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    The Eleven & the Shade 

The Eleven

Born of the elements of the world of Sornieth, the Eleven are the dragon deities that took form across the First and Third Age of history. They helped shape the world into what it is, and each of them has their own ideas about what to value. The Earthshaker, Tidelord, Flamecaller, and Windsinger were the first, and of their conflicts were born the Stormcatcher, Icewarden, Lightweaver, and Shadowbinder. When a force called the Shade came to threaten the world, they united against it, eventually sealing themselves into a stone construct called the World Pillar which upheld a magical barrier, and slept there through the Second and Third Age.

The last three gods, the Gladekeeper, Plaguebringer, and Arcanist, came at the end of the Second Age, formed by the warring forces of life and disease (the Gladekeeper and Plaguebringer) and by the energies of a massive magical disaster (the Arcanist).

Eventually, at the end of the Third Age, the Arcanist's efforts to learn about the Shade weakened the barrier the first eight had created and led to the shattering of the World Pillar. In the aftermath the Eleven scattered across the world, taking sections of land to claim as their own, and crafted the breeds of dragons to take life. When dragons are exalted, they go to serve the deity of their flight.

For tropes that fit individual deities, see below. Tropes shared by the Eleven as a group include:

  • Color-Coded Elements: Each deity and their particular element is associated with a given color.
  • Elemental Eye Colors: Like their respective flights, the deities have eye colors that match their elements.
  • Elemental Powers: Being manifested from the elements themselves, they each hold considerable ability to wield the one they're each associated with.
  • Glowing Eyes: Each of the eleven has eyes that glow with the color of their associated element. Their flights share the coloration, but not the glow.
  • Master of All: On each of the Eleven's personal pages, all seven of their stats are maxed out at 1000.
  • Physical God: Rather than being distant forces, the Eleven all exist physically within the world itself.
  • Sealed Good in a Can: Essentially what the eight were while sealed into the World Pillar.
  • Taken for Granite: For the first eight, anyway, when they were sealed into the Pillar.

The Earthshaker
"We will be here when all else crumbles."

The first of the Eleven, the Earthshaker reigns over Dragonhome and the Earth Flight.

The Flamecaller
"Stoke the forge and bathe the land in cleansing fire."

The second of the Eleven, the Flamecaller reigns over the Ashfall Waste and the Fire Flight.

The Windsinger
"Follow the breeze - Adventure time at The Wyrmwound!"

The third of the Eleven, the Windsinger reigns over the Windswept Plateau and the Wind Flight.

The Tidelord
"I see a wave of feather, fur, and scale. Are we alone?"

The fourth of the Eleven, the Tidelord reigns over the Sea of a Thousand Currents and the Water Flight.

The Shadowbinder
"My children always come home..."

The fifth of the Eleven, the Shadowbinder reigns over the Tangled Wood and the Shadow Flight.

The Icewarden
"My my; what an interesting reaction."

The sixth of the Eleven, the Icewarden reigns over the Southern Icefield and the Ice Flight.

The Stormcatcher

The seventh of the Eleven, the Stormcatcher reigns over the Shifting Expanse and the Lightning Flight.

The Lightweaver
"We are the beacon that shines for our world."

The eighth of the Eleven, the Lightweaver reigns over the Sunbeam Ruins and the Light Flight.

The Gladekeeper
"Under our care, the land will thrive."

The ninth of the Eleven, the Gladekeeper reigns over the Viridian Labyrinth and the Nature Flight.

The Plaguebringer
"As we spread, we will thrive."

The tenth of the Eleven, the Plaguebringer reigns over the Scarred Wasteland and the Plague Flight.

The Arcanist
"We are but a fragment of the enormity of the cosmos."

The eleventh of the Eleven, the Arcanist reigns over the Starfall Isles and the Arcane Flight.

  • The Archmage: The deity of all things mystical and magical. Also, the cause (directly and indirectly) of two apocalypses. (And counting.)
  • Badass Bookworm: Like the Lightweaver, he likes to learn and explore. He's also very, very powerful.
  • Color-Coded Elements: Pink.
  • Elemental Eye Colors: Also pink.
  • Instant Runes: There's a magic circle that appears suspended by his head.
  • Mike Nelson, Destroyer of Worlds: He was born out of one apocalypse and caused another one because he couldn't stop messing with things.
  • Multi-Armed and Dangerous: He has four arms, all the better to accidentally cause the apocalypse with.
  • Nice Job Breaking It, Hero!: Not only did he deliberately draw the attention of the Shade (though he was ignorant of its backstory), but in doing so he weakened the barrier that was keeping it out.
  • Odd Name Out: He's the only deity whose name doesn't fit into the [element-related word]+[title] naming pattern.
  • Power Floats: Arcane power allows its users to fly without need of wings. Indeed, the Arcanist appeared floating in the ruins of the magical accident that birthed him, and didn't even try to unfold his wings until a couple days later.
  • Pure Magic: Controls this.
  • Reality Warper: So much so that he and his flight are accidentally twisting the land around them.
  • Squishy Wizard: Is the weakest, physically, of all the deities.
  • Vertebrate with Extra Limbs: Ten limbs: Four arms, four wings (two of which are vestigial), and two legs.

The Shade

Unlike the Eleven, the Shade is not so much a god as a force or being from beyond the world itself. Just what it is, though, is uncertain. It takes the form of an amorphous, inky blackness, though it can shape parts of itself into needle-toothed maws to fight if it so wishes.

It appeared originally in the First Age, drawn by the massive expenditure of energy by the warring of the first eight deities, and sought to consume that energy for itself. This prompted the gods to unite, and together they managed to beat it back and seal the world against it with the World Pillar and the magic barrier it upheld. Time passed, until in the Third Age the Arcanist took notice of a dark, moving shape out in space. It was his insatiable curiosity paired with his ignorance that led him to signal the Shade, drawing its attention, and leading to the shattering of the Pillar. The shattering weakened the Shade, fragmenting its force into countless wisps which still lurk in the world, occasionally infecting the flora and fauna.

  • Big Bad: However much might have gone wrong in the history of the world, the Shade stands above as the biggest force of literal darkness.
  • Demonic Possession: From comments admins have made, the Shade can apparently do this to the living creatures in Sornieth, though there are no known cases of a dragon aligning with it.
  • Eldritch Abomination: A living force of darkness from outside the world itself? Yeah. It's not apparent just what the Shade is beyond that, no what it wants with the magical energy it seeks to devour.
  • Living Shadow: The Shade takes this form, though it is pointedly a different force than that of the Shadow flight. Even the Shadowbinder is repelled by it.
  • Sealed Evil in a Can: Inverted. The first eight deities made their seal to keep the Shade outside the proverbial can.

    Modern Breeds (in alphabetical order) 

Modern Breeds

The standard dragon breeds, able to utilize every function of the site.

Bogsneak Dragons

Coatl Dragons

  • Amazing Technicolor Wildlife: Both sexes have vibrant, colorful bodies. If a Coatl is sick, the color fades. It's considered a bad omen to birth a dull-colored Coatl in their society.
  • Disease Bleach: A Coatl that survives severe illness or trauma will bleach white.
  • Feathered Dragons: Thanks to their resemblance to Quetzalcoatl.
  • Language Barrier: Coatl have their own separate language from traditional Draconic. It consists of hums and melodic pitches which can sound... less than pleasant to other dragons. They have difficulty speaking traditional Draconic as well as understanding it.
  • Mix-and-Match Critter: Based off of Quetzalcoatl, an Aztec deity resembling a snake with feathers.
  • No Pronunciation Guide: Most players assume that "Coatl" is pronounced "coat-l" (as in the English word "coat"). The official pronunciation is co-AH-tul, similar to Quetzalcoatl.
  • Playing with Fire: Their home region is the Ashfall Waste, home of the Fire flight.
  • Prehensile Tail: They can use their long tails to hold tools.

Fae Dragons

  • Creepy Monotone: This breed uses their frills to convey emotion, so their voices rarely have any intonation. This can lead to other breeds being incapable of interpreting a Fae's intent.
  • Home Field Advantage: Due to being magically inclined, they're nearly unstoppable when in an area that naturally favors them.
  • Language Barrier: Even though they speak the same language, other dragons can have difficulty understanding Faes because of their reliance on body language. This goes double for Coatls, who already have difficulty understanding and speaking traditional Draconic.
  • Pure Magic: Their home element is Arcane, home to all things magical.
  • Shoulder-Sized Dragon: The smallest of the breeds, their average length is 0.5-2.0 meters.
  • Squishy Wizard: The weakest, physically, of the breeds, they rely mostly on magic in combat.
  • Starter Equipment: One of the four breeds available at the start of the game.

Guardian Dragons

  • Badass Beard: Males display one, which they take pride in caring for and maintaining.
  • Giant Flyer: Among the largest of breeds, sharing the honor with Imperials and Ridgebacks.
  • Making a Splash: Their home flight is Water.
  • Mighty Glacier: They're big, relatively slow, and rely on physical attacks. They're most often the ones to be on the front lines of an army.
  • Honor Before Reason: From the lore:
    "Guardian dragons see the failure to keep their chosen charge safe as a terrible blight to their honor, and most will pine away rather than live with the shame of their failure."
  • Starter Equipment: One of the four breeds you can choose at the start of the game.
  • Undying Loyalty: When this breed comes of age, they begin a search for someone or something to protect with their life, referred to as a Charge.

Imperial Dragons

  • Dracolich: Emperors, multiheaded fusions of Imperial corpses that are nigh-impossible to defeat.
  • Eldritch Abomination: Emperors are the undead result of several dead Imperials together at once. The on-site Encyclopedia describes the phenomena as this:
    "Emperor dragons are danger on a battlefield where many Imperials have fallen. These ghastly behemoths are a mindless monstrosity, fused from the bodies of fallen Imperials with some specimens known to haved reached over 100 meters in length, They may possess up to 11 heads - the larger the emperor, the more heads it will possess. Each head is capable of wielding the element of the dragon that spawned it. These monsters destroy without thought and absorb elemental energy from the creatures and landscape surrounding it. Emperors are not to be trifled with. It may take the combined efforts of many clans to bring down an aberration of this magnitude; these dangerous opponents are one of the few creatures that may draw the gods from their shrines and onto a battlefield."
  • Giant Flyer: Among the largest of dragon breeds, sharing the position with Guardians and Ridgebacks.
  • Light 'em Up: Their home flight is Light, sharing with Pearlcatchers.
  • Parental Favoritism: The Lightweaver much prefers Imperials over her second creation, Pearlcatchers, much to the latter's dismay.
  • The Stoic: The encyclopedia describes them as reserved in their words among dragons they're unfamiliar with.

Mirror Dragons

  • Artifact Title: As explained herenote , originally Mirror dragons were based around a doubled or "mirrored" theme, wherein they would have duplicates of all features (limbs, wings, tails, etc). Since this ended up being too clunky in design, it was scaled back to just four eyes, leaving their name as an artifact of the original idea.
  • Attack! Attack! Attack!: To quote their encyclopedia entry:
    Mirror "tactics" tend to be straightforward. If you see an enemy, kill it, and do so as quickly as possible.
  • Blood Knight: They're known for their savagery and hunger.
  • Extra Eyes: They have two sets of eyes, one set for sensing light and the other set for sensing heat signatures of prey/enemies.
  • Hates Small Talk: They prefer to speak their mind through action, not words.
  • Obsessed with Food: Mirrors satisfy their insatiable appetite by hunting in packs.
  • Poisonous Person: Their homeland is the Scarred Wasteland, home of the Plague flight.
  • Starter Equipment: One of the 4 breeds you can choose at the beginning of the game.
  • Super-Persistent Predator: They're incredibly fast creatures on the ground, chasing after food on foot rather than in the air.

Nocturne Dragons

  • Animal Motif: They look like bats and have some bat-like behaviours, like being nocturnal.
  • Broken Record: Clans made up mostly of Nocturnes can turn into this, as each one mimics the other in an annoying game of Telephone.
  • Casting a Shadow: Their home flight is the Shadow flight.
  • Ditto Fighter: It's difficult for Nocturnes to not copy their opponent's strategies, due to their nature of mimicry. This often leads to the Nocturne doing something pretty stupid.
  • Hates Being Alone: They hate solitude, as it is their instinct to copy others.
  • The Lost Woods: Their home region is the Tangled Wood, where much of the species' numbers live. They only come out two weeks before the Winter Solstice each year, in a celebration known as Night of the Nocturne.
  • Missing Reflection: According to the flavor text of a mirror item, nocturnes can't see their reflections. No word on whether they get along with mirror dragons, though.
  • Mix-and-Match Critter: They're bat dragons.
  • Our Vampires Are Different: While they don't officially drink blood, they do have some traits associated with vampires, such as the bat theme and a conspicuous aversion to mirrors... No, not the breed.
  • The Trickster: they inherited their sneakiness from the Shadowbinder herself.
  • Voice Changeling: They can mimic other dragons' voices perfectly as an act of subterfuge.

Pearlcatcher Dragons

  • Break the Haughty: If a Pearlcatcher loses its pearl, it is shunned by Pearlcatcher society, as pearls are regarded as the dragon's essence.
  • Dirty Coward: They're known to run away from a fight.
  • Fantastic Racism: They believe that their species is the best of all the breeds, with a special disdain for Imperials.
  • Gossipy Hens: Exchanging knowledge and gossip is a key part of their society.
  • Inferiority Superiority Complex: Their arrogance stems from the Lightweaver creating them with less grandeur than the Imperials.
  • Light 'em Up: Their home element is Light, sharing it with Imperials.
  • Soul Jar: They see their pearls as such, believing that a dragon's pearl is their very essence.

Ridgeback Dragons

  • Gag Nose: The male's prominent nose has become the subject of many jokes in the community.
  • Giant Flyer: They're one of the largest dragon breeds, along with Guardians and Imperials.
  • Insistent Terminology: They do not steal, they borrow.
  • Irony: Their primary diet is seafood, but they hate water.
  • Shock and Awe: Their home region is the Shifting Expanse, home of the Lightning flight.
  • Sticky Fingers: They prefer the term "borrowing".
  • Tunnel King: They create lairs of complex tunnels, and enjoy expanding them daily.

Skydancer Dragons

  • Bishonen: The males are as much this as a dragon can be.
  • Blow You Away: They originated from the Wind flight.
  • The Empath: The gems on their foreheads and the antennae connected to them allow Skydancers to sense various kinds of energy, including the emotions of nearby dragons.
  • Feathered Dragons: Of all the dragon breeds, Skydancers most resemble birds.
  • Good Parents: Known for being these.

Snapper Dragons

  • Dishing Out Dirt: They originate from Dragonhome, home of the Earth flight.
  • Wings Do Nothing: The Snapper dragon breed has wings, but is land-bound according to their lore. However, Word of God states that Snappers aligned with Wind can fly by controlling gusts of wind and Arcane Snappers can manipulate gravity.

Spiral Dragons

  • Attention Deficit... Ooh, Shiny!: They can rattle off a bunch of facts quickly, but are antsy and easily distracted.
  • Blow You Away: They originated from the Wind flight.
  • Drives Like Crazy: Or in their case, Flies Like Crazy. They have 2 extra pairs of backup wings on their arms and legs, but they still spiral and curl around in erratic patterns.
  • Genki Girl: Female spiral dragons.
  • Fun Personified: they're goofy, high-energy, and wide-eyed adventurers.
  • Keet: Male spiral dragons.

Tundra Dragons

  • Actual Pacifist: Goes to great lengths to avoid combat.
  • Beware the Nice Ones: ...However, put their family in peril, and prepare to face a wall of elemental breath attacks.
  • Forgetful Jones: If they haven't seen a dragon in over a season, they may not remember specific details about them. However, their olfactory memories never fade, which can be either a good or bad thing...especially when they can't remember why the person smells like friend or foe.
  • An Ice Person: They originate from the Ice flight.
  • The Nose Knows: Tundras have impeccable olfactory memories.
  • The Quiet One: Not a very chatty breed, but enjoys the company of others, and listening to their stories.
  • Starter Equipment: One of the four breeds you can choose at the start of the game.

Wildclaw Dragons

  • Asskicking Equals Authority: Their leaders are, quite simply, whoever's the strongest.
  • The Clan: Tend to develop into this as large family trees are considered prestigious.
  • Green Thumb: They originate from the Viridian Labyrinth, home of the Nature flight.
  • Honor Before Reason: Arguments between Wildclaws may be settled with duels; declining one is a great disgrace, because the truth of one's words should be worth fighting for, thus declining is, no matter the reason, the same as admitting you were wrong.
  • Might Makes Right: Their society works this way.
  • Proud Warrior Race: Some fighting ability is practically required in order to be considered a true Wildclaw.
  • Raptor Attack: Resemble slender raptors with wings, horns, and an extra toe on each foot. They do have feathered crests and tail plumes, and a coat of fuzz.
  • Roar Before Beating: Standard policy when confronting enemies.


    Ancient Breeds 

Ancient Breeds

Ancient breeds are special dragon breeds that cannot wear apparel or interbreed with other breeds, modern nor ancient, as well as having a more limited range of genes. However, these limitations make them much faster to produce, and they were announced as a compromise to give players something new without the long wait of a new modern breed. The in-lore reasoning behind their appearance is that they were always there (as the title implies) but have been in hiding or otherwise dormant until their official release.


The Icewarden's first creations. Gaolers dwell in the heart of ice territory, guarding the various creatures therein, and have kept to themselves until an unfortunate band of ice dragons stumbled upon them. Sensing shade corruption upon the intruders, the gaolers realized their duty to contain this corruption requires them to emerge into the wider world once more.
  • Berserk Button: They take their duty to the Icewarden very seriously, and anything that deviates from his divine design is considered blasphemous and highly insulting.
  • Flawed Prototype: Huge, lumbering, shaggy beasts, they are essentially a prototype for tundra dragons. The first outside dragon to come across them notes that they look much like tundras... if you took away the gentleness and dialed all the scary parts up to eleven.
  • Living Lie Detector: They can quite literally sniff out dishonesty.
  • An Ice Person: They have a variety of ice-based powers, as they originate from the Icefield.
  • No Pronunciation Guide: Well, there is in fact a pronunciation guide, but many players nonetheless proclaim themselves stuck on mispronouncing it.note 
  • The Nose Knows: Their sense of smell is even stronger than the tundras', being able to sniff out shade corruption and even tell if a dragon is lying by their scent.
  • Super-Persistent Predator: They're made to hunt and contain; If they have your scent, they will find you.
  • Wings Do Nothing: They're landbound much like snappers, though the wings can be used to assist with digging and climbing.



"Greetings, apprentice! Some dragons say that alchemy is a science, but I know that it's an art, and that the best art is spontaneous! That's where you come in. This brew is nearing completion, but it needs a little something to give it an extra kick!"

An old Bogsneak who runs Baldwin's Bubbling Brew, the alchemy lot at the trading post. He takes on players as apprentices to learn the craft. Formerly a Pearlcatcher, he was transformed after a lightning bolt struck his cauldron while he was brewing a potion.

  • 20 Bear Asses: Some of Baldwin's recipes require items gained from Coliseum enemies.
  • Added Alliterative Appeal: Baldwin's Bubbling Brew.
  • Alchemy Is Magic: Baldwin can render just about anything down into various goos, and from them (with occasional other ingredients) create results that bear little resemblance to the components.
  • Determinator: Still tries to do his alchemy post-transformation, even though his body isn't really suited for it.
  • Magic Cauldron: He uses one for his brews, of course.
  • Slow Transformation: Poor Baldwin went through one when lightning struck a potion he was working on, slowly tuning him into a Bogsneak.


"I love collecting. Like, really love collecting. Heh, sometimes I feel like I just can't stop! My brother Pinkerton might tell you it's a sickness, but I like to call it a hobby."

Crim is a Tundra dragon who's main deal is collecting items. What items? Anything and everything! Her requests cycle in groups of five by the hour, but include everything from Vendor Trash to rare items, familiars, and apparel. She does offer a reward of treasure, though. She has a brother named Pinkerton.

  • Added Alliterative Appeal: Crim's Collection Cart.
  • Collector of the Strange: Given the randomized nature of her requests, some items definitely suggest this. There are also rumors that she may have taken Pinkerton's missing horn for her collection.
  • Dragon Hoard: A completely indiscriminate one. Pinkerton complains of how badly it's clogged their lair.

Edgar, Pearl, and Spitfire

Edgar, Pearl, and Spitfire are courier dragons. They're the ones who deliver items bought from the auction house, gems or treasure earned when other players purchase your auctions, or alert you when one of your auctions has expired. Edgar also appears on the 404 page, while Pearl appears on the page for buying gems. Mysteriously, they resemble no known dragon breeds.
  • Aerith and Bob: Edgar and Pearl are both perfectly normal names. Spitfire, not so much.


Once a month, a Mirror dragon by the name of Joxar runs a shop offering various items themed after the various elemental holidays. Instead of selling them for treasure, he only accepts special, elemental-themed currency.
  • Added Alliterative Appeal: Zigzagged. His shop, Festive Favors, fits the theme, but unlike all the trading post dragons his name doesn't match.
  • Odd Name Out: His name doesn't fit the theme of most of the other NPCs.


"Hey, traveler. So, my sister over yonder... she's got this collection problem. She keeps clogging our lair with a bunch of useless junk. I'm trying to curb her... 'enthusiasm' by giving away some things behind her back. You want something random?"

The brother of Crim, Pinkerton is another Tundra dragon who can be found at the trading post. In an effort to curb his sister's runaway collection habit, he secretly gives away objects from her hoard at a rate of one per day.


Roundsey is a Spiral who hosts the Roundsey Raffle, where you buy raffle tickets for fabulous prizes.

Swipp, Pipp, and Tripp

Swipp is a Fae who runs a stand where players can trade what would otherwise be useless Vendor Trash for rare apparel, familiars, and other objects of worth. Originally he worked alone, but as of October, 2015, his daughters Pipp and Tripp have joined the business.

Tomo and Scribbles

"Scribbles, take notes! We wouldn't want to forget this valuable information. Wait... this question was also answered 10 minutes ago? You really need to work on your organizational skills."

Tomo is a scholarly blue Snapper who has traveled from the Shattered Plains to the Ashfall Waste, and though she has learned many things, she is incredibly forgetful. She runs a daily game wherein she asks players questions to help jog her memory, and rewards treasure for correct answers. Scribbles, her Fae assistant, is tasked with recording the information (but constantly slacks off).

  • Absent-Minded Professor: Tomo holds a deep wealth of information in her mind; she just has trouble recalling it on her own.
  • Added Alliterative Appeal: Tomo's plot is called Tomo's Trivia Tablet. Averted by Scribbles, though.
  • Ambiguous Gender: Scribbles' gender is not apparent. When asked about it, staff stated that Scribbles simply doesn't have time to contemplate such things as gender, making them effectively non-binary.
  • Forgetful Jones: Tomo's character revolves around her memory problems.
  • Older Is Better: Tomo seems to believe so.
    The Lightning flight thinks the future of information is full of circuits and wires, but I know it to be stone tablets. Tablets are timeless.
  • The Quiet One: Scribbles doesn't speak, at least not to players.
  • The Slacker: Scribbles is constantly goofing off on the task of recording answers, rendering the whole process of jogging Tomo's memory moot.


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