Tanzanos

(#13963563)
Level 1 Snapper
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Familiar

Candycane Xolo
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Energy: 25/50
This dragon’s natural inborn element is Arcane.
Male Snapper
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Personal Style

Apparel

Black and White Flair Scarf
Astonishing Sweater

Skin

Scene

Measurements

Length
5.77 m
Wingspan
2.24 m
Weight
8054.73 kg

Genetics

Primary Gene
Magenta
Crystal
Magenta
Crystal
Secondary Gene
Obsidian
Facet
Obsidian
Facet
Tertiary Gene
Obsidian
Smoke
Obsidian
Smoke

Hatchday

Hatchday
Jun 11, 2015
(8 years)

Breed

Breed
Adult
Snapper

Eye Type

Eye Type
Arcane
Common
Level 1 Snapper
EXP: 0 / 245
Anticipate
Shred
STR
7
AGI
5
DEF
9
QCK
5
INT
5
VIT
9
MND
5

Biography

Strength- (Athletics)
Constitution- (Health, stamina)
Dexterity- (Acrobatics, Sleight of Hand, Stealth, etc.)
Intelligence- (Magic, History, Investigation, Nature, Religion)
Wisdom- (Animal Handling, Insight, Medicine, Perception, Survival)
Charisma- (Deception, Intimidation, Persuasion)
Quote:
It's run by Seliana Qrow, self-proclaimed Queen of the Thieves (she's a mite egocentric). Like most Guild bosses, she's parades as a noble lady. Most of her Guild don't know who they're working for.
There are several levels to the Guild. It's your basic structure- Level Ones are not officially part of the Guild, they haven't proven themselves, etc. They work as muscle protection, messengers, gambling rackets, etc.
Level Threes are officially part of the Guild. This is the point where they have to give up a cut of their profit to the Queen.
Level Fives are trusted members. They oversee the lower levels and pay a cut of their profits to the Queen, but it's usually smaller than that of the Threes.
Level Sevens are like "sergeants" of the Guild. They serve as advisers to the higher-ups.
(um, would you like me to go on? XD Level Twenty is the Queen, by the way ^^)
Level Nines are racket bosses. The oversee the logistics of the Guild activities (rogue generals, I suppose :P) and pay approximately 10% of their profit.
Level Thirteens are the real bosses. They pay no profit and run the Intelligence and Security Branches. They report directly to Qrow.
Level Sixteens are the advisers to Qrow. If there are any hired killers (assassins, for example), they direct them.
Level Twenty. The one and only Seliana Qrow. She knows all the bits and pieces of the puzzle, and she fits them into place, often keeping it so only she knows the whole operation. She controls the lower level bosses, reaps the most profit, and ultimately decides the direction the Guild will take.

The Guild is extensive, exercising a lot of power over the city they've settled in (Zerakah is the one I had, but you can change it if you'd like. ^^) However, The Balance is still relatively new, still inserting fingers of influence into the city, climbing higher for power and inciting fear in those that oppose them, but it's not so deeply entrenched that it couldn't be rooted out. The reason they've gotten this far at all is mostly due to Qrow, clever and ruthless and manipulative as a puppetmaster that she is.


Okay now about Mevara. Those who are her followers are very often thieves, astronomers, politicians, entertainers, and assassins. But aren't limited to those as well. All actions of the night are said to be viewed by Mevara but she does not share those secrets with anyone. As such it is very common to hear folks who are familiar with her say "It's between me and the Lady." when not wanting to speak of a secret. She is often seen as an observer and confidant. Someone you can send your prayers to, be them dark or pure, and she will hold them close. As an observer, it is rather rare for her to directly or even indirectly interfere with the world of mortals. But those who are devout believe she watches over those who she finds entertaining, so they strive to occupy her gaze. It is through said that through this, they can gain her favor and she might just make her presence known. A key aspect she inspires is trust, which might seem surprising to some. After all, one of the greatest offenses by the standards of the devout is telling a secret entrusted to you by another.

There have been tales of Mevara's influence within the world, but those tales are from long ago. They speak of an elven woman who was granted a boon from the goddess. A fiddle whose name has been lost time time. It was said to be able to move the very elements themselves with its sound.

15, 14, 13, 12, 10, 8

Outside of the city -> two zombie guards -> door is locked and pressure plate just beyond the door with poison gas -> tunnel leads to the catacombs -> sneak or skeletons attack -> 7 Skeletons attack -> down to lower levels -> tripwire with bell -> 3 ghouls -> heavy locked door -> not trapped -> makeshift dungeon area -> tiefling thief -> something shifting down the corridor -> Spirit of Pestilence

Zombies and skeletons have basic armor and weapons save for the "leader" mage one with a special robes and amulet.
- Robes of Prevention (once a day you can choose to not be hit by an attack)
- Amulet of Skeletal Knights (Every day, it gains a charge (can hold up to 5 charges) you can expend any number of charges to summon one weak skeletal knight per charge to aid you.)

Shopkeeper:
Zalekis' Finest
Zalekis Naviran - Elven, Unique item: ring or bearded prominence. Well dressed. Probably in his 400's. shoulder length black hair (with some greying around his temples and some grey in his hair) brushed back away from his face. Nicely kept, Iron man mustache, Forest green eyes, pale skin. Very tired, dark circles under eyes. Seems weary, very weary. Nightmares, curse. Necklace of Charm Abatement.

Stuff in stock:
- basic healing potion x4 (100 gold each)
- Greater healing potion x2 (250 each)
- Superior healing potion x1 (500 each)
-

The Happenstance Trove
Jerik Siversee, Halfing man, tanned skin, ancient, bald on top with longer hair down his back. Huge glasses, long nose. Eccentric. Loose robes hang on his thin frame. Not the best businessman. Items are...not always useful of wholly good. No clue where he gets them.

In stock:
- Wand of Stick Creation (100 gold)
(Creates a stick just like the wand but isn't magical. Has five uses per day)
- Orb of Scr-eye-ing (50 gold)
(Allows you to scry a person, except you can only see from the bridge of their nose to the center of their forehead. Can be used once per day.)
- Book of Book Detection (30 gold)
(When the book is opened, it provides a name and brief description of all books within a 15ft radius of the user)
- Cursed Cape of the Keen (40 gold)
(Gives the user a 2 point bump to Dexterity but begins to turn the user evil and will eventually try to drive them insane)
- Shirt of Warmth (20 gold)
(Keeps the wearer nice and toasty)

Inns (Nice to worst)
- Far Home
- Copper Horse

Taverns
- Seven Shields
- Ace in the Cup

Tiefling Thief (Synmara Just Synmara), shaking from cold, shock, pain, blood loss. Tattered leather armor and cloak. Looks like a thief. Rat bites all over. Very weak. Been there a while. Thin with malnutrition. Gaunt face. Dark red skin but it has a slightly pinker appearance now. Black, ragged hair. One of her horns is cracked. point of her tail is completely gone. At this point she is very weak and tired, only able to really ask for help. Barely able to move.

Spirit of Pestilence voice like a combination of glass breaking mixed with gravel crunching underfoot. Unnatural voice with an echo, quiet though. Almost a whisper. Talks down to them. Meek little creatures. Tries to make deal with them. They have to leave him alone and, if so, one becomes a Vassal of Plague. Gains complete resistance to disease and gains the daily ability to use Plague Touch, giving the opponent the Diseases status, hidden effect being a craving for the flesh of the dead and dying. If not accepted, he will attack. Able to use Diseased Bile, tail attack, summon rat swarms, and can turn into a swarm of rats. When at low health, it will try and flee. When killed, the skull mask shatters and it shrinks down to a normal, dead rat.

Short hallway off to one side to a lavish room decorated with nice furniture and a wardrobe full of fine clothing, decorated with multiple pieces of artwork, a large golden platter with various bones on it. Alongside the platter is a gaudy, gold and gem-encrusted dagger. A single small, ceramic cup with various runes along the brim, Small jade statue of an earth golem with several runes carved on the back. Trunk full of armor bits and other odds and ends. Within the trunk is a finely made but broken lute. (Written on it, To Iera, with all my love.) Couple of notes in the trunk. Hidden compartments under the frame of the bed. Under the bed contains about 2400 pieces of gold and about 400 gold worth of gems and about 200 gold worth of various trinkets (within the room). Cup of Alchemy, fills with whatever non-magical liquid you say. The statue is a small personal assistant, kind of like something to help manage a desk you were working at. Activated with saying its name "Green" (written in elvish). You must say "Green, (blank)" to have him do an action. Will do action until it is complete or told to stop. On the desk there will be several letters with odd writing and a quill with a magical energy. It is a Quill of Forgery (basically makes whatever you have written appear in the handwriting of a specific person to those that know the person). Letters written to the families. One of which is written from an Iera but all notes as in the same handwriting.

"I'm sorry, old friend, that it took me so long to be here."
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Exalting Tanzanos to the service of the Gladekeeper will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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