Nymphaea

(#2361185)
Level 1 Spiral
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Energy: 50/50
This dragon’s natural inborn element is Arcane.
Female Spiral
This dragon is hibernating.
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Personal Style

Apparel

Skin

Scene

Measurements

Length
2.8 m
Wingspan
2.55 m
Weight
79.69 kg

Genetics

Primary Gene
Chocolate
Clown
Chocolate
Clown
Secondary Gene
Sunshine
Basic
Sunshine
Basic
Tertiary Gene
Platinum
Basic
Platinum
Basic

Hatchday

Hatchday
Feb 16, 2014
(10 years)

Breed

Breed
Adult
Spiral

Eye Type

Eye Type
Arcane
Common
Level 1 Spiral
EXP: 0 / 245
Scratch
Shred
STR
5
AGI
9
DEF
5
QCK
8
INT
6
VIT
6
MND
6

Lineage

Parents

Offspring

  • none

Biography

dragon?age=1&body=56&bodygene=3&breed=7&element=9&eyetype=0&gender=1&tert=4&tertgene=4&winggene=12&wings=46&auth=12a9849ecb079b2a444b33c0a190751cccbe29c2&dummyext=prev.png




SAVE- in case of lost data
1457196p.png "Hello there! My name is Blueyes, I´m pleased to meet you!.... I see you are new here, do you need a guide along the clan's places? Oh! You also want to know more about the clan? So you just met the right dragon haha! I can tell you everything you will be asking me, let´s start!"

Dream Dewdrops Clan basics
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the whole writing rights belong to (c) Crayzy
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Dragon Positions in the Clan

Position in clan is very important to everydragon. It represent them to clan society and it also shows their importance. At the same time, it also shows how everyone should respect each other, because each job is important in its own way. But we can say, there is always a some hiearchy in the positions of the clan members despite the dragons are equivalent to each other and show their respect to others, for example: the wounders are much more needed than a tailors, but having a good tailors is beneficial for the economy, get it?
Main positions (/or Combat positions)

Position's disposition
All positions or professions are accompained by different tools, clothing, and abillities, due to these they provide advanatges or also disadvantages in some actions, battle or other cases.
advantage+ → provide a bonus in action
disadvantage- → provide a penalty in action
advantage+%- → provide a bonus or penalty by random in action

Healer - Cleric - Wounder
- all of these positions are characterized by curing
- Healers are dragons that specializes in magic healing, they heal the wounds and other injury, no matter the cause, but provide some negative effects when healed multiple times in short period
- Clerics are dragons that specializes in mentality cure and emotional stability, solving depressions and other mental states, can also cure magically caused states of mind distress
- Wounders are dragons that specializes in non-magic healing and solving health-problems by more natural way, they are handy to solve not so acute states in battles or everyday time, and care for the wellbeing of the dragons by regular checkups
- they all also take care about elders, or chronically ill dragons
- these dragons are good at herbalism

Magicians
- these dragons are mainly using their magical power in fight
- these dragons can´t wear a heavy armor (disadvantage-)
- most of them provide talent in science and crafting
- these dragons are good in non-elemental magic too (advantage+)
classes:

Shaman
- these dragons are specialized on casting defensive spells on their allies and reducing the damage they are taking
- they also have spells for short time healing (regeneration)
- these dragons could use acient spell that call souls or ghosts, they can speak with them to earn cure, bestow their element or use them as companions in battle
- these dragons can cast their spell quickly but that mostly depends on the spells they are using

Oracle
- these dragons are specialized in strategy and enchanting
- their own powers are kind of weak and consists of healing and damage spells
- they powers allows them precogniting future and fastly do a response
- they could use the enchants on their allies, supplies but also on themselfs, making their attacks and healing much stronger for example
- casting spells of this dragons is always fast

Sorcerer
- these dragons have really strong spells that mainly do a damage (mainly elemental)
- their casting of spells however are heavily time consuming in exchange for the strenght
- they are able to teleport goods, dragons, animals or other things
- they are able to fight for longer period of time than shamans or oracles cuz´ they have much more of magic energy stored i their bodies, although it also have a limit and after that must take a rest for recovery
- they are not able to do big magic healing

Warlock
- these dragons are using the dark side of the magic they have
- these dragons can summon demons, skeletons, undeads or other creatures that help them in battle and do the main of damage
- these dragons do rituals that can restore huge amount of energy, to themselfs or someone else, they even could move the energy from someone to themselfs
- they can cast curses or cancel their effects
- they are able to do minor healing

Philosopher
- these dragons are using their magic in way of mindflow
- that means they are manipulating the mind, memories or hallucinations and such spells, as well as mindreading th enemies
- these dragons are highly dangerous, but as they are strong among controlling the enemy, or making them their puppets, they are weaklings if their spells or magic are broken trough, they are not able to do healing magic, or any sort of damage spells, all damage they "make" is caused by their victims
- to broke trough their magic is really not easy, but not impossible, dragons with high intelligence are more capable of such, but mostly it is chain reaction on some initiative, like emotion or mistake in web of lies and others, which coud be quite complex

Combatants
- these dragons are mainly using their physical strenght in close combat
- these dragons are good in hard subpositions (like blacksmithing,...)
- these dragons can´t use much of the power of magic spells (disadvantage-)
- these dragons are allowed to use their breath as "Berserk", that means dragons can't be killed under that power for some time (every dragon has different quantity) (advantage+)
classes:

Warrior
- these dragons are specialized in strong attacks that eliminate the opponent
- their advatage is strenght mainly and some deffencive skills but that decrease their agility and movement
- they can use spells that makes opponent bleed and low his abillity to move, or other physycal decreases
- they have really high endurance and could fight for long period of time

Fighter
- these dragons prefers agility and speed than high strenght
- their attack are not as effective as warriors but they can attack more times in row
- thanks to their agility and speed it is hard for the opponent to even hit them, but it is based on skills
- they have low defence and cannot fight for long period of time, or get too much hurt
- they can use spells that intoxicated the opponent, that make him lost concentration or other psychycal decreases

Guard
- these dragons are specialized into the deffensive skills and less strenght in attacks
- these dragons are specialized in taking damage and protect others in battle, they doesn´t need healing at all
- these dragons can use spells that makes unable to move/stun the opponent for short period of time
- thanks to their high deffence they are highly resistant, but not really fastly moving, and they can fight for limited time by their own skills and abilities

Combined
- these dragons are combining the usage of magic spells and close combat skills
- these dragons are really flexible in their fighting, they are hardly improvising
- these dragons are quickly adaptive to the conditions of the surroundings and make an advantage from it as soon as it's possible (advantage+%-)
- these dragons have high courage (advantage+%-)
classes:

Rogue
- these dragons are great with poisons and potions
- these dragons are excellent in stealing, and counterfeit
- these dragons have ability called "fake", makes the able to fake death, or make some type of small illusion
- these dragons are really tricky and devious, and betray you as soon as you give them chance
- these dragons are the best-overall users of stealth and disguise
- these dragons have the ability of vanishing or escapes from almost every situation

Pilgrim
- these dragons cannot be trackered
- these dragons have special power that makes them able to "reflect" the attacks agaist the opponent, means that they use only that are used agaist them and actually can´t deal damage if are not attacked, or their spells or attacks are weak
- these dragons can "spot" a secret easily by watching someone, till they didn´t touched them
- these dragons has "mystery instinct" that makes them able to avoid the traps, find hidden objects or open locked things


Druid
- these dragons have a special ability to change themselves into beast or beastclans forms, and use the specific abilities that the form brings,( as also the weak points!!)
- the number and duration of forms is limited by individuality, energy difficulty and energy disposition of the user
- these dragons are the best ambassadors for beastclans relationships
- these dragons are not treathened by poisons
- these dragons can use spell called "close bond" that recover (heal) them by touching some flora, (this means the nature provide them healing by their close bond to it, the flora touched is not treathened)

Pursuer
- these dragons are professinal trackers, (only pilgrims cannot be tracked)
- these dragons are often seen with a beast familliar that helps them
- these dragons has power "the revelation" that allows them to identify a dragon or being by looking on it, even if they are blind or with closed eyes (= disguise, stealth and spells like that are uneffective in the fight agaist them)
- these dragons have special talent for making and hiding traps, (only pilgrims cannot be trapped, rogues can be but can use their abillities to escape - experiences matter :D)
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Clan works subpositions:

Leader and Baron/baroness
- both of these positions are characterized by high respect and right of leadership
- they are managing the clan´s life, maintain order and peace, discuss and solve problems
- they can accept dragons to clan
- they are mostly masters in at least one of some other position, or subposition

Apothecary
- these dragons are masters in the knowledge of the medical use of the organic materials and make medicamets, ointments, powders and more
- they are in close relation to the wounders, but they only aply their products and not do surgery
- they make also things that are used during rituals, or for decoration
subposition:
Herbalist
- these dragons are working more like gardeners and helpers of the apothecaries, picking up herbs, shrooms and other materials that are needed, and learn from theirs mentors

Ritualist
- these dragons leads the ceremonies, rituals, burials and other events
- they are the guardians of traditions and legacy of the ancestors
- these dragons are also the priests amd wounders, but they are more advisors than healers
- these dragons knew the myths, stories, history, fables and more of this stuff and spread it among youngs and new members
- these dragons are also the warpaint makers

Merchant
- these dragons travel between other clans, exchanging, selling or buying various things
- they are really important for the economy of the clan, and makes plans for time ahead
- they also running the clan´s hoard and vault
- they are often sent to make a contracts with other clans or beastclans
- they are learned lots of laguages
- also often do messengers
subclass:
Vendor

- these dragons are trading, selling or delievering things isnside the tribes system, providing food for everybody as they need and take commissions, also spread news and other information
- they travel by some shedules, but always have many paths that they change every often to prevent attacks from outsiders or enemies


Researcher
- they make inovations, investigation, science, and experiments
- mostly they have high resistance to electric and chemicals
- this work has so huge variability and possibilities that more specifications cannot be wrote down

Caregiver
- these dragons take care about children in absennce of their parents (hunting etc.) or lost/unwanted childs till their maturity, they also teach them the fundamental things and the organization of the clan

Hunter
- these dragons hunting and gathering objects
- these dragons are specialist for aking down the prey
- these dragons are good with camuflage

Tamer
- these dragons take care of clan familiars, herds and other fauna in clan
- these dragons study them, take care of welfare and share experiences with others
- these dragons taming wild animals
subclass: Herder

Scout
- these dragons discover new places
- these dragons can observe other dragon clans and often infilter into them for more information, they are forbidden to make any harm if it is not necessary

Tailor
- these dragons take care about leather work and sewing or repairing the dragon's apparel
- these dragons make toys for hatchlings
- these dragons do some decorative things for lairs

Blacksmither
- these dragons work mainly with the metals, gems and other materials
- these dragons making dragons apparel, repairing it or recycle it
- these dragons can make jewelry

Librarian
- these dragons take care of clan archive and library
- these dragons write chronicles and paper works of the clan
- these dragons translating foreign texts
subclass: Archivist

Teacher/ Trainer
- these dragons are commissioned to teach the young ones
- teachers share theirs art of magic spells
- trainers share theirs art of combat

Builder
- these dragons are really strong and build, construct or renovate the clan's spaces
- these dragons are also sculpters, stonemasons and architects
- these dragons are good with math

Chef
- these dragons take care of all food stored in clan
- they storage, prepare or modify it
- they are responsible for controls to avoid poisoning from food

Crafter
- these dragons are usually versatile and handy
- these dragons are the best for soft-work (like watchmaker)
- these dragons do work also as assistants to others
- these dragons are often a good invetors

Bard / entertainer
- these dragons are happy or likes to entertain others with songs, music, dance or everything else
- they have talent to to improve the situation when it is near a fight
- they could be amazingly wise but seems clumsy and ridiculous, their power is in speech and advises or truth that they can hide into their jokes, songs, stories or other mediun

Envoy - Ambassador
- these dragons travel around other clans or beastclans with messeages or in the represation of their home-clan
- these dragons are rather calm and don't seek for fight
- these dragons are acknowledged the stories, history and myths to help understanding of the each clans prefferences and manners
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Clan of Tribes addition - The Feetcreak Guild
* its meaning, definition, composition, subpossition avaible
- will be soon! -

Guild subpositions:
*Amanuensis
*Vanguard
*Cartographer
*Harbinger
*Warden

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Clan position status

Steady
- these dragons spend most of their time inside the clan itself, or in the main territory range

Adventurer
- these dragons are spending most of their time outside of the main territory range or fully outside of the territory of the clan

Loner
- these dragons left the main territory range of clan by some reason, and live alone/ in pair or small group
- these dragons are independent, but still lives by the clan laws, and their territories make outisde ranges of clan territory
- these dragons are still loyal to clan

Traveler
- dragons who just wander around on their own, and feel the freedom, completly independent, living by their own laws
- the may be still loyal to the clan

Novice/ hatchie
- these dragons are successfully accepted or new to clan but still don´t have position

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Dream Dewdrops clan's history

*The Early Beginning
Everything started after the Dragoneir and Mistrial have met, and the day when they make a pair.
They found a lovely place where they settled down, happily lived as pair whose care for each other so much. There was nothing that was missing in their lives, they needed only themselves to be happy, and after a while, they felt that is the right time to start a family. And so it was laid their first nest. Unfortunately a season of bad weather came unpreddictably, and the food resources started to bee thin. Soonly, both of them must left home to find food just for another day.

But they keep smiled, they knew that they will survive these hard times together, and the new life of theirs will be rised to the better days. And really, few days before the hatch day, the weather became mild and sun was coming back. Finally came the day when the eggs should started hatching, they were so excited, they agreed to find something extraordinary to eat with their childs for first, they left for just few moments....few moments...and only that was enough for horrible crime.
When they came, they found only the remains of their home, everything was destroied, not even the nest was spared... Their were shocked, hitted by sorrow and grief, and hatred towards who did it. But under the debris they found hope, the last still living egg, harmed but alive. They took it and left that place of horrible event, then they found empathy and safety under the wings of Guidara, the leader of Sunstep nomad clan. She showed them the clan life, she teached Mistrial the first knowledge of magic, and Dragoneir was trained by elder warriors. Sadly their egg still wasn't hatching and they became worried a lot. The old leader tried heal it but it wasn't helping, something darker keep it in hands, she could advise them only the last chance are the dragon Gods. It was a really hard and old ritual, where is need to give sacrifice to the First Four, the keepers of life.

A handmade shard of the colour of mist to the Earthshaker
A fire sparks stolen from the star to the Flamecaller
A breath of the four winds, north, east, west and south to the Windsinger
A blood from the veins of life to the Tidelord

It is secret how they could make it trough, but they did. And finally their child came to the world, and the hatchling was named Wingfear.

They decided to settle down once more, they asked for help the Sunstep nomad clan, they should look after their daughter for a little time till they find the right place. And they gladly agreed. And two young adults went on the search for their new beginning, their new home.

Mistrial and Dragoneir were traveling to great distances, but they keep reaturning once a while to bee with their daughter, Mistrial didn't take it a really good, it breaks her heart that she couldn't be with her, to care about her and look how's Wingfear growing up, and in her eyes...she was growing up so fast, despite it, she never let it to bee seen on her and she keeps her smile in front of her, or others. But Dragoneir knew it, because he felt the same way inside, but he took it much better, because their search for home, should be also home for Wingfear, it's for her future.

*The Homeland

Their new home was finally found on hidden peninsula, it is well situated, around is high mountain range with deep forests, beautiful meadows, with many valleys also, trough the whole territory are running streams that makes four rivers - Velka, Mala, Silna, and Slaba, two lakes - Hlubinny and Melky, and that ends in the sea. It's really beautiful place, big enough to support life for many generations if the hand upon this land will be serene. The place was named - Tichavoda peninsula.

The mainclan is situated half hidden in the forest where one of the rivers begin - the Slaba, and makes cascades of waterfalls. The caves and spaces are build modestly, but enough to be satisfying to any dragon that enter them, sometimes there are spells that helps manage the dragon's size to be able to enter them, however some places such as personal caves, can be private and thus miss this feature.

This clan is living still in traditional way, maybe there are some new invetions to make the life easier and comfortable, like blacksmithing and so. The only place that is quite out of the usual mood of the clan are the laboratories of Doctor's and Engi's.

*the Speech of Blood
The clan had never wished for any fights, yet still three wars made their steps into this land. They are the proof that no matter how good you try to hide from the cruelty and coldness, it will always made it's way to you, everything you can do is to face it, and win upon it.
the first - The Lurkship clan
The Lurkship Clan was a really strong one, it was mainly made by males, old and matured as well as youngsters. They were known for attacking other clans and plundering them, often kidnapping and abusing the clan's members. They were leaving these clans only to come back later, otherwise they destroied it and took the territory for themselves and after it was extracted, they moved. And now, this horror was standing there, with great superiority it was a small chance for winning the war, but it was made a deal - a best warrior of theirs agaist ours. Dragoneir was ready to do that, but the risk of losing leader for starting clan was too much, Wingfear took his place, that day she showed what she is truly capable of, the fight was long but she was the one who won that day, and not only fight but her friend and mate for life - Freehold.
the second - The Bloodshed Night clan
The Bloodshed Night Clan was unknown till they came for the first time, their leader was sadistic, cruel and psychopath, he convinced and manipulated with most of the members, everything he wanted - he make others to do it, to believe him in anything. He was obsessed with dark magic, rituals and call the Shade his God, he did everything for obtaining artefacts, objests and sacrifices for his rituals, and so he called others to destroy every sacred place or shrine they found. It is said that he was also one of the lords of the secret sect that lives under the Bloodrop Mafia. He made a mistake, and clans that were attacked as well as ours joined together for counterattack, and finally the dreaded clan fell, leaving their members shattered like glass, some died in the fight, some dissapeared, and some apology or took punisment then come back to normal life, in the ruins was wandering Dragoneir, he wanted to be sure of the victory, but he found a lost soul there, his face was familiar enough, but it wasn't the same dragon as before. Dragoneir saw in him something, that he couldn't explain to himself, and so offered him a second chance in this clan. He agreed - that's how Runar was saved.
the third - The Beastclans
This clan had always friendly relationships with the other nations, the centaurs were the most befriended and many of them were living as the clan's members. But as this land was more or less isolated from the other territories, there come the change unpredictably, the beastclans living by themselves started to behave in different way than it used to be and clan members of these nations began to shrink also. Quarrels and skirmishes became often, they claims that dragons are only restricting them, their people's growth, and their territories. The clan began to act, and send the first ambassadors to the nearest beastclans, all with the same speech.

"Please listen to the voice of our hearts, and let your pure minds speak! We all have used to live together, in peace, like brothers and sisters, everyone were equal. We formed families for so long, and now look at us, shattered, sorrowful, destitute. This all brings us to this point, there is no need for this madness, for fights, for blood of our children. There is only one need - to discuss our problems and find the solution, together!"

Not all beastclans reacted to it, but many of them send their ambassadors to the clan, and the new start was there. New friendships were born among these beastclans, the dealing and sharing with many goods, offering help in hard situations, beatclans started to come back again to be new blood as the members.

However, this clan could never maintain peace among all the individual beastclans in the world, many of them are dangerous and agressive to claim their right. There is unsure future and seems to be an neverending fire.

*the Rise of Tribes
Time was passing by, and the clan was growing with new and new members joining it. soon the land around the lair became to fade, it's beauty and fruits. It was obvious that something bad is happening to their home. And the clan gathered all of it's members to find a solution of it. Their land, their home - The Tichavoda Peninsula was at stake.

The clan became too big to be supported on one place, but what to do? Limiting the newcomers? Limiting the births? That all was insane and inhumane options. And so a new plan was formed.

"This land, was healthy and beautyful for it's diversity and humility for so long time, even after we found our home here and build a clan out of nothing, only thanks to that we have dreamt about it, to create a place where the ones in need, the lost, or abandoned can find home. We created a family, where everybody have their place and can be happy. We gave births to new life as well. But our society became a way too huge to be supported on one place now, we are endangering our home that is giving so much to us, and we must act now to let it heal. We the group of the lead came up with a plan for it, now hear it out. Our clan will be splitted to the tribes!" announced Dragoneir, the dragons strated talking after that. Some were scared, some confused, some stressed. Dragoneir used his mighty roar to bring up silence again. He and Mistrial alongside with Bloodfur and Bluestone, Helios and Tawalua explained how the new ways of life in here will be.

The tribes that will be created will be lead by their own leaders, all of them will be like separated small clans, individual, but keeps a role for the whole new society. Provide their goods, works and such for the good of the whole clan. Each tribe will has its own territory to care about, enough space for their own growth. To test things out there was made the first two, established from the central - The RoamingSoul Tribe and the MainLand Tribe. The RoamingSoul was entrusted to Wingfear and Freehold, and the MainLand was established at the original place as a future center for the all Tribes that will be, if the plan will go well.

Things were working great, and so the new style set it roots, and the clan is now called Dream Dewdrops Clan of Tribes.
...
The next one created was established from Oasis clan lead by Einarr, he used to live in the clan for some time, and found love in the Lightwater. He disappeared for a long time but came back for her. Thanks to that making a tribe out of the clan was easy without any problems on the way.

Another tribe is on the way - the WhisperingWhale.
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Dream Dewdrops Clan of Tribes - registered Tribes
- will be soon-
Keys:
*Tribes - each has its own special warpaint coloring and shapes, communal spaces (awlays include a tavern/pub), tribe events, mates-rituals and courting, stries, traditions
* Overseers - the ones of Dewdrops Origin being in presence for Leaders side, and as advisors -
Bluestone and Bloodfur - overseeing the RoamingSoul tribe
Farra and Eleon - overseeing the WhisperingWhale tribe
Gladewalker - overseeing the Oasis tribe

Tribes:
Roaming Soul
Dewdrops Origin
Oasis Hills
Whispering Whale


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Dream Dewdrops Clan of Tribes - Map of Lands
-Make a map of the territory/world piece - in production
*phew* well, this will take a while..... uhh (note: after finishing map, change stories to make it accurate!)
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Dream Dewdrops laws
- Protect the Clan agaist threat.

- Don't hunt on another clan's territory, don't even cross the borders without permission if needed.

- Don't waste the prey - kill only for meal, bring some prey to the clan's ownership to feed other ones who cannot hunt or were not successful.

- The bordelines must be guarded or checked daily for the safety and awareness.

- The words of the Clan leader/s are laws, applies to everyone and will come into effect at the moment of their utter unless otherwise stated. Only The Aspects of Lead group can stand agaist them if more than half of clan population is dissatisfied, Leaders have the right to discuss with the aspects before.

- Dragons won't kill or heavily hurt other member of clan (fauna and beast clan members include) for their own pleasure or without any heavy reason. Bad treatment can be used as punishment or in friendly clan fight, training, challenges.

- Every member have the right to have personal belongings and place to stay, like room or cave.

- Every dragon have right to have mate by their choose, however males (or females) must meet with some requirements that are stated.

- Every member have the right to have own opinions that can be uttered on clan´s weekly meeting that take place in the hall, participation on every is voluntary.

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Fauna

Familiars
- are treated with care and friendship, they are safe from any bad treatment from the dragon's side if they are friendly and respect the rules
- some familiars have high IQ, so they can speak and think - like friendly beastclans members, then they own the same laws and rights as dragons if is not otherwise stated
- familiars may somehow helping dragons with their work (battling with opponets of their owner, and etc.)

Clan herds
- animals that clan has like source of food for bad times or alternative source
- clan guards and tamers also must guard the herds from other predators
- the tamers take care of the animals, feed them and heal them if need
- into this category is also taken clan's fish schools
- tamers can do selection of animals and do something like breedings work
Clan's herds are quite huge and have exactly given places where are should be. The places are bounded by simple fences that are moved with the herds. The herds are divided into the breeding and utilitarian. Each herd has the alphas that are under each main tamer. The most common herds are made of zeebas, elks, chargers, and rambras.

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Dragons

ODC
- ODC is abbreviation to "Outside-clan dragon character", that means the dragon doesn't belong to the clan society but has occurred somewhere on the clan's territories or in the clan lair itself.
Every dragon has some description where you are dragon who just met them, they will tell you some informations that can interact with stories of clan dragons.
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Dragons in clan is the equivalent to each other, but everyone respect their position in clan. Their stories, history and relationships are written in their bios.
Dragons can be disabled/mutated (example: dragon without wing etc.), that is written in their bios or acting like a accents, skins, apparel (that means accents or skins on dragons are accepted like their own body)
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Dragon age
Acient - unknown years old (or over 1000 years old)
Elder - over 100 years old
Mature - over 45 years old
Young adult- over 25 years old
Adolescents - over 15 years old
Hatchlings - less 15 years old
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Dragon's titles

Dragon titles are honorable mention to the dragon' s abillities and achieved goals, it is designation given by their merits and it is added to their names. Titles are age restricted, hatchlings and adolescents cannot earn titles.
Sentinel / Archa
titles characterizing the dragon's huge strenght or unsual power of magic, or other abilities that are mastered by the dragon, the dragon can be born with it or mostly is achieved by training and fighting, the "archa" is added to their original position - example: archa oracle, however "patron" is added to the dragon's name - example: Sentinel Wingfear

Patron
If the dragon achieve the both titles, he is honored by the title Patron, it is the highest title for a non-leader dragon, it is added to the dragon's name

Otherkins - special

Undines and Watermen (Vodnik)___________________________
These creatures are water-bound species. Both are close to each other but there are some differences between.
Undines are said to came form some waterbody, that became their life source. They need to keep close guard upon it, as their lifes depends on it. When Undine loose the waters she dwells upon, they don´t last living too long without it, they will evaporate and die.
The only chance of survival in this case is a fight with other undine, making takeover of their waterbody life source.

Undines takes forms of various water wildlife to mask themselfs agaist everyone, it is hard to spot one, and usually it happens only if the Undine wishes to.

On the other side, it is not known where first Watermen came from, they are acient kind that live in the waters. These strange creatures are collecting the souls of the drown ones under lids in the ceramic cups, mugs and pitchers. Every soul makes them stronger in magical power, but if the lids are removed the soul will escape, and can turn into will-o'-the-wisps, that can help others to evade the water or... on purpose they will lead you into his arms.

They are known for their ability of speaking with animals, and shapeshifting. They often cause curses, weather changes, or accidents. Watermen are very teritorial, they hate when somebody tries to sole a single fish from their keep, and don´t hestitate to send their wrath upon the unknowing wretch.

It is believed, that they have a treasure hidden in their home, full of gold and pearls, and there are stories that they give some of their treasure to someone from gratitude.

As Undine weakness are their waters, Watermen´s weakness are their tails, even if waterman doesn´t have any souls, they can live normally, but for all apply that their tails must stood always wet, the more it is dry the more their powers fade and their health shatter, resulting to death.

The times of full moon they socialize with their own kinds, Undines love to dance on dewy meadows or water surfaces and sing beatifully. Both species came only in one gender, and so if they feel need for reproduction, they are pairing together, resulting children inherit the speciment by their genders. However it is known that they may mate with dragons, then the children are resulting as mixlings, sometimes inheriting some of the characteristics of their otherkin parent.


Changeling__________________________
So far the most extraordinary and misunderstood, changelings are born as completely normal dragons/beastclan children. Their transformation will come after certain age, usually around pubescence.

This very interesting change, their body goes through will allow them to perfom their abilities, for which they are pursued. The first stage of the process include the fade of coloring, loose of hair, scales, sometimes horns even, the skin goes impossibly smooth, and nausea starts hitting with head pain to the second stage, the second stage is characteristic by strong production of viscous secret, starting running from mouth, and then skin and eyes, dragons became emotionally changing or unstable during this stage, usually due to sudden isolation, or change of treatment by their relatives, friends and others, at the end of second stage the dragon falls into dead-alike state, in which their bodies acquire abilities, they awake from it after the process is finished, and the first few days their bodies are chaoticly searching for some steady shape, usually settles down back into the one that the dragon remembers as themselves. Since this their bodies can transform into any dragon or beastclan species, with everything, coloring, size, markings, including mimicing someone's voice. But they can stay in their from, however suppressing their naturality too long is resulting in chaotic chage-seizures, that may result into monstrosities that cannot be formed again, many legs, many eyes, mouths, heads or whole bodies connected together.

But due to their intriguing body condition they are considered extremely dangerous by the surroundings, knowledge that they are able to mimic someone so perfectly, that not even family can recognize the difference. They are feared, hated, and hunted for what their are.
Their trophies are wiewed as very vauled and sign of mastery and prestige for how hard it is to catch one. And from their hides are made precious accessories and cloths, as they became pale with rainbow iridescence, or rarely remain the ability to change coloring.

It is not observed yet what is responsible for the transformation, births of changelings are rare and random, and even breeding of two changelings doesnt result in such child in the majority of cases, which are not somehow often considered the situation.

There are few cues how to spot a changeling, their eyes have often horizontal pupil shape and it is common for younger ones to forget about hiding it. As they change their appearence by will, to mimic someone perfectly enough they have to see it at least once, to be able to perfom it, making mistakes in playing character of someone can be the last mistakes they made. It is a vital skill for a changeling to remember as many characters as possible.

If a changeling fell unconsciousness, or is badly injured their bodies switch unwillingly to their themselves-bodies, maybe something like natural reflex, which spares body energy for healing.

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Beastclans
Friendly relations:
- Maren
- Centaur
- Serthis
- Mothwings
Neutral:
- Dryads
- Harpy
Unfriendly:
- Longneck
- Kitsune
Unknown:
- Talonok
- Manticore
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Dragon's Element
There are some different states of dragon's element that can influence their character or useage. Dragon can be born with such a state or obtain it during their life. There are some closely discovered by the dragons in clan.

Wild
- element is acting unpredictably if used
Enchanted
- element achieve some unique characteristics
Reversed
- element is acting like the natural opposite of it's nature (not observed for arcane)
Cursed
- element is acting weirdly, by the nature of the curse

______________________________________________________________________________________
Other Magic

Dragons in this clan can have other magic aktivities, they call "Non elemental". So every dragons can do it, if they want.
- these kinds of magic are learned from books, other dragons, familiars or beastclans
- more kinds of magic can combined together

The main kinds:

Magic handwriting - Runes and insignia (marks)
- with this dragons can write magic spell scrolls, ciphers or even curses or traps
- these dragons also write magic circles and marks that provide magic effects of many variations
- this kind of magic could be hidden for a long time and show itself with some key - like word, touch or something
_____
Potions making
- these dragons are called alchemists, they are good with herbalism, science and always have piece of luck
- potions could have enourmous variety of magic effect which strenght depends on the skills of the dragon who made it
_____
Non elemetal spells (like levitation, or teleporting)
- these spells are the most commonly seen among the beastclans members or wildlife animals
- they are one of the easiest to learn
- the duration of effects depends on the magic power of the caster
_____
Telekinesis
- this kind of magic is really hard to learn, and it is not for everyone, only the strongest minds could control such magic
- there is also not much known about this art, thus no much of dragons were able to learn it
- there are legends that with this magic some dragons were born, but always ended badly and died quite young
_____
Telephaty
- is really strange kind of magic, it works only if the owners of magic share it with themselfs, it is really small amount of it
- the magic could not be transefered if the minds are not open, so they both must be good with meditation or making themselfs calm
- it is really useful kind of magic that helps comunicating with mute dragons or other disabled ones

___________________________________________________________________________________
The clan's communal spaces

The Main Hall
This is the larger space in clan lair, it is made that all dragon breed can enter it. It is space where all ways are crossing, and where is the conferences take place. There is also located a room of clan ownership and vault. From this place is also the only way into the leaders room.

The Clan Pub
The clan pub is nice cosy place where is always something to eat or drink (cooked meals and handmade drinks are for smaller fee), where dragons are playing music, they are singing and dancing, talking and spend time with others. This place is also where stories and fairytales are told. Hatchlings are allowed only in daytime.

The Library
The library is huge system of rooms full of books, scrolls, papers, and many other object that share it's information. The library is connected to archive, it is another huge system of rooms but there is mainly copies, documents and other paperswork that is related to clan like annals, files etc.

The Cave of Transcendence
This cave is one of the most beautiful places in the lair, all the space is lightened by glowing mushrooms and plants, and decorated by thousands of pearls, shiny scales, beads, and seashells and more! You can see here small waterfalls and staircase ponds, and from ceiling come stalactites. This place is also used by oracles. Also this place is favourite to relax or pray to gods.
Hatchlings are not allowed to go there.

The Gardens
The huge gardens were created by Tryggvi, the clan's best herbalist, they took huge place and have many parts, each one is original not only by the variety of species but also the biomes and naturality. They were created in the most ecologic way and are perfectly balanced, alongside with the education and relax, many species are grown there for food and healing use. They are also the home for many wildlife fauna and clan familiars.



Element Blessings

EB are some unique disspositions granted by the dragon Gods in the moment of dragon's born. They are really acient and very rare to see. It is believed that only dragons, that are the true-childs of the Gods, or so called "demigods", possess such a power, but nobody really knows the truth, cuz' there is no clues how to lighten such mystery up. Sometimes it's hard to fully recognize it, but EB can be shown by ritual, where the elemental aura will be seen.

tumblr_inline_nbca3nfzd81qg78ij.png Water - Oracle
- these dragons are able to see the far future, but are able to see the past too
- these dragons are able to slightly mess with time around themselfs

tumblr_inline_nb17n4oppf1qg78ij.png Ice - Collector
- these dragonds are able to perfectly track objects, dragons or fauna
- these dragons are immune to all types of ilness caused by external influence

tumblr_inline_naxjlrHYbk1qg78ij.png Wind - Explorer
- these dragons are faster than everyone else, and easily orientate in the world
- these dragons are also amazing flyers

tumblr_inline_nbe8duyTA81qg78ij.png Nature - Druid
- these dragons understand every beastclan or fauna's language
- they are also immune to most of the narual poisons

tumblr_inline_naz0azrMBD1qg78ij.png Shadow - Tricker
- these dragons are able to imitate a others element magic
- these dragons have talent in inducement and lies

tumblr_inline_nay254X8ea1qg78ij.png Light - Philosopher
- these dragons have much more luck than other dragons
- have talent to find very old informations and learning

tumblr_inline_nbax4xlrxv1qg78ij.png Plague - Survivor
- these dragons possess unnatural regeneration
- these dragons are masters of escapes

tumblr_inline_nbefjbkpeK1qg78ij.png Lightning - Engineer
- these dragons have their experiments more than often succesful
- these dragons can not be hurt by chemicals or electricity

tumblr_inline_nbaduayNyo1qg78ij.png Fire - Metalworker
- these dragons have unusual strenght in spirit and mind, that can't be broken
- these dragons can not be exhausted

tumblr_inline_nb1keetDsO1qg78ij.png Arcane - Dreamer
- these dragons have power over dreams, they could visit dream of everyone else and change it
- theese dragons are able to slightly read mind of other dragons

tumblr_inline_nb93jmKisp1qg78ij.png Earth - Builder
- these dragons are given a super strong, they are able to build incredibly structures
- these dragons are immune to stuns or imprisons

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