Zam

(#28626027)
Level 11 Pearlcatcher
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Familiar

Taper Cradle
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Energy: 45/50
This dragon’s natural inborn element is Nature.
Female Pearlcatcher
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Personal Style

Apparel

Trickster's Magic Cards
Ebony Antlers
Fiendish Emerald Forejewels
Venom Rogue Cape
Darksteel Amulet of Necromancy
Fiendish Emerald Pendants
Chartreuse Wooly Coat
Green Tree Python
Fiendish Emerald Taildecor
Well-to-do Sable Bodice
Well-to-do Sable Knickers

Skin

Scene

Measurements

Length
6.51 m
Wingspan
3.53 m
Weight
358.72 kg

Genetics

Primary Gene
Orca
Falcon
Orca
Falcon
Secondary Gene
Bubblegum
Paisley
Bubblegum
Paisley
Tertiary Gene
Smoke
Basic
Smoke
Basic

Hatchday

Hatchday
Nov 18, 2016
(7 years)

Breed

Breed
Adult
Pearlcatcher

Eye Type

Eye Type
Nature
Common
Level 11 Pearlcatcher
EXP: 1849 / 34264
Meditate
Contuse
STR
6
AGI
6
DEF
6
QCK
7
INT
7
VIT
6
MND
7

Biography

Zam “The Great” Fearsome
Traveling Magician • Oracle
~
Ostentatious • Alluring • Clairvoyant • Superstitious

Otherworldly Collar Orchid Cactus
Dreameater Tusk Trickster's Magic Cards
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Aesthetic Morbi sapien nulla, dapibus et finibus, semper quis augue, morbi ornare facilisis luctus.
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Music
THEME
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Crystal Ball » Do you believe in Zam the Great’s talents and connection to all of Sornieth? If so, then despite this, as her patrons, she would be little without your belief and support!--Yet the dexterous dragoness can also work for you! Do you want to see your future, or find something new out about yourself? Come to Zam’s traveling cart after hours if you seek something powerful and personal. Zam’s Traveling Troop™ is not responsible for anything including loss following or in relation to the tellings, responses, or prophesizing from Zam or related entities. This includes but is not limited to: Pirates, disembowelment, summoning an extraterrestrial entity, unnaturally large bugs, bizarre adventures, or world domination.

» Explanation
»About.
Zamitha, or Zam, Fearsome is a traveling magician who plays to the skewed wills and wishes of her audience. Known all over Sornieth as "ZAM the Great," she is an eccentric speaker who can manipulate her audience into seeing nearly anything she or her patrons can conjure up. Her magic perpormances, advirtized as “no act the same as the last” are centered around eye catching displays, sleight of hand tricks, lots of flamboyant waving and cheap, near effortless magic. However, this is just her day job.

Despite her crude and obnoxious displays, Zam‘s true nature and skills eek out at night and behind the curtain of her trolley. While it doesn't bring in as much money as her performances, Zam often exhibits her specialty while on the road—Mild-to-extreme predictions, prophecies, and tarot card readings, and if she can’t do it, she always knows a guy who knows a guy.
When not on stage, Zam appears quiet, reticent, even introverted. As she explains, existing and reacting to the world around her in a calm state, is paramount to keeping one's ears, mind, and eyes open and ready to accept any kind of communication—be it on this plane or any another.
Off duty, Zam is a bubby dragon always looking for new experiences and a way to show off. She has an eye for reading people, though will look for the good in someone even when there may be none to see. Zam also enjoys a good game of poker, doing her best not to cheat, and makes frequent stops back home at the Enclave. Her best friend is Jojo.

»Origin.
Zam is the wild daughter of the Enclave’s Patriarch. As Ferrum’s first child, she was named “Zam Fearsome,” believing her name to sound like “Damn Fearsome,” and instilled hope that she would take his place as Matriarch of the clan.
Unlike her father, Zam had no fear of the outside world, wanting nothing more than to see the lands beyond their borders. Though Zam loved the clan, she was always caught running off into danger outside of the Enclave’s borders, all just to glimpse the beacon of the radiant eye from a different hill, or see the tops of distant trees from the Tangled Wood. Many times, her father had dragged Zam home, kicking and screaming, from a place far from their borders, too rife with danger for a little dragon to be wandering all alone.
Ferrum kept up hope, for Zam and her father had one thing in common; their love for magic. From a young age, Zam seemed skilled with magic. She played with it, making harmless sparks and growing tacky-colored bright flowers (but she though they were pretty!).
But as Ferrum planned to take her on a coming-of-age journey into the Scarred Wasteland for sparring, Zam refused. She knew what she wanted. Zam knew warriorship was not her calling, and nor was exaltation, but her father fought her on it. For many years after that, a wedge was driven between their familial bond, driving Zam to take unannounced vacations. Many times Zam returned from her travels bright-eyed and inspired by the world she had seen, only to be initiated into more arguments by her father about her heirship.
Little else occurred between them for many years until Zam announced she was leaving for good. She had improved her magic abilities and had secretly made a name for herself as a traveling magician. She planned to leave and live as a traveling magic act. To describe Ferrum as irate would be inaccurate, for he was more passionate than that. Fuming at Zam as well as himself. Worried for her safety and in a parent-like manner, worried for the life she had chosen.
Only after Zam returned from her season of work did she and Ferrum begin to speak again. For the most part Ferrum accepted that Zam was not a clone of himself, and shouldn’t expect her to blindly follow his footsteps. Zam for the most part accepted that Ferrum’s anger came from a place of protection. He wanted the best for her and believed in her. Ferrum placed Zam on a pedestal, believing she was capable of more than “cheap magic acts.” As Zam continued her traveling shows, new magical talents emerged. Strangely, these shallow magic tricks sparked a deeper magic connection within her. Clairvoyancy came to Zam, allowing her to pick up an old family tradition of reading tarot cards. Consequently, other small gifts seemed to fall into her lap, allowing her to enhance her show, as well as open up side a business, and even help mend her relationship with her father.

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Notes:
Zam's hand lay inside the box for several seconds before she pulled it out, steadily clutching a dark velvet card with the face turned down toward the table cloth. The back of the card was decorated with intricate obsidian and eggplant swirls reminiscent of shade-touched visages. She swiftly flipped the tarot over, showing its face. Depicted monochromatically with black and mist was a three headed beast hunched back on its hind legs, its multiple heads reared in the mist sky with their maws open wide. Multiple sets of deformed wings unfurled but crammed into the edges of the tarot's frame. Slight golden marks tapered the card's edges as well as the beast's underbelly and whiskers. The magician looked up from the table and cocked her head at the dragon opposite her.

"Well? You asked for my most detailed card. Not satisfied, Jojo?"

StrawberryJamin wrote:
Zam!! What made you want to be a magician?
28626027p.png?mtime=WrAKywAANW4.png Zam cocked her head to the side, a small grin crossing her face. She held the palms of her hands together and balanced her chin on the tips of her fingers.
"My father is a very superstitious man, very magic oriented even for a warrior. While my mother is more science oriented I ended up following my father's footsteps. Ever since I showed interest in magic my father wanted me to become a warrior like him, but fighting was never my kind of thing. Ever since I was a hatchling, I had small, deft hands and it made it very easy for me to play card tricks on my clanmates. Eventually as I learned to use my magic, I would incorporate flashes of smoke or tiny faux fireworks into my tricks. My father however, thought it was a waste of my talents. I remember he said, like a peacock, stage magic was all show and no meat--Which was the point. It took him a while to come around but doesn't mind my line of work as much as he used to. It certainly helped when I started reading tarot cards. In our family, tarot card reading is a rare and valuable skill. Not just anybody can do it. So, my father's always been proud of me for that. So to tell you the truth, I'm not sure."
ChrysIsHere wrote:
How have your attempts at controlling the other elements gone in the past? Fairly well, I'd assume?
28626027p.png?mtime=XFc9uwAAMvI.png "Well they've been good! Though... Only in that something has happened, the alternative being nothing. My last practice session being some time ago, as I needed time to heal from my burns. Strange that a nature dragon trying to practice shadow magic would leave one with burns, eh? I'll have to think more on that. Maybe Cors knows!" Zam's face lit up with almost maniacal joy, then she disappeared in a blink.

baby dragon w synesthesia reviews you!
mikhael wrote:

'glitter! purple glitter especially. the way it catches the light, and the way it stays on your hands and your skin for days. voices through a megaphone, accentuated and bold. the moment when the clock finally strikes opening hour and the doors to a theme park or fair creak open, the excitement in the air there. circus ribbons, dancing in the air, in bright colors.'
Flygo72 wrote:
"The shuffling of the cards is the earth, the pattering of the cards is the rain, the beating of the cards is the wind and the pointing of the cards is the fire. They are the meaning of all process and the measure of the everlasting dance."

"One should always play fairly when one has the winning cards."

"Of course, in all magic tricks there's a secret."

51R16YTK3XL.jpg
Suggests... Big WIP

“The Major Arcana is a 22 card set within the tarot that is considered to be the core and the foundation for the deck. All of the deck is filled with archetypal significance, but this is most pronounced within the Major Arcana. These cards follow a storyline that tells of the spiritual travels taken from the innocent wonder of The Fool to the oneness and fulfillment of The World. In other words, these cards tell the story of humanity's spiritual evolution into enlightenment and individuation.
And so, as we follow the journey of the Fool, we can start seeing common parallels between our own stages in life and those in the cards, each card teaching a specific lesson and a concept to meditate over.”
Excerpt from - Tarot cards and meanings
Egyption Gods

--
Pure Element (11 basic plus 3 extra of each element and 8 puzzling cards. 52 cards.) reading is separate from the Major Arcana (Arcanist?) (22 cards)
A pure element reading can give someone a sense of knowing about their element and where they stand in relation to their deity. Whereas the Major Arcana deck A.K.A Tarot cards, can give you insight into where you are in your journey of life.


Plague
• Hardened and determined

Pestilence Card

Maggot Card

Blood Card


Nature
• Not necessarily down to earth, but often open-minded and generally forgiving and merciful.

Creeper card- Slowly but surely making your way to the top. People may look down on you but as long as you are patient and work hard you may be able to snuff them out in the future.

Venom Card- much like the bite of a plague infected Mirror, you may strive hungrily to get to the top, no matter how petty the argument--much like a feud between two siblings.


Arcane

Star Card-
Mind Card-



Shadow
• Motives are often dubious, as the natures of the people tend to be.

Mist Card-

Mercury Card- Derived from mercurial meaning of a person, subject to sudden or unpredictable
changes of mood or mind. Often unpredictable. Their motives are ever questionable.
Cloud Card- Has a clouded mind, or rather clouds the minds of others.

Sunken card- Not unlike the steps of The Forum. Actions are underhanded per usual. Motives are likely even more so. Repercussions are never relevant. Your life leads somewhere unpredictable, but shadowed.


Lightning-


Bolt card- Quick witted and quirky. Morality is often overlooked in place of ambitions. Perfectionists are never comfortable until they get where they want to be. Sometimes it doesn't matter how they get there.

Coppered card- Generally attractive, although not necessarily in looks.

Shifting Card- Ironically unreadable. Entropic personality ie. unpredictable, but in that way, predictable.


Light
• One who's pure of heart. Everything is done with the best in mind, though still striving forward selfishly to achieve something akin to ultimate knowledge.

Beam card- Bright minded, will go far at their current rate. Sometimes uncontrollable because of how passionate they are and may be confrontational. May blind the ones they love, maybe unknowingly, maybe for better or for worse.

Blaze card- Intelligent, so much so that they may rise until they get in the way of the wrong people. How that plays out is unforeseeable.

Luster- Doesn't give themselves enough credit. Could do great things if they bothered to. Likely taciturn or reticent.


Ice-

Prisoner card- Quiet

Frigid Card- Unforthcoming, likely taciturn,
Crystal Card-perfectionist, move at your own pace


Wind

Duster card-

Winded card- Easily thrown for a loop. Emotional.

Origami card- Unsure of their purpose in life, but excited to see what the world brings. Happy-go-lucky, Exploritive.





Earth





Water





Fire


Metal-

Sheen card- Perfected and sharp like a polished blade. Still hot from the molten forge. Most are
too afraid to touch you. You are likely vain to some extent.

Ore-



For those who disregard their element, either knowingly or unknowingly.

Beast
• You denounce your home, your element or your blood. Something has unsettled you until you could no longer stand it. You identify with nothing and no one. You work alone. You trust nothing.

Clan
• Beast and Clan are a compounded for a reason. It's simple. The simple next step from Beast. You aid the enemy.


Truth


Spirit


Life


Time


Spiral
• Not the dragon, but the concept. A spiral of any kind, though often leading to chaos. This is a worrisome card. If you know something that is uncontrollable in your life, make sure you change that. Take control, or get away from it while you can. It only ends badly. (For you?)

Chaos
• The next stage after Spiral is Chaos. One has already spiraled and now there is little left to be done. Something has caused demise, though it is not clear what, though one should already know at this point. It may get worse, though it may not. Turning tables are unlikely at this point.[/color]



dragon?did=28626027&skin=0&apparel=769,28793,13804,11507,28791,2848,494,22168,28794,27984,27985&xt=dressing.png
"If I were to get a penny every time I wasn't cool, I'd have, no pennies." (flexes tarot cards)
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Exalting Zam 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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