The stories of Clan South Shore and its inhabitants and a few others as well
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Ice Flight Exalted Guard Uniforms and Rankings
The previous iteration of these was getting rather old, so here’s a revamped overview of the structure of the IEG.
Big Lore / Worldbuilding Dump Under the Cut:
IEG RANKS AND DUTIES
The Exalted Guard divides its personnel into four divisions. Upon entering the guard, new exalts are given the choice between joining the Guardsmen, the Seekers, or the Recordants (though they may be lightly pressured depending on where there is need)
The Guardsmen are the most well known division within the icefields. As a whole, their duty is to keep the peace and ensure the safety and stability of the populace. Guards act as foot soldiers most of the time. They are also IEG’s interface with the public and accept tips, complaints, and reports from them, Each group of guards answers to a Captain, who commands one hall of a facility, neighborhood of a city, or stretch of wilderness. Line Guards and Line Captains fill the gaps, moving between the stations of their fellows to catch the areas in between. Keepers are charged with controlling entrance and exit, and are stationed at gateways and choke points. In the fortress, Keepers are charged with guarding the keys to locked areas. Sentinels command both Captains and Keepers, and answer directly to the Tower Staff.
The Seekers are the most well known to outsiders, as the flight’s main interface with the rest of the world. Seekers handle the investigation of incidents, gathering of evidence or witnesses, and the movement of goods and messages. They operate in large teams of Runners who answer to a smaller group of Seekers all assigned a single task, which can be the handling of an incident, a research mission, or simple courier duty. Trackers are responsible for assigning new tasks to Seeker teams and stepping in to assist if and when needed. Force Runners and Investigators (Force Seekers) are those able to break away from their teams in order to pursue leads which are relevant to the guard’s interests but may not be relevant to their assigned case.
The Recordants cover internal matters and are often seen as the less intense (and sometimes lesser) division. Their jobs are often related to upkeep. Cell Writ is one of the least enviable duties in the guard, named for the often grueling task of walking the line and accounting anomalies. Cell writs document the day to day changes for the rest of the guard including counting absences and sick days, ensuring each item and person is where the records say they should be, reporting when the granaries are low and other less than glamourous things. This information is given to the Recordants who compile it into the Recordants’ Report which goes to the Tower Staff. The Clerics make edits to the official records as necessary while the Recordants make or prepare changes (order supplies, request permanent transfers, etc.) The duty of Force Recordants is to intervene in violations of policy or order. They oversee the other two divisions and follow behind them to ensure they work properly.
Lastly The Tower Staff oversee the other three. One becomes part of the Staff by becoming a Watchman. This position familiarizes members from one division with the duties of the other two by making them act as go betweens. Watchmen can be called upon for almost any duty imaginable and are expected to learn quickly and be adaptable. On top of this, they are in charge of the mail rooms and armories. In each post, one Watchman of each division is promoted to Watch, Signal, or Quarter Master. These three act as the leaders of their entire division in that facility or area and report directly to the Staff Warden. Staff Warden is the leader of the IEG presence in a city, facility, or region. They pass down initiatives to the divisions through the Masters and answer only to the heads of their Ward. The Fortress of Ends has no Staff Wardens. Instead, the Warden and Tower Captain fill this role. The Warden answers directly to Icewarden and commands the TC and all of the Staff Wardens. Warden is the only hereditary position in the IEG. Usually children of Wardens after their coming of age will be made Staff Wardens as a way to train for their upcoming role. The Tower Captain’s main duty is promotions, demotions, and transfers. The Recordants’ Reports reviewed and compiled by the Staff Wardens, are used to decide where and when to place new recruits, move existing personnel, transfer inmates and artifacts, and allow discharges. TC is appointed by the Warden, but it is traditional for the retiring Captain to select a successor. It can be anyone but is almost always a Watchman or above and often the Quarter Master.
UNIFORM SPECIFICATIONS
Uniforms are designed to be warm. Exalts come from all over the world, and even those born of tropical climates need to be able to stand guard in sub zero temperatures. The Yard Cape is the primary defense against a biting wind as well as the one thing exalts are allowed to customize (within certain bounds).
Seekers lack much of the insulation the others have since their work often sends them to the mainland and they are constantly in motion besides. Tower Staff capes and Guardsmen capes are functionally identical from behind. From the front, an officer’s blue is hard to miss.
Ward colors are worn on sashes, bands, ribbons and cops. These can be worn on either side. Many prefer to wear ribbons opposite their dominant hand.
#flight rising#fr lore#flight rising lore#ice flight#ice flight exalted guard#fr art#anthro#fr anthro#ht draws things#costume design my beloved
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The Council of Wardens
Info on the six wardens and their holdings c/p’d from the lore discord:
Kairan is in charge of The Eastern Points. She controls the most well used entrance to the territory and the main gate of FoE is in her Ward. Her ward also has the best weather. And her reputation is that of being super mean. Wardens of the First have a history of being so. Despite having ice primal, and no real directionality to her gaze, she does have a stare that can cut glass. While she does walk with a cane she also knows how to use it for other stuff. But also if she likes you she really likes you and being on her good side is very very good.
Paselxi rules The Western Points with the third busiest port in the icefields. His ward also contains Dripcave and technically The Fortress by some measures. His main duty is record keeper. The Library of the Fortress of Ends is in his Ward of the Fortress and he takes that job very seriously. Also in this canon, the Warden of the Second, one of his ancestors, was the one who ordered the attack that wiped out the Banescale. Mostly Xihe is a huge nerd. He and Kairan's relationship is something approaching sibling-esque.
Yacai (Baby (Derogatory)) rules the Ward of Fear's Reach, also known as East Cloudscrape Coastal or Varnekat... or at least he does on paper. His actual tower and whole base of operations is at Frostguard in the First Ward. His section of The Fortress contains the Temple of Icewarden and his title is High Priest though he is.... getting better at it. He is the youngest of the wardens having taken up the position at (in human years) age 17 after his predecessor, his father, got super murdered. Caihe needs a therapist.
Uskona is in charge of Aurora / South Snowsquall. The asscrack of the world where nobody goes or wants to go it's cold as all hell (and kinda pretty) but there's really really no reason to go there unless you want a kickass place to die. It's also where FoE keeps their Special Collections, which is to say the ABSOLUTELY DO NOT TOUCH THAT area. Oh is there some weird shit in there. Uskona herself is pretty chill though. She's the tallest warden and also the most difficult one to actually get a message to. Everybody expects her to be super distant and cold but in a hypothetical modern AU she would be the one snapchatting actually very good memes at her guardsmen.
Koreskoga rules Central Pass and Reclaimers. In the Fortress of Ends, the Fifth and Sixth Wards share the Market Grounds and the Ceremony Hall. Koga is the tax master and master of the treasury. He's the oldest warden and also the most approachable, at least outwardly. He likes people and getting to know people. Can often be found just chilling in Hailstrike he has a few favorite cafes he visits often. He will offer you something hot to drink and let you sit with him if you want, all the while speaking the most stiff, formal, almost archaic sounding Aurekal you've ever heard.
Tekeri rules The Western Reaches, which is to say most of Snowsquall, Boreal Wood, The Floes, Sunlet and everything else from the end of the Fifth to Starfall it is a lot Suffice to say most of it goes ungoverned because could you imagine the resources it would take? This also includes the icefields' second busiest port, Last Tower. Homeland of the Tundras and a holding that they'd never really let slip back into FoE control. They're kind of a puppet ruler, but not really they and the locals just kind of vibe much to the chagrin of the other five wardens.
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Non Canon Map Locations: The Great Western Neutral
In the west of the continent lies a land which no god claims, too distant from powers, unsoiled by magic, craggy and unwelcoming, but neutral none the less.
In these mountains lay the largest swath of Sornieth untouched by the most recent age, left just the way it had been in the days before the shattering. In the days before the end as well, perhaps.
Though it is no good for many basic things, it is home to the most free of the beastclans. They flock here to escape the claws of dragon kind for here they may really and truly have control.
Sub Regions:
Northspine Frontier: the center of the allied beastclans power, humble compared to its Draconic peers but but a great thing none the less. Hilly along its coastline and canyons in its north, and mountains in its south.
Deadwood Highland: the largest of the territories, made of rolling hills and low, ancient mountains. Here the forests of bamboo and birch and deadwood trees of rotrock rim meet and mix.
Risenmount: the highest peaks of the ancient range thrust all the higher by the cataclysm at the end of the second age. Deep pocket valleys and caverns dot the landscape here. This is a place for those who do not wish to be found.
Deadfall: where the mountains end and the land slopes down steeply into the smooth dome of Catastrophe Ridge and the flatness of the Shattered Plain. The gateway into the higher crags beyond and where those looking to be granted entry gather.
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Since it’s the Ides of March I’m gonna take an aside to talk about some lorrrre specifically about the Vertensehaeln family and their uhh… well you can probably guess…
Once Upon a Time the council of wardens divided all the lands that are now The Southern Icefields into six Wards. Each councilor, or Warden took charge of one of them. They travelled out to the dragon clans living there with forces of Gaolers behind them, and brought those clans into the fold that is Ice Flight. All under one banner.
Except….. it wasn’t so simple.
Far down south at the bottom of the world where the Cloudscrape Crags met the Sea of Ice there was a rugged land called Varnekat home to a mountain of the same name “Child of Fear Itself” in the native Auregal. This place was to be the Third Ward, ruled by the Warden of the Third, Xatze Vertensehaeln.
Xatze was an ambitious soul, and set out into the hills to build himself a stronghold. A city from which he would rule over the land. And on the east slope of Mount Varnekat he began to lay the foundation. The structure rose high, made of stone and ice and fire, but the locals did not watch with so much awe as they did disdain, and when it was nearly complete, they tore it’s halls down to the valley below with a message: Go Home, Gaoler. The Tundras and the Longnecks and the Centaurs and the Mountains do not want you here.
But the next cold summer Warden Xatze returned. This time, there were guards posted. Patrols surrounded the site and toured the valleys in a show of force. This was territory of The Fortress of Ends, and there would be order.
The tower rose once again.
And did so again.
The guards turned to soldiers, and the clans were chased away by spears and spells. Through summers and winters the fighting went on for mountain folk are resilient to say the least. Cells filled. Whole villages vanished. Riots raged. Storms filled the valleys with harsh, bitter snow.
And at the end of it all… Xatze Vertensehaeln found himself pinned to the outer wall of his own fortress, an ice spike hurdled through his chest.
His grandson was the next to return, fire in their eyes and thoughts of vengeance in their mind.
But mountain folk are resilient to say the least.
To this day the Towers of Hailstrike and Gateway and Aurora and Sentinel stand tall and proud over their lands.
The Tower of Varnekat remains incomplete.
The Six Wards have done much to make amends with their tumultuous past. They run like clockwork, working hand in hand with those they rule and the rest of the world.
The Tower of Varnekat remains incomplete.
Every few generations, the Warden of the Third grows restless in their holdings far outside their supposed jurisdiction, and ventures southward with spear in hand…
The Tower of Varnekat remains incomplete.
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A Fate Worse Than Death
A Timeline of Kyde’s Existence on Sornieth Part 3
1280 - Kyde, now in doll form, is placed under the care of The Black Spear’s leaders who take the time to experiment with the possibility of safely destroying them. No solution is ever found, but they continue to try every so often.
1804 - The Black Spear’s high magister is accused of secretly harboring a shade infection. The organization calls for them to be purged, but they refuse, sparking the first of many schisms to come.
2049 - Kyde is juggled between the increasingly divided branches and chapters of The Order of the Black Spear. They find their new home in the hands of the Light Flight Exalted Mages.
2056 - The main headquarters of The Order in Dawnbreak burns. Everything is believed to be destroyed in the flames. Remaining parts of The Black Spear across Sornieth die out over the following decades.
2131 - The Keeper system is put in place by the exalted mages organizations of Earth, Light, and Arcane flights with the intent of sharing the burden of keeping Kyde contained and in check. The rotation begins between five original keepers.
2940 - Archeologists uncover a portion of The Black Spear’s record room untouched by the fire centuries before. What information is still salvagable is recopied and reinstated as public record in the Beaconsgate Library.
3175 - The first new keeper is welcomed to the cycle, relieving the eldest of the first five.
3651 - Yet another new keeper enters the cycle, the youngest by far. Kosa takes up a new sixth position meant to reduce the stress on the four elder keepers as they age. He is much more brazen in his watch, but diligent none the less.
3690 - LORE PRESENT: 28 Avn Rising 3690
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A Fate Worse Than Death
A Timeline of Kyde’s Existence on Sornieth Part 2
1098 - Black Spear hunters investigate shade activity in a remote village on the Tangled Wood’s north coast. There they find and battle a shade thrall which the two survivors of the encounter identify as Kydalga of Avosen.
1098-1171 - The Black Spear (and other shade hunting groups) encounter Kyde about once every few years. Each time, the hunters attempt to kill them, but are unsuccessful. Each time, Kyde grows both stronger and more violent.
1182 - After more than a decade of silence, Kyde makes their first purely offensive move. They attack and destroy an Exalted outpost on the River Dusk. There ultimately are no survivors.
1182-1256 - Kyde continues to attack shade hunters and exalted where ever they can be found all over northern Sornieth. It is presumed that their work with the shade enhancing their own power continues.
1256 - Kyde’s increasingly erratic movements begin to target random clans and travelers. This is the first time their actions defy any kind of strategy.
1275 - Kyde is flushed out of their hide out in eastern Sunbeam. Rather than just battle their attackers, they turn their wrath on everything and everyone around them. Moving north, they carve a path of destruction across the country side and to the coast where they raze the University at Cast to the ground.
1277-78 - The Order of the Black Spear sets Kyde as priority number one, and draws on all of its resources to attempt to predict where they will be and set up an ambush and spell to capture them. The plan takes two full years to put together and involves the participation of three flights and cooperation of thousands.
1278 - The capture does not go smoothly, but it is successful. They are forcibly purged of as much shade as magical knowledge of the time was capable. Many are surprised that they survive the process. With their power greatly reduced, they are captured and brought in for trial.
1279 - In light of their irreversible corruption by the powers of the shade, and in order to prevent further destruction wreaked by them or their power living or dead, Kydalga of Avosen is sentenced to imprisonment unending. They lose their magic, their form, and their agency as punishment for the death they unleashed upon the world.
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A Fate Worse Than Death
A Timeline of Kyde’s Existence on Sornieth Part 1
991 - Kydalga of Avosen rises to prominence as a steel mage of great talent. They work as a mercenary for hire doing jobs in the mountains of Northern Starfall and Southern Cairnstone Rest. Their price tag rises steadily as does their skill. Ultimately they decide that hired work is beneath them and set their sites on academia where their brilliance with magic will be appreciated.
1008 - They become a professor of magical arts at the Observatory College. Teaching is much more satisfying, seeing how the students look up to them. There is much for them to learn as well while they work toward tenure.
1071 - Kyde grows bored of teaching. Thankfully, their long term at the college gives them some liberties. Their normal research on magical theory takes a dive toward the fringes and they begin to research The Shade and its effects on magic casting.
1079 - The research is going well, at least in their eyes, but the administration disapproves. The dispute between them and the college grows to the point of going public. Under pressure from the local clans, Kyde’s research is shut down. Angry, they storm out looking for greener pastures elsewhere.
1081 - A new career begins at the University at South Sundial, across the continent where their shame does not exist. Kyde becomes a professor once again and discretely siphons funding into their old research, this time under the table.
1085-92 - Kyde jumps ship at South Sundial before the paper trail becomes too obvious and they are caught in a scandal. They move through several more Light Flight institutions with the same trick. Ultimately they end up at the University at Cast. Without test subjects to work on, they begin experimenting on themselves, discovering that they can use the shade to amplify their own abilities.
1093 - Kyde disappears. They abandon everything and vanish overnight. Later that year, investigation of strange occurances at the University leads to the discovery of their laboratory and notes. Both are destroyed by the Order of the Black Spear. Kyde is officially logged as a criminal and a shade touched entity for the first time.
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The Guilds of Ashfall 2/2
Fire Flight World Building Part 2
Guild structure dominates politics and daily life.
As an example, let's take the largest of them, the Blacksmiths' Guild. Any clan in the territory is likely to have its own blacksmith or blacksmiths, and they are likely guild members. There is a tremendous amount of social and economic pressure to join since membership comes with a level of prestige and a guarantee that one’s work is up to a certain standard which brings in customers.
Being a member of the guild also brings in contract work. When the Fortress of Ends needs steel chain, they approach the guild with an offer, 100g a length for however many thousand lengths of chain. The Guild then takes this offer to its members, assigning each of a number of them to make a more manageable number of them for a slightly marked down payout. Blacksmiths all over the territory get work and The Guild pockets a neat profit.
Of course, there is an expected level of quality. Any smith who submits contracts that aren’t up to snuff are forced to remake to standard, and often slapped with a fine as well. This means customers ordering from the guild are ensured that they’ll get good work every time.
When your clan’s warrior needs a new sword, you hire a trusted local blacksmith to get it done. When your whole militia needs arms, you go to the guild.
Such is the way of things for the vast majority of artisans in the land of fire. For some, guild work makes up the majority of their income, especially for those in more niche or luxury professions like glass blowing. The Guilds allow those in more remote areas to participate in the greater world with their trade, but this also allows them to exert a tremendous amount of power.
Though the thousands of clans of Ashfall are independently governed, those that lie further from the beaten path and those with high populations of artisans are almost completely controlled by the Guilds. If local officials make decisions that Guild leaders dislike, they can threaten to withdraw, abandoning that clan and its members. It’s common for multiple Guilds to act in solidarity, meaning that if one withdraws, most if not all of the others will follow. This is a serious threat which can choke entire cities, forcing business out until clans collapse.
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The Guilds of Ashfall 1/2
Fire Flight World Building Part 1
For those who don't know, my pet project for the past very long while has been making up convoluted political systems for Sornieth's dragon flights. So far I've done Ice and Lightning Flights, and now I'm taking a stab at Fire.
Like always, these are my headcanons. Anyone is free to use or reference them if they'd like. I'd like credit and notification if anyone's using my ideas but in the end you're your own person.
Now to start, we'll need to talk about Guilds:
A guild is a large organization centered around a craft or trade (in my own loose terms). The Ashfall guilds are large and powerful organizations which promote the business of creation and craftsmanship all across Sornieth. There is a guild for almost everything, and guild membership is a way of life. The 16 major guilds form four guild alliances which serve the majority of popular professions.
See the list of guilds and alliances under the cut
The High Craftsmens’ Alliance includes those who carry out the traditional crafts of Fire Flight, those who deal with the heat and flames to carry out their crafts. The highest ranking members of these guilds are called Forge Masters.
The Blacksmiths Guild - Workers of steel, iron, copper, and lead
The Founders Guild - Builders of forges and ironworks, smelters, and refiners
The Mechanists Guild - Machinists, engineers, and mechanics
The Miners Guild - Those who extract metals and stones from the earth
The Whitesmiths Guild - Workers of gold, silver, platinum, and tin
The Jewelers Guild - Makers of jewelry and cutters of precious stone
The Glassworkers Guild - Glass blowers and stained glass artisans
The Warmakers’ Alliance includes those who produce or contribute to military action through the production, supply, or repair of arms or armor. High ranking members of these guilds are called War Masters.
The Blacksmiths Guild - Workers of steel, iron, copper, and lead
The Founders Guild - Builders of forges and ironworks, smelters, and refiners
The Mechanists Guild - Machinists, engineers, and mechanics
The Fletchers Guild - Makers of bows arrows, and hunting equipment, leather workers
The Honers Guild - Repair personnel, contractors, maintenance workers
The Traders Guild - Merchants, traders, and caravan leaders
The Woodworkers Guild - Wood carvers, furniture makers, shipwrights
The Hearthtenders’ Alliance includes those who make domestic or utilitarian products. the highest ranking members of these guilds are called Hearth Masters.
The Fletchers Guild - Makers of bows arrows, and hunting equipment, leather workers
The Honers Guild - Repair personnel, contractors, maintenance workers
The Traders Guild - Merchants, traders, and caravan leaders
The Woodworkers Guild - Wood carvers, furniture makers, shipwrights
The Masons - Workers of stone and bricklayers
The Arborists Guild - Any and all agricultural workers, florists
The Architects Guild - Designers, builders, structural engineers
The Clothiers Guild - Leatherworkers, weavers, and textile workers
The Sculptors Guild - Sculptors, artists, painters, and carvers
The High Artisans’ Alliance includes those who’s work is considered artistic, those who create luxury goods. The highest ranking members of these guilds are called Shop Masters.
The Jewelers Guild - Makers of jewelry and cutters of precious stone
The Glassworkers Guild - Glass blowers and stained glass artisans
The Arborists Guild - Any and all agricultural workers, florists
The Architects Guild - Designers, builders, structural engineers
The Clothiers Guild - Leatherworkers, weavers, and textile workers
The Sculptors Guild - Sculptors, artists, painters, and carvers
The Whitesmiths and Masons are the only guilds which only participate in one alliance which makes them more lenient in some cases. The Ashfall Mages’ Circuit, while not technically a guild, participates in all four alliances.
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Ice Flight History Revised
Now in timeline form. Like normal I’m starting off with the disclaimer these are my headcanons You’re free to use them or reference them if you want but don’t take them as gospel or anything.
Under the cut is a full time line from the shattering of the pillar to right now. It diverges from canon quite a bit, but this is the atmosphere of my lore:
The Empty Age
The Shattering of the Pillar: Icewarden takes it upon himself to capture the shade once again. He learns to capture and neutralize it and his collection begins to grow.
Founding of the Fortress of Ends: Defending of the captured shade entities from attack becomes an issue. What will later become the Fortress is raised to safely house that which he subdues.
The Creation of Gaolers: Again defense becomes a problem. Shade creatures break in and set their brethren free with increasing regularity. Gaolers are made to defend the Fortress while Icewarden hunts.
The Gaoler Golden Age
Establishment of the Gaoler Orders: The duties of the Gaolers expand as their population grows. They take on capture and protection. They expand the Fortress from a humble set of walls into a massive complex. Their prestige grows and their operations spread into the mainland, capturing the shade and cleansing the world.
The Banescale Conflict: They range too far and draw unwanted attention. War is waged with the land of fire, ultimately ending with the presumed extinction of the Banescales.
Founding of the Glacier Guard: The conflict points out vulnerabilities and leaves the Gaolers afraid of future confrontation. Losing their land could mean the undoing of centuries of work. They establish a new organization, a guard to defend the Southern Icefield. Along with this, they build defense towers all over the land.
The Creation of Tundras: The guard absorbs more and more resources and opens more holes in the internal operations of the Fortress. Tundras make their debut to help make up for this, smaller and better suited to the fine tuned work.
The Purity Years
Disbanding the Seekers: More and more, tundras take over duties in the fortress and the Gaolers shift their focus to defense and security of the land, their unflinching dedication to the cause and banescale induced paranoia combines to take over their every moment. The seeker order is dismantled, allowing the tundras to carry out these duties.
The Independent Clans: Tundras begin to branch out from their assigned duties en mass. Rather than continue working with the fortress, the found their own clans and kingdoms in the vast expanses of the Ice Fields. They begin to trade with each other and soon with the rest of Sornieth.
The Port of Last Tower Conflict: The Glacier Guard mistakes a merchant fleet for an invading force, leading to a brief battle between fellow ice dragons. Various independents grow angry that The Fortress would be so careless. Meanwhile the Fortress expresses disdain at the independents’ disregard for regulations. Independents continue to butt heads with the Fortress of Ends over the coming years.
Modern Ice Flight
Establishment of the Flight: Conflicts between the two sides finally settle with a compromise. The Fortress of Ends agrees to dismantle the Glacier Guard and the Gaoler Orders system in favor of the Exaltation system used elsewhere in Sornieth, and operate under advisement of the clans. In exchange, the Independent clans agree to unite under the banner of a single unified Ice Flight.
The Six Wardens: The six clans of Gaolers establish the council of Wardens and solidify their rule over all of the Icefields. Five of the six wards come more or less quietly. The Third Ward, containing much of the Cloudscrape Mountains, revolts multiple times.
The Varnekat Ordeal: The independent clans of Varnekat assassinate the Warden of the Third and bring down the wrath of the Fortress of Ends. The Exalted Guard destroys much of the region through strategic incarceration and / or impression of key persons into exaltation causing villages and clans to collapse. Leadership of the Third Ward is carried out from outside the borders of the territory.
Beastclans Uprisings: Exalted Guard activities pivot to control of beastclans tribes following the rise of Talona as a global adversary.
Magmablood Rebelion: Exalted Guard resources are pulled ever thinner by the growing conflict in Ashfall. Borders close and priority becomes controlling food shortages and a possible refugee crisis. The clans begin to grow all the more restless under rule of the Fortress.
Present Day: Banescales reemerge dredging up old Gaoler fears while pulling the Guard in yet another different direction. The grip of power tightens along the coast, desperate to control an increasingly agitated population while leaving the interior to its own devices for the first time in decades.
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The First Age
Plus a little bit...
I'm taking another pass at rewriting the canon lore. I don't like the original version so here's my telling of what really happened.
Once upon a time there was magic and space
And then there were the gods.
They rose as their elements crashed and merged and split, one by one in order of power and purity. First came Earth, then Fire, then Wind, then Water. From Earth and fire came Shadow and Ice and Light. From Wind and Water came Lightning. From Water and Lightning sprung Life. From life came Chaos. From them came Venom and Blood and Clan all down the line until the full pantheon had sprung to life. In total, the gods numbered Twenty One.
As they came to life, they turned to one another, each with their own idea for how things should go. Their disagreements rose and soon enough they began to squabble and fight, even as the younger of them were still being born.
They were not foolish, however, and learned to turn to one another. "You and your foe are evenly matched," said young gods to old. "You are too weak to overcome your rival," old gods said to young, "but our aims do not stray so far from one another, perhaps we may be able to conquer together and both create what we like."
Partnerships formed, and those became alliances and soon the battlefields split into two mighty forces.
The gods of order were lead by the most powerful of the pantheon, Earth, Water, Ice, and Light. Their strategic genius was unrivaled, yet their foes were beyond what strategy could account for.
The gods of entropy held one great advantage in the god of chaos. His might grew stronger as his element surged and with the god of wind at his back with a mastery of maelstrom all bedlam could break loose on the battlefield, and chaos became an unstoppable force.
The war waged on this way, and as it did, order was losing ground. Fear rose up in them and they began to plot a last final push. A powerful spell, one which rend gods apart in the very core of themselves. A spell that created broken fractile parts of a once great whole. A spell that, should it be powerful enough, could effectively kill.
It would need to be a surprise attack, and for that, it would effect everyone and everything. The casting would carve its way through every god from weakest to strongest until it found its target. The price would be heavy.
Wind was too powerful. To target him would be suicide. This left the other key player, Chaos. Those among the weaker order gods were made to face their fate. The god of Pillar offered themself in sacrifice willingly, making their dying wish a contribution to the cause. Others did the same, but the god of Life did not.
They railed against use of the spell, desecration of life. They spat in the face of their alliances. They threatened to defect. They were made an example of. A weak casting, more of a test, made quick work of them and left them in two halves, slowly reforming as the others prepared their work.
Twenty one gods became only twenty.
When the day came, it happened in a flash. More power was released in a single moment then ever before or ever to come, and one by one, twelve deities were reduced to background radiation, finally reaching the target and most powerful of the casualties, split apart into a million shards while those underneath approached nothingness.
Twenty gods became only eight.
When it was over, those who remained stared dumb at one another, struck with fear and awe and grief at what had just been done.
Anger rose up, but fell again, but none could draw up the strength to fight, and long centuries passed before the decision to simply rest. Rest and forget.
The Pillar god's spell made a place of rest for the lot of them, as well as a barrier to protect that which remained, for Chaos had not been destroyed completely, and what of them now floated through space would soon reform, lost, confused, and above all angry.
And in the far future, when those who came after made their great folly and created a new god, the old continued their great rest, sleeping, but ultimately not forgetting.
And when they were tumbled from their beds, they would look out upon a ruined world to see the god of Life reborn in two halves, spared the carnage by their having already been slain.
Eight had become nine, and nine had become eleven.
"This does not bode well for an old foe" speaks the god of Light, met by the cold touch of Ice.
"I will handle it." They say simply and slip over the southern horizon.
Those once of Chaos's side build their silent memorials to old friends. One child bearing the Spiral's name, another in the visage of the Clouds. A feathered snake in the likeness of the Metal god, and even two bearing Life's eyes and claws, still split, but in unmistakable likeness.
And Light set themself upon not a memorial, but a reminder of their own hand, one child in visage of self, and another in the image of a rival, not knowing the power still held in evoking an angry spirit's name.
And as children sweep the planet with their creators' wishes, they are given something else for their own good, a new history. A history which buries atrocities and keeps the consciousness clear, and, more importantly, one which buries deep a certain spell. A spell that can kill a god.
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Face Your Sins Link Post
Currently in Progress: 10 Dec. 2019 - Present
Story: [ Parts 1 - 8 ] [ Parts 9 - 16 ] [ Parts 17 - 20 ]
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The Tale of a Lord Pt. 35
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The way was clear as ever, even with eyes blinded by tears and throat choked with the pure reviling emotion of it all. The path to the waterway lay in a wake of red from the high chamber down through the great hall and into the courtyard of Salecei Keep where the surging roar became too much
and Lord Kadrobal collapsed to the ground.
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The Tale of a Lord Pt. 34
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It was… easy
It was so very easy. That night’s trip to Corant was short. The look of confused, but pleasant surprise on the guardsman’s face. That same look on the faces of many. A silent work. A silent goodbye. The numbness of it never truly faded, but it was part way into the tunnels of the water way that Kadrobal began to weep.
Exhilaration, sorrow, fear, illness, indifference, rage… all of them fought tooth and nail inside him and the blood of their battle flowed from him in ragged sobs that echoed down the stone sewers. The sound of heavy weight dragged across rough stone fell away. Rushing water and plodding footsteps disappeared as well. All drowned in the sound of his own being. He collapsed and he wept, waiting for the grip to loosen, for the tide to subside and to find himself waking up on the stone to truly grasp what he'd done, but it did not come. It did not fade until the morning bells clanged above and he stumbled his way to the surface.
Even then, there was the dullest buzz of magic and heart gripping energy that remained. It was no longer the white hot drive it had been, but he felt no remorse for what he had done.
The body was disposed of within the hour, burned along with everything but a small journal which was spirited upstairs to where Drobal knew he would not be disturbed. His hands shook as he flipped through the scrawled pages. He poured over every word. How much had Dashe known? The suspects narrowed. Day 26: 30 suspected. In another month down to just 10.
Day 41: Kadrobal’s own name struck from the list.
It had taken some time, but in the end Lord Dashe had been too trusting. Too close to the case. The book struck the ground with a scream of anger and frustration.
Liren appeared a moment later, her face of concern melting into confusion at the sight of her mate drenched in rain water as though he’d weathered a great storm. His tired eyes stared into her own, their normal soft gold now turned empty. Her words were drowned to him by the thud of his own heartbeat in his ears as she bent down and lifted the damp notebook. “This… is from Corant… why do you have this?”
“Because I killed him.” The words fell from his throat before he could think while tears welled in his eyes. Suddenly he was sobbing again, the roar in his head was unbearable. “I killed him I killed them all you don’t understand I’m so afraid. Here! Its-” He fumbled past her as she stood frozen in shock. A moment later, a runtish black pearl was thrust into her claws. “It’s here I- I don’t want to hurt you. I don’t- ”
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The Storm’s Demands
You stand on the shore watching the winter fishing boats bob on the icy water below. It's cold but that's better than the alternative. Out on the horizon, the storm looms, spinning over the sea, kept at bay by the chill, but not for long. Spring will start any day.
The water is getting warmer. The whole village is busy hard at work. Everyone buzzes about gathering food, boarding windows, stocking shelters. Everyone but you. You need your rest.
Up on the cliffs the kites come down one by one. The balloons and ribbons all disappear, taken below to fly again the next year. The winds are strong and fog rolls across the village each morning.
The difference is like night and day now, clear skies to the north, and the angry wall of clouds to the south. You stand on the cliffs edge and watch it slowly approach. The thought of it makes you shiver.
Today the weather is pleasant. Winter has truly broken and the spring festival is here. Still the cyclone looms closer on the water. The hatchlings follow you around the village asking questions and bringing you flowers or food. They tie little ribbons on your horns. You laugh with them.
Today the fog does not lift. The sun filters through mist that turns to rain. The wind howls. You go up to the cliffs. 36 knots. The next day the villagers go down into the shelter. You stay out a while longer before following them in.
This year's board goes up above the tavern bar. You take your knife to it that morning, taking your time. “42 knots”
The numbers go up one day at a time 50, 53, 58, you carve them in for the village to see along side board after board, year after year. The storm wails outside.
You open the door and the wind roars into the shelter, nearly blowing you back, but you resist, you push your way out, defying it's will. The shelter blows shut.
“100 knots” the storm is strong this year. Your whole body stings with fresh cuts even as you put your knife away. The tavern is quiet.
You think today is midsummer. No one is keeping track. The hatchlings ask you how fast the wind is now. You tell them you don't know to make them go away.
The shelter groans as the pressure shifts and you frown at the board, a fresh 112 carved onto its surface. It should have broken by now.
It should have broken two weeks ago. Your bones ache and your hide stings and your wings are nothing but tatters at your side. You bury your knife in the board half way through a “140” with a frustrated growl. The rest of the clan watches in a mix of nervousness and quiet sympathy.
145. You are tired of dried fish. You only check once a week now for fear you might go up to the cliffs and not return. This summer has lasted eternities.
Today is midsummer. Apparently someone was keeping a calendar. The medics set your bandages again. You do not go up today.
There's a slight drop today. 149 down from 152. The clan looks on with hope as you work the numbers into the wood. There have been false alarms before.
You are done missing days. The medics yell at you as you stomp toward the door. You have a job to do. The wind speed is 150 knots.
That was a bad idea. That was a horrible idea. You tell the nurses this as they patch you up and scold you for reopening old cuts. You don't care really. The pain will pass. It's not as though your wings had been usable anyway.
The bartender cracks open a new barrel as you dance (rather painfully) across the room. 124! You shout it another time before flipping your knife from your hip.
The receding side is always more forgiving… or rather by then you'd suffered the worst, so braving this barrage didn't feel so bad. Now you let yourself smile every now and then as you watch the numbers fall and enjoy the fact that your ears don't ring when you stumble back into the shelters.
At 80 knots you declare the inner cove open and Autumn fishing begins. The clan celebrates while the fishermen go back to work, putting together stockpiles for next year. The bartender slips you a bottle of something nice as a partial thank you. You down it and fall asleep.
The roar quiets to a howl and the howl to a rattling as the storm recedes back into it's winter cage. You document it's going on the board one day at a time until finally the fog breaks and day shines down into the shelters.
The air is cool and crisp as you walk down to the shore. You watch the wall of darkened clouds spin over the water. Your body is draped in equal parts ribbon and gauze. Another year passed and another season of suffering Windsinger's wrath.
Kites go up around the shrines and things are peaceful. The hatchlings swirl around you as you walk through the village. They mess about and ask you questions and tie ribbons on your horns. Tell you how brave you are and how they want to be a mage like you. You wonder which one of them will take your place when this finally rips you to pieces.
#flight rising#fr lore#wind flight#the twisting crescendo#some fresh angst for you this morning#flight rising lore#second person writing is a lot of fun but i hope this makes sense
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The Tale of a Lord Pt. 33
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This was, Drobal believed, the longest he had ever held off the grip on his heart. It gave him hope in a strange distant sense, but that light was so easily drowned in the sea of dread that filled him to his very brim. His mind raced as he stared across the balcony of his chambers with exhausted eyes, head bloody from where he’d bashed it against the wall again and again. The bronze surface of his pearl, his secrets, brushed against his palm.
All the while the same words: He knows He knows He knows, each repetition bringing up a sting of ice cold and fire hot within him. There was a next step. A next thought. He refused it.
He will find you.
He will kill you.
It's what you deserve
It's what a coward deserves
But you are not a coward
“I will kill him first.” He said it aloud for the first time. So many days gone without hearing the dreadful words but now they seemed to take form inside him.
He stood.
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