Many paths and groups cross over the sands of time - one life may influence another's destiny. Wherever our futures may lead, we are bound by the history that guides us. Also known as: "Buzzfeed Unsolved: Sornieth Edition."
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Flight Rising Timeline (In-Depth)
Super recently (like, earlier today), I drew a rough timeline of my own accounts of Sornieth’s history. (You can find it here!) That timeline is.... super roughshod and messy. I kind of wanted to detail or list out in better depth some of the things on that timeline. Or just, y’know. Write it out in general! Some inspiration also came from @hungrytundras so thank you to him for that - y’all should check out his lore. It’s super hella, and super in depth.
My events of Sornieth’s history also differ a bit from canon. There’s a lot of overlap, but a lot of things changed, too. And as always, this is all just my personal headcanons for my lore, and it’s in the sake of fun! Feel free to use it, or share it, or talk about it - or don’t! It’s up to you! Also... this might end up entirely defunct as I continue to create and expand. But it’s here for now, so- ...
It’s gonna get long, so we’re under a read-more for the actual content! Whoosh!
Age of Origins
Encompasses the canonical First Age, from the creation of Sornieth, up until the creation of the Pillar of the World.
From the depths of endless Void, magic writhes to life, and creates on a barren child planet the first dragon gods of history: Earth, Fire, Water, Wind.
It is from these Grand Wyrms that other deities arise. There are many more than the eleven we know now, but between all of them, there are Eight grand deities.
These deities war with one another endlessly. Their terrible magical wars result in the near destruction of the new world they were born in. This unending chaos attracts a very old entity - the very Void from which Sornieth took form from. As we call it now, it is the Shade, and intends to reclaim the space stolen from it and misused.
The deities wage war not with one another, but with the Shade, until it has been beaten back from Sornieth’s skies. The toll is heavy; only the Eight eldest deities remain.
In their grief and loss, the eight form a pact to come together, to prevent the Shade from returning and incurring more cruelty and loss. The Pillar of the World is formed on the Earthshaker’s spine, and the eight fall into a (presumed) eternal rest.
Age of Reclamation
Encompasses the canonical Second and Third Ages, from the rise of the unknown tribes, to the creation of the first of dragonkind.
With the Eight wyrms settled in sleep, the war-torn world of Sornieth begins to reform, heal, settle, and grow. With it, a new people arise - humanoid tribes whose faces have been long lost to history and calamity. These tribes grow in culture and reverence to magic, and much like the dragon gods before them, they turn to war against one another.
The global wars of these tribes end with the Magi during what was known as the Firebringer Uprising - where an oracle of the people foretold the coming history that would unite the tribes. From here, technology, the arts, and civilization as we know it begins to boom.
Eventually, it also physically booms, when during the opening phase of a great new reactor... it goes into meltdown and a catastrophic nuclear explosion that results in an extinction event across the planet. A new dragon deity grows within his nuclear egg.
The same blast leaves arcane radiation across the planet. From this radiation, extreme levels of life and decay begin to grow, until two more deities form from the ashes of an extinct people. They come to be known as the Gladekeeper and Plaguebringer, and for the rest of their days are at eternal war.
The nuclear egg hatches, and intimately curious about the world, the Arcanist explores the Magi’s constructions, history, and remaining culture. He holes himself up in the Observatory he finds until he causes the next planetary catastrophe.
As fauna and flora, life and decay, spread across the entirety of Sornieth during the Sister Gods’ eternal combat, a few vestiges of the Magi poke their head out of their refuges. They themselves have been changed significantly from the arcane radiation, and from this point in history, are a new people known as the Beastclan. They reclaim the abandoned cities, and tear them down to begin anew. The history of the Magi is frowned upon, and so they lay forgotten to history and hardship.
During this time, a few folk who still revere the old ways of magic build monuments to the Sister Gods who they live in fear and awe of, as well as to the Pillar of the World, the wellspring of all magic, and to the Magi long gone. One such place lays deep within the jungle home of the Gladekeeper’s origins - the Hall of the Ancients.
Eventually, the Arcanist finds something unusual within his telescope. An unnatural chill begins to settle over Sornieth, and the Arcane Wyrm is curious enough to travel to the top of the Pillar of the World in an attempt to explore and document. His curious folly leads to the revitalization and revenge of the Shade, coming down with enough force to destroy the weakened barrier - and the Pillar - almost entirely. Once again, the beastclan are nearly destroyed, though not nearly as completely as the time before. They will rebuild.
Left in the hull of the crater left from impact, the Eight are spat back into existence, and awaken to a world reclaimed by magic, flora, and fauna. The Shade twists through the air, free to infect the land as it meanders. Much power was lost in the expulsion of the barrier... but enough is left to cause entropy untold, if left unchecked.
The Eight decide to go their own ways. If they could not stop the Shade together, perhaps they could apart. And, of course, they are dragons. They have territory to reclaim. New challengers to beat back into their lanes...
Age of Ancients
A lost age. This age encompasses history modern dragons are only beginning to learn... that of the first dragons - the ancient breeds who were engineered for the purpose of reclaiming lost territory, and eradicating the remnants of the Shade, up until the creation of the eleven Flights, and relatively-modern Flight Rising.
Ancient Dragon breeds are created; Sornieth’s first relatively mortal dragons. They are apexes of their element, designed for war, and for capture, containment, and eradication of the Shade. They are not designed to intermingle with any other breed or element but their own.
For a long time, these dragons fight wars waged by deities to beat back and reclaim territory to call their own. These territories eventually expand and settle into what we know as the Eleven Flights.
After land is staked, and war-forged clans begin to settle and grow, the next order of business is to hunt down and eradicate the Shade. The original thought was much how the many deities of primordial times had once beaten back the shade before - as a unified force of elemental might. Taskforces were created, made up of eleven dragons, one of each elemental breed. These teams were very secular, and it was perhaps because of this that they did not last.
The second attempt was the first intermingling of clans and breeds, in the formation of more loosely open Shade Hunting Guilds. They were intended to share information and allow through less restrictions, better mobility and longevity in their success. One such guild was known as the Pillar’s Claw - based in Earth under the watchful eye of both Earthshaker and Icewarden.
Some deities however, did not take the failure of the taskforces to mean to loosen their grip. Instead, they tightened it significantly, and deigned to handle the Shade Problem themselves. This led to formations of the Gaoler Orders, and especially the Seekers.
The Gaoler Order spreads massively, and as it works to contain the Shade, also works to contain anything not deemed ‘justified’ or worthy in the Icewarden’s name. This leads to a conflict in the border of fire and ice that is as brutal and cruel as it is quick - the extinction of the Fire Ancients in the Banescale Conflict. The elemental territory of fire is devastated.
It is not long after the destruction of the Banescales that, for still many unknown reasons, the Ancient dragons begin to disappear from Sornieth as if they never existed, and the hunt for the Shade crawls to a halt, before also vanishing.
Age of Flights
What most consider the ‘modern age’ of Flight Rising. It encompasses the Rise of Beastclans, current site lore, up to the Bounty of the Elements. Going forward is where the majority of my personal lore comes in, be warned!
In the wake of the first dragon’s disappearance, the Beastclan make a second resurgence in culture and territory of their own. They take advantage of the settled state of the world, and settle permanent roots. These roots will be partially uprooted once again, very shortly.
A new breed of dragon emerges. Many, actually - with the fight against the Shade seemingly over, and in light of the terrible conflict of Gaoler and Banescale, there appears to be no need for the Ancient dragons anymore. Heads turn once more to the establishment of territory - and these new dragons, who are built not for fighting and hunting, but for building lives and communities, spread and thrive. This becomes the establishment of the Eleven Flights.
Beastclan are quickly overrun in their own homes, and it becomes a bigger point of contention than ever. Eventually, this leads to the rise of the Harpy Queen Talona, and the Beastclan emerge as a notable force, united to rise and stand toe to toe against - or with - dragonkind.
During the Rise of the Beastclans, dragons across Sornieth begin to interbreed and spread, founding more permanent homesteads, cities, and places of trade where elements intermingle and species are not homogeneous. One of these great hubs is formed in Shadow, in the visage of a coastal trade town called Emporiki.
Around the same time, one of many to come courier services are created. One of the older ones and amongst the first to offer service on a very wide continental basis, is the Wind-based Praesidium Postal Service.
As generations pass and the boundaries between elements muddies further within dragonkind, adventurers and explorers who are curious about the world before them begin to crop up. One such group rediscovers the Hall of the Ancients deep within the Rainforest Jungle, nestled on a plateau overlooking a massive glade centered by a giant hollowed tree. A clan forms here, originally created to study the temple, known as the Duskhallow Shire.
While Shade hunters no longer exist, until history and unfortunate local corruptions bring up forgotten information leading to the formations of new Guilds, bounty hunters and mercenaries surely do exist. The Venatore are one of them - a group of mercenaries who eventually unite under one gold-earning banner.
The expansion of territories and disputes with the Beastclan also leads to upticks of crime and cruelty amongst dragonkind, and the oracles of the Water Flight were not immune. An age of piracy brewed, and new rivalries and wars could be found over the open seas. One ship very late to this arrival is one very confused to its purpose - to be justice, or pirates? The flag this crew flies under is that of the Winged Doubloon.
Dragonkind will continue to expand and lairs grow and thrive for generations. Small disputes and civil wars come and go, politics expand, an Exaltation System is implemented in reverence and assistance to the Eleven, and crime rates rise and fall. New breeds are discovered, hidden in shadowy boughs, and birthed through accidental mutagens. This growth will continue until a new surge in magic appears, creating a new cycle of history repeating itself, as Sornieth heaves forward in a new chapter of history and excitement...
Age of Bounty
The Current Age of Flight Rising, in my lore. This encompasses the Bounty of the Elements up until the present day. I thought that with as much lore and huge updates like the Ancient breeds that we’ve gotten since that day, it was deserving of a new turn, and an age of it’s own.
As the Flights enter an era of unprecedented magical presence and growth, stories begin cropping up of unbelievable happenings: miracles, disturbing tales, historical discoveries, and horror stories.
New eyes are discovered upon Sornieth’s hatchlings, thought to be an aftereffect of constantly evolving and growing magic.
Discoveries of ley lines and new magic appears. These ley lines, long dormant, bring about quite a few problems of their own when dragons try to harness or manipulate them.
In miraculous events, an ancient breed of dragon is rediscovered within the Southern Ice Fields - the once powerful orders known as the Gaolers, reduced to hidden clans and secretive missions. Once they are outed, they begin to crop up around the world as the relic breed is reintroduced to society with open wings.
Stories about dragons going missing on archaeological digs begin to crop up. Fascinatingly, the opposite also occurs when on a job, the Venatore mercenaries dig up a living gaoler deep within stone, where he was presumably petrified within a many years’ spell. This Gaoler, known as Dante, claims to be a shade hunter from a guild nobody has heard of. He quickly commandeers leadership of the Venatore - disbanding them, before reforming and rebuilding them from the ground up, into a rebirth of one of the Shadehunting Guilds of ancient times - the Pillar’s Claw.
The most disturbing knews of this bounty of magic occurs. For unexplained reasons, two deities disappear from the face of Sornieth. The Tidelord’s prophecies cease, and his flight continues to mourn as they desperately search. The Windsinger too, vanishes, and with him the Twisting Crescendo. The air stagnant around Sornieth causes a surprising amount of environmental damage, and leaves the air nearly unusable. It is only by happenstance that the deity of Wind is rediscovered at all - and now the Crescendo blows the wrong way, leaving even more destruction as clans adapt.
One clan who was forced to adapt was the old established Praesidium Postal Service. Never built on the most solid ground, the renewal of the wind god’s hurricane tore the entirety of the structure and surrounding architecture from its foundations entirely - and now the clan is entirely airborne like many other ancient clans, suspended in the air and orbiting slowly around the Flight’s territory.
Things grow heated in Fire Flight, both physically and politically. While civil unrest fully blooms in the Magmablood Rebellion, a surge of lava and magma forms new islands... and also unearths the last surviving Banescales of all Sornieth. They take to the skies in song and fire and flight, and quickly spread across the globe.Â
In the Rainsong Jungle, in the midst of brewing civil war, the Hall of the Ancients begins to unseal itself. The magic keeping the temple unexplorable and closed off is beginning to weaken - two of the halls have opened thus far, and within them, surviving members of an ancient taskforce trapped two Ages prior; a Gaoler of Ice, and a Banescale of Fire. It is unknown why they, and possibly others, were trapped in such a godly spell of stasis, but now the entirety of Duskhallow is on edge.
Within the last months, something unknown appears to have happened to an old gang of dragons. Only one member of the original Blackspine Marauders’ crew is left in their territory, and the group now is infinitesimally small, but the fate of the other Marauders remains shrouded in mystery.
Present Day
#flight rising#fr#flight rising lore#flight rising timeline#fr lore#fr worldbuilding#worldbuilding#long post#this really is so long lmfao#but at least i'm creating something y'all feel? heck yeah#might get buried bc of tumblrs stupid thing about links#bc i linked the post with the drawn timeline#so that's a thing
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Extremely messy for now, but an incredibly vague bare bones timeline of my interpretation of Sornieth’s history, with the addition of where the creations of my subclans/lore comes into play!
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Blackspine Marauders
Once, the Blackspine dragons were of a much larger number, and were more than just simple bandits. Unfortunately, there appears to be only one original member left... and she refuses to say what happened to the others.
Location: Plague
Note: is... there actually anything to draw for them?? Maybe!
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Hall of the Ancients
Atop a tall hill overlooking the glade that is home to Duskhallow Shire, buried deep within the Rainsong foliage, is an ancient stone temple. It's mossy walls were never meant to be accessed, sealed by a primal magic. Adventurers, archeologists, and mages can try as they like but the doors remain sealed... all save for the two that have opened on their own, the magic unbalanced for unknown reasons. The other nine, and the innermost parts of the temple, remain walled away, for now...
Location: Nature
Note to self add an actual render of just the temple? Or an enhanced img from the temple in the Duskhallow Shire image?
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Praesidium
The Twisted Crescendo is a behemoth of a hurricane, and like any natural disaster, it can be calamitous. When the thought to be long-gone tornado snapped back to life, much of Sornieth was driven into playful chaos, when all wind patterns were turned backwards. One such place was the Praesidium Postal Hub. Barely stable on a network of reeds, wind magic, and good faith, the entire clan was set aloft when the fresh wind tore the clan's structure off its foundations. Now, like some ancient clans, the little village remains suspended in the air, orbiting the Crescendo year round... with plenty of readjustment and adaptation.
Location: Wind
(Note: add art here when render of praesidium is sketched out)
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Winged Doubloon
Sailing at ease through the seas of Sornieth is this ship and her crew: the Robin Hood of draconic pirates. One might think at first glance, they run a merchant ship, or a merchant ferry... and they do - until it comes time to pillage. More than anyone, their victims are those already well off - the mouthy types, with plenty of coin and swill to spare.
Location: Water
Note: ....figure out how to draw a ship?
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The Pillar's Claw
Once, Pillar's Claw was one of the oldest shade hunting coalitions in Sornieth until its disbandment centuries ago. But recently, the name has been reclaimed by a group of bounty hunters who went by the Venatore, looking to restart old tradition...
Location: Earth
Note: insert at least a sketch or drawing of what the outpost looks like, if not the new and expanding area
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Duskhallow Shire
Basked in long hours of twilight, there lies a little village in an open glade deep in the woods. It is hallmarked by moss-laden stonework, a budding orchard, and treehouses stretching up the central massive hollowed tree that holds the clan's populace.
Location: Nature Flight
(Note: edit this post with the render of the village, when its finished)
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Welcome to the Tradewinds
Hullo there! It would seem I never quite actually went about using this lore blog. I’m @artificiary-fr - this is my sideblog where I’m gonna stick all my lore stories, and headcanons, and worldbuilding, and maybe some art n’ drabbles? Kind of like an archive!
If you get follows from me it’ll be from the afore-pinged main FR blog! Now, with introductions aside.... let’s get started, shall we?
#flight rising#flightrising#fr#hi hi i forgot i made this blog#so now that im hyperfocusing on fr again lets start using it yeah?#cool!#i'll try to update it semi-frequently? or at least as often as i write things#or draw things lol#some art might come from my main art blog if only for professionalism sake bc im using that as a portfolio atm#anyway yeah hi onto the lore!!!!
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