“Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it…” -- Terry Pratchett, Reaper Man
High in the clouds and shrouded in secrets soars a Clan of Shadetouched dragons, whose fates would be sealed if they hadn’t found their way to this sanctuary.
Those unfortunates who cross paths with the Shade become Empty—hollowed out as it consumes their life forces, leaving nothing behind but shambling monsters who have forgotten themselves. But up here, with knowledge derived from the fearless defiance of their founders, these dragons have learned to harness that corruption. By threading the darkness through themselves in a controlled loop, it sustains them, and grants them strange gifts at a terrible cost: most can never leave.
This is not a place of purity. It's a last bastion for those who would otherwise be lost to the void, and so named for that state between light and dark. Life and death.
Welcome to the Vespertine Zenith...
Clan Laws
1. Tell no one of our existence.
2. The safety of the Zenith must always come first, even before blood or chosen kin.
3. Anyone who is Empty or will soon become Empty must be swiftly released from this life.
4. Voices heard in the dark are never to be investigated.
5. Share with one another. Collectivism is the only way we survive.
6. Do not leave the Zenith's territory unless expressly authorized. Never go out alone.
7. Concealing corruption is equivalent to spreading it.
8. The word of the Seraph is law.
The penalty for breaking this code is death...
Navigation
An Eye Fixed Upon the Dawn -- It all began with one brave dragon taking a stand. Learn the origins of the Vespertine Zenith and how this refuge for the Shadetouched came to be.
Embers and the Empty: A Guide to Magic -- What remains of one’s magical energy when light and darkness both lay claim to it? Discover the strange and volatile currents of power that course through the veins of Shadetouched dragons and the rules that govern them.
What in the World? -- Traverse the Zenith’s territory, from its lowest to its highest point and experience all the breathtaking views it has to offer.
Pillars of Society -- Every dragon needs a place to belong. The Zenith’s myriad communities bring structure and purpose to the lives of those who dwell here, allowing them to flourish.
Culture and Color -- Come take part in a festival and try a tasty new dish while you’re at it! Learn how the Zenith’s dragons have forged a collective identity from the pieces of their old lives and who they have become.
Flora, Fauna, & Friends -- From glowing fungi, to playful critters, to small allied Beastclans who have also been touched by Shade—uncover the life that flouris,hes in every corner against all odds.
Even More Lore! -- Stuff like ask lists, lore challenges, stories, and the like! Coming soon.
I've created a unique calendar system for my Flight Rising clan, loosely based around the festival circuit.
Solmyr -- The Month of Light
Reigning Constellation: The Sparkling Goddess (Lightweaver)
Associated Plant: Sunbeam Fig
Celestial Events: 4-day-long double full moon
Festivals
Summer Solstice: The first day of the year, and the day when twilight is the longest.
Sunparched Prowl: A hunting festival, celebrating a time when prey runs aplenty.
Brightshine Jubilee: A celebration of Light-aligned dragons and their heritage.
Sephispar -- The Month of Lightning
Reigning Constellation: The Volt King (Stormcatcher)
Associated Plant: Manyleaves
Festivals
Day of Deliverance: The anniversary of the Vespertine Zenith's official founding.
Thundercrack Carnivale: A celebration of Lightning-aligned dragons and their heritage.
Cindros -- The Month of Fire
Reigning Constellation: The Ember Queen (Flamecaller)
Associated Plant: Miniature Potash Peach
Festivals
Warrior's Way: A day to honor those who have pledged their lives to serve as the Clan’s defenders, as well as to host duels and competitions to test one’s mettle!
Flameforger's Festival: A celebration of Fire-aligned dragons and their heritage.
Riot of Rot: A celebration of Plague-aligned dragons and their heritage.
Gaialith -- The Month of Earth
Reigning Constellation: The Sleeping Giant (Earthshaker)
Associated Plant: Stonespine
Festivals
Rockbreaker's Ceremony: A celebration of Earth-aligned dragons and their heritage.
Eldryss -- The Month of the Void
Reigning Constellation: The Sleepless Gaze (Endless Eye)
Associated Plant: Wisp Fruit
Celestial Events: Lunar eclipses are quite common
Festivals
Frigidfin Expedition: A fishing festival and a time for stockpiling food for the colder months.
Winter Solstice: The shortest, coldest day of the year, when most dragons choose to stay inside and cuddle up.
Call of the Void: This lore’s replacement for Night of the Nocturne. This is the time when the walls between worlds are thinnest and when the Shade’s power strengthens. The Wisps that live in the minds of the Zenith’s dragons begin to extend their power outward and possess objects around them. Their voices rise from a whisper to a clamor inside the dragons’ heads, willing them to let go of their grasp on reality. This is the darkest time of the year, when many Clan members are lost. As a community effort to quiet their minds and keep one another grounded, various gatherings and rituals are held during this time, some of which can be surprisingly lively.
Crystalline Gala: A celebration of Ice-aligned dragons and their heritage.
Noctheris -- The Month of Shadow
Reigning Constellation: The Veiled Magician (Shadowbinder)
Associated Plant: Glow Mushroom
Celestial Events: 4-day-long double new moon
Festivals
Sweetshower: This lore’s replacement for Love is in the Air. A time to celebrate love of all kinds, be it romantic, familial, or platonic!
Cataclysm Day of Remembrance: A day of mourning for the lives lost during the Cataclysm, as well as a time to remember the bravery of those who defied the Heralds of the Deep Sky.
Trickmurk Circus: A celebration of Shadow-aligned dragons and their heritage.
Zephrion -- The Month of Wind
Reigning Constellation: The Laughing Sky (Windsinger)
Associated Plant: Dandelion Seeds
Festivals
Springswarm: A festival of insects and the bounty of the skies.
Birth of Koeia: A celebration of Koeia's life, on her hatchday.
Spring Equinox: The first day of a new season, and a time when night and day are the same length.
Mistral Jamboree: A celebration of Wind-aligned drdagons and their heritage.
Rivruun -- The Month of Water
Reigning Constellation: The Abyssal Prophet (Tidelord)
Associated Plant: Water Lilies
Festivals
Wavecrest Saturnalia: A celebration of Water-aligned dragons and their heritage.
Sylvralor -- The Month of Nature
Reigning Constellation: The Verdant Mother (Gladekeeper)
Associated Plant: Venus Flytrap
Festivals
Greenskeeper Gathering: A celebration of Nature-aligned dragons and their heritage.
On the Vespertine Zenith’s isles, the treasure and white gems of Sornieth hold no value. Instead, a number of unique currency systems have evolved to suit the dragons who live within its confines.
Bartering
The earliest true economy within the Zenith was almost entirely based around dragons bartering with one another, both with material items and their own skills/services. Although there are now several reliable methods to produce tokens of currency, many still choose this option in their day to day life. It’s not uncommon for shopkeepers to accept favors in exchange for their wares, or for healers to be offered a handmade robe as thanks for administering care.
Glass Stars
Where there are rocks and dragonfire, there’s glass. After bartering, Glass Stars quickly became the most standardized form of currency. Each one is handcrafted by a member of the Treasury and no two are exactly the same. Based on the different materials used to create them, Glass Stars have differing levels of value. Obisidian is the lowest, then Rose Quartz, Sacridite, Malachite, and finally Ruby.
There is also another layer to the use of Glass Stars—one that draws upon the Zenith’s origins as a bartering society: time as value. Instead of simply passing Glass Stars back and forth to one another, they are embroidered into tapestry-like scrolls by the dragon who is paying another. Depending on the complexity and artistry of the embroidery, extra value is added on top of the base value of each type of Glass Star. Just as no two Glass Stars will be exactly alike, neither will two sets of embroidery on one’s scroll.
When paying another dragon with Glass Stars, they and the threads binding them are removed from the owner’s scroll with a spell, so that they can be re-woven into that of the new owner. The threads are made by the Pearl Silkworms that are endemic to the area and later enchanted by dragons to ensure that they never fray.
Moonstone & Labradorite
These two gemstones are the rarest and most valuable forms of currency in the Zenith, due to the fact that they can be mined, but are a finite resource. Labradorite comes from beneath the waters of Evermere Lake and is primarily used in Sapphire Grotto, though dragons from the Central Isles can be tempted by its beautiful blue iridescence.
Meanwhile, Moonstone is found near Crystalfang Canyon and is mainly favored in the Central Isles. The same can be said, however, about dragons from Sapphire Grotto being entranced by its luminous surface.
Nocturnal Dust
During the Call of the Void, the Wisps’ possession of inanimate objects causes a strange, glimmering dust to gather across the Vespertine Zenith’s territory. It collects in swirling motes that follow them as they prowl. At the end of this two-week period, anything that the Wisps have inhabited dissolves into this same substance, leaving swaths of it behind.
Partially out of frustration for their belongings disintegrating, and partially because nocturnal dust is oddly pretty, the Zenith’s dragons have taken to sweeping it up each year and saving it in vials to use as currency. Its value is somewhere between that of glass stars and crystals.
Meteorite Fragments
It’s nearly impossible to find a higher point in Sornieth without flying above the clouds themselves. And above the Starfall Isles, meteor showers are a common occurrence. Each time one rains down from the night, tiny stone fragments collect on the ground. They pulse with the magical energy they absorbed as they broke apart in the planet’s atmosphere.
Meteorite fragments are not only a favored item among dragons who grew up in the Arcanist’s Domain, but they’re also a nice spellcasting focus when a dragon needs a little boost for their power. As such, they’ve become a staple in the economy of the Vespertine Zenith and are a common item to barter with.
Pocket Dimensions
With so many different currencies used by the Clan, a dragon needs a place to stash it all. Enter pocket dimensions: tiny holes that Shadetouched dragons can create in spacetime wiht antimagic and used to store objects.
A dragon’s pocket dimension is accessed via a runestone, which has a combination of Shade and Ancient runes carved into it. To open the dimension, the dragon simply has to activate the runes, and deactivate them when finished.
The portal into a pocket dimension can be any size that the dragon opening it wishes for it to be…within reason.
Within the Vespertine Zenith, there are a number of ceremonies that define milestones in a dragon's life. Tomorrow is not a promise for these dragons, so they rejoice in every victory, big and small.
Attunement Ceremony
Immediately upon hatching or arriving at the Vespertine Zenith, a dragon undergoes an Attunement Ceremony. It is here they receive their Paradox Loop, as well as the runes that allow them to thrive in the Zenith’s thin atmosphere. For hatchlings, the ceremony is held in the nursery they were born in. For newcomers, it takes place in the medical wing of the Academy of the Crossing.
The Attunement Ceremony is performed by members of Concordia Creed; some of whom carve the necessary runes into the dragon’s scales and others who lead them in prayer. Koeia and her fallen allies are invoked to watch over this Shadetouched dragon and protect them from the call of the Wisps. The process is gentle, though not painless. Thus, a number of lilting chants are sung to keep the dragon grounded and magical herbs are administered to numb it to an extent. One must remain conscious and aware, however, for the Paradox Loop to set in properly.
The first runes received during this ceremony are always carved into places where they’ll be out of sight—under the arms, on the belly, beneath a mane, or behind the ears. But if the dragon’s condition has progressed far enough to require it, extra runes will be added in more prominent areas.
After the runes have been carved, a bit of Netherkindle is extracted from the dragon’s mouth, using a spell in the Shade’s Tongue. It’s then captured within one of the enchanted glass orbs that all Zenith members wear around their necks to power the Paradox Loop.
Although there are numerous elements to the Attunement Ceremony, it’s generally a fast-paced affair. This is to ensure the safety of both the dragon in question and the Zenith as a whole, lest their Embers be fully consumed and they turn Empty. At the end of it all, a sleep spell is used to allow the dragon to rest and they’re given a few days to recover.
Rite of Resonance
Once a dragon has recovered from their Attunement Ceremony, they undergo the Rite of Resonance. This is when hatchlings without an element will receive one for the first time, and when newcomers will have theirs restored after losing it when they became Shadetouched. It takes place within the Prism Temple at the Altar of Names, and is presided over by the Prism Oracle—leader of the religious sect that tends to the temple.
The ceremony begins with the dragon’s name. For those newly hatched it is spoken aloud for the first time. Each one is written into a massive ledger by the Clan’s Loremaster, chronicling every dragon to have come to the Zenith for refuge.
Behind the Alter of Names stretches a huge stained-glass window, depicting Koeia and her fallen allies, its colors drenching the space in rainbow light. Eleven magical cores are set around its frame, each one scavenged from the eleven magical regions of Sornieth. They pulse faintly with their own powerful glow.
As the dragon steps into the light of the window, a glass oculus is raised above them. The air hums and the dragon’s Ember begins to resonate with one of the cores. Magical energy is drawn from the core and passes through the oculus, pour into the dragon’s body to awaken their element.
For those who had once lost their element to the Shade, it’s a return to who they were before. They’re once again fully themselves. For hatchlings, though, it’s a mystery. No one can quite explain why one element resonates with a newborn over another. Some say it’s in their blood, while others claim that it’s tied to their personalities. But the Prism Oracle says that it’s simply who they are.
Pathfinding Ceremony
Held once per year at the Academy of the Crossing, the Pathfinding Ceremony marks a pivotal moment in every dragon’s life. For new graduates of the Academy, as well as for any Zenith members seeking a change in vocation, it’s an exciting time of new beginnings. Beneath the gaze of the Academy’s headmaster, this is the moment when one chooses the role they would like to play in the Clan’s community.
Throughout the grand ceremonial hall, a number of carved stone bowls are arranged. Each one contains a symbolic token that represents a different branch of service, from hospitality, to healthcare, to integration services, to the defense of the Clan and more. The options shift from year to year, depending on the needs of the Zenith’s various organizations.
As their names are called, each dragon steps forward to place a ceremonial crystal into the bowl of their chosen path. Representatives from each possible branch stand nearby to welcome them, offering friendly smiles and words of encouragement.
Those who choose to join the Vespertine Vanguard or the Order of Prismkeepers must apply in advance and prove their readiness by passing extra assessments. Such roles demand absolute loyalty and prowess. For most, though, the ceremony’s choice is fluid. After two years, a dragon may change their path by participating in the ceremony again. Vanguard members and Prismkeepers must wait five.
When the final crystal has been placed, each group of dragons sets out for a smaller gathering with their chosen representatives.
Initiation
Once per year, a few days after the Pathfinding Ceremony, the rite of Initiation begins as twilight falls. This is the moment when a dragon becomes a full member of the Vespertine Zenith and pledges themself to its service and secrets. For those who arrived from beyond its borders, it is also the first time they leave the grounds of the Academy of the Crossing.
Initiation is a public event and takes place within the Twilight Sanctum, at the heart of the Sidereal City. A great stained glass dome filters the last of the light into deep violets and blues. It’s led by the Seraph of the Sight, with the rest of the Crepuscular Court standing in attendance. Though a solemn affair, celebrations wait for the following night.
Each dragon steps forward in turn to stand before the Seraph. Three times they’re asked whether they wish to join the Zenith—once in the name of Koeia, once for Mizar, and once for Chara, the founders whose legacy made this refuge possible. Each affirmation seals their bond to the Clan. Then, they’re asked to offer a measure of Netherkindle to sustain the Shroud that protects their home. Those who refuse are exiled, their paths diverging from the Vespertine Zenith’s forever. For those who remain, Netherkindle is extracted as the Loremaster inscribes a symbol beside their name in the Clan ledger, marking them as full members.
From that moment until twilight of the following day, the new initiates take a vow of silence. While the rest of the Clan sleeps, they spend the night in quiet contemplation within the Sanctum’s main hall, surrounded by candlelight. When dawn arrives, they return home to rest—only to gather again at dusk for a night of music, feasting, and festivities that stretch long into the night as they’re welcomed by their new chosen family.
The Joining of Flames
This is a joyous affair, open to all who wish to gather and bear witness to the union of dragons in love. The newlyweds are joined by friends, family, and community members in the central plaza of the Sidereal City, where everyone brings a gift to wish them well on their journey together.
Led by the High Cleric of Concordia Creed, the ceremony centers on the promise that the dragons do right by one another and remain by each other’s sides through the twists and turns of life. When the time comes, the newlyweds exchange delicately made choker necklaces, often inlaid with personal inscriptions, runes, and small gemstones. They’re worn at all times as a visible mark of their bond.
Once their vows have been made, the Clan’s Loremaster writes their names together in the Tome of Union, a lengthy record of all the Zenith’s marriages. Afterward, the crowd disperses and the dragons depart for a quieter, more intimate gathering with their families and close friends.
Last Rites
In the Vespertine Zenith, last rites are family-centered affairs, reserved only for those closest to the deceased. The ceremony takes place in the Prism Temple and is presided over by a member of the Prismkeepers called the Aeon Sage, who oversees the transitions between this world and the next for all the Clan’s dragons.
The body is gently wrapped in silk and adorned with tassels threaded with glass beads. It is then placed before the Altar of Names. Prayers are spoken, calling upon Koeia, Mizar, and Chara to watch over this dragon, as Acamar, Imai, Asterope, and Nervia guide them into the afterlife.
After the ceremony, the body is carried to Crystalfang Canyon, where the dragon’s remains are consumed by the arcane fire fed by its magical energies. A wind-aligned dragon will join the congregation here, if one is not present already, to scatter the ashes as the family says their final goodbyes.
A dragon’s death must be reported to the Clan’s Loremaster within a week of their last rites, ensuring that their memory endures.
Hatchday Celebrations
Hatchdays are cheerful gatherings of friends and families to celebrate a dragon making it through another year. To the Shadetouched, these have an especially important significance, as tomorrow is never guaranteed. The day is filled with simple pleasures: favorite foods are prepared, gifts are given, and laughter fills the air.
On their hatchday, a dragon is always granted a full day of rest from their duties, a small, but cherished luxury here. It’s a time to honor their hard work, growth, and the joy they bring to those around them.
I stand before the dragons of the Vespertine Zenith with clear sight and unwavering purpose. I promoise to place the safety of our denizens before my own desires, safeguard the knowledge entrusted to me, and speak the truth even when it is difficult.
I shall honor the sacrifices of Koeia and those who followed her, to protect the Shadetouched from the darkness within and without. And I shall wield this authority with wisdom, compassion, and restraint until the day my appointment ends or my Ember burns no more.
Seraph of the Sight
The high leader of the Vespertine Zenith, blessed with the Gift of Sight by the Endless Eye, which is passed down with each generation. The Seraph is responsible for overseeing all aspects of clan life and has the final say in any executive actions. They make decisions with the help of an advising council, who have quite a bit of their power. This helps to maintain balance.
A week before the current Seraph is to die, they will receive a vision of their demise from the Endless Eye. During this time, they must select their successor--normally their second in command. Their advising council must then vote on whether they agree with the choice. The new Seraph assists in the last rites of their predecessor, during which they receive and consume the Endless Eye for themself.
Seraph of the Sight: Samyaza
Starcatchers
These dragons are the Seraph's advising council, with each on representing a different face of life within the Zenith's society. The Starcatchers are presided over by the Seraph's second-in-command, called the Throne.
All members are elected democratically, except the Throne, who is appointed by the Seraph themself. The Starcatchers are responsible for ensuring that their leader's decisions are just and providing alternate points of view when discussing difficult topics.
Throne: Kadkadael
Archmage: Mistral
Treasurer: Aphelion
Vanguard General: Atlas
Prism Oracle: Senzafine
Aeon Sage: Delphi
High Cleric: Zenzion
Loremaster
This is the dragon responsible for recording, archiving, and ensuring the preservation of all history that pertains to the Vespertine Zenith. The Loremaster is nearly always a Snapper dragon, due to their unmatched capability to remember copious amounts of information.
The journey to this role is an arduous one with rigorous training--it's not uncommon for several prospective dragons to fail before one succeeds. The Loremaaster is also the keeper of the clan's library and is responsible for maintaining it.
Loremaster: Rune
Court Scribes
These dragons are responsible for keeping records of the goings-on at Court meetings, as well as assisting the Loremaster in the transcribing of Zenith history into a physical format. They always come as a pair, to maintain accountability in each other's work and to keep things moving, should one of them need a break.
Court Scribes: Eos, Lazuli
Dragonkind Ambassadors
Ambassadors are the liaisons between the general members of the Vespertine Zenith and its leadership. Their job is to ensure that each dragon's voice is heard when major decisions are being made. Once per month, the Dragonkind Ambassadors head out into the community to hear what everyone has to say--they're normally accompanied by the Court Scribes, who keep a record of everything.
Dragonkind Ambassadors are elected officials who each serve for a period of 5 years. Though they may hold this position more than once in their lives, they may not do so for consecutive terms.
Dragonkind Ambassadors: Caphziel, Mirion, Yuzu
Beastclan Ambassadors
Although the Zenith is primarily a home for dragons, they also open their doors to other Shadetouched sentient species. Beastclan members tend to live within their own independent towns, though some choose to reside in the main cities. They're equally valued as important members of this sanctuary.
Each Beastclan democratically elects their own Ambassador, also at 5 year intervals. The duties of a Beastclan Ambassador are similar to those of the Dragonkind, as they work to bring the voices of their constituents to the table.
Info about the society of my Flight Rising clan! Quite lengthy, hence the cut~
Governance
The Crepuscular Court
The governing body of the Vespertine Zenith. The Crepuscular Court is a council of dragons entrusted with laying down the laws of the Clan. Most members are elected democratically, though the highest leader is chosen by fate itself via their Gift of Sight, passed down through the generations. Together, they shape policies, uphold traditions, and ensure that the Zenith remains a safe haven for all who dwell upon its islands.
The Court is also tasked with recording the Clan’s history and protecting its dangerous secrets. A number of Beastclan ambassadors serve alongside its draconic members, ensuring fair representation across this land’s many inhabitants. In general, the Crepuscular Court is viewed as an honest institution that seeks to foster unity and hope. Read more!
These are the warriors and defenders of the Clan, sworn to protect both its borders and its denizens. Organized into specialized factions that draw upon the unique strengths of each species, they train relentlessly to hone their skills in combat, strategy, and survival. Indeed, due to the conditions of their home and their status as Shadetouched, these dragons are perhaps some of the most highly trained in all of Sornieth.
The duties of the Vanguard extend beyond drills and patrols. Some elite members are charged with protecting the Horizon gate, while others are dispatched locally to maintain order within the Zenith’s cities. Still others undertake dangerous search and rescue missions beyond the territory—some of the only dragons with the ability to leave for short periods. They scour the surrounding areas for other Shadetouched dragons who may yet be brought to safety. From the skies they live in, even to lands below, the Vespertine Vanguard stands ready to defend the Zenith from those who would hunt or imprison its members.
A solemn group of dragons who reside within the Prism Temple, tending to the beginnings and endings of others’ lives. They preside over the first rites of the newly hatched, the last rights of the dying, and the initiation of those who join the Zenith’s ranks. The Prismkeepers derive their name from their role in leading the rituals that bestow and confirm a dragon’s element—the unique magical component that colors their aura and defines their powers.
Out of respect for Koeia’s unimaginable loss at the Cataclysm, members of the Order lead austere lives and do not take mates. They prefer that their lives be wholly devoted to their practice. There are some who even choose to forgo friendships, in favor of only socializing on occasion with their fellow Prismkeepers.
The Treasury is charged with protecting the Zenith’s wealth, housed within a subterranean vault near the heart of the Sidereal City. The currencies of the outside world hold no value here. Instead, the Clan Vault contains an array of other assets native to this land, some of which where salvaged from the Last Light.
Ministry
Academy of the Crossing
Situated upon Threshold Isle, the Academy of the Crossing stands as the first step in every dragon’s new life within the Vespertine Zenith. All who arrive here from outside the Clan spend several months learning the customs and tenets that define it. Each newcomer receives a Paradox Loop from permanently stationed medics and is paired with a case manager who oversees their integration and helps them adjust to their new home.
At the Academy, dragons live together in small cohorts within the dormitories, traveling as a unit to lessons, trials, and rituals. It is here that many form their first friendships. Therapists also reside on-site to help guide them through the psychological strain of transition.
Life at the Academy is rigorous, but not without moments of wonder. The trials that its attendees go through bring them closer together with the members of their cohort and offer a sense of accomplishment like nothing else. A test of skills at the Astral Ascent, the donation of their Netherkindle for the Shroud, the day they are sworn into the Zenith and have their elements restored. All of these milestones bind them to the Clan. Upon graduation, dragons at the Academy take part in a ceremony wherein they select the path they will follow within the Vespertine Zenith’s ranks.
Those who have been born into the Clan receive most of their education elsewhere, but they do spend a shorter amount of time down on Threshold Isle. Most notably, they take part in the trials at the Astral Ascent, as well as the ceremonies of swearing in and choosing a career.
Standing tall from its place in the Sidereal City, Glitterspire College is home to the best and brightest minds of the Vespertine Zenith. Scholars from all walks of life have built this institution of higher learning, to offering opporuntities spanning every discipline—from magical theory, to philosophy, to the sciences.
The College often works closely with the Zenith’s guilds, its sages lending their research and insight to help shape the future of the Clan. Within its halls, curiosity is encouraged above all else. It keeps academia and learning alive in such a secluded world.
These are the Zenith’s healers, responsible for curing illness, treating injury, and carving the runes into a dragon’s hide that power their Paradox Loop. The latter of these is a highly specialized profession that requires years of education and frequent training sessions throughout one’s career to maintain.
Concordia Creed includes a loosely religious component. Science and magic are accompanied by prayers to the spirits of the Clan’s founders, to watch over the dragons in their care and guide them gently into the afterlife when it’s their time to go. Twice per week, the leader of the Creed holds mandatory sessions of worship for all members before they begin their daily duties.
A sect of druids who reside in the Lunar Hollow. These dragons revere the movement of the celestial bodies and their influence on the world above and below. They worship the land and strange magic that have allowed them to survive, revereing the founders of the Vespertine Zenith as deities, alongside the elemental pantheon of Sornieth.
One of the Synodic Circle’s core beliefs is what sets them apart from other dragons in the Vespertine Zenith—they have made peace with their fates as Shadetouched and give thanks for this aspect of their lives, which has allowed them to come together and offer a place to belong for others who are less sure of themselves. They are who they are today because of what happened to them; they recognize it as an immutable part of their souls.
The druids’ embracing of their fate has cast them in an eerie light in the eyes of the Zenith’s non-denominational members. But at center lies the importance of balance in all things and the change that is needed to achieve it—an equal relationship of heave and earth, dragon and Shade, life and death. Syzygy, the times when planets, moons, and stars align in the sky, is sacred to them. At any given time, half of the Synodic Circle are active during the day, while the other half are active during the night.
Guilds
The guilds of the Vespertine Zenith are organizations that seek to bring dragons of similar professions together and ensure good working conditions for them. Each one is headed by a Speaker, who acts as a director, leads meetings, and organizes events, as well as an Archivist, who is in charge of book- and record-keeping.
Speakers and Archivists are elected by their peers and serve for terms of 7 years. Previous Speakers and Archivists may be re-elected in the future, but may not serve consecutive terms.
All guild responsibilities are carried out in addition to a dragon's primary role in the Vespertine Zenith.
As the guild for sorcerers, witches, and the like, Elderspell Eyrie serves as the heart of magical study within the Vespertine Zenith. It is here that dragons come to refine their magical craft, deepen their understanding of the arcane arts, and push the limits of what is safely possible. Many of the Eyrie’s members are also scholars, who seek to impart their knowledge on the next generation.
Members of the Elderspell Eyrie pride themselves on their research into the strange currents of power that flow through a Paradox Loop, as they strive toward a cure that could fully heal Shadetouched dragons once and for all. They are known for their curiosity and enthusiasm for understanding that which they do not understand.
This is the guild for scientists and engineers, often working alongside the dragons of the Elderspell Eyrie to further the study of Shadetouched dragons. It was the earliest members of the Coil who first learned to channel Netherkindle into the orbs that power the Paradox Loop, to sustain them longterm.
These dragons are also responsible for repairing scavenged objects from outside the Zenith’s territory, as well as crafting their own inventions to improve the lives of all who live upon its islands. Their devotion to progress despite all odds is what keeps society humming along.
As the guild for storytellers—and writers of all kinds—the Silver Tongue Society serves as the living memory of the Vespertine Zenith. Where the Clan’s Loremaster is in charge of recording important facts and events, this guild encourages dragons to weave legends out of everyday life and craft fantastical tales for all to enjoy. Among its ranks are novelists, journalists, playrights, and countless others.
To these dragons, words are not just little marks on parchment. They’re vessels of power that bind them together. Although the works they spin may never be read outside the Zenith, they seek to remind one another that even in this darkness, there are stories worth remembering.
Everyone likes to be entertained, especially when living on the brink of oblivion outside the furthest fringes of modern society! The Imaginarium is a sister guild to the Silver Tongue Society, for the Zenith’s entertainers: actors, musicians, magicians, and more.
In addition to encouraging its members to practice their craft for all to see, the Imaginarium also hosts a number of events throughout the year for community-building in general. These dragons love to invite non-members to try something new while sharing a fun evening with their friends.
A noteable group within this guild is the Intrepid Infinites, a traveling circus troupe who tour all throughout the floating isles that the Clan calls home.
Chisel & Charm is the Zenith’s guild for artists and craftsfolk of every discipline. From delicate jewelry to gleaming swords, to decorative lampposts, to colorful tapestries, its members value beauty and finesse in everything they create.
Perhaps some of the most tireless townsfolk around, they put their hearts and souls into turning this safe haven into a true home. Every piece, no matter how small, carries a spark of its maker’s Ember. Their art is both expression and preservation. Through these dragon’s claws, the identities of those within the Zenith endure.
Dragons of the Wayfarers’ Guild are explorers—those who never lost their taste for adventure after finding there way to the Zenith and who long to glimpse the world outside its bounderies once again. So, that’s exactly what they do. Often heavily marked by runes and never without the supervision of a Vanguard member, they travel outside the Shroud on special missions for the good of the Clan. Most often, these trips are to scavenge materials, books, and technology for the Incantineer’s Coil. In times where food has become scarcer, they’ve also been known to travel out on hunting and gathering expeditions.
There are even some among them who have been granted clearance to conduct field studies of the natural world in other parts of Sornieth, in the hopes of finding more information about Wisps and how to cure the affliction of the Zenith’s members. Though little progress has been made in that regard, the tenacity of the Wayfarers is commendable.
Explore the world of my Flight Rising clan! Quite lengthy, hence the cut~
The home of the Vespertine Zenith floats at one of the highest points of the Hoverview Vale, far above the Starfall Isles in the west of Sornieth. Though its sweeping views, crystal structures, and cascading waterfalls are beyond magnificent, they’re rarely seen by those outside of the Clan itself. A network of force fields and perception-altering magic, called the Shroud, hides the domain from prying eyes.
At this altitude, the air is thin, and the isles are further cloaked in a veil of clouds and dangerously strong winds that blow across from the Twisting Crescendo. Thus, it is vital that all Zenith members capable of flight learn to navigate such conditions early on. The only safe access point into the territory is through a well-hidden portal, whose whereabouts are jealously guarded.
Enter the Zenith
The Horizon Gate
A swirling, kaleidoscopic portal that grants entry into the Vespertine Zenith’s lands. The Shroud here is particularly strong—so much so that the Horizon Gate can only be sensed by experienced Shadetouched magic users. Any outsiders who wish to join the Clan must be guided here by a search and rescue operative, called a Harbinger.
The portal is heavily protected by a group of elite warriors known as Gate Guardians. They, alone, are able to safely cast the spell that opens it.
Only Shadetouched dragons are able to pass through the Horizon Gate. Anyone else would find themselves suddenly relieved of their very souls, which would be swallowed to add further power to the Shroud as their bodies crumble away into dust.
After passing through the Horizon Gate, one will find themself on a small, crystal-strewn platform called the Landing, many, many leagues above the Horizon Gate.
The Astral Ascent is a dragon’s first test against the conditions of the Clan’s weather and altitude. Beginning at the Landing and spiralling all the way up to Threshold Isle, this is a gauntlet of tiny and precarious floating islands that form a stairway through the sky—some are no bigger than a dragon’s foot! Waterfalls and hanging vines tumble down their gem-flecked sides, providing a way up for many flightless or aquatic individuals, but it won’t be easy, even for those who can fly.
Of course, any dragons who come to the Vespertine Zenith already injured or in dire condition will be immediately flown to safety, but once they recover, they’ll return to this place as a part of their initiation. The Astral Ascent also serves as an extra means of defense, should something—gods forbid—happen to the Shroud.
After making the journey through the Astral Ascent, Threshold Isle is a welcome respite for a weary dragon, as well as the first part of the Zenith’s home that any newcomer will see.
This is an expansive island and the lowest of those in the territory, dotted with trees, glades, burbling rivers, and—of course—crystals. Threshold Isle is so named because it houses the Academy of the Crossing, an institute of initiation for all new members of the Vespertine Zenith. Here, they live and learn about the Clan’s customs for several months, before journeying upward to join them.
The Lower Isles
Evermere Isle
This is the largest and bottom-most of the Vespertine Zenith’s main islands. Covered almost entirely by a huge lake, its reflects the light of the sun and moon, giving the appearance of a massive mirror if viewed from high enough. Evermere Lake is fed into by a number of waterfalls that cascade down the sides of some of the Central Isles above it, positioned around its edges in a semi-circle. While several rivers and smaller bodies of water cross the floating islands in higher parts of the territory, Evermere Isle is the true refuge of water-based dragons.
Sapphire Grotto
Within a network of crystalline caverns beneath Evermere Lake, one will find this shining underwater city. From shops and cafes, to guild outposts, to spiralling towers of dragons’ dens, Sapphire Grotto has it all. It’s primarily populated by Undertide dragons, but also has accommodations for terrestrial visitors, by way of magical air bubbles, spells, and specialized equipment to allow them to breathe underwater. Some non-aquatic dragons have even chosen to make their home here, feeling at peace beneath the lake’s whispering waves.
The Fenhallows
In a secluded part of the lake, beneath a cluster of small, low-hanging islands whose trailing vines blot out the light, lies a mysterious swamp. Huge cypress trees brush their topmost boughs against the undersides of the isles above and the undergrowth is thick and obscuring and by night, strangely flickering orbs of light arise from the water to dance. Thus, the Fenhallows give the appearance of being stuck in a perpetual twilight.
Not far from Evermere Isle floats an island that's home to an expansive moorland, covered in waves of silver grass and fragrant heather. It simply stretches as far as a dragon can see in all directions. The winds that whistle across it give the impression of the whispering of countless voices, or the singing of some ethereal choir.
Prism Temple
In the center of the moor is a glittering structure whose iridescent walls and vaulted stained glass windows give it its name. This is a site sacred to the Zenith and tended to by a devoted order of ritual leaders and Shadeslayers.
As soon as a dragon hatches, it is brought here and taken to the Altar of Names. The largest stained glass window stands directly behind this altar, depicting Koeia and her fellow founders of the Clan, and drenching it in a myriad of colors. The hatchling is placed beneath the rainbow light and a ritual is performed, during which they’re granted their element and their full name.
Once a dragon comes of age, they are sworn in at the Altar of Names as a full member of the Zenith, taking an oath of secrecy to protect it at all costs. Dragons who join the Vespertine Zenith as adults undergo both ceremonies in the same day and have their elemental alignments restored to them.
Believe it or not, the Murmuring Moor does have an end, and at its eaternmost point stretches the Crystalfang Canyon. It seems as though the edge of the island has been shattered and now lies in several floating pieces. Jagged teeth of solid crystal tower above swooping stone edges and barren crags, ringed by multicolored bands of stone and mineral veins.
Its existence is the result of the Zenith’s founders' first attempts at raising the Shroud…which went awry. The intense magical force that created the canyon still lingers: storms rage overhead day and night, and most of the crystals here are charged with a dangerous, otherworldly electricity.
The Stormspire
Despite its potentially fatal hazards, Crystalfang Canyon has proven itself to be a useful energy source. A team of science-inclined dragons set up a tall structure to harness it, known as the Stormspire. Drawing in the electricity from both crystals and constant lightning overhead, the Stormspire provides a steady stream of power to the entire Zenith. The grounds around it are relatively safe-ish for experienced dragons who know how to traverse them, allowing the Clan’s engineers to perform maintenance and upgrades to the Stormspire where needed.
The Last Light
In the least-hazardous part of Crystalfang Canyon—if such a thing really exists—stands this grand, flying pirate ship whose crew have since given up their days of plundering and pledged themselves in service of the Vespertine Zenith. As the currencies of greater Sornieth have no value here, many of the treasures aboard the Last Light were melted down to create the materials used to build the Stormspire. The remains of the ship are docked in the canyon for easy access to spare parts, as well as to keep it away from any aberrant Clan members who may wish to steal.
The Central Isles
The Eclipsing Isles
Right in the center of the Zenith’s home is a group of gently rotating islands that cast intricate shadows and prismatic lighting effects over one another at different times of day. The central point around which they circle has been built up from nothing into a lively metropolis in the sky.
The Sidereal City
Welcome to the main hub of the Vespertine Zenith—a sprawling dragon city made up of several rings of floating islands and crystalline platforms. At its heart and highest point stands the Twilight Sanctum, a beautiful building with high ceilings and sparkling windows. It’s the home of the Zenith’s main governing body, the Crepuscular Court, as well as the Clan archives.
Spiralling out from there are a number of city districts where all the manner of dragons’ dens, businesses, and leisure spaces lie. Some floating platforms are close enough to one another to be connected by bridges, while others have moving crystal platforms that shuttle between them. Waterfalls and rivers provide a means of transportation for aquatic dragons, though those who can simply opt to fly from place to place.
Around the rim of the Sidereal City are wilder areas for agriculture and nature conservation, as well as numerous outposts for the Zenith’s warriors to watch over its denizens.
On the outskirts of the Eclipsing Isles is a single, medium sized island that orbits them from afar. Penumbra Isle is known for its tranquil, scenic views and easygoing residents.
Twinkle Town
A rather small and cozy village for dragons who want to live away from the noise and bright lights of the Sidereal City, but still near enough that they can visit whenever they like. The streets of Twinkle Town are strung with gently glowing fairy lights, and lush public green space filled with trees and colorful flowers only adds to the relaxing atmosphere.
The Weftfield
On the outskirts of Twinkle Town was once a beautiful meadow filled with wildflowers and a large fruit orchard, but now just sits charred and empty. The Weftfield was recently scorched by dark energy after a terrible accident involving dragons who gave into the Shadetouched part of themselves…and never recovered.
The Higher Isles
Sunshadow Wilds
Floating above the Central Isles is a trio of smaller islands that are home to a dense, mystical forest, where some of the largest and most ancient trees can be found. Once, the three were a part of the same formation, but the strange forces of the Hoverview Vale have since caused them to drift apart. Some say the divide among them grows wider by the year.
The largest of these islands houses Lunar Lake, a vaguely crescent-shaped body much smaller than Evermere, but no less beautiful. Tall crystalline structures that have been carved with runes rise from its depths and stretch toward the sky.
Lunar Hollow
A group of smaller islands and outcroppings that dot the center of Lunar Lake, where the druids of the Synodic Circle reside. Small bridges cross both the water and the treetops, connecting the various pieces of their home together.
The most precarious, yet also the most magnificent spot of the territory, which puts the Astral Ascent to shame. Eternity’s Edge is a group of small islands that float far above the rest, with its highest point being so far into the atmosphere that one can just see the curve of the planet. It is known for its paths made of tiny platforms and areas with no bridges or precautions to catch a dragon who slips. All that one has to rely on up here is their physical prowess.
Pool of Dreams
While a number of natural springs and waterfalls dot landscape up here, the Pool of Dreams is the most notable of them all. The water is very warm, in pleasant contrast to the chilly air, and the pool itself is enchanted by some ancient magic that long preceeds the Vespertine Zenith. It quickly induces a deep sleep and state of dreaming to any who enter.
Positioned among the roots of a massive, pure white tree, it is said that the Pool of Dreams has gained its abilities from a race of ancient dryads who once resided here and whose spirits still linger…
Since the beginning, magic has always been inherent in the world of Sornieth. It thrums through the ley lines that connect every rock, tree, and river, just waiting to be harnessed. But such a task is no simple matter. In order to capture its energy and wield it at will, one must possess what is known to Dragonkind as an Ember—a magical core that exists within all sapient beings and binds them to the planet’s essence.
It is not only dragons who are born with this affinity; other species, too, can have Embers. But the stronger an individual’s sapience, the more powerful their Ember and resulting magical prowess will be. And dragons are, of course, the most powerful of all. Their magic is tied to their very sense of existence, reflected in the mantra that they’re taught from their hatchday:
“I burn. Therefore, I am.”
Though all dragons can instinctually use magic upon hatching, one’s Ember grows as the individual ages. And, like any other skill or muscle, it must be honed. If not regularly exercised, an Ember will atrophy and the dragon’s abilities will wither. Thus most dragons, and especially those of the Zenith, begin training as soon as they’re able and take pride in refining their practice whenever possible.
Magic is twofold. It is connected to the Ember of its caster and the language of the gods who first used it. Thus, it requires both an energy source—typically that of the dragon wielding it—and a spell uttered in this timeless tongue. However, if one isn’t careful, they could end up depleting their own stamina, leading to dizziness, illness, or, in extreme cases, death.
A Study of the Shade
Wisps
Although the Shade was banished from Sornieth long ago, its echoes—tiny curling tendrils of void known as Wisps—have continued to linger. On their own, they’re dangerous but easy enough for the average dragon to strike down. But when they congregate…they can coalesce into an unstoppable force that devours the Embers of anything in its path.
Shadetouched beings have been possessed by Wisps that take ahold of their mind and inhibit all emotion, memory, and tiny semblance of who they used to be. 5 days after their initial possession, they become hollow monsters, known as Empty. During this 5 day transition period, the Shadetouched individual will be plagued by whispers that only they can hear, as well as a loss of fine motor skills, hallucinations, and a creeping sense of dread.
As their Embers are consumed, the Empty lose their connections to their elements and instead become aligned with Void, the absence of everything. Their once-magical abilities shift to reflect this (outlined further down this post) and they shamble forth into the world, in search of other creatures to subject to the same fate.
The souls of the Empty become one with the Shade itself, which connects them via a hivemind. In this way, they are able to act as one unit when in a group, and they can summon one another for reinforcements over long distances.
Domains of Magic
Wild Magic
This is the untamed, purest current of magic that is inherent in all of Sornieth. It can be wielded by any creature with an Ember. Unlike the studied arts of other magical domains, Wild Magic is instinctual and requires no training to call upon. It primarily manifests as a defense mechanism or survival technique, such as unleashing a shock wave to drive off predators or disguising a hunter stalking its prey.
For dragons living in a society, Wild Magic is a bit of a hazard. It’s notoriously difficult to control and is tied to strong emotions. But it’s also the only sort of magic that an untrained dragon can wield. Not nature’s finest moment, there. While the weak Embers of hatchlings only spark minor nuisances, the unchecked instincts of adults can lead to true acts of destruction. Thus, the attunement of body and mind is the first thing a young dragon learns about magic, in order to avoid disasters such as blowing up their classrooms and turning all their peers into sheep.
Once a dragon has been fully trained in the magical arts, they can still call upon Wild Magic in a pinch. By focusing their mind, they can siphon its energy into themselves in small amounts to then cast. It’s a useful trick for one who’s depleted themself, but still has its risks.
Neutral Magic is the next step beyond Wild Magic, accessible to any trained creature with an Ember. Where Wild Magic is raw and unpredictable, Neutral Magic is simple, deliberate, and steady. It encompasses the little things of one’s day to day, such as locking or unlocking doors, summoning objects from nearby, or briefly amplifying one’s physical traits.
This domain of magic is taught to dragons from an early age. It’s easy to grasp, quickly mastered, and safe enough to practice at home. More importantly, Neutral Magic builds the foundation for one’s confidence in their skills. By mastering these minor, reliable spells, they prepare themselves for the more difficult study of their unique elements.
This is the most personal form of magic a dragon can wield, tied to the element that they are aligned with from their hatchday. When an egg is laid, it draws upon the Wild Magic and ambient energy of its surroundings, forming an elemental conncetion that will remain with that dragon for life.
Elemental Magic is unique in that it can only be wielded by the dragon who carries its affinity. No other element will answer their call. It is also the most difficult domain to learn to control and the journey of mastery may be lifelong.
The elements themselves are not without their own laws; each has a natural opposite. Opposed dragons may often find themselves at a stalemate in combat, as their powers cancel each other out…but their clashes are also the most catastrophic when neither side yields. The first 5 pairs of opposites are as follows: Fire and Water. Earth and Wind. Light and Shadow. Lightning and Ice. Nature and Plague.
The final pair is different from the rest: Arcane and Void. This last opposition stems from the folly of the Arcanist, whose actions gave rise to the Shade. Where Arcane reaches for knowledge and the pursuit of dreams, Void—the absence of an element at all—drags it all back into nothingness. To wield one against the other is to dance on the edge of annihilation. For this reason, Arcane-aligned dragons are the most dangerous when they become Empty, and they’re discouraged from training as Harbingers: the Zenith’s search and rescue operatives.
Antimagic is not a true magic. Rather, it is its antithesis, aligned with the Void and the unmaker of all things. Any spell caught in its path is consumed, leaving behind nothing but silence. This is what allows the Empty to strip Embers from living creatures and devour them. The Arcane element, alone, offers some resistance, but not forever. Antimagic is relentless and given time, it will always win.
The dragons of the Vespertine Zenith have, learned to live with this danger rather than deny it. Through a practice known as the Paradox Loop (outlined later in this post), they have even come to wield it. What was once a sentence worse than death has since become a strength.
Examples of Antimagical Powers:
The Gift of Sight, granted by the Endless Eye.
Sensing other Shadetouched creatures nearby, and a heightened ability to sense magic in general. This can assist with search-and-rescue missions.
A psychic link among Shadetouched dragons, through a weakened version of the hivemind, allowing communication over long distances.
Phasing through solid objects and/or becoming incorporeal for a short time.
Absorbing magic-borne ailments from a sick dragon, such as Contagion strains from Plague-aligned creatures.
Altering one’s perception by nullifying magical pulses in a given area. This, specifically, is how the Zenith’s territory is able to remain hidden. Anyone who approaches it will become dazed and confused before wandering away, not even noticing that it’s there.
Runes: A Living Script
As established above, magic requires an energy source to be cast, and in its most natural form, that energy comes from a dragon’s own body. But this has its limits. Push too far and one risks exhaustion…or worse. Only the gods of the world’s birth can endlessly wield their magic without tiring. To avoid this, dragons have turned to a more efficient substitute: runes.
Runes are the language of magic in written form and, as such, they can be used to replace a dragon’s body as the energy source for a spell. First, they must be inscribed onto a surface before they can be used. Their longevity depends on the strength of the medium they were inscribed upon. For example, a rune inked onto parchment or scrawled across a leaf will burn out quickly, while one carved into stone or dragonhide can last far longer.
But, a rune is useless on its own—it must be awakened by the touch of a dragon who has enough mastery over their own Ember to do so. Runes must be periodically recharged if they are to channel magic perpetually, which can be done through the same method. If the surface that they’re inscribed upon is damaged, however, runes can become unstable and misfire, causing unintended destructive consequences. The yawning scar of Crystalfang Canyon is the result of such a disaster, when the founders of the Vespertine Zenith first attempted to raise the Shroud.
The risks of employing runes can be easily avoided as long as a dragon uses them responsibly. Furthermore, their tactical advantages are undeniable. They allow a dragon to layer multiple effects at once, such as a warrior carving runes into their shield to activate a forcefield, leaving them with enough energy to fire elemental projectiles at their opponents.
There are two tongues from which all spoken spells and inscribed runes are derived: Ancient and Modern.
Ancient runes are the more powerful of the two, but are rigid in their use. There are a finite number of symbols and each performs only what it was meant to. To use spoken language as an analogy, a single rune can encompass what one might think of as an entire sentence or even an entire paragraph. Its context can be difficult to adapt to various situations. Ancient dragon species have a natural connection to the Ancient Tongue and have an easier time using it to channel magic than Modern dragons.
Modern runes, by contrast, sacrifice some of that raw power for versatility. Where Ancient runes can represent a complete thought, Modern runes are more akin to single words, which can be combined or rearranged to suit the caster’s needs. This makes them easier to use to solve more contemporary problems, such as powering a piece of technology that wouldn’t have existed at the world’s dawn. Modern dragons can wield the Modern Tongue with ease, but struggle to command the Ancient Tongue with the same fluency.
Learning either tongue is not simply a matter of rote memorization. There is a biological component, as well. Channeling magic through the Ancient Tongue requires a particular sensory mechanism and psychic connection to it that the Ancient species possess and the Modern species lack. The same is true for the Modern Tongue—Modern dragons have evolved alongside the language of magic and connect more easily to its newer incarnation.
Those with enough dedication can bridge the gap and learn the opposite tongue if they so desire, but they’ll never be able to grasp the voice that wasn’t meant for them in its entirety. There will always be a limit to what they can learn. For this reason, the Vespertine Zenith prides itself on being a society for both Modern and Ancient dragons, who work together to combine their opposite strengths into something that benefits everyone.
Beastclan species have evolved to forge their own runic tongues, which are completely unable to be properly learned by dragons.
The third tongue belongs to the Shade, reserved for the casting of Antimagic. When these spells are invoked, the planet itself pays a price: plants wither, the air grows thin, and animals die on contact as the energy of the world is siphoned away. Only Shadetouched dragons and the Empty can understand this language—if it can even be called a language at all.
Shade runes are a corrupted shadow sister to Ancient runes. They first appeared at the end of the Third Age when the Arcanist faced the Shade in battle. Being the weakest of the eleven deities, the Arcanist turned to Ancient runes to level the fight. But when the Shade touched the symbols he inscribed, they warped to become something entirely new. No longer were they runes that provided power…but unmade it.
But the dragons of the Vespertine Zenith have devised a way to use their Shade-given gifts without reigning death across the land they live upon. Read on to learn what they’ve discovered.
Shields Against the Void
The Paradox Loop
This is the only known method that can keep Shadetouched dragons from slipping into madness and becoming Empty. Left untreated, a Shadetouched dragon will fall completely under the Shade’s control within 5 days. But if intervention comes in time, they can be saved.
The Paradox Loop is channeled through runes, a combination of Ancient, Modern, and Shade, that are carved into the toughest scales of a dragon’s body. These runes siphon a small portion of the dragon’s Ember and feed it to the Wisps that have taken hold of them. Once the Wisps consume this energy, the Shade runes force it to be expelled, before cycling the power back into the Wisps again. This prevents the Wisps from growing hungrier and allows the dragon to live in balance with them. Dragons who received a Paradox Loop early in their possession may only need a few runes to stablize. Others, especially those who were right on the brink of Emptiness, will need more. (In this lore, any dragon with the Runes tertiary gene is a dragon who was deeply infected with the Shade and required a lot of runes to save them).
The runes that power a Paradox Loop do not derive their energy from a dragon’s own magic, however. Instead, they are fed by Netherkindle—harnessed Shade energy. A dragon's Netherkindle is drawn out from inside them using Antimagic, and contained inside an enchanted glass orb that the Shadetouched must wear around their necks at all times. Paradox Loops are also what allow the dragons of the Vespertine Zenith to use their unique, antimagical abilities without dessicating the environment.
Despite this groundbreaking advancement in magic, Shadetouched dragons with Paradox Loops can still become Empty if they’re not careful. The Wisps that have possessed them will constantly whisper in their mind, telling them to let go of their grasp on reality and slip away into the Abyss. Such dragons are, of course, trained to block them out, but there are the occasional few whose resolves are not strong enough to resist. However, the Zenith has systems in place to deal with such cases if they arise.
Paradox Loops do not only extend to dragons. There are modified versions made for Shadetouched Beastclan allies, too, which involve inscribing the necessary runes on a donated dragon scale and surgically implanting it beneath the possessed creature’s more delicate skin.
As effective as Paradox Loops are, however, there are some edge cases where the treatment doesn't entirely work. In these instances, unlucky dragons die a slow and often painful death from a necrotic, antimagical cancer.
The Shroud that shelters the Vespertine Zenith’s home is, itself, a Paradox Loop on a massive scale. Its power is sustained by great stores of Netherkindle hidden deep within the heart of the territory. Where individuals rely on a single orb, the Zenith survives because of dozens of them, working together to hold the Shade at bay and keep prying eyes away. The Netherkindle that powers the Shroud is sourced from all of the dragons who live beneath it, taken from them during a ceremony when they're initiated into the Zenith. Dragons who refuse to donate are exiled.
Any beings inside the Shroud receive a bolstering effect to the runes of their own personal Paradox Loop, as the one inscribed on their body would not be powerful enough to sustain them for the rest of their lives. The Shroud ensures that this is possible. For this reason, only the highly trained and heavily inscribed members of the Zenith’s search-and-rescue teams (Harbingers), as well as scavengers who collect materials to sustain the Clan, are ever permitted to leave for brief periods. Even then, they travel in groups and are sworn to cut one another down, should any fall into the clutches of Emptiness.
The legacy of the Shadetouched doesn't end with those who were first afflicted. Hatchlings born to Shadetouched parents inherit the curse, too. A tiny Paradox Loop is inscribed into the shell of an egg as soon as it is laid, and, immediately upon hatching, it is then given to a baby dragon.
Still, young dragons are not left defenseless. Until they come of age and are able to block out the call of the Wisps on their own, older dragons can ward them with protective spells that muffle the whispers. The protection is temporary. Such spells rarely work on older dragons, whose Embers and Wisps have strengthened with age. Even for hatchlings, it's only a stopgap rather than a cure. But, for parents and guardians, it's an invaluable buffer of silence that allows their children to grow before they must face the Shade's voice for themselves.
Due to this affliction on innocent hatchlings, however, most dragons of the Vespertine Zenith choose not to grow their families.
The history of the Vespertine Zenith. A bit lengthy, hence the cut!
The Fall
Generations ago, a cult called the Heralds of the Deep Sky emerged from the fringes of Arcane Flight society. Their purpose was simple in theory, though unbelievably dangerous in practice: to follow in the Arcanist’s footsteps and study the Shade—its nature, origins, and the scars it had left on Sornieth at the dawn of time.
The Heralds’ founders began with good intentions. They believed that understanding the Shade might one day lead to communicating with it, since the fragments that still roved the planet showed glimmers of sentience. But their optimism quickly turned to tragedy. Experiment after experiment either ended in the death of its researchers, or worse, their hollowing into Empty monsters that sought only to spread the infection. Yet the Heralds meticulously recorded every finding.
Though their work brought unprecidented insight into the workings of the Shade, it didn’t take long for the Heralds of the Deep Sky to be branded as fanatics. Their willingness to risk their very souls to study a force so antithetical to dragonkind made them into outcasts. After a particularly destructive study that resulted in the deaths of numerous researchers, as well as innocents in the surrounding area, many dragons abandoned the cult. But those who remained became more secretive in their methods and more desperate to prove themselves.
Among those was a faction of ambitious dragons who clawed their way to leadership and twisted the Heralds’ original mission to their own ends. Rather than simply seeking to understand the Shade, they began to explore how it might be reconstructed—weaponized—against other Clans and even entire Flights. But, of course, this aspect was kept on the down-low. They rebranded themselves as innovators, developing ways to contain stray wisps of the Shade and cleanse the land of its control. The ploy worked. Young researchers, eager to make their mark, flocked to the Heralds’ ranks.
Two of those new recruits were Koeia and Acamar, a pair of mated Aether dragons—an astrophysicist and a xenobiologist—who were driven by curiosity and the pursuit of knowledge. For years, the pair of them worked contendely on the Heralds’ projects, until one day…Koeia uncovered the terrible truth.
She was a part of the team developing a cure for Shadetouched corruption, using her knowledge of dark matter. It was through a few erroneous documents that she found the Heralds’ true goal: to create and sell a weapon that could spread to innocent dragons exactly what she sought to eradicate. Horrified, Koeia confided in Acamar and together, they gathered a small circle of trusted allies: Mizar, Asterope, Chara, Imai, and Nervia, all fellow members. Something had to be done, and they were willing to risk everything to stop it.
The Cataclysm
At first, Koeia and her allies tried reason. They confronted the Heralds’ leaders, pleading with them to consider their plan’s full implications. It could spell doom for so many whose only crime was that of being different from them. But their words fell on deaf ears. The leadership saw their dissent as a betrayal and excommunicated them from the cult they had once devoted their lives to.
Still, Koeia knew how close the weapon was to completion. Though she hadn’t seen it yet for herself, it was hard to ignore the signs. If the project couldn’t be stopped, then the product would have to be destroyed. And so, they began to plot their return, knowing full well that it would likely end in their deaths.
For weeks, the dragons mapped their route back through the Heralds’ stronghold, drawing on everything they knew about its security, its research wings, and the daily rituals of its members. When they finally slipped inside and descended to the facility where the weapon was kept, they discovered that the situation was worse than they could have imagined.
The Heralds of the Deep Sky had not simply built a weapon. They’d given form to something that should never have been allowed to exist again on Sornieth. An amalgamation of Shade wisps had been coalesced into a single being with endless maws and eyes. It pulsed with absolute hunger.
The fight that followed was chaos. The creature’s—if it could even be called that—reach tore through their defenses, seizing control of Acamar and Imai and twisting them into its thralls. Under its influence, they mauled Asterope and Nervia to death before the others could stop them. That was, perhaps, the most horrifying part. The Shade could have made that pair into Empty monsters to add to its ranks, but by killing them instead, it chose to toy with those who remained alive.
Koeia, desperate and terrified, drew on her unfinished work—the Shadetouched cure—to hold it at bay as it came for her. She struck out wildly, managing to tear out one of its many eyes and blinding several others. It was just enough to distract the creature and let Acamar and Imai break from its grasp for a moment.
She wanted to save them. To take them with her and find a way to fully cure them before it was too late. But Acamar just smiled at his mate and told her to run. Someone had to stay behind to trigger the blast that would hopefully destroy this living weapon and everything tied to it. He knew it wouldn’t be long before the creature pulled him back. He could already feel it darkening the edges of his mind.
Koeia begged him not to, but Acamar shoved her and those left alive out the door…and bolted it behind him.
The plan almost worked. Almost.
The explosion swallowed everything. Koeia ran blindly, half dragging Mizar and Chara behind her as the world shattered. Acamar and Imai vanished into the Shade. Their souls were consumed and became a part of its hivemind. But the Shade wasn’t completely vaporized, as they’d prayed it would be. Instead, it was torn back into the thousands of pieces it had been before, which drifted far and wide across the landscape just waiting to grab ahold of unsuspecting dragons. They haunt the world to this day.
Koeia, Mizar, and Chara survived, though not unscathed. The wisps caught up to them before they escaped, corrupting each one. Making them Shadetouched.
Koeia kept what notes she had managed to salvage. And, in her haste to escape, she had clung onto the eye that she’d ripped from the beast. She couldn’t save Acamar. He was gone. But she vowed that she would find a way to make sure that the lives lost that day would not be in vain. She was going to finish what she’d started and find a way to save Shadetouched dragons once and for all.
The Ascension
Koeia and her surviving companions fled into the furthest reaches of the Starfall Isles, to the highest point of the Hoverview Vale. There, they made their stand against the creeping rot within them. Koeia’s knowledge bought them time, but she knew deep down that it would never be enough. The Shade would always come for what it had marked.
It began sending wisps after her, drawn by something she didn’t understand. Every time the three found a new hiding place, they were attacked. Mizar and Chara fought valiantly, but the creatures seemed to follow Koeia alone. It was as if she were some kind of beacon. It wasn’t until a particularly close call that Koeia realized what was happening. The severed eye was still connected to the greater Shade; it could see her and had been tracking her every move. So in a single, panicked moment, she did the only logical thing and swallowed it whole.
That decision changed everything.
The eye fused with Koeia’s mind and forced its way out of her body, where it affixed itself to her chest. It burned like a second cold Ember, and with it came visions that no dragon should ever see. It was the Shade’s perception of existence: unbound by time, unburdened by space. Every world, every timeline, every death and rebirth. All of it struck her at once. The voice of the Shade roared in her ears, calling her to surrender and dissolve into the void.
Until she saw him.
Acamar stood before her in the primordial soup. His soul was still bound to the Shade and he’d sensed her as soon as she’d connected. He willed her to fight and held back just enough of the onslaught to allow her to wall up her psyche. Imai joined him, adding her strength. Together, they helped Koeia push it all behind a barrier in her mind.
It would take a while to get used to, but Koeia eventually learned to coexist with this new part of herself. The eye in her chest had granted her something both wonderful and terrible: the ability to glimpse the universe as the Shade saw it. Koeia named this thing the Endless Eye and what it gave her, the Gift of Sight. She saw a use for it. She could work directly against what the Heralds’ had wanted and protect others with all she could see.
During this time, Koeia, Mizar, and Chara struggled to survive. They scraped by on what they could eke out of the land and risked trips to the world below to steal what they couldn’t. For protection, they tried to weave a wall of perception altering magic called a Shroud around their camp. But due to their being Shadetouched, the spell backfired. The resulting magical explosion ripped an entire section of the floating island away, creating a yawning scar. Weak and shaken, the three were forced to relocate further into the clouds.
It was during one of their supply runs that they stumbled upon a pair of young Shadetouched dragons who were barely clinging to life. They were brought back to the secret camp, where Koeia did her best to stabilize their condition. This gave her a realization that her Gift of Sight confirmed. This was what she was meant to be doing.
Koeia knew that her fix for being Shadetouched wouldn’t last forever. She wouldn’t be the one to perfect the cure. But she could build a sanctuary that inspired the generations after her to continue that work.
And so, the three survivors devoted the rest of their brief lives to that purpose. With Koeia and her Endless Eye as their guide, they laid the foundations of a refuge for all who bore the same curse. A place where the Shadetouched could live and thrive. The Vespertine Zenith. She was to be their leader, and upon her was bestowed the title Seraph of the Sight.
The founders’ early work was imperfect and many of their experiments failed. They could only hold back their corruption for so long. One by one, Mizar, Chara, and finally Koeia succumbed to the toll of their condition…but their legacy endured.
Now, the Zenith stands strong in their memory as a living continuation of Koeia’s final vow: to ensure that no dragon would have to face the Shade alone again.
Some recent dragon dressups I did for my lair :D I haven't really done it much before, so these were fun! Looking forward to trying some more in the future
These handsome gents are Aphelion, Pearl, Achernar, and Eltanin!