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Region Earth

The Earthshaker stood alone at the plinth, alone at his altar, a singular figure to match the Pillar he was charged to maintain. Yet not to his task did he watch, for his moist eyes saw only the diminishing shapes of his siblings, gone, on the southern horizon, never to return...

Region Information[]

The rocky northern highlands, guarded by the Earthshaker and his subjects.

Zone Element: Earth

Reigning God: The Earthshaker

Native Breeds: Obelisks, Dusthides and Snappers

Native Beastclans: Harpies, Longnecks Serthis, Talonok

Subregions[]

The Shattered Plain[]

Shattered Plain

A rocky, barren expanse of skittering stone and parched, packed dirt, lined and featured with innumerable cracks. It is amongst the larger rocks that the dragons here choose to roost, away from the shards of dancing stone. The difficult labour required to dig and sustain a lair in the Plain is the worst of the area's challenges, however, making it an ideal training ground for those intending to carve a living in the more dangerous parts of ancient Dragonhome.

Highland Sanctum[]

Highland Sanctum

An ancient magical apparatus built to monitor the ley energies flowing throughout Dragonhome. The Highland Sanctum provides invaluable analysis on the strength of latent earth magic and relays it directly to the Oculus of the Eleven, where it is monitored and researched by skilled magisters and scholars.

Greatwyrm's Breach[]

Greatwyrm's Breach

A mighty break in the eggshell-shaped mountain range surrounding the Pillar, named for its visual allusion to the hatching of a new-born dragon. It is said that its westward gorge housed the first clans, and the intricate series of networked caverns that dot it support this claim. A storied realm for dragonkind, many of the old lairs here are known for their murals and cave-paintings telling of the ancient feats performed by the elemental deities in the shaping of the world.

Parched Canyonwalks[]

Parched Canyonwalks

A series of well-maintained stone archways and wooden footbridges built to accommodate a recent interest in tourism, immigration, and commerce in the arid north. Though masonry and carpentry have improved movement throughout the highlands, many merchants and travelers still avoid these passages, content to stay as far away as possible from the deadly, yawning chasms that fracture the landscape. A sharp increase in tectonic activity may also be hurting matters.

Cairnstone Rest[]

Cairnstone Rest

An 'ancient burial ground, once possessing the richest gem deposits in Dragonhome. Prospectors take care to avoid imposing obelisks, heeding well the warnings left for tomb robbers. More than one clan has been driven from the area by skeletal wyrms keen on defending earthbound hallows. Creatures and dragons have been drawn to the battleground, calling for more to take arms either to defend their living and dead kin, or cull the intruders before too much harm is done.

Colonnades of Antiquity[]

Colonnades of Antiquity

The workings of the Dragonhome Preservation Guild have drawn the merchants, buskers, researchers, and thespians of Sornieth, all eager to make their mark in the region. Springing up around the dig sites, the Colonnades of Antiquity represent the very best and very worst of a new golden age of archaeological discovery; each new find feeds the sprawling bazaars and shops now crammed fang-by-jowl among the ancient architecture.

The Pillar of the World[]

Pillar of the World

The sorrowful, crumbling remains of the final vestiges of peace between the elemental flights. It is this monument alone that towered above the world, acting as the base of a great magical shield whose purpose was to protect the land from the roaming Shade, a devouring plague of darkness. The Earthshaker has existed here for time immemorial, both guarding and mourning the structure that once held his brothers and sisters together.

Terraclae[]

Terraclae

This cave city was once a grand quarry, priding itself on its bounty of rich minerals and ores. As sites and digs were depleted, laborer clans took root in the empty spaces, carving out permanent homes to create an expansive self-sufficient community. The network of long-established clans that inhabit the city have significant clout in the region, holding sway over the construction of bridges, the operation of gem mines, and acting as the de facto voice of the earth flight.

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