Isol

(#21539893)
Level 2 Fae
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Familiar

Shattered Serpent
Shattered Serpent
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Energy: 46
out of
50
Wind icon
This dragon’s natural inborn element is Wind.
Male Fae
Male Fae
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Personal Style

Apparel

Magister Rings
Woeful Presence
Ghost Flame Headpiece
Simple Iron Bracelets
Lagoon Starsilk Tailwrap

Skin

Effect

Scene

Measurements

Length
0.52 m
Wingspan
1.11 m
Weight
1.36 kg

Genetics

Primary Gene
Midnight
Poison
Midnight
Poison
Secondary Gene
Midnight
Toxin
Midnight
Toxin
Tertiary Gene
Obsidian
Glimmer
Obsidian
Glimmer

Hatchday

Hatchday
Feb 29, 2016
(9 years)

Breed

Fae icon
Adult
Fae

Eye Type

Normal Eye Type
Wind
Common
Level 2 Fae
EXP: 63 / 641
Meditate
Contuse
STR
5
AGI
8
DEF
5
QCK
6
INT
8
VIT
5
MND
8

Lineage

Parents

Offspring

  • none

Biography Toggle text style off or on for this section


Fear of being Lonesome
Isol is short for Isolophobia- Fear of being lonesome.


| one | Leap Year | three |
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    A dragon egg laid outside the territory of the eleven elemental gods will not hatch: without their magic, soul never knits to body and the embryo inside withers and dies. Without an anchor, the little waiting spark of Mind that might one day have become a person slips away through the cracks in reality. Most are eaten by the pneumavores that lurk in the hungry Void outside, but a few--lucky or clever or both--survive and grow up to become predators themselves. Shade-touched, these lost souls lurk in the dreams and nightmares of dragonkind, feeding on their fears and growing fat.

    The largest of them are the greater horrors, dream-beasts without an identity beyond their Names--the specific terror they draw strength from. Most horrors are little more than beasts, unconscious and unaware of the minds around them, though they ably ape the manner and speech of dragons they meet while dreaming. The larger they are, the more they resemble thinking beings, though the veneer of intelligence lies only skin-deep over a terrible animal cunning. Sleeping dragons caught and seduced by a wandering horror might never wake again, trapped beyond saving in their own nightmares--or worse, awaken possessed, without dreams or mind or reasoning of their own.

    Terrifying as they might be, horrors dissolve if they can be lured into the waking world. Without flesh or consciousness, they hold no constant shape and melt away like fog in the sunlight. A very few, though, have that vital spark of self-regard that can blossom into true sapience with the right encouragement. These rare horrors are a match for any dragon in intellect and can survive outside the dream-world, but they're often socially crippled and terribly, terribly lonely.

    Made of nightmare-stuff woven together, a horror in its native shape is a serpentine nightmare of tendrils and eyes and teeth. Able mimics, they can adapt any form they choose, though never so convincingly as to fool anyone: their telltale coloration can't be disguised, nor can the innumerable tiny tentacles making up their corporeal forms. Neither do many bother to hide their unnatural fangs; given their preference to resemble more anguine breeds of dragons, this often leads to distressingly toothy faes and coatls with maws of razors.

    While an individual horror might favor the traits of one sex or another--or neither, or both--they are by nature sexless creatures. Within their native realm, they only "mate" to share memories and substance one with another, and reinforce social bonds. New horrors are formed by fission from an existing horror whose Name has grown too large, or when a recently lost soul becomes large enough to take on a Name of its own. In the waking world, embodied horrors can combine their substance to produce offspring with traits of both parents, though the process only has the vaguest resemblance to ordinary draconic mating. With the proper flesh-shaping magic from plague or nature, horrors can even interbreed with dragons, producing horrorkin that are equally comfortable in the dream or the waking.

    Horrors within the realm of dream have ice-white or shade-black eyes. Those outside it gradually take on colors consonant with the dominant magic of the clan they reside with, a last vestige of the ties they should have had to the deities. Due to their natures, they are most comfortable with plague, ice, and shadow clans.

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Exalting Isol to the service of the Icewarden 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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