Sleeping children.
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Sleeping children.
Location: Mother’s Path
Author: KCDragons Flight: Plague Type: Folklore
There's a place in the Scarred Wasteland the local clans call 'Mother's Path.' It's elusive, and has ever been found by very few, those who have fell so deathly ill that they never got a chance to tell others where it is. And so the actual location remains a mystery, and whether or not it's really even there also remains unknown. Some search for it their entire lives, they leave their clan, their home, their families. Most are never heard from again. Some reappear as just another vulture-picked corpse. None have ever come back alive... as far as the tale goes anyway. The stories go like this; Mother's Path is believed to be a path that will take you directly to Plaguebringer herself. However, the path is almost as hard to locate as she is, it's also dangerous and there are things you wouldn't imagine even in your darkest nightmares along the way. The path itself was supposedly created by a leak in the Wyrm Wound, its marked by the same glowing liquid and is just as likely to contaminate even the most resilient Plague dragon if they get too close. The land around the path is dead and rotted, scattered with the bones of those who tried to follow and failed. There are no plants, no animals, no insects, just death and sickness. There are, however, other things. Twisted things. Things words can't describe, and they are there to stop you from continuing your journey. They say that if you see more than one Imperial skull lying close together, you should run. Run as fast as you possible can. Before it wakes up. Although, if the stories are to be believed, then the danger of the travel is well worth the reward. They say that if you follow it to Plaguebringer's lair, and, in doing so, show her your devotion to her Flight, she will grant you one thing. Perhaps its a fallen or exalted friend or family member, perhaps its treasure and gems, maybe a talent or skill you wanted but never had, to be loved and adored by all who see you. But the stories also say to be careful of what you ask for, the wrong wording can lead to disastrous outcomes...
This little fellow joined the family officially today! His name is Plague and he doesn’t have one of his hinder legs, but he’s so adorable and happy! While he lives in Osaka with @the-devils-proof, I’m going to love him as much as I love Thor! Welcome go the family, little one!
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: 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: 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.