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#Beastclan: Serene
primrose-fr · 1 year
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A Maren mother takes her Undertide hatchling for her first swim outside of the nest.
The baby has some concerns.
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hungrytundras · 3 years
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The Arbordawn Isles
Arbordawn Archipelego stretches from the Beacon of the Radiant Eye in the south to the Gladeveins in the north, crossing the North Sea and connecting the lands of Nature and Light. The region is defined by its pleasant climate and beautiful scenery as well as its diverse population.
The southern portion of the islands are firmly part of the Sunbeam Ruins and are one of Rusiliika’s seven kingdoms, the Kingdom of Arbordawn. The islands of the south are scattered with settlements, but most hub activity is drawn to the nearby city of Beaconsgate.
The norther portion, simply called North Arbordawn is considered the gateway to the Viridian Labyrinth. The center of Nature aligned power in the region is Arcway, the port through which ships pass on their way in and out.
Being between two flights, the weaker elemental forces are attractive for beastclans settlement. The middle islands are without strong influence from draconic powers. The city of Northsky stands as the neutral stronghold with large populations of Maren, Harpies, and Centaurs. Encroachment from neighbors is difficult to fend off however, and the city has thoroughly been absorbed into Light Flight’s borders. 
Hunters’ Rest serves as the launching point for dragons looking to brave the nearby Kelp Beds. While the village is quite small, it hosts a massive transient population with dragons constantly moving in and out as they do their training and gathering and head home. 
On top of all of this is the flow of tourists and vacationers drawn by the beaches and clear water, as well as the traders moving fruit vegetables and lumber from Viridian to the mainland for sale. Further, the constant presence of wealthy merchants and nobles (be they on getaway or business) brings the eyes, claws, and swords of pirates who hide in the coves and marshes waiting to strike those who let their guard down. 
Arbordawn is home to many and home away from home to all the more. All at once serenely quiet and violently chaotic, not to mention a bit humid for most. 
In summary: 
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Note
2, 3, 8, 17 for the nitty gritty asks? c:
I’m sorry for being late but I was busy last night and I forgot about this this morning so here we go! Note, my two clans are called Triggerfish and Marentide. Triggerfish is a pacifist water clan run by my progens, Moray and Serene, in fishspine reef and Marentide is an agressive dragon beastclan run by a gaoler called Avasara in the leviathan trench.2. Are there any other clans living near by? Are they friendly or are they rivals? Tell us about their interactions with your clan
Trigger fish are friendly to lots of clans, however not many water clans contact them, and they have no known links with other clans within fishspine reef. Meanwhile Marentide is extremely agressive to dragon clans, though the work protecting a maren beast clan near by and that clan has good ties with a harpy clan in Reedcleft Ascent.3. What is your clan’s main source of income? Triggerfish relies on selling scavenged items and goods some people within the clan sell. Marentide mostly relies on the Maren clan and their trade with the harpies. Though sometimes looting won’t hurt.8. What sort of superstitions do many in your clan believe? Is there any merit to it, or is it just wives tales?
¯\_(ツ)_/¯ Never thought of this
17. Who teaches the younglings the basics?
In Triggerfish a dragon called Peach looks after the children, however their parents are expected to teach them. Marentide doesn’t rear children. 
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snastle · 7 years
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To do list
Bios:
Zircon: Hedonistic trans fortune teller.
Kyanite: New head chef who invents freezer meals and makes something other than cakes and pies for once.
Sinhalite: Beastclan Defender: educator. Pacifistic sweet lil thing who will kick ass if need be but mostly travels with her Beastclan friends raising awareness and tolerance.
Chrysocolla: Bath-house attendant, very serene 
Prehnite: Broken hearted silkworm keeper
Almandine: Historian with the personality of an arrowroot biscuit
Andesine:  [cryptid: the pustulent]
Pyrope: Badass female arena fighter
Idocrase: Large gentle gay arena fighter
Euclase: Lightning rep, ADHD
Unnamed(carrot) and Unnamed(plum): sweet lesbian moth couple, Mith ambassadors.
Variscite: Ranger - takes far too many animal home and way too soft. responsible for scouting out path re not damaging wildlife
Moldavite: replace jadeite and update bio (less shy)
Jadeite: [Cryptid: the Flayer]
Cappuccino: poss switch with cymophane? and Reeses? [Cryptid: the shining]  super vain and sucks dick for the taste probably
Unnamed(heather): Another pirate for Marco’s Vengeance
Cassia: Another for the Beastclan Defenders
Hauyne - snastle guard/market guard
Needed:
Sepia lace set for Sinha
Moonlight lace set for Zircon
Accent: Celestine Geode for Chrysocolla
Poison scroll for Prehnite
Swap apparel/role for Chrysocolla and Euclase
Cobalt armour set for Hauyne
Accent blueprints (1 copy) for: Orthoclase, Dumortierite, Cassiterite, Kyanite, Sinhalite
Facet scrolls!!! (Sinhalite, Chrysocolla, Andesine, Unnamed(carrot), Unnamed(plum), Euclase, Hauyne)
Snapper scrolls
Gembond scrolls
Deadeye set for Flayer (have wing piece)
A set of tatters (good fucking luck) - Andesine
Giraffe scrolls
Jobs: Familiar assigner, toymaker, guards, masons, ranger, scout, hunter
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skyleidge · 7 years
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I wrote some lore for my blood mage Jynn and I wanted to show off her pretty bio!
Credit to Dystopsaurus for the bio format (you can find the code here).
Lore under the cut :)
From the great river that dissects the light territory, a narrow stream branches off. It winds through the golden grassed plains to the great cliff that separates light from lightning and plunges over the precipice to the desert below. The falling water collects in a deep pool at the base of the cliff. At a glance the pool seems almost bottomless, the water disappearing into an aquafer under the desert. The water is clear and pale blue, ripples from the falling water reflecting the sun as though the surface is made of shattered glass. Plants cluster at the water’s edge, crowding the only source of water for miles. Beyond the tiny oasis of blue and green stretches only sand. The realm of lightning extends outwards, the acrid landscape interspersed with the odd cactus. On the horizon, rippling in the heat haze, tower sandstone mesas and buttes. Despite the lush nature of the oasis, very few animals of the desert dare come near. The Beastclans of the Shifting Expanse, although often without water, keep well away from the desert paradise. The very air above the sand seems to shimmer with the residue of taboo magic. Any dragons that wander too near feel a sickening shudder go through their blood. For the very sand has been imbued with the residue of years of blood magic. The veins of the blood mage Jynn have made the water run red and the sand turn scarlet. Jynn’s magic saturates the oasis. Creatures whose thirst overcomes their caution often find themselves altered by the intensity of the magic. For some, their limbs become altered, their bodies warped. Ohers gain abilities such as speech or flight. Jynn does not affect these changes consciously – they are simply a by-product of her magical dabbling and incarnations.
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She was born with an innate aptitude for wind magic. At a young age however, she grew bored of the tame sorcery the elemental elders passed down. She mastered the spells and incantations they taught her – becoming so skilled in wind magic that she could summon great storms, almost equal in strength to the Twisting Crescendo itself. As her power grew, the wind elders began to fear her power. She herself grew increasingly bored. Instead she became drawn by the allure of tabooed blood magic. So without any familial bonds to keep her in the wind territory, she travelled to the Scarred Wasteland. There she hoped to learn to harness the power of blood to evoke magic beyond that of the eleven elements combined. Yet even in plague, knowledge of blood magic was scarce and well-guarded and she was forced to move on having only learn the most basic of incantations. Frustrated, she made her way to light territory in pursuit of the necromantic sorcery once used to summon emperors. By now she had become so attuned to the magical energies of Sornieth that she could sense the dark magic still imbued in the ruins of the Hewn City. Into this ruined landscape of crumbling architecture, Jynn ventured. She could feel divine magic of the Lightweaver, but among the shadowed runes it had become warped. This was the birthplace of emperors – the Lightweaver’s greatest mistake. She scoured the runes, struggling to decipher the ancient runes and texts that so baffled Light scholars. From the runes, she managed to gleam some knowledge of necromantic arts. Before she could learn more however, she began to feel the eye of the Lightweaver upon her. After mistakenly creating the vile behemoths born from her own bone, blood, and shed essence, the Lightweaver had become ever vigilant of the magical taint that still lingered about her kingdom, threatening to raise emperors once again. The blood mage’s activity had attracted the goddess’ eye and Jynn was forced to flee. She escaped to the cliff bordering the Light and Lightning territories. Her fascination with blood and necromantic magic still drew her towards the Hewn City, but the watchful eye of the Lightweaver and her devotes kept her lingering on the border. There she found the oasis she would from then on call home. If a curious dragon ever dared venture to close to her desert abode, she revert to her wind roots to summon great sandstorms that would eclipse the sun for miles around. At the eye of the storms would be her oasis, serene and undisturbed. There Jynn remains hidden, practicing her blood magic.
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