People think necromancy is all "evil magic this, devil worship that" when the word itself really just came from Greek nekromanteia, where ancient Greek people tried to evoke spirits to, y'know, ask them stuff.
Throw an ashphodel flower into a burning bronze dish at the crossroads at midnight on a new moon (hail, Hekate) and boom, ya got yourself some necromancy!
Throw in some incantations for a little bit of spice, too:
"I adjure (exarkizó) you, corpse-daimon (nekudaimon) by the powerful and inexorable god and by his holy names, to stand beside me in the coming night in whatever form you used to have,
and inform me whether you have the power to perform the so-and-so deed, immediately, immediately; quickly, quickly"
And, you know, a ghost just might appear. Hopefully you have an offering so they're not mad!
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Summary: Five fragments of a withering god must find each other in order to free their kind and cure the world of a growing curse.
I’ve had this idea in the back of my head for a while now, and I’m finally getting around to developing it.
It won’t be ready to publish for a WHILE, but keep an eye out for character refs, worldbuilding posts, art, story updates, sneak peeks, and all that good stuff ^^
I’m still debating whether I want the story itself to be prose or a comic lol. Probably a comic, but I don’t want to get burnt out quickly, and there’s going to be at LEAST three arcs... @~@
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Mageia 6 is the latest version of mageia linux distribution. This release features the current LTS (Long Term Support) version of the KDE community's desktop environment, Plasma 5.8 include KDE Applications 16.12 and KDE Frameworks 5.32 .
Mageia 6 powered by a kernel from the long-term supported Linux 4.9 series, specifically version 4.9.35, using GRUB2 as the default bootloader replacing GRUB legacy, introduce new package manager DNF replacing urpmi, supporting enhanced problem reporting, tracking of weak dependencies, and detailed transaction information. and comes with a modern graphics stack using the Mesa 17.1.4 3D Graphics Library, as well as both X.Org Server 1.19.3 and Wayland 1.11.0 display servers.
Alternative desktop environments available in Mageia 6 include GNOME 3.24.2, Cinnamon 3.2.8, MATE 1.18, Xfce 4.12.1 and LXQt 0.11, and among some of the most popular apps included we can mention the Firefox 52.2.0 ESR and Chromium 57 web browser, LibreOffice 5.3.4.2 office suite, Celementine 1.3.1, VLC Media player 3, GIMP 2.8 and Mozilla Thunderbird 52.2.1 email and more..
Warning: The following document delves into topics such as (systemic)racism, classism, colonization, (implied)genocide, and slavery. This is not to promote, justify, humanize, or normalize these things in any way, shape or form, and, quite frankly, the opposite of the story's initial message.
The author does NOT approve of such things. If you think any of the above is justifiable in ANY manner, you can leave right now, thanks.
Lore
Xeno-Hiraeth was the first ever planet made by the Seraphs, a race of divine entities with the power to create entire galaxies with the simple flick of their wrist.
There are four sapient species on this ancient planet: The proud dragons, the reclusive lungs, the gentle sphinxes, and finally, the mageia, the first Beings, and made in the Seraph's image.
Not only is Xeno-Hiraeth the first world, it is by far the largest. It is infinitely larger than our Earth, and far more magical. It's teeming with wild magic and a myriad of magical and strange creatures. At its center is Cor Meum, seven continents surrounding the Heartland. The Heartland holds the Capitol, where the Queen resides.
As previously said, there are four sapient species of Xeno-Hiraeth. You would believe the mageia would rule the world, as they were the first Beings, and are made in the Seraph's image. You would be correct, but, millions of years ago, when all but one Seraph suddenly vanished from the cosmos, the mageia fell into chaos.
The mageia waged war on each other, dragging the other three races with them. This started the Cold Age. After thousands of years of distrust, chaos, and all-out war, the remaining Seraph could no longer speak to their people.
They ended up turning the world over to the dragons and lungs, giving them a secret gift that allowed them to reunite the world again. They were supposed to rule the land together in order to retain at least some form of unity. But, another thousand years later, after high tensions, the dragons and lungs turned on each other. The lungs ended up breaking from the dragons and went into hiding, making dragons the singular dominant species of Xeno-Hiraeth.
Sphinxes are a somewhat independent species, and try not to get involved with the other three species' affairs. They normally exist in one of twelve clans, but few unlucky sphinxes live their lives as personal servants and slaves to dragon nobility, and are treated as wealth statuses rather than individuals.
Geography of Notable Landmasses
Heartland
The Heartland is the central continent of Cor Meum. A vast valley surrounded by mountains, and at its center is the Capitol, the largest metropolis in the world. The Capitol is mostly inhabited by dragons, and is also where a good 60% of dragons in Xeno-Hiraeth live. The Heartstone Palace is both the tallest and largest built structure in Cor Meum as well, and it's tallest tower can be seen from miles in any direction. The Heartstone Palace is the home of the Queen and their family.
Makatu Valley
The continent just North of Heartland is a combination of floating isles and mountains. It's the home of the longmas' kingdom, Sahar. Mistiko, the capital city for Sahar is located between one of the two largest mountains on Cor Meum, known as the Twin Peaks. Instead of sitting at the foot of the two mountains, the city actually stands on the top of a huge floating aisle, just above their peaks. It's only accessible by airships and flying.
Rama Forests
The continent of Rama sits upon a rich iron mine that stretches down and out for miles. Even though they have a seemingly infinite amount of it, every scrap of metal is treated graciously, and no amount is wasted. On the surface are lush forests on the foot of a small mountain range. The capital city, Stonehill, sits on the base of said mountain range.
Taiao
The continent of Taiao is a combination of forest and open plain, perfect for the diverse population of Alam. Taiao has bountiful lands to raise crops, and thus there are countless farming villages across the continent. The "capital" of Alam is called the Thicket, which is a town surrounding a huge tree. Inside the tree is the High Sage and their council, made up of all sorts of backgrounds.
Vjetar Plateau
The Vjetar plateau is located at the furthest Northeast point in Cor Meum. The only way up is by flying, airships, or making your way up Zephyr's Road, a dangerous foot trail filled with predators and rogues. Atop the plateau is a flat, lush steppe occasionally dotted with rich forests. There is a small patch of frigid mountains to the north, and the west drops off into the sea. The soil is adequate for the nation's agricultural needs, and produce farms are the majority of what you will find when exploring the land. The capital city of Gisa stands in the middle of a windy meadow.
The Sear
The Sear is a scorching desert to the West of Cor Meum. The farther center you go, the hotter the sun beats, and the taller the sand dunes stand. But, smack in the middle of the desert, springs the Blessing Oasis. It's the largest oasis in the Sear, and most of the qilin population lives here.
The Wai Peninsula
The Wai peninsula is home to Ngaru, the native kingdom of the kelpies. To the Northern entrance to the peninsula are swamps, marshes, bogs, and mangroves. Then, there's the Iridescent Jungle. Though it's a gorgeous sight to behold, it's filled with dangerous animals and man-eating plants. Then, once you finally make it out of the jungle, you are rewarded with a calm, tropical paradise. The capital city is located on the shore, along with the Summer Palace. But, during the winter and fall months, the royal family retreats to the Underwater Palace. A secret entrance on the surface is provided for non-kelpie visitors.
Kahore Mountains
Nihil, the native kingdom of the nix, is based underground and in the mountains of Kahore. The entirety of the continent is just mountains that stretch almost completely off the Eastern coast of Cor Meum. The capital city of Covert lays below the surface of Titan's Maw Summit, the largest mountain in the world.
Ledas
A combination of icy plain and taiga to the north of Cor Meum. It is mostly unexplored by the other Beings, and is occupied by the Fa and Noh sphinx clans.
The Barrier Mountains
Several oceanic mountain ranges that erupt from the water, and surround Cor Meum. There is presumably nothing past these mountains, only open ocean. However, all voyages that set out past these mountains never return. Rumor has it that beyond these mountains lies the secret home of the lungs.
Additional landmasses
Within the Barrier Mountains are several other small islands, whether they humbly sit on the water or float above it. None of them are big enough to be marked fully as continents, however, and most of them are colonized by dragon villages.
General Society
The Queen is a hereditary, gender-neutral title worn by the ruling dragon. It's passed on from parent to oldest child, but it's not unheard of for the crown to go to one of the Queen's spouses, siblings, or even a trusted Council member if either they believe their children aren't cut out for the job or die before they have any.
The King is the first spouse of the Queen(the King is also a gender-neutral title). The King acts as an advisor to the Queen as well as a companion, and is incredibly influential. Consorts hold no political power, but may hold certain influence as well, depending on their background/actions outside of the palace walls.
The current Queen is Nefriah, and her heir is her first son, Valo. She has one spouse, King Solan. Their other children are Naika, Naseem, Kasigo, and Vanja.
That being said, there are no gender roles in Xeno-Hiraeth! Gender identity and expression is something that is a personal preference, and is figured out during childhood(all children are referred to with they/them pronouns at first, unless they choose differently later on). Androgyny is the dominant gender expression, and no individual would be made fun of, judged, or barred from certain tasks/jobs for their gender identity and/or expression, or lack thereof.
While the Queen rules over both dragons and mageia(and to some extent, the sphinxes), it's the Omnis-Sovereign who carries out the laws to the mageia. The Omnis-Sovereign is typically a longma mageia who not only rules their own kingdom, but the other kingdoms as well. While all kingdoms have their individual leader or leaders, they all answer to the Omnis-Sovereign, and the Omnis-Sovereign answers to the Queen. The current Omnis-Sovereign is Jerome.
The Prophet is the religious leader of Cor Meum, and secondary advisor to the Queen. Their job(supposedly) is to make sure the will of the Seraph is followed. They also are responsible for keeping the Queen in check. They are hand-picked by the Queen themself, and serve until death. The current Prophet is Rek'yen.
The Queen's council consists of the King, Prophet, General, Treasurer, High Mage, Archive Keeper, Charter, and High Judge. King Solan currently doubles as the High Mage.
There is an unspoken racial hierarchy amongst the mageia, in order of preference of the dragons; the longmas, the re'em, the dryads, the perytons, the qilins, the kelpies, and then the nixes.
Disabilities are not usually an issue in Xeno-Hiraeth. Non-verbal and/or deaf beings are taught some form of sign language, or given a slate to write your thoughts down. Blind individuals are taught to use their other senses to make their way around, and/or given a guide(whether they be a Being or familiar), or a cane to feel around with as you step. For those with lost limbs, there's a number of different prosthetics to choose from, and there are special prosthetics for different jobs and activities(including wings!).
In regards to technology, think steampunk-esque. Tech such as robotic prosthetics, arcane-powered machines, airships, explosives, and simple firearms such as pistols, bayonets, and shotguns are craftable items.
Tharcanas are enchanted items, all with differing abilities. Some examples would be a piece of jewelry that immediately returns to the owner of it's ever stolen, a small orb that gives off light when needed, a flute that puts listeners to sleep, bracers that give the wearer super strength, etc.
Being Biology & Info
Dragons and Lungs
Dragons and Lungs have a rather… chaotic biology, to say the least. While they can't be classified into several distinct races, almost every dragon or lung family has something unique about their pedigree. For example, some families may be able to grow plant life on themselves, or breathe fire, or have insect-like wings, etc.
Curiously enough, some dragons and lungs have similar features, such as some dragons having manes down their topline, and lungs having small, vestigial wings.
No matter what their features are, dragons are the largest species, standing at around 7-8 ½ feet at the shoulder. They are typically scaled, with at least one pair of wings, and at least one horn.
Lungs, on the other hand, are only slightly taller than the average mageia, but have long, snake-like bodies. They have fur and/or scales, with a mane down their topline/around their head like a lion. They usually have at least one horn.
Mageia
Mageia are huge creatures(the average mageia is about 6 ½ feet at the shoulder) with a canine-like head filled with sharp teeth, front paws(or claws, or talons) back hooves(can be one toed or cloven) a horse-like mane, and a lionel tail.
The mageia have seven races, each with their own unique features:
Longma biology
Pure longmas are mageia who share a common ancestor who was half dragon. All Longmas have at least one horn and draconic wings.
Pure longmas always have:
draconic wings
at least one horn
Longmas can have:
scales somewhere other than the topline, wings, and tail
scales along their topline
serpentine tails
draconic fins
Additional info
Famously pompous and devoted to individualism, Longmas are proud, innovative, and fiercely passionate.
Traditionally classist, recent years have seen the ladder to success grow more accessible, but the line between nobility and commoners remains distinct and nearly impossible to cross.
Longmas consider themselves the ideal and dismiss other mageia as uncultured, barbaric entities.
The gap between Sahar's civilian classes is significant, with the nobility sitting comfortably at the top of the ladder. The Nobility are revered, or at the very least begrudgingly respected, by the lower classes. Their political significance is rivaled only by their implied wealth, which may or may not be as grand as an individual noble claims. Nobles are the only longmas who have surnames, portrayed by their House. While there is some wiggle room for wealthy commoners to rub shoulders with the elite, they are unlikely to be accepted as an equal.
Re'em biology
Re'em are readily identified by their horns, which range from the traditional single spiral to jagged monstrosities, sometimes made of gemstone and metal.
Pure re'em always have:
horn(s), typically on the head.
Pure re'em can have:
Horns made of minerals such as precious gemstones, metals, glass or rock
Gemstone/metal attributes
Additional info
The re'em of Lux are proud people, known for their prowess in battle. Thus, friendly sparring is a common pastime for young re'em, though older re'em enjoy the activity as well.
When a re'em dies, a replica of their horn is carved and shaped from the same gemstone/metal that their real horn was made from. Simply painting a clay sculpture is an alternative to those with simple keratin horns.
Although the re'em have a reputation in other kingdoms as being uneducated, simplistic brutes, intellectual prowess is lauded, and complex, strategy-based games are enjoyed in households.
A single back hoof stomp is a more "aggressive" greeting, and thus is conducted by soldiers and rowdy adolescents, the harder/louder the more impressive.
Dryad biology
A pureblooded dryad is identified by the plant or animal life that thrives from their body. Plant life usually goes through seasonal changes or stagnates at full bloom, but there are always anomalies. A depressed or sick dryad usually suffers from wilted, or even withered growth.
Pure Dryads always have:
plantlife (or plant-esque, such as coral, bark, rocks/minerals/gemstones, etc.) growing from their body
Dryads can have:
extra hair (such as an extended mane down their top line).
antlers.
gemstones.
bark or rock like texture on their body.
Additional info
When hunting and farming, no part of the plant or animal goes to waste. Anything one does not eat is made into jewelry, tools, or simply fertilizer for the next batch of crops.
Outsiders are welcomed, but watched carefully. The dryads of Alam are hospitable and friendly to all, but won't hesitate to give you the boot if you choose violence.
The native mageia of Taiao live in peace with the environment, never taking more than what they need. Wastefulness, in any capacity, is not tolerated. What you take from the land is a blessing, and should be treated as such.
The High Sage is the religious leader of Alam. They interpret signs seemingly sent by the Seraph themself, predict the success of the next year/harvest, and make sure traditions are followed, and outdated ones are updated. The Council are the political leaders, and do most of the paperwork, overseeing official events, recounting population, distributing resources, etc.
Peryton biology
All pureblooded perytons will have at least one set of wings. Feathered wings are the most common, but there are plenty of individuals who sport wings reminiscent of bats, and rarer still are the individuals who grow insect-like wings.
Pure perytons always have:
at least one set of wings(wings can be feathered, bat-like, or insect based)
Perytons can have:
feathering on the body.
feathers in place of a mane or tail.
more than one set of wings.
Additional info:
The perytons are proud, loyal, and cunning, and reside in a nation shrouded in mystery. While often misunderstood, they have a rich history and culture that defines them.
There is so much freestanding land in Vjetar that it is commonplace just to petition for a small plot to build on, and more often than not, it will be granted.
Most families in Sirocco are rather large, as couples generally have anywhere from three to seven children.
The Divine is the kingdom's spiritual leader, acting as the conduit through which the last Seraph makes their will known, while the clerics act as the kingdom's clergy and healers. While the Divine rarely leaves the Holy Temple of the Seraph, and never leaves the great city of Gisa, Clerics live all throughout the nation and assist where the Divine can not.
Qilin biology
The Qilin is immediately recognizable by the presence of body scales and antlers. This race is almost entirely resilient to heat.
Pure qilins always have:
at least one antler, though typically two.
scaling somewhere on their body.
Qilins can have:
antlers that resemble various different deeror antelope.
Additional info
Qilins of Hariq are hardy survivors, a family of mostly nomadic individuals joined together by their mutual love and respect for every member of the Sear.
Humble, accepting, and naive, these gentle mageia are trusting of others to a sometimes dangerous fault. Though they make up the smallest population, they are not to be trifled with: every member has received some form of combat training, and their desert home is a frightful place to wage war.
The traditional qilin would die for their virtues and the safety of another.
Deeply spiritual and fixated on being one with and coexisting with the world, the qilin ways are mystical and rooted in their religion.
Kelpie biology
Kelpies will always possess two forms that they are able to shift between: a land form for traversing terrain, and a water form that allows them to swim and breathe underwater. The aquatic half of a kelpie can be based on fish, cetaceans, octopi, seals, or any other marine creature.
Pure kelpies always have:
a land form.
a water form.
Kelpies can have (in both forms):
fins and scales.
a fishtail.
stingers, tentacles, barbels - anything that correlates to their aquatic animal(s) really.
bioluminescence.
Additional info
Kelpies are famously the most accepting of outsiders, and thus hybrids are not a rare sight in Ngaru.
They are skilled soldiers, fishers, and sailors, but extremely superstitious. Angering the last Seraph is said enough to damn you and your family for generations.
While they are accepting of outside races, they stay as distant as they possibly can from the other nations, and try not to get mixed up in their politics.
As a collective community, Ngaru generally works together to keep themselves in check to prevent interference from the dragons.
Nix biology
Though they lack the fantastical features of their counterparts, there is beauty in simplicity. Rare genetic mutations can give this race additional eyes or even visible auras.
Additional info
Since nixes lack any interesting features, they're seen as boring, tasteless individuals, which is far from the truth.
They're secretive and selective on who they let into the Underground, and fewer ever get to see the capitol city.
The nation is built on a sense of community, and secrets rarely stay hidden for long.
A lot of nixes travel the continents of Cor Meum in hopes of finding wealth elsewhere, and it isn't uncommon to find a travelling Nix merchant setting up shop in the streets in a completely different continent than their own.
Hybrids
Opinions on hybrids vary from kingdom to kingdom. In Sahar, Lux, Sirocco, and Nihil, hybrids are frowned upon or at the very least judged, but in Alam, Hariq, and Ngaru, it's not as much of a big deal. Still, most hybrids are vagabonds, finding their place elsewhere, outside the binary kingdoms.
There is a rumor floating around that off the shore of the Wai Peninsula is a floating isle that is a safe haven for hybrids and wayward beings of the like, conducted by a longma with strange abilities and a gun-slinging nix. They're referred to as the Devil's Duo. Urban legend says that they're a pair of adopted siblings who took control of a ship that once hauled kidnapped sphinxes to slavery. Now, they recruit runaways and misfits, looting and raiding unsuspecting ships, whether they be in the water or the air. This group of misfits is called the Vindicators. The Duo's true names are unknown to all but this group.
Sphinxes
The Sphinxes are felines about the size of an Earth horse, with wings and talons like birds. They naturally belong to one of twelve clans, and usually communicate in a series of both feline and bird-like sounds(such as, but not limited to: chirps, hisses, meowing, cawing, roars, etc). This language is referred to as Dimali colloquially amongst the Sphinxes.
The Sa Clan
The vast desert sand dunes are occupied by the Sa, the smallest of all the clans. The Sa sphinxes closely resemble sand cats, but with a more slim face. They have longer fur that sprouts between their toes to protect their feet from the hot surface sand. Sa culture surrounds on how precious water is, treating water wells as sacred locations. The Sa worship snake spirits, and have elaborate hunting rituals for the rare giant serpents of the Sear.
The Ri Clan
The Ri are a very reclusive clan, preferring to hide deep in their forests surrounded by ancient trees and spirits. They are typically much smaller than the average sphinx, and display dark colors with rich reds on their fur. They have small, "kitten-like" faces with mildly fluffy tails. The Ri are adept with magic, often hoarding their secrets from outsiders. It is said that they have a close connection with the lungs, which is where they derive their magical knowledge.
The Tas Clan
The Tas live in the tropical rainforests of the Wai peninsula. They're the most colorful and vibrant of the sphinxes, with an endless range of fur colors and patterns. Their wings are similar to cockatoos. These sphinxes have a special fondness for feather and fur dyes, and can produce every conceivable color(including UV reactive and glowing dyes).
The Fa Clan
They occupy Ledas, the snow covered isle to the north of Cor Meum. This clan is nomadic, wandering their large territory to hunt and sustain themselves. They're the only sphinxes that hunt whales, more specifically the ivory B'Eshuul whales. These sphinxes have long, white fur and are similar to Norwegian Forest cats. They are so similar physiologically to their slightly southern neighbors, the Noh, that they might be considered a subgroup of them.
The Noh Clan
To the southern part of the Ledas are the vast pine forests, the home of the Noh Clan. Like the Fa, they have long fur and resemble Norwegian Forest cats, only their fur is more darkly colored. Both are also large, tough, and cold-resistant. With dark colors, keen instincts, and incredible strength, they make excellent hunters and warriors.
The Wen Clan
The sphinxes of the Wen occupy an island southwest of Cor Meum dominated by ancient red trees and volcanic activity. While they tend to be more disconnected from the other clans, it's not entirely by choice. There are many rumors about the Wen that make even dragons fear them. From their close connection to volcanism, to the idea they are spirit possessed, or possibly immortal. Tall and graceful, the sphinxes of this clan bear pale fur and sleek, noble eyes. They also have unique feather arrangements and tufted ears, which adds to their exotic profile. They have a knack for creating delicate and beautifully crafted jewelry and adornments.
The Fen Clan
The Fen sphinxes occupy the coastal cliffs of the Vjetar plateau and the islands surrounding it. Characterized by their bright orange colorization, they are shipbuilders and explorers. Having mastered the art of navigation, they bring goods and news from distant islands that are untouched by any of the four Beings. Sphinxes of Fen have more narrow, elongated wings similar to seabirds. This clan has close ties to the Noc, who have provided star charts to them for generations.
The Noc Clan
The Noc are loosely based in the mountains around the continent, mostly nomadic and nocturnal. The sphinxes of this clan are very owl-like, with large eyes and wings built for stealth. They are known to be great astronomers. They are often traders of secrets and information.
The Pel Clan
The clan of Pel occupy a large swath of land between the Sear and Taiao. Tricksters at heart, they are fond of poisons, venoms, and weaving. Mythology for the Pel surrounds storms and lightning, and the most impressive thunderstorms can be found in their territory. Though they're tricksters at heart, their elixirs are mainly used for medicine crafting. They are excellent runners for their species as well, mastering the art of long distance travel.
The Ku Clan
The Ku Clan make their homes in the northernmost point in the Sear, and their territory is a mix between red canyons and pine forests. They tend towards a rusty red color in the canyons, but to the north their coat coloring is grey and ticked. The typical Ku home is an elaborate, carved out chamber in the canyon walls, often with multiple chambers. After many generations of the practice, masonry and stonework are common skills. The Ku territory is rich with salt deposits, which is mined and sold to generate some of the greatest wealth amongst all the sphinx clans of the continents.
The Mal Clan
The sphinxes of Mal inhabit the dense mangrove and marshes between Wai and Taiao. They're the largest clan next to the Fa and Noh, with short fur in different shades of brown, and large, webbed wings. These sphinxes have the unusual ability to breathe underwater, and have developed fins on their topline, webbed talons, and a fish-like tail. Even though they're big clunky, these fins make them surprisingly aerodynamic, making them some of the best fliers amongst the sphinxes. They worship fish and water serpent spirits, and have a deep connection to the winged snakes of the swamps called amphipteres.
The Lin Clan
A mysterious, secretive clan who dwells in perpetual darkness beneath the surface of Cor Meum. They are very much bat-like, with large, beady eyes, huge ears, and bat-like wings that have finger-like appendages at the top to help them grip the cave walls. Their patron spirit is the Iron Root Spirit, also called the Mirror Tree. On the surface, it looks like a normal tree, but its roots take form to grow another tree seemingly growing from the cavern ceiling. Stories say that it talks to all of those able to listen, and will sometimes bestow the iron legs of their ancestor, Diersha. Rumored to be extinct, the Lin Clan spends their days mining and crafting prosthetics, unbothered by the world above… and blissfully ignorant of its current state.
Enslaved Sphinxes
Sphinxes that are owned by dragon nobility. Most are born into slavery, while others are clan sphinxes kidnapped by slave traders. Those who are born into slavery do not typically have any specific features to any one clan, but rather a cluster of hybrids of sick, selective "breeding" over generations. Many have grown accustomed to this life, and keep their heads low in order to survive. The existence of these slaves are exactly the reason why most sphinx clans keep far away from the other Beings.