map page[/url] [sup]Refer to the information blurbs on this page.[/sup] [*52C] – Various Tangled Woods-relevant item descriptions. [sup][gamedb item=16265]: “Only shadow dragons can see wispwillow perytons after night falls. To others, they appear as a jumble of small floating specks of light.” [gamedb item=1124]: “Millions of moor thistle cover the lowland valleys of the Tangled Wood. Coupled with the indigenous brambles, they provide excellent protection for dragon caves.” [gamedb item=13398]: “These invasive plants must be constantly removed to preserve swamps and bogs that border the Tangled Wood and the Scarred Wasteland. Thankfully, they are high in nutrients.” Will o’ the Wisps apparel description: “A chilling collection of ghastly lights that hover around travelers that make wrong turns in the Tangled Wood…” [gamedb item=29294]: “Corven emissaries have adapted to the unpredictable and superstitious customs of the Tangled Wood. Tarot readings are a popular bartering tool with dragons who are parting with food and supplies.” [gamedb item=33507]: "This mantle of living shadow is bestowed only upon the shadow flight's best warriors and closest allies."[/sup] [*53C] – [url=https://flightrising.com/main.php?p=explore&map=2]The Scarred Wasteland map page[/url] [sup]Refer to the information blurbs on this page.[/sup] [*54C] – Various Scarred Wasteland-relevant item descriptions. [sup][gamedb item=16488]: “The dreaded carrioncorn is said to stampede in massive herds throughout the Abiding Boneyard, sometimes locked in vicious battles with resident vultures over rare food sources.” [gamedb item=359]: “So many Shattered Serpents live in the Abiding Boneyard that the sand itself looks as though it's rippling like an ocean.” [gamedb item=2941]: “This species has adapted to the harsh conditions of Rotrock Rim. It thrives upon the native disease-ridden flora.” [gamedb item=2888]: “The toxins found in the venom of Driftwood Barons have been used to combat the onset of several strains of Wyrmwound plague.” [gamedb item=638]: “Spawned in The Wyrmwound, this slime has taken on a life of its own. It envelops everything in its path, leaving bones and bare rock in its wake.” [gamedb item=28150]: “Forged with the most resistant metals on Sornieth, this set of serrated leg armor allows even a non-plague dragon protection against the most irradiated terrain of the wasteland.” [gamedb item=16261]: “It is recommended to stay as far from these hostile creatures as possible -with the exception of plague dragons, who have a natural immunity to serpenta venom.” [gamedb item=28179]: "Canaries make great dragon snacks, but are more often kept as natural alarms. Their call is loud enough to act as a warning about plague gasses nearby." [gamedb item=20161]: “A warrior's kilt, crafted from the bones of fallen foes.” [gamedb item=483]: "A crudely-fashioned stuffed doll that resembles the Plaguebringer. The dragon leather it's held together with is molding and smells awful." [gamedb item=24519]: “A tattered banner and carapace of a fallen foe adorn this fierce scavenger.” [gamedb item=28132]: “Plague dragons see swarms of locusts as a good omen, many clans following them throughout the realm rather than eating them.” [gamedb item=32034]: "Every year, hundreds of these bony birds lead groups of revelers through the murky wasteland, their lanterns adding as much as aiding in the thick, putrid fog." [gamedb item=6]: "Every year, vast numbers of this butterfly migrate across the plains. It is called the blue harvest." [gamedb item=28151]: “Serthis have an excellent natural protection against poisons and toxins, making them natural emissaries to the Scarred Wasteland.” [gamedb item=42029]: “An unfinished adaptation that may grow to be useful.”[/sup] [*55C] – [url=http://www1.flightrising.com/forums/frd/1327998/397#post_18679284]Weekly Q&A [Closed][/url] [sup]“The Wyrmwound is the Plaguebringer's experimentation cauldron. Using her own mysterious magics, she uses it to concoct strong diseases and malladies that are then tested upon the dragons, flora, and fauna of the Scarred Wasteland to measure their survivability. It's like getting a flu shot! Only like, way worse.”[/sup] [*56C] – [url=http://flightrising.com/main.php?p=wiki&article=99]The Seed and the Sickness[/url] [sup]Quarantine zones: “The embassy was located in what the Plague dragons called a "quarantine zone.” This parcel of land was unaffected by contagion, the ground covered in an abundant swath of healthy trees and shrubs. They had told her that despite the area being necessary for her to live safely within the Scarred Wasteland, quarantine zones were also an effective tool used for the testing of strains of virus.” The overall story of the embassy is given at the linked page.[/sup] [*57C] – [url=https://flightrising.com/main.php?p=explore&map=10]The Viridian Labyrinth map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*58C] – Various Viridian Labyrinth-relevant item descriptions. [sup][gamedb item=34608]: "The Everbloom Gardens aren't just naturally beautiful. They take a dedicated group of botanists and gardeners to maintain, and many devote their lives to keeping the blooms fresh and healthy." [gamedb item=25278]: “Found thriving in the Gladeveins of the Viridian Labyrinth, this large rodent usually wades in the aqueducts looking for fish, frogs, or crayfish to eat.” [gamedb item=16256]: “Quite possibly the most dangerous part about crossing rivers and streams, this quick reptile is content to snap at ankles and tails. Watch for its bright yellow eyes!” [gamedb item=34371]: "Native to the Gladeveins, long-crested hippogriffs adaptability and omnivorous diet has seen them flourish in a variety of environments." [gamedb item=403]: “Everglade lashers swim in colorful, shining schools. They migrate up rivers to the base of The Behemoth every spring.” [gamedb item=13406]: “These turtles are plentiful off the coasts of the Viridian Labyrinth, where nature dragon culture expressly forbids eating hatchlings that make the annual gauntlet from their beached nests to the water's edge.” [gamedb item=754]: “A tropical flower native to the Viridian Labyrinth. This particular genus changes color depending on its proximity to bodies of water.” [gamedb item=10536]: “Dedicated acolytes of the Gladekeeper may transport precious saplings and extend the reach of the forest.”[/sup] [*59C] – [url=https://flightrising.com/main.php?p=explore&map=9]The Starfall Isles map page[/url] [sup]Refer to the information blurbs on the page.[/sup] [*60C] – [url=http://flightrising.com/main.php?p=wiki&article=7]Chapter 2: The Second Age[/url] [sup]“It was not until the appearance of a powerful magi who called herself "The Speaker" that the cycle of violence ceased.[...]"Only when the children of the Pillar fuel the engine of fate shall they fortify life, challenge death, and know the true potential of magic."[...]The engine sparked to life,[...]The mounting pressure released in one immense, silent flash.[...]The explosion had devastated the realm. Cities and nations laid to waste.[...]At the epicenter of the great detonation, a condensed mass of energy remained to govern the upturned blast zone. It pulsed like a star that had become detached from the night sky, tendrils of arcane energy arcing wildly. The orb appeared curiously sluggish, as if roused from a slumber. Then it stretched all eight of its spindled limbs.”[/sup] [*61C] – [url=http://flightrising.com/main.php?p=wiki&article=93]Ten Eyes[/url] [sup]Location of the Oculus and floating islands: “The Oculus of the Eleven, an ancient tower situated a few miles southeast of the Observatory, overlooked a thousand small, floating islands. The sea of magically elevated earthen forms were visible from the Oculus' eleven thin fenestrae, which were beginning to warm to a purple-pink tone with the rising sun.“ The Crystalspine Raches’ growth: “The entire mountain range had surged upward. […] “We all knew that the Crystalspine Reaches were growing at a gradual rate but never before have they heaved in such a fashion. This process is supposed to take millennia,””[/sup] [*62C] – Various Starfall Isles-related item descriptions. [sup][gamedb item=13413]: “Crystalspine Reaches, once granite mountains, are now entirely made of chalcedony after extreme arcane vortices warped their physical properties. Prolonged exposure to this radioactive silica can make non-arcane dragons very ill.” [gamedb item=8]: “This vampiric insect glows with magical energy siphoned from other living creatures.” [gamedb item=753]: “A delicate lily. Thousands of these flowers blanket the Star Wood Strand, leaning towards the Arcanist's observatory.” [gamedb item=25410]: “Creatures living within the Starwood Strand may be enchanted…” [gamedb item=21546]: “Found in the Starwood Strand, this nocturnal beetle gets its vivid coloration from the plants it eats.” [gamedb item=21402]: “A specialized lamp that uses sap from birch trees in the Starwood Strand. It emits an eerie blue flame.” [gamedb item=5703]: “For a time owls sought to build nests in the Observatory at Focal Point. They quickly stopped when their owlets began turning pink.” [gamedb item=13399]: “Massive quantities of celestine are found in the pillar-like rocks that stretch out below the Observatory, but almost nowhere else in the realm.” [gamedb item=785]: “Flocks of streaks circle above the Arcanist's observatory.” [gamedb item=31685]: “The decorated raiment for the most prestigious scholars of the Tourmaline Archives.” [gamedb item=13415]: “This vibrant mineral is commonly mined from hydrothermal vents off the coast of the Starfall Isles. It acts a catalyst for creating arcane metalwork.” [gamedb item=9]: “Living in arcane-infused fields does strange things to Satin Mice. All that matters is they're magically delicious.” [gamedb item=13]: “While Manaweed supposedly gives Satin Mice their peculiar intellect, it doesn't make dragons any smarter.” [gamedb item=1755]: “These moths fly erratically around the sites of Arcanist's experiments. They make your tongue glow when eaten.” [gamedb item=16264]: "Though most peryton flocks nest high on cliffs and in trees, petalwing perytons can be found grazing in huge groups where the southern Starfall Isles begin to splinter and freeze into ice floes." [gamedb item=24508]: “This particular variety of chimera only appears in areas of the Starfall Isles where Beastclans are active, leaving some to wonder if the Clans have a hand in their creation.” [gamedb item=27763]: “While harpies aren't typically prolific spellcasters, many have taken up apprenticeships with neutral dragon clans in the Starfall Isles.”[/sup] [*63C] – [url=http://www1.flightrising.com/forums/frd/2125195/47#post_26775449]Ask the Team! [Closed][/url] [sup]“The Ashfall Waste is bordered by the Sea of a Thousand currents as well as the greater ocean. Most coatl will obtain their fish from the coast, though there are some species that dwell in warm underground rivers.”[/sup] [*64C] – [url=http://www1.flightrising.com/forums/frd/1327998/338#post_17582668]Weekly Q&A [Closed][/url] [sup]“Taking a ride on a balloon through the Twisting Crescendo is always a thrill for non-Wind dragons!”[/sup] [*65C] – [url=https://flightrising.tumblr.com/post/50910945843/question-and-answer-28]Question and Answer 28[/url] [sup]“Water and Wind’s warring created the Stormcatcher, and the tempest in the middle of the shifting waste. The cyclone was encouraged into existance by the windsinger, though that wasn’t a particularly difficult feat. The wind domain is located between the superheated and chilled air of the ice and fire domains. We hope to tie-in events from the history articles in the future game-play of Flight Rising.”[/sup] [*66C] – [url=https://flightrising.tumblr.com/post/35492027361/question-and-answer-7]Question and Answer 7[/url] [sup]“That’s up to the player! As examples: Dragons of the plague flight may be non-symptomatic carriers, or they may exhibit pockmarks, scarring, or boils. Dragons of the light flight may be bioluminescent or glow faintly. Dragons of the earth flight may have thicker scales. Dragons of the fire flight might emit smoke, ect.”[/sup] [*67C] – [url=https://flightrising.tumblr.com/post/33479868658/questions-and-answers]Questions and Answers[/url] [sup]“In terms of current lore, there is no one specific “library” location, though we’d hazard that both the Earth and Light flights maintain the largest libraries among the 11 dragon flights, simply by their nature.”[/sup] [*68C] – [url=http://www1.flightrising.com/forums/frd/1327998/107#post_13316236]Weekly Q&A [Closed][/url] [sup]“The blacksmiths of Ashfall Waste and Engineers of Shifting Expanse would both be able to craft prosthetics, though the prosthetic would be unlikely to have all the functionality of the original limb. However, the original limb probably couldn't have a rocket pack attached to it either…”[/sup] [*69C] – [url=http://www1.flightrising.com/forums/frd/1327998/561#post_21992728]Weekly Q&A [Closed][/url] [sup]“The thin metal sheets required in the manufacture of the glitter would likely come from the Ashfall Waste. The craftsdragons who painted it and turn those sheets into glitter could come from anywhere. Though by "anywhere" we of course mean Sunbeam Ruins…”[/sup] [*70C] – [url=http://www1.flightrising.com/forums/ann/1029376#post_1029376]Protect Your Scales![/url] [sup]“Forged in The Blacksand Annex, bracers and greaves to compliment the existing solid, blood, venom, and steelscale armor are making their way into the marketplace, coliseum, and Swipp's Swap Stand.”[/sup] [*71C] – [url=http://www1.flightrising.com/forums/ann/1143627#post_1143627]Boreal Dangers[/url] [sup]“Apprentice metalworkers in Blacksand Annex have begun releasing some of their wares to the marketplace. Wing cuffs in a variety of metals are now available.”[/sup] [*72C] – [url=http://www1.flightrising.com/forums/ann/2464564#post_2464564]Shielding Scales[/url] [sup]“The rebellious blacksmiths of the Ashfall Waste have taken to churning out battle gear for their ongoing standoff with the forgemasters; you can grab a set to help them out! [...] Por's Rebellion kicked off during Bounty of the Elements, and she took several fugitive clans of blacksmiths with her. They now lay claim to a new volcano exploding to life out in the sea, and have been covertly flooding the black markets and slums of the mainland with armor and weapons to outfit their stranded cousins and friends there. Will you pick up your own set to fund their efforts?”[/sup] [*73C] – [url=http://www1.flightrising.com/forums/frd/1327998/35#post_11273055]Weekly Q&A [Closed][/url] [sup]“Fun Version: The Gladekeeper provides the leaves during the holidays and scatters them across the continent. Dragon clans find these leaves as they gather and hunt around the land, and so do the flora and fauna! The Windsinger and his brood will spend several weeks preparing for the festival, writing messages, poems, nonsense, and including map fragments from the places that they have travelled this year. The scrolls you gather are the fruits of these labors.”[/sup] [*74C] – [url=http://www1.flightrising.com/forums/frd/2125195/97#post_28712274]Ask the Team! [Closed][/url] [sup]“Many of the tablets contain verbose and eloquent references to daily life and events in the Sunbeam Ruins. Not-so-immaculate tablets litter the Hewn City and are difficult to read, but scholars are hard at work on that.”[/sup] [*75C] – [url=http://flightrising.com/main.php?p=dominance]Dominance[/url] [sup]“The realm is embroiled in a perpetual conflict called Dominance.”[/sup] [*76C] – [url=http://www1.flightrising.com/forums/frd/1327998/456#post_20161314]Weekly Q&A [Closed][/url] [sup]“Weather on Sornieth is a natural occurrence (such as on Earth), but it can certainly be exacerbated by the influence of the deities, or sometimes by their most powerful exalted followers. In the most heated skirmishes for dominance, the weather can be quite unpredictable.”[/sup] [*77C] – [url=http://www1.flightrising.com/forums/frd/2125195/147#post_30693060]Ask the Team! [Closed][/url] [sup]“The dragons battle for more territory, influence, and trade goods. If they win, they enjoy the favor of their patrons, as well as the ability to take advantage of additional resources, trade routes, and discounts that their expanded influence has earned.”[/sup] [*78C] – [url=http://flightrising.com/main.php?p=wiki&article=13]Elemental Holidays[/url] [sup]“About once a month, all dragonkind will come together and celebrate one of the eleven elements for an entire week. Holidays are meant as an armistice time, and conflict is discouraged.”[/sup] [*79C] – [url=http://www1.flightrising.com/forums/frd/1327998/101#post_13024940]Weekly Q&A [Closed][/url] [sup]“Considering their long-standing bitter rivalries, the other deities more or less keep to themselves while respectfully recognizing the act of festivals. Throwing parties and celebrating culture are important facets of dragon communities, so the deities allow them to take place as a means of keeping the peace and taking a break from the stressful struggle of dominating the realm.”[/sup] [*80C] – [url=http://www1.flightrising.com/forums/frd/1327998/672#post_23990344]Weekly Q&A [Closed][/url] [sup]“Not particularly, though all territories have areas where it is difficult or dangerous for dragons to tread. If you notice that the giant pulsing crystal is warping wildlife around it, it's probably a good idea not to make your lair there…”[/sup] [*81C] – [url=http://www1.flightrising.com/forums/frd/1327998/15#post_9620973]Weekly Q&A [Closed][/url] [sup]“That's a valid way of thinking about it! The zones themselves are very influenced by the magical element of the reigning Deity and their protected shard of the Pillar; the changes in both magical fields and the landscape itself are dead giveaways that one is approaching a “border".”[/sup] [*82C] – [url=http://www1.flightrising.com/forums/frd/1327998/133#post_13920096]Weekly Q&A [Closed][/url] [sup]“It all boils down to the characteristics and flight-wide sentiments that define each Elemental region. Many Ice dragons, for instance, exhibit cold and sterile behavior towards even their own brethren, so you can imagine how they might react toward other elemental clans. On the other hand, Wind dragons, due to the nature of their centuries-long place as messengers and artists, are generally much more open and inviting. This kind of attitude is indicative of the majority of clans in a flight, but there are thousands of areas in between (just as you see on Earth) where families and clans and tribes don't reflect the greater whole. A combination of a dragon's natural element, their species, the deity they now serve, the dynamics of their clan, and their intrinsic personality and spirit mold a dragon's behavior.”[/sup] [*83C] – [url=http://www1.flightrising.com/forums/frd/1327998/35#post_11273055]Weekly Q&A [Closed][/url] [sup]“Dragons are born with magic and their eyes reflect the elemental nature of the magic they absorbed while in the egg.”[/sup] [*84C] – [url=http://www1.flightrising.com/forums/frd/2125195/97#post_28712274]Ask the Team! [Closed][/url] [sup]“Q: What exactly is the biome of the Plague region? Humid or arid? Marshland or desert? A: Yes. It depends on what area you travel. It can vary from incredibly humid to bone-dry.”[/sup] [*85C] – [url=http://flightrising.com/main.php?p=wiki&article=2]Encyclopedia page: Guardian dragons[/url] [sup]“Guardians are immense, protective creatures. The Guardian species originates from Fishspine Reef, though the nature of The Search sees individuals wandering far from the birthplace of their race.”[/sup] [*86C] – [url=http://flightrising.com/main.php?p=wiki&article=22]Encyclopedia page: Spiral dragons[/url] [sup]“This species originates from the Zephyr Steppes where their population continues to thrive.”[/sup] [*87C] – [url=http://flightrising.com/main.php?p=wiki&article=67]Encyclopedia page: Skydancer dragons[/url] [sup]“Skydancer dragons originate from The Reedcleft Ascent, a region that continues to boast the largest concentrated population of the species.”[/sup] [*88C] – [url=http://flightrising.com/main.php?p=wiki&article=20]Encyclopedia page: Ridgeback dragons[/url] [sup]“The Ridgeback breed originates from The Shifting Expanse, and most of their species still calls this territory home.”[/sup] [*89C] – [url=http://flightrising.com/main.php?p=wiki&article=18]Encyclopedia page: Tundra dragons[/url] [sup]“The Tundra species originated from the Snowsquall Tundra.”[/sup] [*90C] – [url=http://flightrising.com/main.php?p=wiki&article=104]Encyclopedia page: Gaoler dragons[/url] [sup]“The breed originates from The Fortress of Ends, and they have remained in the Southern Icefield for most of the modern era.”[/sup] [*91C] – [url=http://flightrising.com/main.php?p=wiki&article=21]Encyclopedia page: Pearlcatcher dragons[/url] [sup]“The Pearlcatcher species originates from the Sunbeam Ruins, where their population continues to thrive.”[/sup] [*92C] – [url=http://flightrising.com/main.php?p=wiki&article=29]Encyclopedia page: Imperial dragons[/url] [sup]“The Imperial breed originated from The Beacon of the Radiant Eye, though the species seems conspicuously absent from its point of origin.”[/sup] [*93C] – [url=http://flightrising.com/main.php?p=wiki&article=63]Encyclopedia page: Nocturne dragons[/url] [sup]“Nocturne Dragons originate from deep within the Tangled Wood, where they are dormant for most of the year.”[/sup] [*94C] – [url=http://flightrising.com/main.php?p=wiki&article=3]Encyclopedia page: Mirror dragons[/url] [sup]“The species originates from The Abiding Boneyard, but their migratory nature sees packs roaming to every corner of the world.”[/sup] [*95C] – [url=http://flightrising.com/main.php?p=wiki&article=5]Encyclopedia page: Wildclaw dragons[/url] [sup]“The Wildclaw breed originates from Shrieking Wilds where its population remains abundant. This species has begun to expand into new domains, the most notable of which is The Wandering Contagion. This territory supports the second largest population of Wildclaw dragons, which some consider to be unusual given the homeland of the species. To say that these two regional groups do not get along is an understatement, and most encounters between the two populations trend towards bloodshed.”[/sup] [*96C] – [url=http://flightrising.com/main.php?p=wiki&article=1]Encyclopedia page: Fae dragons[/url] [sup]“The Fae species originates from the Starwood Strand, but their rapid population growth has many colonies straying from their native homeland.”[/sup] [*97C] – [url=http://www1.flightrising.com/forums/frd/1097110/2#post_4320265]Why does Shadowbinder obscure the pool?[/url] [sup]“Part of Shadow's deal is obscuring truths. All truths, even useful ones. Part of Light's deal is revealing truth. All truths, even dangerous ones. (They're having a ball digging up remains from the second age…)”[/sup] [*98C] – [url=http://flightrising.com/main.php?p=wiki&article=98]Workplace Hazards[/url] [sup]As they reached the top of a sand dune, they spotted a small stone tower. A single cyan jewel floated lazily above it, surrounded by an impressive array of lightning rods. […]This particular sanctum of the Oculus of the Eleven had a single wooden door, inlaid with the crest of the lightning dragonflight. […] “It’s absurd and more than a little insulting that they’ve ignored help requests from Stormcatch Sanctum.” […] “We’re on special assignment to construct a new sanctum in cooperation with the Oculus of the Eleven. The new building is going to be constructed around the current sanctum.” […] the new sanctum came to form a large domed structure with multiple rooms and corridors leading to the tiny, older stone building in the center. […] “We'll be removing the stone sanctum at the center of this building. It's impeding completion of the project.” […] "This will be the most grand reactor ever constructed.””[/sup] [*99C] – [url=https://flightrising.tumblr.com/post/51132810151/question-and-answer-29]Question and Answer 29[/url] [sup]"As an example, part of the plague lore is that hatchings are expelled from the clan. They must survive the wilderness and the incubation of the plague inside them before they can return, following which they receive their names. The plague flight is all about survival of the fittest."[/sup] [*100C] – [url=https://www1.flightrising.com/forums/frd/93602/2#post_113609]Non-Water Dragons In Water Domain?[/url] [sup]"We'll be visiting this when we begin adding flight pages to the encyclopedia. The short answer is that wind dragons can come and go as they please, as can water dragons. Any other flight is either the guest or the prisoner of the water dragons while in their domain. More the latter than the former. The water flight has some dark tendencies (though most clans are perfectly pleasant to their "guests") Water doesn't get many voluntary visitors. =X"[/sup] [*101C] – [url=http://www1.flightrising.com/forums/frd/2392691/12#post_32103053][wind] A new Direction[/url] [sup]"Quote: 'The young spiral was the Twisting Crescendo...' :)"[/sup] [*102C] – [url=https://www1.flightrising.com/forums/ann/1053870]The Scrying Workshop[/url] [sup]"Within the twisting halls of Spiral Keep, the scrying pool of the TideLord has been opened to all dragonkind. Those who show proper reverence to the god of the fathomless depths may use this workshop to peer into every possible future outcome for the dragons of their clan. [...] Within the Scrying Workshop, future-seeking dragons will find the tools and magics necessary to do the following at their leisure: [...] For clans that want to keep their bloodlines strong and diverse, this tool allows the scryer to see if two dragons are genetically eligible to breed with one another. [...] For clans that are looking to produce a specific type of dragon or breed for a specific gene or color combination, this tool allows the scryer to see a sampling of possible hatchlings between any two dragons. [...] Quite possibly the most unstable of the magics available within this workshop are the scrolls that allow the scryer to see every draconic morphological possibility at once. It is recommended that one not stare too long at the visions conjured by this tool, as they may render color-blindness."[/sup] [*103C] – [url=https://flightrising.tumblr.com/post/31850525230/in-terms-of-lore-does-the-lightning-flight-use-or]In terms of Lore, does the Lightning Flight use or influence machines?[/url] [sup]"Yes! You can think of them as “The Science Flight”. They use a series of lightning rods and tesla-like devices to harvest lightning. This helps to power their golems and utilities needed to make their subterranean lairs comfortable. The lightning flight lives underground. The surface of their territory is an inhospitable desert. Their generators power pumps that bring up water from underground wells, ventilation that exchanges air with the surface, and electric lanterns that light their tunnels. The Storm Catcher refers to members of his flight as his “employees”. "[/sup] [*104C] – [url=https://flightrising.tumblr.com/post/50818413387/question-and-answer-27]Question and Answer 27[/url] [sup]"On the Tangled Wood map, Driftwood Drag is located in the northeastern portion of the map, Wispwillow Grove is the western part of the map, Foxfire Bramble is the southern part of the map, and The Forum of the Obscured Crescent is dead center. [...] The Shifting Expanse sees rainfall once every couple of years, and when it does, it’s a torrential downpour lasting weeks. The weather over The Sea of a Thousand Currents consists of the four seasons, though they are delayed by a couple of moons below the surface; It takes time for the water to heat up or cool down. Storms are fairly common."[/sup] [*105C] – [url=https://flightrising.tumblr.com/post/51515097982/question-and-answer-32]Question and Answer 32[/url] [sup]"their engineers may regard the hum of certain frequencies of electricity to be pleasing; it means everything is working correctly and is not about to spontaneously explode."[/sup] [*106C] – [url=https://flightrising.tumblr.com/post/53932072859/question-and-answer-36]Question and Answer 36[/url] [sup]"Q: Are the floating islands above and around the Starfall Isles habitable? Because that would be so cool A: They are, but you’ll have to contend with some fairly powerful clans of arcane dragons to move there!"[/sup] [*107C] – [url=https://flightrising.tumblr.com/post/33479868658/questions-and-answers]Questions and Answers[/url] [sup]"Your clan’s lair will slowly migrate closer to the shrine of your element. This is accomplished by expanding your lair, a time consuming and costly process. Ex: A new shadow clan will have room for 10 dragons. I can expand my lair 5 spaces at a time. If I expand to hold 50 dragons, I gain a “mighty lair” and the location of my clan is moved from “Driftwood Drag” to “Foxfire Bramble”. You can view where your clan’s location is by visiting the clan profile page. It should tell you your size, where you are located, and display an icon of the zone in which you reside. [...] The shrines are not just for show, and will play an important role in events to come~"[/sup] [*108] – [url=https://flightrising.com/main.php?p=wiki&article=109]Unveiled[/url] [sup]"Nestled in a pocket of sunken land just on the edge of the Shadowbinder’s domain lies Wispwillow Grove. The grove stands out within the Tangled Wood as a place of unique beauty, bathed in the soft blue glow of giant fungi and filled with the happy chirps of hatchlings playing amongst fireflies. But residents of Wispwillow Grove know to avoid the dark forest at its edge. To go around it is safe, to fly over it is a risk, but to travel through it? Unwise[...] you Shadow dragons are hamstrung by your superstitions, [...] A young dragon enters the forest on a full moon and when they return on the next, they are elderly? [...] the absurd replacement fable?! Only mimics can do that and they only prowl during a specific time of year. Are we supposed to believe there are dragons with that ability? [...] “And the most ridiculous one of all? That the forest, of all things, hypnotizes you, steals you, and turns you into a dragon that does not and has never exist—” [...] Wispwillow Grove is fun for play, But into the forest never stray Lest the Veiled Ones take you!"[/sup] ----------



Sources for the Elemental Realms posts (1)
Sources post 2

[*1C] – Weekly Q&A [Closed]
“Sornieth is the name of the planet. The continent as a whole does not have a given name because to the dragon clans, it IS the world.”

[*2C] – World Map
To view an elemental region’s subregions, zoom in and click on its pin on the World Map.
Click on a region's pin to view a description of the flight’s dragons.


[*3C] – Bounty of the Elements
Example: The Oculus of the Eleven is described in the story, “Ten Eyes”.

[*4C] – Weekly Q&A [Closed]
“For instance, Bamboo Falls exists somewhere at the intersection of the Windswept Plateau and the Sea of a Thousand Currents. The Golem Workshop is likely the interior of a mesa in the Shifting Expanse.”

[*5C] – Player Questions/Concerns for the Admin
“The Trading Post exists in a generalized location between Light and Lightning, where the grass is dry and there is little habitation. This creates a good neutral zone for traders who have abandoned their elemental flight to establish their caravans and cartels, with very little influence from either the Lightweaver or Stormcatcher.”

[*6C] – Weekly Q&A [Closed]
“Bamboo Falls exists in a serene area that both flights share. You can envision that it is near the coast of the Windswept Plateau.”

[*7C] – Weekly Q&A [Closed]
“Q: How much does the flight magic influence the personality of a dragon? Like, is it plausible for a water dragon to be happy go lucky, and go on adventures (more like a wind flight dragon) or a non-water dragon oracles?
A: It typically have a major effect on their abilities, and a minor effect on a dragon's personality. But personality is made up of many facets, from species, to element, to clan, to it's region and culture. Dragons of any element that live in the Ashfall Waste, for instance, are likely to be influenced by the hard-working industrial nature of the area. Where as even a plague dragon living in the Windswept Plateau is going to be a lot more laid back.”


[*8C] – Dragonhome map page
Refer to the information blurbs on the page.

[*9C] – Various Dragonhome-related item descriptions
Limestone Stalactite: “These conical structures can take thousands of years to form. The most incredible limestone stalactites can be found in huge caves beneath the Pillar of the World.”
Cairnstone Carry: “An influx of freelancing diggers have begun making their mark in Dragonhome, much to the chagrin of the local archaeologists. It’s only a matter of time before someone drudges up something terrifying…”
Kunzite: “This gem can be affected by dragonbreath to capture flame luminosity for a short while. It is not uncommon to see bundles of kunzite hanging from the ceilings of caves in the Dragonhome, used as tunnel lighting for miners and excavators.”
Crystalcourt Ambassador: “Of those that are granted audience with the Crystalcourt elite, the centaurs are especially lucky. Beastclans cavorting with affluent dragonic society is almost unheard of.”
Small Block of Granite: “Members of the earth flight collect granite, and enjoy quizzing eachother on each of the Igneous rocks that may make up a particular piece.”
Pyrite Pauldrons: “Stoneshapers have used pyrite and other minerals to form a beautiful protective shell.”
Crystalcourt Cascades: “A delicately crafted set of earthen vestments adorned with mana-rich stones, worn commonly by revered and talented geomancers.”
Moss-Covered Golem: “Created by a long-lost earth clan, these golems have slumbered for thousands of years.”
Ruby Brooch: “Metalworkers from the Ashfall Waste use cold lava and rubies from Dragonhome to make brooches like this one. Merchants like to wear these to show their wealth.”
Potted Deepmine Fungi: “A favored sign or distance marker used by clans living in the undersea cave networks that connect the Tangled Wood and Dragonhome.”
Longneck Vigilante: “The high passes of Dragonhome are generally safe for travelers thanks to patrols by these enthusiastic hoofed chaperons.”


[*10C] – Encyclopedia page: Snapper dragons
“The Snapper species originates from The Shattered Plain, where the majority of the population still resides.”

[*11C] – Ancient Fascinations
The story describes the expedition.

[*12C] – Chapter 1: The First Age
“Using the Earthshaker's gargantuan form as a foundation, the gods constructed a massive pillar at the northernmost point of the globe, fusing their corporeal bodies together into layers of elemental marble slabs.”

[*13C] – Epilogue: Flight Rising
“The calamity had detonated the stone pillar, hurtling entire slabs and chunks of it across the globe. From the northern highlands to the southern ice shelf, not a landmass was unscathed by the shrapnel of the explosion. The most immense layers of the structure gravitated to their eventual resting places in the would-be elemental regions of the modern world. The visual reminders of the shattering were everywhere.
[...]
One by one, the Earthshaker watched his kin recede from the landscape, abandoning the post that had solidified their alliance for so many millennia.
[...]
The Eleven founded their eventual homes around the largest slabs of the Pillar that had come to rest across the realm. Although separated and cloistered, they still held a powerful connection to the monument that once shielded their world from darkness.”


[*14C] – Longneck Beastclan
“Originally native to Dragonhome and its surrounding mountains, they make extensive usage of their habitat.
[...]
In recent years, dragon lairs that once dotted the mountainsides like pockets in a honeycomb now host Longneck food supplies and outposts.
[...]
While it is unclear why younger generations of Longneck are becoming more hostile, the mystery may lie in the most hidden away of their settlements: a legendary valley of steep cliffs, harsh edges, and close quarters. Dragonkind has not yet infiltrated or even located this most secretive of abodes. Many dragons are too large to fit through the heavily-guarded cracks in the hillside labyrinth that are thought to lead there. Those smaller dragons that can find themselves in close quarters with a hostile enemy, and are swiftly driven out.”


[*15C] – Beastclans on the Rise
Each individual Beastclan’s article shows their territories.

[*16C] – Forgotten Cave coliseum venue page
“The Earth Flight has endeavoured to map the many cave systems of Sornieth. An ancient lair, long forgotten, has been rediscovered; however, its new caretakers have no love for dragons…”

[*17C] – The Ashfall Waste map page
Refer to the information blurbs on the page.

[*18C] – Encyclopedia page: Coatl dragons
“The Coatl originate from Emberglow Hearth, where most of the species regularly migrate to nest among the warm ashfall.”

[*19C] – Various Ashfall Waste-related item descriptions.
Ashen Bicorn Whale: “Adapted to filter feed in the scalding depths of Blacksand Annex.“
Blackline Bicorn Whale: “Known for migrating to the warm waters off the coast of Blacksand Annex, Blackline Bicorns compete with the native Ashen Bicorn whales for food.“
Chrysoberyl: “Of particular interest in its gemstone form, chrysoberyl is one of the Ashfall Waste's biggest export materials. Large and consistent quantities of this mineral are created by the constant expansion of the Blacksand Annex.”
Igneous Flow: “These rocks can be found where Blacksand Annex meets the domain of the Tidelord.”
Chimera Relic: “Something truly special, a one-of-a-kind marvel! ...wait a second... 'Made in Blacksand Annex'?”
Steam Gyre: “This spirit hovers around The Great Furnace. It is only visible as a manifestation in the vapors of the steam produced by the forges.”
Cinder Mith: “An industrial symbiote to clans in the Ashfall Waste, cinder miths can sometimes be found working in tandem with metallurgists and blacksmiths to produce tools and weaponry.”
Will o' the Ember: “Visitors of the Ashfall Waste should never follow the dancing flames.”
Igneous Iguana: "The scalding lands of the Flamecaller dissuade even the hardiest beasts from passing through, but if one looks hard enough they can discover a thriving ecosystem making its home in the flowing magma."
Conflagrant Kilt: “Although known for its weapons and armor, the Ashfall Waste can also produce decorative apparel for the fashionable (and wealthy).”
Firebrand Tungsten: “Firebrand tungsten is oddly enough a waste product of Fire dragons and their metallurgy, useful for very little.”
Flameforger Crucible: “Skilled smiths in the Magmablood Rebellion always carry a personal forge with them – there’s no telling when you’ll need to create weapon or armor on the go.”


[*20C] – Temper, Temper
” Thick metal gates covered in thousands of rivets now stood menacingly in the cavern opening leading to the forges and a decree, chiseled into a plate of steel, was welded to the leftmost panel:
By order of the Grand Circle of Forgemasters, the Great Furnace Forgeworks are hereby closed until further notice.”
[…]
“The Heartshaft heads to the Ancient Bellows, with direct access to the upper mantle.
[...]
A pervasive grinding noise echoed throughout the massive cavern, emanating from the ancient machine in its center. A great mechanical bellows compressed and stretched, its heated exhalations blasting upwards through steel pipework that ran through the stony ceiling, ventilating the great mountain. The bellows hung by chains over a sputtering pool of lava, operated by a pair of brawny imperial dragons, their hide tattooed with ornate symbols representing the Flamecaller and her element. The natural heat of the volcano was sufficient to keep the upper furnaces and forges operating at peak potential, but in times of excess production, the Ancient Bellows provided an otherworldly warmth.
[...]
The Flintlock Fumaroles were a series of terrestrial vents that expelled volcanic gases in quick, loud bursts. It also provided an ideal meeting place due to its unpredictable ejection patterns, and a thick layer of smoky mist that perpetually hung in the air near the water's edge. Blacksmiths and forgeworkers of all stripes littered the blackened sand. Por positioned herself on a shelf of scorched lava rock, looking over the dragons below.
[...]
It took the better part of a day for the land mass to spread and grow into the conical shape of an infant volcano, the elemental essence of fire pulsing deep in its center. As the lava cooled and the small island increased in size, the dragons began settling on the warm porous rock. They watched in awe as the eruptions continued unabated. The gathered dragons could feel their hearts beat with an exhilarating surge of power.
Por landed on the easternmost peninsula of the rapidly expanding island and stared determinedly at the spiked silhouette of the mainland. Behind her, she could hear Haemil say, "They'll come for it, y’know.”


[*21C] – Volcanic Vents coliseum venue page
“The fiery mountains of the Ashfall Waste continue to reshape themselves and push their borders. The newly formed Volcanic Vents presents a host of new challenges for your dragon clan to face!”

[*22C] – Weekly Q&A [Closed]
“The Shifting Expanse had to undergo a severe amount of terraformation by the Lightning flight to allow the machinery to coexist with the environment, so this is why that particular wording was used. They essentially "built" themselves a haven for storm-catching purposes. There are rumors that the landscape was a lot more lush before these technologies started to come online, and the constant pull of electric forces scorched and parched the landscape.
On the east/west flip-flop, that appears to be a mistake. The map was flipped multiple times and it appears that our directions became crossed! We'll certainly be correcting that!”


[*23C] – The Windswept Plateau map page
Refer to the various blurbs on the page for information.

[*24C] – Various Windswept Plateau-related item descriptions.
Reedcleft Sparkler: “Though it likes to hide amongst the reeds, the Reedcleft Sparkler can't resist lighting up for long.”
Reedcleft Resonance: "An ornamental vessel of condensed zephyrs from the Reedcleft Ascent. While it looks purely cosmetic, it serves an important purpose: when strung up high in a tree, its mystical tail will always float toward the Windswept Plateau, pointing wayward wind dragons home."
Raw Jade: “Though ornaments made from jade are expensive in Sornieth's economy, the raw form of this particular stone is in heavy abundance in the rivers that run through the Windswept Plateau.”
Foo's Eye: “This banded stone is a popular gift in the Windswept Plateau, and is commonly set in decorative patterns at the entrances to wind dragon lairs, paired with protection charms.”
Aerborne Ambassador: “The grinning faces of kitsune are welcomed and beloved among the clans of the Windswept Plateau, many even living close by dragons for protection.”
Bamboo Shoot and Bamboo Cluster: “Dragons in the Windswept Plateau often use these to build kites.”
Skycat: “Flocks of skycats will escort dragons through the Windswept Plateau, flying in the wake of the larger drakes.”
Sand Creeper: “This species of ivy can blanket whole swaths of sand. Even when culled, it seems to reemerge out of nowhere.”
Tawny Aardvark: “Thought to be extinct, the tawny aardvark has started to appear more commonly in the densely wooded areas of the Windswept Plateau.”


[*25C] – A New Direction
The story describes these events.

[*26C] – Windsinger’s userpage
Previously, the broadcast message on the Windsinger’s account would describe him as being in other regions, such as the Observatory in the Starfall Isles.

[*27C] – The Sea of a Thousand Currents map page
Refer to the information blurbs on the page.

[*28C] – Weekly Q&A [Closed]
“While [the Tidelord] could try and lay claim to more territory for his domain, it would be more territory to defend and maintain. The water flight considers all bodies of water to be theirs by right, but they have only ever been able to reliably hold the Sea of a Thousand Currents.”

[*29C] – Weekly Q&A [Closed]
“The Sea of a Thousand Currents is a vast territory, full of resources and artifacts of great importance. The heart of the Water Flight lives mainly within this region and is the seat of the Tidelord's power.
It's certainly possible for Water dragons to live in other bodies of water. The deep ocean around the main continent is difficult to keep secure, has much less resources, and is farther away from the Tidelord's physical presence.”


[*30C] – From the Briny Depths
“Some strange new creatures have been wriggling their way from the murky depths of the Sea of a Thousand Currents and skittering onto every surrounding shoreline. These denizens of the deep are part of a family of never-before-seen giant shrimp and appear to be harmless.”

[*31C] – Hear Today, Gone Tomorrow
The Tidelord’s disappearance: “"Nothing. There was nothing. He speaks no more."”
Water dragons’ ability to switch from breathing air: “Kamak was breathing raggedly as he transitioned to taking in air once more.”
The Shoredeep Presage: “They were travelling to the divination cave known as the Shoredeep Presage, where Kamak was to divine his first revelation and ascend to Junior Oracle. [...] The tide had come in, submerging the cave’s mouth up to the stalactites. [...] The current here was too strong for any but the fittest to safely swim, so elders of the shoreline clans had taken risky efforts to carve out grips that would see oracles safely to the grotto inside Shoredeep Presage. [...] the cave’s path inclined and the water level receded. The family followed the path to a chamber lit by a series of decorative braziers, each constructed of large sea shells and dried coral. At the very center of the room was an enormous pool, carved directly into the stone floor. Its surface was still, a perfect darkened mirror. The flame’s reflection danced in the circular pane, bouncing warm light across the ceiling in a wavy aurora. At the edge of the pool closest to the grotto’s entranceway was a raised dais holding an empty basin an and assortment of vials and reagents. [...] The bowl was fashioned from an enormous mollusk shell, the inside polished to a beautiful sheen. Beside the shell were various extracts, powders and concoctive additives with which to perform the ritual. Remembering what he had painstakingly practiced in their home lair, he began to mix, grind, and burn the elements needed to begin the ceremony.”
The tunnel to the Leviathan Trench: “Beneath the water, the pool gave way to a great tunnel stretching and winding its way down to the cold, silent depths of the Leviathan Trench. The holy passage carried, by way of bubbles and currents, the prophecies and revelations of the Tidelord and his most trusted subjects. Deepsea oracles of immense power would help deliver word from their patron deity, and this cave was the means with which the shallows clans divined.”


[*32C] – Mixed Elements
“More water clans were arriving, many of which had kin adopted from other elemental lands— clan members who could not survive the seas without the Tidelord’s water magic.“

[*33C] – Various Sea of a Thousand Currents-related item descriptions.
Current Caller Raiment: "A decorative cloth adornment used by high oracles and prophets of the Water flight. In certain light, the delicate weave of the fabric shimmers like fish scales."
Nudibranch: “The shed shells of grown nudibranch mollusks are often collected by water dragons for good luck.”
Corrosive Depin: “Depin native to Fishspine Reef feed almost exclusively on the poisonous species of fish native to area. Their ability to process the poison leaves their food source uncontested.”
Leatherback Wave Sweeper: "In the depths of Leviathan Trench, massive schools of wave sweepers create a wall of light."
Fathomsearch Ambassador: “The dragons of the water flight have enlisted the help of willing deepwater maren beastclans to aid them in their ongoing search for a lost deity.”
Fathomsearch Spirit Jug: “Since hydromancers lost their connection to the Tidelord, many have taken up practicing other forms of water magic. These enchanted jugs can temporarily call forth a watery companion.”
Dragonhorn Coral: “A foundation of many reefs in the Sea of a Thousand Currents.”
Watermelon: “Though it has a land-growing cousin, this melon is cultivated exclusively in the Sea of a Thousand Currents.”
Deep Sea Lobster: “A dragon delicacy that can only be fished by deep diving water dragons.”
Octoflyer: “These invertebrates may leap from the water and glide short distances. Water clan hatchlings enjoy watching them smack into things.”
Behemoth Lance: “Dragons not of the water flight are unable to discern what manner of creature this spearhead came from. Those of the water flight will not speak of it.”
Giant Oarfish: “These oddball fish can grow to be eighty feet long and are hardly ever seen unless they die and float to the surface. Water dragons consider it a feast if one can be caught alive.”


[*34C] – Kelp Beds coliseum venue page
“This contested territory is heavily patrolled by Marenbeastmen who guard it from draconic encroachment. Dragons who test their skills in this underwater venue are protected by a large bubble, a blessing of The Windsinger.”

[*35C] – Player Questions/Concerns for the Admin
“Q: Do you guys have any idea about where in Sornieth the Coliseum venues are? Like the Bamboo Falls looks like it could be near the Wind/Water border, and it would be logical if Kelp Beds was a part of the Sea of a Thousand Currents, etc...
A: Many of the venues exist on borders or uninhabited (by dragon) lands on the main continent. Your guesses are pretty good for which borders and uninhabited lands the venues exist in so far!“


[*36C] – The Shifting Expanse map page
Refer to the information blurbs on the page.

[*37C] – Various Shifting Expanse-related item descriptions.
Highland Dryleaf: “This hardy plant is sometimes the only sustenance found for miles. It also tastes awful.”
Pale Lightning Glass: “Small caches of this mineraloid often form in the sand below lightning eggs in the Shifting Expanse, forcing parents to routinely clean their nests.”
Charged Tungsten: “A popular material in bulbs and superalloys. Lightning dragons harvest the stuff like it's going out of style.”
Coppercoil Segment: “This appendage will twitch uncontrollably around lightning dragons.”
Coppercoil Creeper: “These golems were designed to traverse and perform maintenance on the inaccessible conduits of Tempest Spire.”
Prehnite: “This foggy green crystal is often used in trading and bartering among harpy beastclans. It has even been adopted as a currency by some dragon clans in the Shifting Expanse!”


[*38C] – Weekly Q&A [Closed]
“The Workshop was founded by an industrious Lightning clan, then abandoned when it became too difficult to control. It began to operate again seemingly on its own, with Golems producing more Golems. It is likely that the workshop was activated by Luna Mith seeking to make lightning-powered armor. These Mith did not grasp the full scope of what restoring power to the factory would entail.”

[*39C] – The Southern Icefield map page
Refer to the information blurbs on the page.

[*40C] – Cracks in the Ice
The Glacial Assembly and the gaols: “"This is the Glacial Assembly," Solveig spoke quietly as she led them to the slightly raised circular dais at the center of the amphitheater, "where the Wardens meet to openly discuss matters that impact all of us. It is the central congregation point between the Fortress of Ends and its many ancillary gaols”.
Reclaimer’s Glacier: “Our first, last, and only order from our great father Icewarden was to defend our world from the Shade. That is our purpose, and we have performed this duty faithfully within the confines of this land, from Reclaimer’s Glacier to the Fortress of Ends.“


[*41C] – Various Southern Icefield-related item descriptions.
Glitterfreeze Ambassador: “The Longneck of the Southern Icefield have a storied history of coexisting with dragonkind, and many are happy to guide trekking clans through the most dangerous mountain passes.”
Chillwind Harpy: “In one of Sornieth's finest shows of migration, this sect of harpies has moved from the Southern Icefield to the Ashfall Waste and never looked back.”
Stormcloud Harpy: “Willing to make the best of a bad situation, these Southern Icefield refugees use their spelled snow to cool the ground where they keep their homes.”


[*42C] – Jailbreak
“It wasn't uncommon for dragons to enlist the aid of freelancing longneck trailmasters in the dangerous passes of the Cloudscape Crags. At this altitude, sudden blizzards and temperature drops made flight dangerous, if not deadly, and no other beastclan was more suited to the harsh environment of the treacherous mountain range.”

[*43C] –
Weekly Q&A [Closed]

“Sornieth indeed experiences its own winters, springs, summers, and autumns. The shift in temperature and weather patterns affects the elemental regions in different ways, some seeing more change than others. For instance, the width and strength of the Twisting Crescendo is much more fearsome in the late summer, when temperatures are warmer and more humid. The snowstorms of the Southern Icefield can send flurries as far north as the Starfall Isles. Overall, however, seasonal patterns are harder to predict or understand due to the constant imbalance in elemental magic ripping through the world.”

[*44C] – Ask the Team! [Closed]
“Seasonal changes do occur, though the elemental forces at work in each territory limit or enhance these changes. You'll even see "warm" (comparatively...) periods in the Southern Icefield during the summer, when tundras develop the more lightweight coat.”

[*45C] – The Sunbeam Ruins map page
Refer to the information blurbs on the page.

[*46C] – Dev Update: Upcoming Projects
Elevation: The Sunbeam Ruins is shown to be highly elevated on a preview of the new world map.
The Daylight Sanctum: its information is shown in an video previewing Points of Interest. “An ancient magical apparatus built to monitor the ley energies flowing throughout the Sunbeam Ruins. The Daylight Sanctum provides invaluable analysis on the strength of latent light magic and relays it directly to the Oculus of the Eleven, where it has been monitored and researched by skilled magisters and scholars for hundreds of years.
The Sunportal: its information was also shown in the Points of Interest preview video. “The crumbling stone arch of the Moonportal lay dormant for thousands of years. Once a lonely monument decaying in the march through time, its true purpose exploded into life as a transfer device to and from the Sunbeam Ruins. Its sister arch, the Sunportal, was activated recently at the bottom of a shrouded pool in the Tangled Woods.”


[*47C] – Weekly Q&A [Closed]
“Q: I don't know if anyone has ever asked this before, but I'd really love to know how big the Giant Sundial on the Sundial Terrace is.
A: Close to the diamater of a large SETI telescope dish.”


[*48C] – Raising a Family
Hewn City border patrol: “Change of plans, I’m not turning you over to the Hewn City border patrol.”
Three-headed emperor: the story’s main focus is on its existence.


[*49C] – Kindred Crossing
Hewn City quarters/quadrants: “Mapping this quadrant had taken her the better part of a month, but in just a few day's time she'd be finished.”[...]"You're in the eastern quarter of the Hewn City, and you've got a lot of explaining to do."
Activation via runestone: The first part of the story describes Umbrann, a Ridgeback hatchling, giving an offering and causing the Sunportal to appear.


[*50C] – Various Sunbeam Ruins-relevant item descriptions.
Goldslab Headdress: “An elaborate headdress carved out of painted stone. This one is a reconstructed relic from ruins of the Mirrorlight Promenade.”
Noggle: “Rumored to live in the sewers below the hewn city, noggles are said to grow to astonishing sizes. Dragons beware.”
Brightshine Raiments: “Adepts and acolytes who serve in the upper echelons of the Light flight don these contrasting robes to set them apart from their subordinates.”


[*51C] – The Tangled Woods map page
Refer to the information blurbs on this page.

[*52C] – Various Tangled Woods-relevant item descriptions.
Wispwillow Peryton: “Only shadow dragons can see wispwillow perytons after night falls. To others, they appear as a jumble of small floating specks of light.”
Moor Thistle: “Millions of moor thistle cover the lowland valleys of the Tangled Wood. Coupled with the indigenous brambles, they provide excellent protection for dragon caves.”
Cattail: “These invasive plants must be constantly removed to preserve swamps and bogs that border the Tangled Wood and the Scarred Wasteland. Thankfully, they are high in nutrients.”
Will o’ the Wisps apparel description: “A chilling collection of ghastly lights that hover around travelers that make wrong turns in the Tangled Wood…”
Murkmirth Ambassador: “Corven emissaries have adapted to the unpredictable and superstitious customs of the Tangled Wood. Tarot readings are a popular bartering tool with dragons who are parting with food and supplies.”
Shadowstrike: "This mantle of living shadow is bestowed only upon the shadow flight's best warriors and closest allies."


[*53C] – The Scarred Wasteland map page
Refer to the information blurbs on this page.

[*54C] – Various Scarred Wasteland-relevant item descriptions.
Carrioncorn: “The dreaded carrioncorn is said to stampede in massive herds throughout the Abiding Boneyard, sometimes locked in vicious battles with resident vultures over rare food sources.”
Shattered Serpent: “So many Shattered Serpents live in the Abiding Boneyard that the sand itself looks as though it's rippling like an ocean.”
Red-Winged Dewbug: “This species has adapted to the harsh conditions of Rotrock Rim. It thrives upon the native disease-ridden flora.”
Driftwood Baron: “The toxins found in the venom of Driftwood Barons have been used to combat the onset of several strains of Wyrmwound plague.”
Radioactive Slime: “Spawned in The Wyrmwound, this slime has taken on a life of its own. It envelops everything in its path, leaving bones and bare rock in its wake.”
Contaminated Infectalons: “Forged with the most resistant metals on Sornieth, this set of serrated leg armor allows even a non-plague dragon protection against the most irradiated terrain of the wasteland.”
Acid-Tongue Serpenta: “It is recommended to stay as far from these hostile creatures as possible -with the exception of plague dragons, who have a natural immunity to serpenta venom.”
Yellow Canary: "Canaries make great dragon snacks, but are more often kept as natural alarms. Their call is loud enough to act as a warning about plague gasses nearby."
Scavenger's Tatters: “A warrior's kilt, crafted from the bones of fallen foes.”
Rotting Plaguebringer Effigy: "A crudely-fashioned stuffed doll that resembles the Plaguebringer. The dragon leather it's held together with is molding and smells awful."
Carapace Arm: “A tattered banner and carapace of a fallen foe adorn this fierce scavenger.”
Common Locust: “Plague dragons see swarms of locusts as a good omen, many clans following them throughout the realm rather than eating them.”
Riot Hazebeacon: "Every year, hundreds of these bony birds lead groups of revelers through the murky wasteland, their lanterns adding as much as aiding in the thick, putrid fog."
Wasteland Pauper: "Every year, vast numbers of this butterfly migrate across the plains. It is called the blue harvest."
Contaminated Ambassador: “Serthis have an excellent natural protection against poisons and toxins, making them natural emissaries to the Scarred Wasteland.”
Proto Wings: “An unfinished adaptation that may grow to be useful.”


[*55C] – Weekly Q&A [Closed]
“The Wyrmwound is the Plaguebringer's experimentation cauldron. Using her own mysterious magics, she uses it to concoct strong diseases and malladies that are then tested upon the dragons, flora, and fauna of the Scarred Wasteland to measure their survivability. It's like getting a flu shot! Only like, way worse.”

[*56C] – The Seed and the Sickness
Quarantine zones: “The embassy was located in what the Plague dragons called a "quarantine zone.” This parcel of land was unaffected by contagion, the ground covered in an abundant swath of healthy trees and shrubs. They had told her that despite the area being necessary for her to live safely within the Scarred Wasteland, quarantine zones were also an effective tool used for the testing of strains of virus.”
The overall story of the embassy is given at the linked page.


[*57C] – The Viridian Labyrinth map page
Refer to the information blurbs on the page.

[*58C] – Various Viridian Labyrinth-relevant item descriptions.
Greenskeeper Treeshroud: "The Everbloom Gardens aren't just naturally beautiful. They take a dedicated group of botanists and gardeners to maintain, and many devote their lives to keeping the blooms fresh and healthy."
Muskrat: “Found thriving in the Gladeveins of the Viridian Labyrinth, this large rodent usually wades in the aqueducts looking for fish, frogs, or crayfish to eat.”
Gladeveins Needletooth: “Quite possibly the most dangerous part about crossing rivers and streams, this quick reptile is content to snap at ankles and tails. Watch for its bright yellow eyes!”
Long-Crested Hippogriff: "Native to the Gladeveins, long-crested hippogriffs adaptability and omnivorous diet has seen them flourish in a variety of environments."
Everglade Lasher: “Everglade lashers swim in colorful, shining schools. They migrate up rivers to the base of The Behemoth every spring.”
Flatback Sea Turtle: “These turtles are plentiful off the coasts of the Viridian Labyrinth, where nature dragon culture expressly forbids eating hatchlings that make the annual gauntlet from their beached nests to the water's edge.”
Sunrise Hibiscus: “A tropical flower native to the Viridian Labyrinth. This particular genus changes color depending on its proximity to bodies of water.”
Leafy Gladeboughs: “Dedicated acolytes of the Gladekeeper may transport precious saplings and extend the reach of the forest.”


[*59C] – The Starfall Isles map page
Refer to the information blurbs on the page.

[*60C] – Chapter 2: The Second Age
“It was not until the appearance of a powerful magi who called herself "The Speaker" that the cycle of violence ceased.[...]"Only when the children of the Pillar fuel the engine of fate shall they fortify life, challenge death, and know the true potential of magic."[...]The engine sparked to life,[...]The mounting pressure released in one immense, silent flash.[...]The explosion had devastated the realm. Cities and nations laid to waste.[...]At the epicenter of the great detonation, a condensed mass of energy remained to govern the upturned blast zone. It pulsed like a star that had become detached from the night sky, tendrils of arcane energy arcing wildly. The orb appeared curiously sluggish, as if roused from a slumber. Then it stretched all eight of its spindled limbs.”

[*61C] – Ten Eyes
Location of the Oculus and floating islands: “The Oculus of the Eleven, an ancient tower situated a few miles southeast of the Observatory, overlooked a thousand small, floating islands. The sea of magically elevated earthen forms were visible from the Oculus' eleven thin fenestrae, which were beginning to warm to a purple-pink tone with the rising sun.“
The Crystalspine Raches’ growth: “The entire mountain range had surged upward. […] “We all knew that the Crystalspine Reaches were growing at a gradual rate but never before have they heaved in such a fashion. This process is supposed to take millennia,””


[*62C] – Various Starfall Isles-related item descriptions.
Pink Chalcedony: “Crystalspine Reaches, once granite mountains, are now entirely made of chalcedony after extreme arcane vortices warped their physical properties. Prolonged exposure to this radioactive silica can make non-arcane dragons very ill.”
Mana Thief: “This vampiric insect glows with magical energy siphoned from other living creatures.”
Heatherbed Lily: “A delicate lily. Thousands of these flowers blanket the Star Wood Strand, leaning towards the Arcanist's observatory.”
Inscribed Pangolin: “Creatures living within the Starwood Strand may be enchanted…”
Orchid Beetle: “Found in the Starwood Strand, this nocturnal beetle gets its vivid coloration from the plants it eats.”
Stardust Sap Lamp: “A specialized lamp that uses sap from birch trees in the Starwood Strand. It emits an eerie blue flame.”
Sakura Owlet: “For a time owls sought to build nests in the Observatory at Focal Point. They quickly stopped when their owlets began turning pink.”
Celestine: “Massive quantities of celestine are found in the pillar-like rocks that stretch out below the Observatory, but almost nowhere else in the realm.”
Fallout Streak: “Flocks of streaks circle above the Arcanist's observatory.”
Starfall Crystalcloak: “The decorated raiment for the most prestigious scholars of the Tourmaline Archives.”
Rhodochrosite: “This vibrant mineral is commonly mined from hydrothermal vents off the coast of the Starfall Isles. It acts a catalyst for creating arcane metalwork.”
Satin Mouse: “Living in arcane-infused fields does strange things to Satin Mice. All that matters is they're magically delicious.”
Manaweed: “While Manaweed supposedly gives Satin Mice their peculiar intellect, it doesn't make dragons any smarter.”
Fallout Whisper: “These moths fly erratically around the sites of Arcanist's experiments. They make your tongue glow when eaten.”
Petalwing Peryton: "Though most peryton flocks nest high on cliffs and in trees, petalwing perytons can be found grazing in huge groups where the southern Starfall Isles begin to splinter and freeze into ice floes."
Ashmane Chimera: “This particular variety of chimera only appears in areas of the Starfall Isles where Beastclans are active, leaving some to wonder if the Clans have a hand in their creation.”
Spellwrought Ambassador: “While harpies aren't typically prolific spellcasters, many have taken up apprenticeships with neutral dragon clans in the Starfall Isles.”


[*63C] – Ask the Team! [Closed]
“The Ashfall Waste is bordered by the Sea of a Thousand currents as well as the greater ocean. Most coatl will obtain their fish from the coast, though there are some species that dwell in warm underground rivers.”

[*64C] – Weekly Q&A [Closed]
“Taking a ride on a balloon through the Twisting Crescendo is always a thrill for non-Wind dragons!”

[*65C] – Question and Answer 28
“Water and Wind’s warring created the Stormcatcher, and the tempest in the middle of the shifting waste. The cyclone was encouraged into existance by the windsinger, though that wasn’t a particularly difficult feat. The wind domain is located between the superheated and chilled air of the ice and fire domains. We hope to tie-in events from the history articles in the future game-play of Flight Rising.”

[*66C] – Question and Answer 7
“That’s up to the player! As examples: Dragons of the plague flight may be non-symptomatic carriers, or they may exhibit pockmarks, scarring, or boils. Dragons of the light flight may be bioluminescent or glow faintly. Dragons of the earth flight may have thicker scales. Dragons of the fire flight might emit smoke, ect.”

[*67C] – Questions and Answers
“In terms of current lore, there is no one specific “library” location, though we’d hazard that both the Earth and Light flights maintain the largest libraries among the 11 dragon flights, simply by their nature.”

[*68C] – Weekly Q&A [Closed]
“The blacksmiths of Ashfall Waste and Engineers of Shifting Expanse would both be able to craft prosthetics, though the prosthetic would be unlikely to have all the functionality of the original limb. However, the original limb probably couldn't have a rocket pack attached to it either…”

[*69C] – Weekly Q&A [Closed]
“The thin metal sheets required in the manufacture of the glitter would likely come from the Ashfall Waste. The craftsdragons who painted it and turn those sheets into glitter could come from anywhere. Though by "anywhere" we of course mean Sunbeam Ruins…”

[*70C] – Protect Your Scales!
“Forged in The Blacksand Annex, bracers and greaves to compliment the existing solid, blood, venom, and steelscale armor are making their way into the marketplace, coliseum, and Swipp's Swap Stand.”

[*71C] – Boreal Dangers
“Apprentice metalworkers in Blacksand Annex have begun releasing some of their wares to the marketplace. Wing cuffs in a variety of metals are now available.”

[*72C] – Shielding Scales
“The rebellious blacksmiths of the Ashfall Waste have taken to churning out battle gear for their ongoing standoff with the forgemasters; you can grab a set to help them out!
[...]
Por's Rebellion kicked off during Bounty of the Elements, and she took several fugitive clans of blacksmiths with her. They now lay claim to a new volcano exploding to life out in the sea, and have been covertly flooding the black markets and slums of the mainland with armor and weapons to outfit their stranded cousins and friends there. Will you pick up your own set to fund their efforts?”


[*73C] – Weekly Q&A [Closed]
“Fun Version: The Gladekeeper provides the leaves during the holidays and scatters them across the continent. Dragon clans find these leaves as they gather and hunt around the land, and so do the flora and fauna!
The Windsinger and his brood will spend several weeks preparing for the festival, writing messages, poems, nonsense, and including map fragments from the places that they have travelled this year. The scrolls you gather are the fruits of these labors.”


[*74C] – Ask the Team! [Closed]
“Many of the tablets contain verbose and eloquent references to daily life and events in the Sunbeam Ruins. Not-so-immaculate tablets litter the Hewn City and are difficult to read, but scholars are hard at work on that.”

[*75C] – Dominance
“The realm is embroiled in a perpetual conflict called Dominance.”

[*76C] – Weekly Q&A [Closed]
“Weather on Sornieth is a natural occurrence (such as on Earth), but it can certainly be exacerbated by the influence of the deities, or sometimes by their most powerful exalted followers. In the most heated skirmishes for dominance, the weather can be quite unpredictable.”

[*77C] – Ask the Team! [Closed]
“The dragons battle for more territory, influence, and trade goods. If they win, they enjoy the favor of their patrons, as well as the ability to take advantage of additional resources, trade routes, and discounts that their expanded influence has earned.”

[*78C] – Elemental Holidays
“About once a month, all dragonkind will come together and celebrate one of the eleven elements for an entire week. Holidays are meant as an armistice time, and conflict is discouraged.”

[*79C] – Weekly Q&A [Closed]
“Considering their long-standing bitter rivalries, the other deities more or less keep to themselves while respectfully recognizing the act of festivals. Throwing parties and celebrating culture are important facets of dragon communities, so the deities allow them to take place as a means of keeping the peace and taking a break from the stressful struggle of dominating the realm.”

[*80C] – Weekly Q&A [Closed]
“Not particularly, though all territories have areas where it is difficult or dangerous for dragons to tread. If you notice that the giant pulsing crystal is warping wildlife around it, it's probably a good idea not to make your lair there…”

[*81C] – Weekly Q&A [Closed]
“That's a valid way of thinking about it! The zones themselves are very influenced by the magical element of the reigning Deity and their protected shard of the Pillar; the changes in both magical fields and the landscape itself are dead giveaways that one is approaching a “border".”

[*82C] – Weekly Q&A [Closed]
“It all boils down to the characteristics and flight-wide sentiments that define each Elemental region. Many Ice dragons, for instance, exhibit cold and sterile behavior towards even their own brethren, so you can imagine how they might react toward other elemental clans. On the other hand, Wind dragons, due to the nature of their centuries-long place as messengers and artists, are generally much more open and inviting. This kind of attitude is indicative of the majority of clans in a flight, but there are thousands of areas in between (just as you see on Earth) where families and clans and tribes don't reflect the greater whole. A combination of a dragon's natural element, their species, the deity they now serve, the dynamics of their clan, and their intrinsic personality and spirit mold a dragon's behavior.”

[*83C] – Weekly Q&A [Closed]
“Dragons are born with magic and their eyes reflect the elemental nature of the magic they absorbed while in the egg.”

[*84C] – Ask the Team! [Closed]
“Q: What exactly is the biome of the Plague region? Humid or arid? Marshland or desert?
A: Yes. It depends on what area you travel. It can vary from incredibly humid to bone-dry.”


[*85C] – Encyclopedia page: Guardian dragons
“Guardians are immense, protective creatures. The Guardian species originates from Fishspine Reef, though the nature of The Search sees individuals wandering far from the birthplace of their race.”

[*86C] – Encyclopedia page: Spiral dragons
“This species originates from the Zephyr Steppes where their population continues to thrive.”

[*87C] – Encyclopedia page: Skydancer dragons
“Skydancer dragons originate from The Reedcleft Ascent, a region that continues to boast the largest concentrated population of the species.”

[*88C] – Encyclopedia page: Ridgeback dragons
“The Ridgeback breed originates from The Shifting Expanse, and most of their species still calls this territory home.”

[*89C] – Encyclopedia page: Tundra dragons
“The Tundra species originated from the Snowsquall Tundra.”

[*90C] – Encyclopedia page: Gaoler dragons
“The breed originates from The Fortress of Ends, and they have remained in the Southern Icefield for most of the modern era.”

[*91C] – Encyclopedia page: Pearlcatcher dragons
“The Pearlcatcher species originates from the Sunbeam Ruins, where their population continues to thrive.”

[*92C] – Encyclopedia page: Imperial dragons
“The Imperial breed originated from The Beacon of the Radiant Eye, though the species seems conspicuously absent from its point of origin.”

[*93C] – Encyclopedia page: Nocturne dragons
“Nocturne Dragons originate from deep within the Tangled Wood, where they are dormant for most of the year.”

[*94C] – Encyclopedia page: Mirror dragons
“The species originates from The Abiding Boneyard, but their migratory nature sees packs roaming to every corner of the world.”

[*95C] – Encyclopedia page: Wildclaw dragons
“The Wildclaw breed originates from Shrieking Wilds where its population remains abundant. This species has begun to expand into new domains, the most notable of which is The Wandering Contagion. This territory supports the second largest population of Wildclaw dragons, which some consider to be unusual given the homeland of the species. To say that these two regional groups do not get along is an understatement, and most encounters between the two populations trend towards bloodshed.”

[*96C] – Encyclopedia page: Fae dragons
“The Fae species originates from the Starwood Strand, but their rapid population growth has many colonies straying from their native homeland.”

[*97C] – Why does Shadowbinder obscure the pool?
“Part of Shadow's deal is obscuring truths. All truths, even useful ones.
Part of Light's deal is revealing truth. All truths, even dangerous ones. (They're having a ball digging up remains from the second age…)”


[*98C] – Workplace Hazards
As they reached the top of a sand dune, they spotted a small stone tower. A single cyan jewel floated lazily above it, surrounded by an impressive array of lightning rods. […]This particular sanctum of the Oculus of the Eleven had a single wooden door, inlaid with the crest of the lightning dragonflight.
[…]
“It’s absurd and more than a little insulting that they’ve ignored help requests from Stormcatch Sanctum.”
[…]
“We’re on special assignment to construct a new sanctum in cooperation with the Oculus of the Eleven. The new building is going to be constructed around the current sanctum.”
[…]
the new sanctum came to form a large domed structure with multiple rooms and corridors leading to the tiny, older stone building in the center.
[…]
“We'll be removing the stone sanctum at the center of this building. It's impeding completion of the project.”
[…]
"This will be the most grand reactor ever constructed.””


[*99C] – Question and Answer 29
"As an example, part of the plague lore is that hatchings are expelled from the clan. They must survive the wilderness and the incubation of the plague inside them before they can return, following which they receive their names. The plague flight is all about survival of the fittest."

[*100C] – Non-Water Dragons In Water Domain?
"We'll be visiting this when we begin adding flight pages to the encyclopedia.
The short answer is that wind dragons can come and go as they please, as can water dragons. Any other flight is either the guest or the prisoner of the water dragons while in their domain.
More the latter than the former. The water flight has some dark tendencies (though most clans are perfectly pleasant to their "guests")
Water doesn't get many voluntary visitors. =X"


[*101C] – [wind] A new Direction
"Quote: 'The young spiral was the Twisting Crescendo...'
:)"


[*102C] – The Scrying Workshop
"Within the twisting halls of Spiral Keep, the scrying pool of the TideLord has been opened to all dragonkind. Those who show proper reverence to the god of the fathomless depths may use this workshop to peer into every possible future outcome for the dragons of their clan.
[...]
Within the Scrying Workshop, future-seeking dragons will find the tools and magics necessary to do the following at their leisure:
[...]
For clans that want to keep their bloodlines strong and diverse, this tool allows the scryer to see if two dragons are genetically eligible to breed with one another.
[...]
For clans that are looking to produce a specific type of dragon or breed for a specific gene or color combination, this tool allows the scryer to see a sampling of possible hatchlings between any two dragons.
[...]
Quite possibly the most unstable of the magics available within this workshop are the scrolls that allow the scryer to see every draconic morphological possibility at once. It is recommended that one not stare too long at the visions conjured by this tool, as they may render color-blindness."


[*103C] – In terms of Lore, does the Lightning Flight use or influence machines?
"Yes! You can think of them as “The Science Flight”. They use a series of lightning rods and tesla-like devices to harvest lightning. This helps to power their golems and utilities needed to make their subterranean lairs comfortable.

The lightning flight lives underground. The surface of their territory is an inhospitable desert. Their generators power pumps that bring up water from underground wells, ventilation that exchanges air with the surface, and electric lanterns that light their tunnels.

The Storm Catcher refers to members of his flight as his “employees”. "


[*104C] – Question and Answer 27
"On the Tangled Wood map, Driftwood Drag is located in the northeastern portion of the map, Wispwillow Grove is the western part of the map, Foxfire Bramble is the southern part of the map, and The Forum of the Obscured Crescent is dead center.
[...]
The Shifting Expanse sees rainfall once every couple of years, and when it does, it’s a torrential downpour lasting weeks. The weather over The Sea of a Thousand Currents consists of the four seasons, though they are delayed by a couple of moons below the surface; It takes time for the water to heat up or cool down. Storms are fairly common."


[*105C] – Question and Answer 32
"their engineers may regard the hum of certain frequencies of electricity to be pleasing; it means everything is working correctly and is not about to spontaneously explode."

[*106C] – Question and Answer 36
"Q: Are the floating islands above and around the Starfall Isles habitable? Because that would be so cool

A: They are, but you’ll have to contend with some fairly powerful clans of arcane dragons to move there!"


[*107C] – Questions and Answers
"Your clan’s lair will slowly migrate closer to the shrine of your element. This is accomplished by expanding your lair, a time consuming and costly process. Ex: A new shadow clan will have room for 10 dragons. I can expand my lair 5 spaces at a time. If I expand to hold 50 dragons, I gain a “mighty lair” and the location of my clan is moved from “Driftwood Drag” to “Foxfire Bramble”. You can view where your clan’s location is by visiting the clan profile page. It should tell you your size, where you are located, and display an icon of the zone in which you reside.
[...]
The shrines are not just for show, and will play an important role in events to come~"


[*108] – Unveiled
"Nestled in a pocket of sunken land just on the edge of the Shadowbinder’s domain lies Wispwillow Grove. The grove stands out within the Tangled Wood as a place of unique beauty, bathed in the soft blue glow of giant fungi and filled with the happy chirps of hatchlings playing amongst fireflies.
But residents of Wispwillow Grove know to avoid the dark forest at its edge. To go around it is safe, to fly over it is a risk, but to travel through it? Unwise[...]
you Shadow dragons are hamstrung by your superstitions,
[...]
A young dragon enters the forest on a full moon and when they return on the next, they are elderly?
[...]
the absurd replacement fable?! Only mimics can do that and they only prowl during a specific time of year. Are we supposed to believe there are dragons with that ability?
[...]

“And the most ridiculous one of all? That the forest, of all things, hypnotizes you, steals you, and turns you into a dragon that does not and has never exist—”
[...]
Wispwillow Grove is fun for play,
But into the forest never stray
Lest the Veiled Ones take you!"



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
Gwsq8Fp.png
[center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050158]Previous post: The Third Age Flights[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url][emoji=scroll size=1] | [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050182]Next post: Other Territories[/url] [emoji=right wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050164] [emoji=subscription update size=1]Top of first Sources post[/url][/sub][/center] ----------- [br] [size=6]Sources for the [i]Elemental Realms[/i] posts (2)[/size] -------------------- [sup][emoji=left wing size=1][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050164]Sources post 1[/url][/sup] --------- [br] [*109C] – [url=https://www1.flightrising.com/forums/frd/1327998/664#post_23715506]Weekly Q&A [Closed][/url] [sup]"Shadow dragons are inclined towards concealment, both of their physical forms and their motivations. They hide well in darkness, but may also have developed skill at non-magical stealth and camouflage.[/sup] [*110C] – [url=https://www1.flightrising.com/forums/frd/1035041/3#post_3021162]What are groups of dragons called?[/url] [sup]"The large elemental nations are called a flight."[/sup] [*111C] – Various item descriptions [sup][gamedb item=35250]: "Dragons often study the migration patterns of these fish, using them to map the currents surrounding Sornieth's primary landmasses. (Special thanks to Exlann!)" [gamedb item=30293]: "While the Gaoler clans of the Southern Icefield are formidable wardens in their own right, they also enlist the help of lesser creatures to maintain order in their subterranean stockades." [gamedb item=43117]: "Worn by Ice's honor guard, few can bear its chill."[/sup] [*112C] – [url=https://www1.flightrising.com/forums/ann/2946934#post_2946934]Community Update, December 2020[/url] [sup]"Plague healers are an interesting bunch because rather than administer treatments that counter illness, they use a mixture of magic and contagion that stress the affected dragon further, allowing them to reach a stronger, healed, and resistant state faster than other elements. Plague healers will treat physical injuries with sutures, bandages, and braces, but they won't clean the wounds or apply ointments."[/sup] [*113C] – Dragonhome location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=64&view=land&viewpin=true]Greatwyrm's Breach[/url] [url=https://www1.flightrising.com/world-map?poi=63&view=land&viewpin=true]Pillar of the World[/url] [url=https://www1.flightrising.com/world-map?poi=70&view=land&viewpin=true]Terraclae[/url] [url=https://www1.flightrising.com/world-map?poi=69&view=land&viewpin=true]Colonnades of Antiquity[/url] [url=https://www1.flightrising.com/world-map?poi=68&view=land&viewpin=true]Parched Canyonwalks[/url] [url=https://www1.flightrising.com/world-map?poi=67&view=land&viewpin=true]Highland Sanctum[/url] [url=https://www1.flightrising.com/world-map?pinx=3177&piny=469&view=land&viewpin=true]Island northeast of the Sanctum[/url](Custom pin, no written lore) ([url=https://www1.flightrising.com/forums/frd/2979844/2#post_46639770]Note from admin Xhaztol on the island[/url]) [url=https://www1.flightrising.com/world-map?pinx=2662&piny=1164&view=land&viewpin=true]Bramble archway allowing access between Tangled Wood and Dragonhome[/url] (Custom pin, no written lore)[/sup] [*114C] – Ashfall Waste location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=24&view=land&viewpin=true]Emberglow Hearth[/url] [url=https://www1.flightrising.com/world-map?poi=26&view=land&viewpin=true]Blacksand Annex[/url] [url=https://www1.flightrising.com/world-map?poi=25&view=land&viewpin=true]Molten Scar[/url] [url=https://www1.flightrising.com/world-map?poi=27&view=land&viewpin=true]Great Furnace[/url] [url=https://www1.flightrising.com/world-map?poi=29&view=land&viewpin=true]Flintlock Fumaroles[/url] [url=https://www1.flightrising.com/world-map?poi=30&view=land&viewpin=true]Magmablood Rebuke[/url] [url=https://www1.flightrising.com/world-map?poi=31&view=land&viewpin=true]Cinderslag[/url] [url=https://www1.flightrising.com/world-map?poi=28&view=land&viewpin=true]Magma Sanctum[/url][/sup] [*115C] – Zephyr Steppes location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=38&view=land&viewpin=true]Zephyr Steppes[/url] [url=https://www1.flightrising.com/world-map?poi=40&view=land&viewpin=true]Reedcleft Ascent[/url] [url=https://www1.flightrising.com/world-map?poi=42&view=land&viewpin=true]Cloudsong[/url] [url=https://www1.flightrising.com/world-map?poi=41&view=land&viewpin=true]Twisting Crescendo[/url] [url=https://www1.flightrising.com/world-map?poi=45&view=land&viewpin=true]Singer's Brook[/url] [url=https://www1.flightrising.com/world-map?poi=44&view=land&viewpin=true]Aergate[/url] [url=https://www1.flightrising.com/world-map?poi=39&view=land&viewpin=true]Millmeadows[/url] [url=https://www1.flightrising.com/world-map?poi=43&view=land&viewpin=true]Gale Sanctum[/url][/sup] [*116C] – Sea of a Thousand Currents location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=35&view=land&viewpin=true]Tsunami Flats[/url] [url=https://www1.flightrising.com/world-map?poi=136&view=submerged&viewpin=true]Fishspine Reef[/url] [url=https://www1.flightrising.com/world-map?poi=137&view=submerged&viewpin=true]Leviathan Trench[/url] [url=https://www1.flightrising.com/world-map?poi=135&view=submerged&viewpin=true]Spiral Keep[/url] [url=https://www1.flightrising.com/world-map?poi=37&view=land&viewpin=true]Shoredeep Presage[/url] [url=https://www1.flightrising.com/world-map?poi=36&view=land&viewpin=true]Churnscar Wharf[/url] [url=https://www1.flightrising.com/world-map?poi=34&view=land&viewpin=true]Flotsam Town[/url] [url=https://www1.flightrising.com/world-map?poi=134&view=submerged&viewpin=true]Drowned Sanctum[/url][/sup] [*117C] – Shifting Expanse location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=19&view=land&viewpin=true]Highland Scrub[/url] [url=https://www1.flightrising.com/world-map?poi=20&view=land&viewpin=true]Carrion Canyon[/url] [url=https://www1.flightrising.com/world-map?poi=16&view=land&viewpin=true]Tempest Spire[/url] [url=https://www1.flightrising.com/world-map?poi=21&view=land&viewpin=true]The Charged Barrens[/url] [url=https://www1.flightrising.com/world-map?poi=23&view=land&viewpin=true]Wiretangle Walk[/url] [url=https://www1.flightrising.com/world-map?poi=22&view=land&viewpin=true]Turrets of Goldensparc[/url] [url=https://www1.flightrising.com/world-map?poi=132&view=land&viewpin=true]The Source[/url][/sup] [*118C] – Southern Icefield location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=147&view=land&viewpin=true]Frigid Floes[url] [url=https://www1.flightrising.com/world-map?poi=148&view=land&viewpin=true]Snowsquall Tundra[/url] [url=https://www1.flightrising.com/world-map?poi=149&view=land&viewpin=true]Cloudscrape Crags[/url] [url=https://www1.flightrising.com/world-map?poi=150&view=land&viewpin=true]Fortress of Ends[/url] [url=https://www1.flightrising.com/world-map?poi=153&view=land&viewpin=true]Reclaimer's Glacier[/url] [url=https://www1.flightrising.com/world-map?poi=152&view=land&viewpin=true]Dripcave Dregs[/url] [url=https://www1.flightrising.com/world-map?poi=154&view=land&viewpin=true]Rimebone Stockade[/url] [url=https://www1.flightrising.com/world-map?poi=151&view=land&viewpin=true]Frozen Sanctum[/url] [url=https://www1.flightrising.com/world-map?pinx=696&piny=2514&view=land&viewpin=true]Border of the Starfall Isles at the Frigid Floes[/url] (custom pin, no lore)[/sup] [*119C] – Sunbeam Ruins location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=12&view=land&viewpin=true]Sundial Terrace[/url] [url=https://www1.flightrising.com/world-map?poi=13&view=land&viewpin=true]Mirrorlight Promenade[/url] [url=https://www1.flightrising.com/world-map?poi=14&view=land&viewpin=true]Hewn City[/url] [url=https://www1.flightrising.com/world-map?poi=15&view=land&viewpin=true]Beacon of the Radiant Eye[/url] [url=https://www1.flightrising.com/world-map?poi=155&view=land&viewpin=true]Emperor's Wake[/url] [url=https://www1.flightrising.com/world-map?poi=32&view=land&viewpin=true]Lanternlea Port[/url] [url=https://www1.flightrising.com/world-map?poi=17&view=land&viewpin=true]Moonportal[/url] [url=https://www1.flightrising.com/world-map?poi=157&view=land&viewpin=true]Daylight Sanctum[/url][/sup] [*120C] – Tangled Wood location pins [sup][i]Click the pin of a location to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=139&view=land&viewpin=true]Driftwood Drag[/url] [url=https://www1.flightrising.com/world-map?poi=140&view=land&viewpin=true]Wispwillow Grove[/url] [url=https://www1.flightrising.com/world-map?poi=141&view=land&viewpin=true]Foxfire Bramble[/url] [url=https://www1.flightrising.com/world-map?poi=142&view=land&viewpin=true]Forum of the Obscured Crescent[/url] [url=https://www1.flightrising.com/world-map?poi=144&view=land&viewpin=true]Thorndark Altar[/url] [url=https://www1.flightrising.com/world-map?poi=145&view=land&viewpin=true]Sunportal[/url] [url=https://www1.flightrising.com/world-map?poi=146&view=land&viewpin=true]Murkbarrow Close[/url] [url=https://www1.flightrising.com/world-map?poi=143&view=land&viewpin=true]Dusk Sanctum[/url][/sup] [*121C] – Scarred Wasteland location pins [sup][i]Click on a location's pin to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=47&view=land&viewpin=true]Wandering Contagion[/url] [url=https://www1.flightrising.com/world-map?poi=48&view=land&viewpin=true]Abiding Boneyard[/url] [url=https://www1.flightrising.com/world-map?poi=49&view=land&viewpin=true]Rotrock Rim[/url] [url=https://www1.flightrising.com/world-map?poi=46&view=land&viewpin=true]Wyrmwound[/url] [url=https://www1.flightrising.com/world-map?poi=76&view=land&viewpin=true]Pox Consulate[/url] [url=https://www1.flightrising.com/world-map?poi=50&view=land&viewpin=true]Hellwell Undercroft[/url] [url=https://www1.flightrising.com/world-map?poi=51&view=land&viewpin=true]Blight Sanctum[/url] [url=https://www1.flightrising.com/world-map?pinx=2215&piny=1314&view=land&viewpin=true]Border with the Tangled Woods[/url]; [url=https://www1.flightrising.com/world-map?pinx=1607&piny=1834&view=land&viewpin=true]border with the Starfall Isles[/url][/sup] [*122C] – Viridian Labyrinth location pins [sup][i]Click on a location's pin to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=74&view=land&viewpin=true]Everbloom Gardens[/url] [url=https://www1.flightrising.com/world-map?poi=73&view=land&viewpin=true]Gladeveins[/url] [url=https://www1.flightrising.com/world-map?poi=72&view=land&viewpin=true]Shrieking Wilds[/url] [url=https://www1.flightrising.com/world-map?poi=71&view=land&viewpin=true]Behemoth[/url] [url=https://www1.flightrising.com/world-map?poi=78&view=land&viewpin=true]Gladebough Village[/url] [url=https://www1.flightrising.com/world-map?poi=77&view=land&viewpin=true]Worldedge Wetlands[/url] [url=https://www1.flightrising.com/world-map?poi=52&view=land&viewpin=true]Seedscar[/url] [url=https://www1.flightrising.com/world-map?poi=75&view=land&viewpin=true]Wild Sanctum[/url][/sup] [*123C] – Starfall Isles location pins [sup][i]Click on a location's pin to read its lore.[/i] [url=https://www1.flightrising.com/world-map?poi=55&view=land&viewpin=true]Starwood Strand[/url] [url=https://www1.flightrising.com/world-map?poi=54&view=land&viewpin=true]Crystalspine Reaches[/url] [url=https://www1.flightrising.com/world-map?poi=56&view=land&viewpin=true]Focal Point[/url] [url=https://www1.flightrising.com/world-map?poi=57&view=land&viewpin=true]Observatory[/url] [url=https://www1.flightrising.com/world-map?poi=61&view=land&viewpin=true]Hoverview Vale[/url] [url=https://www1.flightrising.com/world-map?poi=59&view=land&viewpin=true]Tourmaline Archives[/url] [url=https://www1.flightrising.com/world-map?poi=60&view=land&viewpin=true]Astrolodome[/url] [url=https://www1.flightrising.com/world-map?poi=58&view=land&viewpin=true]Oculus of the Eleven[/url][/sup] [*124C] – [url=https://flightrising.com/main.php?p=wiki&article=114]Ancient Breed: Aberration[/url] [sup]"The Aberration species originates from the Wyrmwound, where they return annually to test themselves against the contagion's might. [...] Aberration dragons that continue to live within the Wyrmwound carve pocks out of the tough, fibrous cauldron above the contagion. These rough hollows serve only to give an Aberration a place to rest and recuperate outside of the deadly primordial soup. A pock that is not torn into daily quickly heals over, and "lairs" are created and abandoned in rapid succession."[/sup] [*125C] – [url=https://flightrising.com/main.php?p=wiki&article=115]Mistakes Were Made[/url] [sup]"“[i]Strength at a cost![/i] Dragons who go back too soon become [i]part[/i] of the Wyrmwound! There are other ways to be strong.” [...]The mirror dragon and his spiral companion had been assigned by Warchief Morix to run an extended patrol around the perimeter of the Wyrmwound proper, looking for further incursions from Nature’s forces. [...]“I could have sworn I saw something moving further down, below that line of—are those veins, or roots?” [...]“This is an order from the Warchief himself, Scout Cariane: Patrol the Rim, report back anything suspicious. Make sure Nature hasn’t encroached further into Mother’s realm.” [...]“We’ll go slow. As soon as you can see it with your vision, we’ll find a place to perch and you can start your sketches for the Warchief.” [...]they slammed into the muddy gooey edge of the Wrymwound, mere feet from the boiling liquid of the Plaguebringer’s Cauldron."[/sup] [*126C] – [url=https://flightrising.com/main.php?p=wiki&article=113]Welcome, Warriors![/url] [sup]"Through a generous donation from the Oculus of the Eleven, spell scrolls to simulate the sensation of sleeping underwater or in a lava pit are available through Willow for any dragon who needs it. (See footnote 1)"[/sup] [*127C] – [url=https://flightrising.tumblr.com/post/31214729809/what-is-the-nastiest-meanest-race-of]Q: What is the nastiest. meanest race of dragon/element?[/url] [sup]"A: The various elemental flights trend toward certain professions and outlooks, but you can have your clan behave however you like. The three “meanest” might be shadow, ice, and plague dragons, but all of the flights have their shortcomings. Shadow dragons are tricksters and cheaters. They’ll take any shortcut and are compulsive liars. Plague dragons are savage and have taken survival of the fittest to an extreme. They pit themselves against other creatures and dragons to test their own mettle and prove that they are worthy of life. Plague dragons have all survived the plague; they’re now non-symptomatic carriers. Ice dragons are collectors. This goes beyond relics and includes living things that they freeze in ice to study at a later time. They’re the most emotionless flight. Other flights that have nastier tendancies. (We would not say that they’re truly evil though) Fire dragons have short tempers and will act on them. Many water dragons know the future, but they won’t tell other flights what trials might befall them. Arcane dragons are literally destroying the world by poking at the fabric of reality. They’re very cheerful and friendly about the whole thing!"[/sup] [*†C] – Not technically stated. [br] ---------- [center][sub][emoji=left wing size=1] [url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050158]Previous post: The Third Age Flights[/url] | [url=https://www1.flightrising.com/forums/gde/2813080/2#post_42050182]Next post: Other Territories[/url] [emoji=right wing size=1] [emoji=subscription update size=1][url=https://www1.flightrising.com/forums/gde/2813080/1#post_42050166]Top of post[/url] | [url=https://www1.flightrising.com/forums/gde/2813080#post_42050137]Table of Contents[/url][emoji=scroll size=1][/sub][/center]



Sources for the Elemental Realms posts (2)
Sources post 1


[*109C] – Weekly Q&A [Closed]
"Shadow dragons are inclined towards concealment, both of their physical forms and their motivations. They hide well in darkness, but may also have developed skill at non-magical stealth and camouflage.

[*110C] – What are groups of dragons called?
"The large elemental nations are called a flight."

[*111C] – Various item descriptions
Currents Fanfish: "Dragons often study the migration patterns of these fish, using them to map the currents surrounding Sornieth's primary landmasses. (Special thanks to Exlann!)"
Dripcave Deputy: "While the Gaoler clans of the Southern Icefield are formidable wardens in their own right, they also enlist the help of lesser creatures to maintain order in their subterranean stockades."
Rimeplate: "Worn by Ice's honor guard, few can bear its chill."


[*112C] – Community Update, December 2020
"Plague healers are an interesting bunch because rather than administer treatments that counter illness, they use a mixture of magic and contagion that stress the affected dragon further, allowing them to reach a stronger, healed, and resistant state faster than other elements. Plague healers will treat physical injuries with sutures, bandages, and braces, but they won't clean the wounds or apply ointments."

[*113C] – Dragonhome location pins
Click the pin of a location to read its lore.
Greatwyrm's Breach
Pillar of the World
Terraclae
Colonnades of Antiquity
Parched Canyonwalks
Highland Sanctum
Island northeast of the Sanctum(Custom pin, no written lore) (Note from admin Xhaztol on the island)
Bramble archway allowing access between Tangled Wood and Dragonhome (Custom pin, no written lore)


[*114C] – Ashfall Waste location pins
Click the pin of a location to read its lore.
Emberglow Hearth
Blacksand Annex
Molten Scar
Great Furnace
Flintlock Fumaroles
Magmablood Rebuke
Cinderslag
Magma Sanctum


[*115C] – Zephyr Steppes location pins
Click the pin of a location to read its lore.
Zephyr Steppes
Reedcleft Ascent
Cloudsong
Twisting Crescendo
Singer's Brook
Aergate
Millmeadows
Gale Sanctum


[*116C] – Sea of a Thousand Currents location pins
Click the pin of a location to read its lore.
Tsunami Flats
Fishspine Reef
Leviathan Trench
Spiral Keep
Shoredeep Presage
Churnscar Wharf
Flotsam Town
Drowned Sanctum


[*117C] – Shifting Expanse location pins
Click the pin of a location to read its lore.
Highland Scrub
Carrion Canyon
Tempest Spire
The Charged Barrens
Wiretangle Walk
Turrets of Goldensparc
The Source


[*118C] – Southern Icefield location pins
Click the pin of a location to read its lore.
Frigid Floes
Snowsquall Tundra
Cloudscrape Crags
Fortress of Ends
Reclaimer's Glacier
Dripcave Dregs
Rimebone Stockade
Frozen Sanctum
Border of the Starfall Isles at the Frigid Floes (custom pin, no lore)


[*119C] – Sunbeam Ruins location pins
Click the pin of a location to read its lore.
Sundial Terrace
Mirrorlight Promenade
Hewn City
Beacon of the Radiant Eye
Emperor's Wake
Lanternlea Port
Moonportal
Daylight Sanctum


[*120C] – Tangled Wood location pins
Click the pin of a location to read its lore.
Driftwood Drag
Wispwillow Grove
Foxfire Bramble
Forum of the Obscured Crescent
Thorndark Altar
Sunportal
Murkbarrow Close
Dusk Sanctum


[*121C] – Scarred Wasteland location pins
Click on a location's pin to read its lore.
Wandering Contagion
Abiding Boneyard
Rotrock Rim
Wyrmwound
Pox Consulate
Hellwell Undercroft
Blight Sanctum
Border with the Tangled Woods; border with the Starfall Isles



[*122C] – Viridian Labyrinth location pins
Click on a location's pin to read its lore.
Everbloom Gardens
Gladeveins
Shrieking Wilds
Behemoth
Gladebough Village
Worldedge Wetlands
Seedscar
Wild Sanctum


[*123C] – Starfall Isles location pins
Click on a location's pin to read its lore.
Starwood Strand
Crystalspine Reaches
Focal Point
Observatory
Hoverview Vale
Tourmaline Archives
Astrolodome
Oculus of the Eleven


[*124C] – Ancient Breed: Aberration
"The Aberration species originates from the Wyrmwound, where they return annually to test themselves against the contagion's might.
[...]
Aberration dragons that continue to live within the Wyrmwound carve pocks out of the tough, fibrous cauldron above the contagion. These rough hollows serve only to give an Aberration a place to rest and recuperate outside of the deadly primordial soup. A pock that is not torn into daily quickly heals over, and "lairs" are created and abandoned in rapid succession."


[*125C] – Mistakes Were Made
"“Strength at a cost! Dragons who go back too soon become part of the Wyrmwound! There are other ways to be strong.”
[...]The mirror dragon and his spiral companion had been assigned by Warchief Morix to run an extended patrol around the perimeter of the Wyrmwound proper, looking for further incursions from Nature’s forces.
[...]“I could have sworn I saw something moving further down, below that line of—are those veins, or roots?”
[...]“This is an order from the Warchief himself, Scout Cariane: Patrol the Rim, report back anything suspicious. Make sure Nature hasn’t encroached further into Mother’s realm.”
[...]“We’ll go slow. As soon as you can see it with your vision, we’ll find a place to perch and you can start your sketches for the Warchief.”
[...]they slammed into the muddy gooey edge of the Wrymwound, mere feet from the boiling liquid of the Plaguebringer’s Cauldron."


[*126C] – Welcome, Warriors!
"Through a generous donation from the Oculus of the Eleven, spell scrolls to simulate the sensation of sleeping underwater or in a lava pit are available through Willow for any dragon who needs it. (See footnote 1)"

[*127C] – Q: What is the nastiest. meanest race of dragon/element?
"A: The various elemental flights trend toward certain professions and outlooks, but you can have your clan behave however you like. The three “meanest” might be shadow, ice, and plague dragons, but all of the flights have their shortcomings.
Shadow dragons are tricksters and cheaters. They’ll take any shortcut and are compulsive liars.
Plague dragons are savage and have taken survival of the fittest to an extreme. They pit themselves against other creatures and dragons to test their own mettle and prove that they are worthy of life. Plague dragons have all survived the plague; they’re now non-symptomatic carriers.
Ice dragons are collectors. This goes beyond relics and includes living things that they freeze in ice to study at a later time. They’re the most emotionless flight.
Other flights that have nastier tendancies. (We would not say that they’re truly evil though)
Fire dragons have short tempers and will act on them.
Many water dragons know the future, but they won’t tell other flights what trials might befall them.
Arcane dragons are literally destroying the world by poking at the fabric of reality. They’re very cheerful and friendly about the whole thing!"


[*†C] – Not technically stated.



UN: Wrenn → Ribi

They / Them


Avatar dragon aa

Canon Lore Compendium
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