Calymm Bathon

Feel free to reference or use this location in your lore, but please don't edit this page. Thank you!Calymm Bathon is a Waterflight city nestled between the western shore of Churnscar Wharf and the precipice of Leviathan Trench. 
A city of schools, Calymm Bathon has a large population of mages, scholars, and prophets. It also has one of the largest populations of immigrants in Waterflight; since the Sea is inaccessible for those without innate Water magic who haven't had schooling, newcomers from other flights will settle in Calymm Bathon in order to receive wizard training to live underwater.
==Lore==
====Magic Channels====
All types of magic require some kind of channel. Even sorcerers, whose magic is inborn, need a channel to harness the elemental magic in a useful way. Wizards and sorcerers most commonly use staves and wands, but some use weapons, jewelry, or even their own armor to channel their magic. All wizards must use channels, because they are drawing magic from their environment, which can be wild and unpredictable. Sorcerers, when they reach a high enough skill level, can cast without channels, because they have trained and practiced enough to understand and control their inborn magic. Witches use small channels, like wands or rings, and their channels are made of organic materials like wood rather than processed metal. Powerful witches can cast without a channel, because unlike wizards they are deeply in tune with the environment they are drawing from.
The most common focus of each flight differs, and while any mage from any flight can use whatever type of channel they identify with, there are traditional channels for each. Arcaneflight uses wands, Earthflight uses staves or handheld, slender pillars of stone, Natureflight uses staves made of a tree that mage planted and cared for, Shadowflight uses wands, Lightflight uses wands, Lightningflight uses bracelets or gauntlets of scrap metal, Fireflight uses weapons or sometimes armor, Windflight uses wands or bamboo staves, Iceflight uses bracers of metal, Plagueflight uses weapons, staves or wands of bone, and Waterflight uses wands made from coral.
Channels can be decorated with elemental trinkets as well. Treasures of the flight can be fastened to staffs or inlaid in jewelry. For example, an Earth mage who uses an arm bracer may set gems in it, or a Wind mage using a bamboo staff may tie feathers to it. These elemental trinkets can enhance the focus of the channel, making it more powerful and easier to control.
====Water Wizards====
For most Water wizards who live within the Sea, Water magic is a way of life. It's necessary for their very survival. But those who stay underwater are most often the most passionate about other applications of Water magic. Water wizardry isn't only breathing underwater, but also the art of divination, as well as certain amounts of transmutation. Waterflight is known for their proficiency in prophecy and scrying, but the fluidity of physical matter comes naturally as well.
A common misconception is that Waterflight seers recieve their prophecies from a vague universe, when in fact they come directly from Tidelord. He is the one with true sight, and regular dragon seers, whether they be sorcerers or wizards, use their elemental magic to listen to his premonitions. The first prophecy, of course, is found in a bubble in the Shoredeep Presage, but as mages gain power they can receive prophecies from the very water around them or even receive prophetic visions.
Transmutation comes along with Water magic as well. Water is a fluid element, and that translates to the idea that objects and materials can change freely from one to the other, with catalysts in Water magic. It's a more minor focus of Waterflight as a whole, but the Sea has many talented mages who specialize in this type of magic. While materials can be directly transmuted, it's far easier and requires less training and power to separate a material into its components, or combine two materials into an alloy.
====Waterflight Politics====
Waterflight is an interesting flight in that they are a theocracy. Most other flights have some kind of system outside of their deity. Whether that be independently governed guilds, unions, or tribes, or a centralized government that spans the whole flight, there is something there that means the deity doesn't run everything directly.
Waterflight, however, was run entirely by Tidelord's prophecies. He rarely left the Spiral Keep, speaking commands and premonitions into the entire Sea. Towns are run by coalitions of seers who interpret Tidelord's orders and collect taxes to implement anything he commands. He may send out a tiny bubble predicting a crash caused by a pothole; the coalition would receive this vision, interpret it, and use those taxdollars to repair the pothole.
Of course, some coalitions are corrupt, but almost always someone else in the town will receive a vision ordering them to dispose of the despots. Tidelord, despite being somewhat of a hermit, truly does care for his children. There are small local gods and spirits who can influence dragons' activities, but Tidelord is the ultimate authority.
Of course, without Tidelord there to speak his commandments, Waterflight has fallen into shambles. Coalitions are becoming either corrupt or headless chickens, industry has grinded to a halt with a lack of leadership, and alliances with other flights are crumbling. Lightflight in particular has been rather helpful, since they need the vital shipping routes across the Sea to reach the North, but other, more expansion-minded flights have been eyeing the Sea and its trade connections. The only thing keeping the majority of Waterflight settlements safe from encroachment is that other flights can't breathe underwater. Yet.
Category:Communal Locations
Category:Water