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NASA

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Today's Document
Claire Keane
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Love Begins
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almost home
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Lint Roller? I Barely Know Her
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The Stonewall Inn

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@sorniethloreproject
SLP Discord Chat!
NEW DISCORD INVITE LINK
A community project designed to unify lore clans under a common, richer world and promote interactions via common grounds for lore.Â
Come join us to talk all things Sornieth Lore!
Theory on the South-Western Geography of Sornieth
Author: argylion on FR
Creation The great reactor of the Second Age and its city was located in an area that corresponds to the present day border between Plague, Water and Wind. When the reactor exploded, not only was the Arcanist born, but extreme changes to the landscape occurred due to the physical & magical explosion & fallout. The Reedcleft Ascent & Crystalspine Mountains were previously one large mountain range that got fractured from the explosion. Some parts of the mountain range fell away to create what is now Windstar (Starwind for some) Bay. Some scholars have also proposed that the reactor explosion triggered a collapse eventually leading to the creation of the Sea of a Thousand Currents. South-Western Sornieth Today Whatever features were originally made by the reactor explosion, the return of the deities and emergence of dragonkind also changed the landscape. Very slowly, the outermost pillars of the Reedcleft Ascent are being pulled closer to Arcane territory just as the Crystalspine Mountains have been warped inwards by the Arcanist’s energy after his settling down at the Observatory. The pillars of the Reedcleft Ascent have been affected to a much more subtle and gradual degree, however, than the Crystalspine Mountains have from their close proximity.
Location: The Blindsiders, Undercity
Author: Rexcaliburr on FR Flight: Shadow Type: City Ruins
A lonely ruined town made of stone and cement, covered with heavy layers of dust and fog stands in the midst of the Tangled Wood, in between Foxfire Bramble and the Hewn City, where dense, dark mist from the Sunbeam's darkest regions flows inwards towards the Tangled Wood. From the distance the town appears entirely unpopulated, cracked buildings and tattered, thin cloth only looking so uninhabitable, but upon closer inspection, the town appears to just be a marketplace, and it's not quite so unpopulated. Walking through the dusty ruins of a market before, where the stalls are made of splintering wood and dust, one might come to notice the unwelcoming figures that lurk under the tattered cloths that used to shelters the market stalls from rain. Glinting eyes and snarling teeth peek out from under the stalls, dangerous looking dragons lurking around while they idly toss knives and play idly with their weapons. Should one manage to get by such dangerous figures and go to the remains of a church, you'd find a glowing portal, guarded by another dragon. If you are a familiar face to the Blindsiders, you would be granted permission to enter the portal. Only then would you realise that the dusty Overcity is only a ruse to ward off strangers that don't belong, for underneath the Tangled Wood lies a large town in a cavern, where the only exit is the single portal on the roof of the cave. The Undercity, while also made only of stone, cement and wood, is far more lively despite appearing equally as ruined. Dragons of all sorts are milling around, chatting, eating, drinking, sparring, training and the like in the midst of this dark Undercity, lit only by the hundreds of torches placed all around. And while these dragons seem relatively normal, you'd eventually come to the realisation that this isn't just a normal clan - in fact, it isn't a clan at all. The Undercity instead functions as the meeting grounds for mercenaries and agents of the Blindsiders - a society of mercenaries and assassins that live together in the hidden underground in mutual understand of their need to be away from the prying eyes of others. Mercenaries invite their clients to the Undercity to chat over a drink and discuss the details of their next mission. Any mercenary is welcome to use the Overcity to meet their clients, though only the society's most trusted mercenaries are permitted into the Undercity. For this secret needs to stay a secret, to keep all these not-so-innocent individuals safe from the law.
Location: Glitter & Gold Roadhouse
Author: Afar on FR Flight: Light Type: Destination (roadhouse) & Landmark (amphitheater) Theme Song: Glitter and Gold by Barns Courtney Ambiance: <Link>
A roadhouse/tavern in one of the ancient structures south of Mirrorlight Promenade called the Glitter & Gold. All are welcome. We simply ask visitors "Commit No Nuisance". (Basically my clan dragons are party planners, entertainers, philosophers and a small army for security.) The roadhouse is a nice place where dragons can relax, chat, hear interesting music and toss a little glitter. The walls are decorated with paintings of notable dragons and their adventures. On any given day you might find a dragon telling tales of their latest journey. Order up a Bumblebeer, a Sunbeam Fig Bread or some of the meat that is always roasting over a flame. Nearby the roadhouse is a natural amphitheater formed by a surround of high craggy rock walls. It is here that our Party Planners shine. The stage is a stone platform in the center. The acoustics are fabulous. Dragons perch on all levels. The Planners organize events to celebrate Brightshine Jubilee, DOM, fundraiser concerts, handfastings and occasionally, a play or a swap meet.
Location: The Sanctum
Author: HazeledPoppy on FR Flight: Light/Shadow, (w/in the Hewn City's darkened bounds) Type: Hidden Landmark: Ruins
There are hundreds of ruins within the curse that blankets the well known Hewn City, the place rumored to house shade monstrosities beyond what is normally seen, and, while this mostly hogwash, the rumor holds some validity. There are secrets here, to be had, to be found. To those who find it, the Sanctum - which once housed a society of Shade Hunters: The Uga Sect - holds one of the largest hoards of information on the shade in this realm... or rather, it would, had it not all been more or less ruined by inky shade slime in an event best left unspoken, an event that lent incredible, irrefutable proof to the rumor of shade beings within the Hewn City bounds. - The entrance to this decrepit "almost-tomb" is hard to find, being half buried by rubble, and is housed in one of the darkest portions of the Hewn City's curse, and difficult to spot. The Sanctum, surprisingly enough, is wholly underground. Of course, if you'd ask any surviving member of the scraps of the Uga Sect, the reasoning is solid. The sect was fond of taking children as "orphans", and raising them as hunters, among other uncouth and quite frankly disturbing practices. The verdict is clear and agreed upon by any survivor met: the Uga Sect is best left dead and dissolved. - Within the ruins of the Sanctum, you will find walls stained black, old tapestries and stories long lost, whose tales remain whole only within the mouths of former members. There is a distinct absence of magical influence, long since been drained away - perhaps, this may make you sick, woozy and with a pounding headache, but you'll get used to it. This is, after all, a sort of "ground zero" - the side effects of complete and total magical disconnect may vary. Desecrated, ashen skeletons litter the rooms, some clearly taken in their sleep, others, in a fight. They tell their own story of a catastrophic event, and the more evident trail, if followed, ignores the ruined libraries, and leads right to a vast room on the deepest reaching floor of the Sanctum, the only room with slight traces of magic energy. Sealing magic. Inactive magic. The ground here is ruptured, the staircase leading up to some sort of balcony in need of great repair, and water fills the fissures in the earth, tainted, and best not to drink. The remaining stone - for once not covered in solid black slime, only slight (watered-down) stains - hosts pieces of a long destroyed circle, a massive rune carving that is too far gone to piece back together. What can be gathered is that this place, this room, was the epicenter of the catastrophe that left nothing behind. - You may wish to return one of the libraries, and scavenge knowledge of the Shade and how best to beat it, to seal it, but rest assured, what you'd find almost isn't worth it. What pages that survived are faded, and most are illegible - there are more skeletons, more remains and more stories in how they lie, and the air is thick with dust and ash, the paper remains easily disturbed into the air. There are, however, a few intact tomes and accounts that may just be untouched, and there are many weapons who enchantments need only be charged with the right sort of magic... Shade hunting weapons, assuming the best haven't already been plundered by past explorers, or returning sect members. What's left is likely lesser in quality, but, there may be something. Somewhere. - Wrapped in slowly decomposing canvas, hidden in the walls, under the floor, within a bed... You might just find a series of journals - whose magic signature flares to life at your touch - but this is only if you look in the most secret and hidden of places, and while these divulge nothing of what occurred, they give insights into the daily lives of many of the dead, the woes of apprentices sick of learning, the escapades and pranks of seniors and soon-to-be-graduateds, and the cavorting of some of the more experienced and battle-weary grads, including their fears that death drew near with every passing day they hunted - which yes, it very much did, as evidence shows - as well as their fevered quest to experience life to its fullest, as full as it actually could be, within the sect. This is as close as you can get to those no longer living, and it is as close as you can get to knowing more. If you find such journals, you may just figure out what Shade Demon wreaked such havoc, and you may even read the tale of how they captured it. You might even have the smarts to figure out what is near obvious with these clues - that it escaped, and brought its captors down. But, this is, after all, a massive if. Most of the journals able to be found and read contain the most meaningless and trivial of material... well, unless you enjoy that sort of thing, that is. Reading into private and personal lives while surrounded by their bones and ashes. They won't judge if that's the case - they're simply too dead to give a rip.
Now here’s an idea
Lore is a big part of FR and there are a TON of creators both here on tumblr and on FR. But the thing is, that like most writers and artists we struggle to get recognition and support for our work. Everyone knows the value of one reblog and the impact it can make.
Okay yes but we all know this why am I talking about it? Because we’re a community - a community that can support each other. As writers, let’s band together and make it common curtesy to reblog every piece of lore we see. Even if you don’t have a chance to read it, or tag it properly, getting it out there is so important. Pay it forward. Reblog that lore post.
Let’s love our fellow creators! We’ve got a strong community here in SLP but there’s always plenty of love to go around for all the fantastic lore writers and artists on both FR and Tumblr!
Location: Gail'nen
Author: Fimbrethil on FR Flight: Light Type: Island
Off the northern coast of the Sunbeam Ruins, in the channel between the Ruins and the Viridian Labyrinth, is a small island known as the Island of Gail'nen. It is populated with towering redwood trees, sprinkled with other evergreen trees in between. To the southeastern edge of the island, rocky outcrops sprout skyward; they protect the mysterious crumbling ruins from harsh winds and blowing rain. To the northern shores, small, rolling hills provide fertile soil for farmers. Many of the smaller northern isles are uninhabited and covered in enormous trees. The clan that calls the island home is a very traditional, uptight light clan completely devoted to the Lightweaver and her cause. Points of pride for the clan include the Sun Temple, a sacred place for the Gail’nen Clan. Each new generation of priests are trained there, learning the goodness of the Lightweaver. The inside is made of polished white stone with delicate gold iconography and patterns. Another point of pride is the great library. It is an impressive structure built much like the Sun Temple; inside, nearly every wall is lined with texts, tomes, and scrolls from all across Sornieth and beyond. A less visited part of the island is the desolate ruins. They are considered dangerous to most dragons, and visitors are often haunted by visions and malevolent spirits. Odd decorations such as cracked and tarnished pearlcatcher pearls are strewn amongst the fallen walls. However, a shadowy cult has recently taken up residence inside the ruins.
Location: The Bone Forest
Author: tenzen3 on FR Flight: Plague Type: Landmark
Ancient Plague lairs live closer than most would think Plaguelings would be able to stand, in fact closer than even dragons of other flights can tolerate. They take residence in the towering fang-like structures that sprout around the very edge of the Wyrmwound rim. These forms take centuries to grow to any significant height and longer still to house a clan of notable size. Some groups are wise and keep their numbers small so that they can refrain from having to live too close to the pit of bubbling rot at the center of the Scarred Wasteland. You can never judge perfectly the age of a clan by where they dwell, though closer to the center of the plaguelands generally means older. Because the towers grow haphazardly with no consideration for dragon territory or grudge, the ancient clans have learned to be tolerant of close proximity with other clans. Fledgling dragons often glide from one tower to its neighbour as they learn to fly, carefully watched by tense guardians from either side, ensuring nothing untoward occurs. The towers grow so thick and close together that some parts of the Wyrmwound are completely inaccessible except by air, the bone roots pressing against each other so tightly not even a Fae can fly between them. These areas of dense population are lovingly nicknamed the Bone Forest.
Location: Grave of the Emperor
Author: Otrera on FR Flight: Plague Type: Landmark
The Abiding Boneyard is known, obviously, for its many skeletons of those who tried to cross it and failed. One of the skeletons stands out, however. In the middle of the Boneyard lies a massive body, bones weathered and bleached white by sun. The general shape of it suggests it once belonged to an absolutely massive imperial, but too much of it is half-buried in sand to call it definitely. Its visible for miles, and they say it appears only when you've given up all hopes for survival. Countless attempts have been made to map this strange landmark, but the legends say you never find it twice, and that seems to be true. Every time a dragon tries to make a map of it some strange occurence happens that ends up destroying it: a storm washes the map away, your camp is raided by a thieving mirror pack, the ink fades for seemingly no reason, and they are never able to make their way to it to try and map it again. Yet, those who go too close to it sometimes report about finding evidence of dragons living there. There's been reports of half-eaten carcasses, shed feathers and scales, and sometimes even teeth that could only belong to some kind of carnivorous dragon. Even rarer is sightings of two nocturne-esque dragons making their nest among the skeletons, and some even say they were attacked by these nocturnes. Whether any of it is true remains a mystery...
Location: Mirror Light
Author: Llanai on FR Flight: Light Type: Region
By definition, a promenade is a long path primarily for walking which follows the edge of the sea; the board walk's fancier cousin. Sunbeam's Mirrorlight Promenade connects the entirety of its northern coast line and boasts the highest dragon population density in Sornieth. The road itself is named for the body of water it follows, Mirrorlight Bay, beginning at The Beacon of the Radiant Eye in the east and ending at the border with the Tangled wood in the west. In between, it connects a number of ancient cities and settlements which still serve as hubs of trade and commerce today and are the source of Light Flight's great wealth. The way is wide and paved with white stone, boasting gorgeous views of the northern sea. Light Flight exalted stand guard every few miles to keep the passage safe while inns and taverns are even more frequent. Having met on The Promenade is considered a good boon for the relationship. Conversely being attacked or robbed there is a strong omen and a sign of beginning misfortunes.
Location: Castle of Halgrimmshof
Author: Murdoch on FR Flight: Plague Type: Ancient Castle
A decrepit old tower looms on the brim of where the wasteland borders Dragonhome. It's walls are crumbling, but the stone is still firm at the base. Gargoyles and battlements line the walls, and a big black iron gate opens to reveal a stately marble bridge. You don't want to look down into the moat, but you can't help it. The water is as black as the gate, and a soulful shimmer has you looking back up in the blink of an eye. This is where the Hunters of Hallgrimshoff live, a name that strikes fear into many hearts. Even though the hunters have their purpose in hunting the beasts of nightmare, many folk are unsettled by the way the hunters cover their faces, and even more will not deem it wise to speak to them. They say it's inviting evil to your doorstep. Most hunters prefer to avoid large gatherings and civilisation. However, there are sometimes requests made by the populace to the hunters to rid the community of a particularly bothersome or dangerous dragon. Usually all through third parties and secret contracts. But not this time. With a deep breath, you look at the contract you've been given before you glance up at the massive wooden door in front of you. Use the knocker three times in quick succesion, and the hunters will answer. You take another breath. The air is heavy and the smoke rises ominously from the castle moat. Your hand closed around the knocker with trembling fingers. A metal squeak when you lift it for the first time. Knock. Knock. Knock.
Location: Shard Fortress
Author: GlassGuts on FR Flight: Shadow Type: City Fortress/Ruins
The Shard Fortress is located deep within the Ghostlight Ruins that border Shadow and Plague. It's a crumbling underground city, left abandoned long ago. There is a large castle central to it, from which the rest of the fortress territory seems to radiate out. It is now inhabited by the Cartico Clan, a plague clan who moved to shadow, driven out by beastclans attacking their original clan. The clan has settled in the fortress, and as they radiate out and gain more territory so does the fortress expand, crumbling pillars and half wrecked buildings repaired and made home by the clan. To the western outskirts of the Fortress is a secret oasis, Kallah's grove. It is a source of food and fresh water for the clan, and is maintained by a nature and wind spirit. In the grove is a giant pool that tunnels down and out into the sea of a thousand currents. Clan Customs
Location: Plague Academy of Shade Chasers (PASC)
Author: PrincessFirefly on FR Flight: Plague Type: Academy/Bootcamp
PASC is the Plague Academy of Shade Chasers. It was founded a hundred years ago as a way to purge the Scarred Wasteland from growing Shade activity. Later PASC's mission spread to the rest of Sornieth. The academy is built in the Abiding Boneyard. The building is made out of thick stone slabs and is a few stories high. It’s not a pretty building, but was built to be practical. Surrounding it are barbed fences and behind the building is a large field where dragons are put through a harsh physical obstacle course. The academy teaches dragons to connect more with their elemental magic and how to resist Shade temptations. PASC is split into different factions, the melee faction; known as the Shade Killers, the spy faction; known as Death Seekers, and the magic faction; known as the Irradiated Mages. Shade Killers are required to be stocky and strong. Their claws, and teeth sharp and ready for physical combat. each carries a specialized weapon designed for killing Shade creatures and each wear armor designed to prevent them from becoming infected. The Death Seekers are required to be stealthy and silent. They must know how to camouflage themselves. They are usually the cleverest of the Shade Chasers and often must work their way out of dangerous situations. They are all trained in various codes. The Irradiated Mages are the elite of the elite. They are skilled in powerful Shade killing magic that is acquired by infusing themselves with Arcane magic. Not many dragon survive the process, but the ones that do are efficient in wiping out any Shade creatures they come across and they have a natural immunity to Shade infections.
Location: The Festering Keep
Author: Kyanite on FR Flight: Plague, bordering water Type: Ruins/Castle
The Festering Keep is a castle left by ancient dragonkind on plague lands that has had the contagion creep up its sides. From behind it looks like a large mound of the contagion, but from the front is an elaborate stone castle. No one of clan fester know exactly who created this castle, as the designs hint at many different flights styles of buildings. It seems to be an eclectic mix of flight styles and eras, now encroached upon by plague lands. The stone walls and towers need to be routinely cared for by the dragons of the Keep, or else they'd be swallowed up by masses of wandering contagion. The walls contain the castle itself, patches of land to grow native plague plants for King Krahdiin and Queen Marina's consumption. The excess gets distributed to the dragons of the clan. Outside the walls is the town of Clan Fester. A collection of homes and businesses made from all sorts of materials both scavenged and traded for. The town is clustered outside the gates to the castle, which are always left open for dragons to come and go as they please. The main road through town travels from their water flight border outpost, straight to the castle gates.
Location: Thorim Rift
Author: Silverspun on FR Flight: Lightning/Multi-Flight Type: Metropolis
Located right at the edge of the perpetual thunderstorm, at any given day those storm clouds can cover more or less of the population below. The tallest skyscrapers, each built of stone and turned with a slight wedge in order to cut through the wind that often will blow mightily from the everlasting thunderstorm, dominate the eastern sky and stand directly underneath the thunderstorm. These towering structures are wrapped artfully in brass that is grounded at the base and meant to catch frequent lightning strikes. Countless times, day or night, lightning strikes these massive buildings that crackle and spark like livewires as the deadly power source eventually reaches the ground, under which are intricate power grids and electrical suppressors that harness the lightning, storing excess in electrotanks built specifically to store raw electricity. The process of the tanks, suppressors, and power grids then evenly distribute energy throughout Thorim Rift. Towards the west and carefully constructed to remain out from under the storm clouds—though sometimes the storm does expand—stands the Flight Conference Hall, or The Eye for short. Nicknamed as such for its round inner chambers where Conference is held by the Triumviri, the Representatives, and Advisor Boards. The outer chambers, or, from above, the outer circle marked by lighter colored stones, consist of each Representative’s private and public offices where the Paladins can be found in talks with their captains or amongst themselves. Thus the building being called The Eye. In addition, out from the outer circle branches twelve walls, each the same height, width, and length and ending in tall, intricately designed iron fences with gates able to be closed and locked at night. Twelve walls to section off eleven areas within dedicated to each of the eleven deities and their respective Flights. The front fences of each section is decorated in massive, breathtaking wrought iron images of that flight’s deity, the iron magically charged with muted coloration hailing from that specific flight. Festivals take place within the sizable courtyards of each Flight once a year, though of course the decoration and celebration does happen elsewhere in the city, but all official festivities take place in each Conference Courtyard. To make each Courtyard even more home-like, the Flights are given permission to magically transform their Courtyards into the proper likenesses of the Ashfall Wastes, the Labyrinth, the Isles and so forth. The Lightning Courtyard faces due east towards the Spire hidden deep within the thunderstorm. From there, in clockwise formation the flights are: Lightning, Plague, Light, Fire, Shadow, Water, Nature, Arcane, Wind, Ice, and Earth. The Eye, because of this, covers an enormous amount of space, and is considered a city Quarter in itself, the Flight Quarter. Since the representatives, triumviri, and some of the advisors live here as well, part of it is a rather fancy subdivision of sorts. In the broad, flat space in between the skyscrapers in the Lightning Quarter and The Eye in the Flight Quarter spreads the Merchant Quarters, large enough to be made plural with columns and rows of neatly made streets that make up a large portion of the marketplace in Throim Rift, though towards the south housing begins as well. To the north are some immovable rock formations that will likely be worked around in the future. The surrounding desert spreading for miles in either direction are lightning farms, military training grounds, and specific trade routes leading to and from the heart of Thorim Rift.
Location: Uraj Hive
Author: Glitch on FR Flight: Plague Type: City
The capital and currently only city of the Khaydarin Swarm. The city acts as a central trade hub between their allies among the Lightning clans and others in the Scarred Wasteland. The city itself is made of stone, wood from different Flight territories, and some strands of the Wandering Contagion altered by one of them members to not grow outside of conditions that can only be artificially induced. The ground is somewhat charred due to the burning away of the Contagion so that other dragons that moved in from other flights can live easier in the confines of the city. There is a dock that extends out to a trading post meant for Lightning and Water merchants. Near the docks a power generator is in the process of being built, and another area was made from wood and soil that was brought in by Nature element allies. This area is a flourishing garden tended two devotedly by two dragons. Other buildings are in the process of being constructed, but the main ones are the homes and the secure building containing all the clan’s treasures. The current construction projects are a School and a Library.
Location: The Harpy Hideaway
Author: Princessfirefly on FR Flight: Light Type: Ruins/ Beastclan shelter
Located on a small foothill of the Mirrorlight Promenade there once stood a large and impressive castle. But the castle was destroyed in a war lost to memory and what remained was covered in thick undergrowth. When a flock of harpies was driven from their home by a group of dragons they found the place and decided it suited as a perfect shelter. It was hidden by dragons, and although the top floors were destroyed, many of the lower levels were still intact. The harpies rebuilt parts of the castle to suit their needs and to make it their home.