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]
The ancient Dusthide dragons' tunnel networks are spread throughout the canyons and gorges of Greatwyrm's Breach, hidden from view by natural ridges. Recent spikes of tectonic activity in the region have driven the Dusthides to expand or relocate these lairs.
[128C]
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 Dragonhome Preservation Guild's focus was subsequently also pulled from the Greatwyrm's Breach toward the Leviathan Trench, where the discovery of the Undertide and the abyssal Maren and their fossils caught their attention.
[141C]
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]
Dragonkind's economic heart, the Grand Exchange, is located at a lively decorated plaza in the Collonades. Various vendors arrive and depart the exchange throughout the year, while other merchants maintain a presence year-round. Both Beastclans and dragons have been depicted as keeping stores within the Grand Exchange.
[129C]
For further reference on specific Grand Exchange shops and shopkeeps, please see the Grand Exchange
post on page two.
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 select audience primarily of the Earth flight – the centaurs are among the few artisans outside the Earth's sway given audience.
[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 is likely 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.
There are longneck vigilantes who patrol to make the high passes of Dragonhome safe for travelers.
[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]
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]
Chillwind and Stormcloud Harpies migrated to the Volcanic Vents from the Southern Icefield. Stormcloud harpies use spelled snow to cool the ground where they keep their homes,
[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] At least in relationships with harpies, items enchanted with wind magic by dragons within the Windswept Plateau are never exchanged through trade but exclusively gifted.
[139C]
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]
The Kitsune beastclans are beloved in the Windswept Plateau, and they often live near dragon clans for protection.
[24C]
The harpies' most important relationships with dragonkind – both its strongest alliance and the greatest tensions – are with those within the Windswept Plateau. The Great Flock has a mutual aid pact with the majority of the clans within the Zephyr Steppes. While this alliance is regarded as strong and mutually beneficial, there have been reports of harpies patrolling outside of their cities being harried by enormous, winged shapes in the night. Neither the harpies or the allied dragons have been able to identify a culprit.
[139C] Developer comments have confirmed these shapes are not ancient dragons.
[140C]
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 Tidelord 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] Water-faring dragons can become host to barnacles if they do not take care to prevent and remove the creatures. Dragons which neglect to take such measures are often shunned.
[111C]
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]
During the Bounty of the Elements, a storm of historic ferocity which has been referred to as the Great Maelstrom struck the Tidelord's territory. Coastal lairs were rendered uninhabitable, clans scattered, and the Tidelord himself vanished. Seers have since begun to delve into the Leviathan Trench and beyond in search of the Tidelord.
The devastation also brought the practice of marine salvage back into the general population's hobbies and then to the work of specialized crews. The practice had faded as generations passed with battles of the elements waning into contented routine. The renewed interest sees salvage hobbyisrs and specialists alike diving to seek salvage, usable materials, and valuables that were lost during the great storm.
[141C]
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] Enormous shells found in the trench can be used by maren to carve the blades of kelp sickles, creating incredibly sharp tools that do not rust immediately in salt water.
[111C]
By traversing the Leviathan Trench and following its southwestern exit, one can access the Deep – a span of abyssal ocean outside of most acknowledged territories and the location of the Undertide dragons' self-exile where they subsequently established a city alongside the abyssal Maren. The journey can take years if not aided by spells.
[130C], [141C] The Undertide and their maren companions re-emerged when marine salvage crews caught one another's attention.
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]
The Deep
The Deep is an abyssal ocean located southwest of the Windswept Plateau in the open saltwater seas outside most of the acknowledged elemental territories, directly west of the estuary that releases from the Ashfall Waste. It can be reached through the Leviathan Trench by following the trench's southwestern exit.
[130A] A journey into the Deep Chasms from the outside ocean can take years for its natural maren inhabitants if their speed is not enhanced with ancient magic such as the Swiftfin spell; swift journeys still take weeks.
[138A]
The Deep is a city cooperatively inhabited by the Abyssal Maren and Undertide dragons. Its inhabitants make use of woven hammocks, and the two species share houses together. Undertides' portion of the houses only necessitate a structure to anchor into place and a space large enough for several dragons. Architecture was primarily motivated by the Maren inhabitants, who constructed elaborate spiral buildings with wide passages. The smaller upper rooms are specialized and suited to maren, while the base rooms are intended for Undertide dragons.
[130A]
The Elder Council, made up of both Maren and Undertide elders, lead the city and are responsible for coming to decisions such as whether to emerge from the depths and reenter the outside world.
[138A] Prior to this reentrance into the world, The Deep and its inhabitants lived in seclusion from the shallower seas' inhabitants. The Deep is known to exist at the deepest reaches of the wild ocean, beyond the natural pressure tolerance of even the Guardian dragons.
[130A]
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]