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Personal Style

Apparel

Frigid Emblem
Ghost Flame Candles
Black Tulip Flower Crown
White Wooly Antennae
Steelscale Tail Guard
Chillspike Crown
Blue Birdskull Headdress
Blue Birdskull Necklace
Chillspike Collar
Twice-Dyed Mantle
Navy Aviator Scarf
Simple Iron Bracelets
Navy Arm Wraps
Enchanter's Herb Pouch

Skin

Accent: Wintertide Voyager

Scene

Measurements

Length
6.35 m
Wingspan
4.42 m
Weight
604.45 kg

Genetics

Primary Gene
Splash
Iridescent
Splash
Iridescent
Secondary Gene
Denim
Shimmer
Denim
Shimmer
Tertiary Gene
Steel
Basic
Steel
Basic

Hatchday

Hatchday
Nov 11, 2013
(10 years)

Breed

Breed
Adult
Wildclaw

Eye Type

Eye Type
Ice
Common
Level 10 Wildclaw
EXP: 3790 / 27676
Scratch
Shred
STR
29
AGI
9
DEF
10
QCK
19
INT
5
VIT
15
MND
10

Biography

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KIRIN
Ice Ambassador

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POLITEENTHUSIASTICDIPLOMATIC


first ambassador of the clan, might still make political travels to other flights as well
sometimes lacks a bit discretion
gets easily excited about even the smallest things
doesn't like taking sides
seems to often be in a hurry but no one knows to where exactly

"Ice and Earth are the two flights who hold fast to the old traditions the most, and in the Southern Icefields, hospitality is held sacred. In a landscape where a deadly blizzard could blow up at any moment, any guest who comes knocking must be offered shelter, and treated with generosity and respect. They will be invited to share a cup of mulled wine with the clan leader out of a special silver goblet, each drinking from the same cup to symbolize friendship (and a leftover from long ago when clans so distrusted each other that the only way to prove the wine wasn’t poisoned was to share the cup, made of silver which was said to tarnish where poison touched it.)"

"In lightning territories, honored visitors will often find themselves subject to reverse thieving, in which they’ll find certain possessions of theirs stolen, and replaced with nicer version. Water fixtures, a rare commodity in the desert, are another way of honoring guests, and elaborate fountains that show off both the clan’s innovation and how much water they can afford to waste often decorate the guest quarters. In a similar vein, to be surfeited with fresh fruit, and fresh fish, is a mark of esteem, and it’s a grave insult to turn them down or worse yet leave them half uneaten (but considered generous to offer to share them, a saving grace for dragons with small appetites.)
In fire territories guests are greeted with a traditional invocation bidding them welcome to hearth (the center and heart of every Fire lair) and home, and by extension everything the lair has to offer. A guest must spend a night tending to the hearth, feeding the fire and making sure it doesn’t go out, but that’s no hardship. Rather, it makes it easy for anyone who wants to catch up to find them after the day’s work is finished, and they are plied with soft cushions, smoky tea and fine food, and sweet incense to throw into the fire.
In water territories it’s considered in incredibly poor taste to read a visitor’s fortune before they are ready to leave, lest you see misfortune befalling them. When they depart, visitors are given a charm made of shells meant to ensure safe travel and protect them from the dangers of the deeps.
Wind dragons are the most friendly and welcoming of all flights, and almost any passing traveler will be gleefully invited in. However, they’ll likely find themselves paying for their lodgings in stories, as Wind dragons are insatiable when it comes to travel tales.
A quaint custom of Arcane hospitality is the riddle game. Guests are “gifted” with riddles and koans, and given the honor of presenting the first answer, after which their host clan will discuss their answer, and present possible answers of their own. Kirin still has no clue of the criteria of the game.
In plague territories these dragons might often be seen as rude and stingy hosts because they will not offer their guests anything, neither food, nor drink, nor sometimes even a place to sleep. However, this is custom. Plague is a land of scarce resources, and no native Plague dragon would dream of being entitled to a scant store of food or fresh water, or even a bed where there may not have been the materials to make a spare one. They do not take what their host doesn’t have to spare, eating their own supplies and curling up on their own bedrolls. To bring one’s host a gift, or be offered one, is a rare and potent gesture of friendship, and clans will go to war in the aid of one who was generous to them.
Shadow lairs are infamous for pranks on their guests, usually under the guise of providing over the top hospitality, such as bursting in on a peacefully bathing guest to offer them a bathtime snack or perfumed oils for the water. The guests are fully expected to give as good as they get. Those who play along with good humor often find themselves “subjected” to the finest and most generous of hospitality when they least expect it, but the ones too inflexible and haughty to be anything but insulted rarely come back for a second visit.
In light territories there can be found guest lists for high teas, scholarly lectures, and manuscript viewings. Even a common dragon may win their favor by demonstrating an excellent knowledge, be it of proper manners and customs, or the subject of their choice, and find doors opening for them. When given, their hospitality is lavish and impressive.
Nature flights tend to be either welcoming and eager to share their bounty, or hostile and unwilling to allow outsiders into their lair, depending on how close they lie to the ever-changing and contested border with Plague. If they welcome you effusively because “You’re just in time to be the guest of honor at the harvest festival!” leave before the drums start beating and everyone dons their mask.
Earth flight favors the old traditions, and will invite visitors to stay three days and three nights, offering them bread and salt to symbolize friendship, and denote the protection of the lair’s leader for as long as they stay."




Treasures
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Relationships
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