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TOPIC | Llanai's Sornieth [Lore] [Headcanons]
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LLANAI'S SORNIETH:
LORE AND HEADCANON HUB

Hello all! This thread will serve as a place for me to store my admittedly extensive library. I'll be filling this up one small bit at a time. Eventually I will also try to get some assets done for the thread and a pinglist as well
LLANAI'S SORNIETH:
LORE AND HEADCANON HUB

Hello all! This thread will serve as a place for me to store my admittedly extensive library. I'll be filling this up one small bit at a time. Eventually I will also try to get some assets done for the thread and a pinglist as well
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GENERAL / GLOBAL


MAGICAL MECHANICS

Starting things off with a deep dive here.

In general, there are two kinds of magic, Latent Magic, and Channeled Magic. Latent is neutral. Its more powerful than Channel but also cannot be used because it has no element. When Latent magic comes in contact with a pure material, it becomes channeled, taking on an element.

There are ten pure channels: Earth, Fire, Wind, Water, Shadow, Ice, Lightning, Light, Life, and Chaos. Nature and Plague share a channel. Arcane is not considered a pure channel because it is Latent energy channeled into itself and is therefore a zero element. This makes it more powerful and more difficult to control than the other forms of magic, but also limits what it can and cannot be used for.


SPELL CASTING AND THE NATURE OF DRAGONS

Whenever a new channel is created, a new god comes into the world in order to regulate that channel. The deities are essentially massive magic converters which take natural latent magic and turn it into channeled magic of their element. Embodiments of these elements do the same to a lesser degree, for example, bodies of water will absorb latent and put out water magic, but Tidelord will do this much faster and more efficiently.

Dragons are the opposite. They take in channeled magic of their element and convert it to latent at a slow steady rate.

The conversion of magic from channeled to latent is spell casting. Fire magic goes in and latent magic plus heat or flame are discharged, as a simple example. Dragons slowly converting magic leads to things like ice dragons who chill the air around them or light dragons who might glow slightly.


LORE AGES: HISTORY OF SORNIETH

The ages in my lore differ slightly from the canon divisions found in the site encyclopedia. Mine are a bit more detailed and are as follows

1. The First Age
  • The First Warring Gods Period
    The first four begin to fight, bringing about the remaining first age deities. The youngest of them, a god of chaos, grows too powerful and overwhelms the others. He calls himself the Shade.
  • Close
    The pillar deities band together after their defeat to overthrow the shade and restore order. They rend him into many parts and banish him from the planet. The pillar is formed to enforce this banishment.

2.The Second Age
  • The Conflict Period
    The people of the world develop societies and begin to fight with one another
  • Armistice
    A prophet known as the Speaker brings peace to the continent by uniting the two sides, ushering in a lengthy age of prosperity and development.
  • Close
    Becoming more and more ambitious, the united peoples of the world begin work on what will be their final project, unknowingly jump starting the formation of the Arcanist at the heart of their large reactor, causing it to explode.

3.The Third Age
  • The Final Deities
    In the wake of the explosion which destroyed civilization, two new goddesses form, the sisters, Life and Death. In their budding moments, Arcanist finishes his own formation and wakes.
  • Reconstruction
    Survivors of the reactor explosion begin to rebuild, separating by species into what are now called the beastkin/beastclans.
  • The Sister's Conflict
    Plaguebringer and Gladekeeper begin their great war, together laying claim to the whole of the world. They quickly reach stalemate, but continue to war regardless.
  • Close
    Arcanist, overwhelmed with curiosity, sets his eyes on the pillar of the world. His tampering results in the fall of the shield that protects the planet while also destroying large swaths of, by then, well developed lands.

4.The Fourth Age
  • The Second Warring Gods Period
    Determined to take back their own lands, the pillar deities wage war with the sisters, pushing them back into their current holdings. The destruction is wide spread and complete, wiping out what parts of Third Age societies survived the initial fall of the pillar.
  • The Creation of Modern Dragon Kind
    The deities, now mostly situated in their current bounds begin to create likenesses capable of defending their holdings against one another.
  • The Purity Years
    Dragon populations boom, but do not mix. Breeding between flights and species is disallowed and movement from area to area is generally frowned upon.
  • Close
    With territory wars beginning to settle, the standing armies of dragons turn their sights toward the Shade remnants which descended on the planet after the fall of the pillar.
5.The Fifth Age
  • The Foundation of the Flights
    Breeds and elements begin to mix and populations diversify, the cultural and economic shock wave is large enough to constitute the beginning of a new age.
  • The Beastclans Return
    Recovering from their near extinction, the remains of the Beastkin band together with the aim of reclaiming their old lands and restoring their civilization.
  • Ancient Breeds Emerge
  • The Present

FLIGHT DOMINANCE MECHANICS
GENERAL / GLOBAL


MAGICAL MECHANICS

Starting things off with a deep dive here.

In general, there are two kinds of magic, Latent Magic, and Channeled Magic. Latent is neutral. Its more powerful than Channel but also cannot be used because it has no element. When Latent magic comes in contact with a pure material, it becomes channeled, taking on an element.

There are ten pure channels: Earth, Fire, Wind, Water, Shadow, Ice, Lightning, Light, Life, and Chaos. Nature and Plague share a channel. Arcane is not considered a pure channel because it is Latent energy channeled into itself and is therefore a zero element. This makes it more powerful and more difficult to control than the other forms of magic, but also limits what it can and cannot be used for.


SPELL CASTING AND THE NATURE OF DRAGONS

Whenever a new channel is created, a new god comes into the world in order to regulate that channel. The deities are essentially massive magic converters which take natural latent magic and turn it into channeled magic of their element. Embodiments of these elements do the same to a lesser degree, for example, bodies of water will absorb latent and put out water magic, but Tidelord will do this much faster and more efficiently.

Dragons are the opposite. They take in channeled magic of their element and convert it to latent at a slow steady rate.

The conversion of magic from channeled to latent is spell casting. Fire magic goes in and latent magic plus heat or flame are discharged, as a simple example. Dragons slowly converting magic leads to things like ice dragons who chill the air around them or light dragons who might glow slightly.


LORE AGES: HISTORY OF SORNIETH

The ages in my lore differ slightly from the canon divisions found in the site encyclopedia. Mine are a bit more detailed and are as follows

1. The First Age
  • The First Warring Gods Period
    The first four begin to fight, bringing about the remaining first age deities. The youngest of them, a god of chaos, grows too powerful and overwhelms the others. He calls himself the Shade.
  • Close
    The pillar deities band together after their defeat to overthrow the shade and restore order. They rend him into many parts and banish him from the planet. The pillar is formed to enforce this banishment.

2.The Second Age
  • The Conflict Period
    The people of the world develop societies and begin to fight with one another
  • Armistice
    A prophet known as the Speaker brings peace to the continent by uniting the two sides, ushering in a lengthy age of prosperity and development.
  • Close
    Becoming more and more ambitious, the united peoples of the world begin work on what will be their final project, unknowingly jump starting the formation of the Arcanist at the heart of their large reactor, causing it to explode.

3.The Third Age
  • The Final Deities
    In the wake of the explosion which destroyed civilization, two new goddesses form, the sisters, Life and Death. In their budding moments, Arcanist finishes his own formation and wakes.
  • Reconstruction
    Survivors of the reactor explosion begin to rebuild, separating by species into what are now called the beastkin/beastclans.
  • The Sister's Conflict
    Plaguebringer and Gladekeeper begin their great war, together laying claim to the whole of the world. They quickly reach stalemate, but continue to war regardless.
  • Close
    Arcanist, overwhelmed with curiosity, sets his eyes on the pillar of the world. His tampering results in the fall of the shield that protects the planet while also destroying large swaths of, by then, well developed lands.

4.The Fourth Age
  • The Second Warring Gods Period
    Determined to take back their own lands, the pillar deities wage war with the sisters, pushing them back into their current holdings. The destruction is wide spread and complete, wiping out what parts of Third Age societies survived the initial fall of the pillar.
  • The Creation of Modern Dragon Kind
    The deities, now mostly situated in their current bounds begin to create likenesses capable of defending their holdings against one another.
  • The Purity Years
    Dragon populations boom, but do not mix. Breeding between flights and species is disallowed and movement from area to area is generally frowned upon.
  • Close
    With territory wars beginning to settle, the standing armies of dragons turn their sights toward the Shade remnants which descended on the planet after the fall of the pillar.
5.The Fifth Age
  • The Foundation of the Flights
    Breeds and elements begin to mix and populations diversify, the cultural and economic shock wave is large enough to constitute the beginning of a new age.
  • The Beastclans Return
    Recovering from their near extinction, the remains of the Beastkin band together with the aim of reclaiming their old lands and restoring their civilization.
  • Ancient Breeds Emerge
  • The Present

FLIGHT DOMINANCE MECHANICS
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EARTH FLIGHT


EARTHSHAKER


DRAGONHOME

Ursegal Name: DROS'HALD

Sub Regions:
  • The Shattered Plain
  • Cairnstone Rest
  • Greatwyrm's Breach
  • The Pillar of the World

Neutral Zones and Non Canon:
  • Autumn Rock - The large island which separates Dragonhome from Viridian and the only unsubmerged portion of Emerald Strait.
  • Ghostlight Confluence - Where the Upper Ghostlight River meets the River Dusk forming the division between the territories of Earth, Shadow, and Plague.

Dragonhome

THE SNAPPERS


THE CRYSTAL COURT


EARTH FLIGHT


EARTHSHAKER


DRAGONHOME

Ursegal Name: DROS'HALD

Sub Regions:
  • The Shattered Plain
  • Cairnstone Rest
  • Greatwyrm's Breach
  • The Pillar of the World

Neutral Zones and Non Canon:
  • Autumn Rock - The large island which separates Dragonhome from Viridian and the only unsubmerged portion of Emerald Strait.
  • Ghostlight Confluence - Where the Upper Ghostlight River meets the River Dusk forming the division between the territories of Earth, Shadow, and Plague.

Dragonhome

THE SNAPPERS


THE CRYSTAL COURT


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FIRE FLIGHT


FLAMECALLER


ASHFALL


THE COATLS


THE DUAL AUTHORITY


THE GREAT FURNACE LABOR CONFLICT


FIRE FLIGHT


FLAMECALLER


ASHFALL


THE COATLS


THE DUAL AUTHORITY


THE GREAT FURNACE LABOR CONFLICT


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WIND FLIGHT


WINDSINGER


THE PLATEAU


THE SPIRALS


THE SKYDANCERS


CLANS OF THE TWISTING CRESCENDO


THE CLOUDSONG FORMATION


SCULPTURE PASS AND THE FALLS CONFLICT


WIND FLIGHT


WINDSINGER


THE PLATEAU


THE SPIRALS


THE SKYDANCERS


CLANS OF THE TWISTING CRESCENDO


THE CLOUDSONG FORMATION


SCULPTURE PASS AND THE FALLS CONFLICT


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WATER FLIGHT


TIDELORD


LAKE LEVIATHAN AND THE CENTRAL SEA


THE GUARDIANS


THE SEERS KEEP


PALISADE FORMATION


THE PRE CONFLICT BASIN


WATER FLIGHT


TIDELORD


LAKE LEVIATHAN AND THE CENTRAL SEA


THE GUARDIANS


THE SEERS KEEP


PALISADE FORMATION


THE PRE CONFLICT BASIN


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SHADOW FLIGHT


SHADOWBINDER


THE TANGLED WOOD


THE NOCTURNES


THE SHADOWCOURT BALL


THE LOWLAND CODE


SHADOW FLIGHT


SHADOWBINDER


THE TANGLED WOOD


THE NOCTURNES


THE SHADOWCOURT BALL


THE LOWLAND CODE


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ICE FLIGHT


ICEWARDEN


THE ICEFIELDS


THE GAOLERS


THE TUNDRAS


THE GREAT CLANS


THE FORTRESS OF ENDS


THE ICE FLIGHT GUARD


ICE FLIGHT


ICEWARDEN


THE ICEFIELDS


THE GAOLERS


THE TUNDRAS


THE GREAT CLANS


THE FORTRESS OF ENDS


THE ICE FLIGHT GUARD


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LIGHTNING FLIGHT


STORMCATCHER


THE EXPANSE


THE RIDGEBACKS


THE FRONTIER LAND


THE CANYON NETWORK


LIGHTNING FLIGHT


STORMCATCHER


THE EXPANSE


THE RIDGEBACKS


THE FRONTIER LAND


THE CANYON NETWORK


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