Boran

(#33039638)
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Familiar

Djamor Bat
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Energy: 50/50
This dragon’s natural inborn element is Nature.
Male Tundra
This dragon is hibernating.
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Personal Style

Apparel

Green Birdskull Necklace
Sprouting Garden Belt
Woodland Vest
Hunter's Tail Twist
Sprouting Garden Hat
Sprouting Garden Socks
Forest Green Wing Wraps

Skin

Scene

Measurements

Length
4.78 m
Wingspan
4.05 m
Weight
282.74 kg

Genetics

Primary Gene
Ivory
Cherub
Ivory
Cherub
Secondary Gene
Green
Myrid
Green
Myrid
Tertiary Gene
Rust
Basic
Rust
Basic

Hatchday

Hatchday
May 15, 2017
(6 years)

Breed

Breed
Adult
Tundra

Eye Type

Eye Type
Nature
Common
Level 25 Tundra
Max Level
Scratch
Shred
Jungle Slash
Might Fragment
Might Fragment
Discipline
STR
116
AGI
5
DEF
5
QCK
41
INT
5
VIT
5
MND
5

Lineage


Biography

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B O R A N

Patriarch • Head of Healing • Member of the Old Council • Retired Traveling Merchant

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Boran is the heart of the Clan. He's caring, agreeable, and mild-tempered, and serves as a healer. He's not very boisterous, but enjoys mingling with the Clan and making sure they are all getting on well. In addition to the healing power he boasts, Boran has an uncanny ability to know if an individual is feeling poorly. He takes care of the interpersonal matters of the Clan, but works together with his mate Ayella in almost all serious matters. He dotes upon his mate, is great friends with his hatchlings, and is all around regarded very affectionately throughout the Clan.

Caring, agreeable, mild-tempered. Compassionate, hates negativity. Gives everything he has to others. Isn't any use in discussions of war.

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Boran and Ayella first discovered the Clan's current romping grounds with Bellron, Biri (deceased), and their daughter Elia, who has since moved on to find another Clan. Only after around 9 months did Dynas and Seze wander inside the bounds and were allowed to live alongside the family. Overtime, the two groups bonded and became the basis of the forest Clan we know today.

Boran is a very large Tundra.
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Name was made up by me.

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This is a guide to the locations in the Clan of the Broken Valley. Ayella's info has more on the history of the Clan.


Located in (The Everbloom Gardens mostly, and to the south, the Gladeveins) the far west of the Labyrinth.

The Clan defends a fairly tree-void, rock-strewn valley (thought to be an abandoned quarry, or maybe an old archeological, or architectural project. However, the nature dragons hate the thought of a quarry, so they call it a valley), where the Founder’s Den sits. Most work takes place in the valley, but nesting takes place embedded in the slopes or on the trees ‘round the edge. The Clan is working to help nature reclaim the area, but also acknowledges its defensive advantages.

Common Area: Most of the hub takes place in the western end/middle around the Den. Sewing, weaving, writing, pottery, gardening, painting, carving, games, puzzles, wrestling matches, gossip, confrontations, even getting your scales polished or other frivolous luxuries.

Founder’s Den: Massive above ground cavern, made up of boulders, roots, and trees, held together by magic. Ayella, Boran and their children sleep here. Boran and Ayella sleep in a lower side-chamber to the north that is out of the way of the large main entrance to avoid the elements, Bellron sleeps in the command center, an above ground cave located to the southwest that has a direct route to the Camp. Yora sleeps in the Tundras’ Burrows because her cave has since become compromised. Belegaer currently nests in a hidden chamber near the back (west) of the main space. If one wishes to enter it through the Den, then someone within must activate a pulley system. It is often considered the original section of the Cave system. His old master, the Guardian Phelga, the great Cavemaster, used to live there. Atop the den, Aurus rests in a shallow hollow in the stones. The Den faces east, away from The House of Healing. Council meetings are held in the entrance chamber, and it serves as a general den if anyone is feeling like they want to sleep ‘alone’ tonight. Fedelm also stays there when he comes back to visit.
Greenleaf Shrine: A sapling, set to grow on the north side of the Founder’s Den at the seam of the grass and the rocks, where dragons go to pray and channel nature magic. It is being shaped into a likeness of the Gladekeeper as it grows. Offerings and objects of praise are left there. Vanavna sometimes preaches there.

Tundras’ Burrows: Earthen tunnels along the western ridge of the valley so the Tundras can better smell, and thereby gauge, their situation through the dirt and scents of the forest. They connect to the main Caves, as well as providing spy holes up through the roots, or access to their colleagues who nest among the roots. All of the Tundras live here.
The Nursery: The nursery is in the burrows, in one chamber or another. It’s very convenient, because it’s under the Loremasters’ Tree, which is where the hatchlings will go for their lessons.

Smith’s Quarters: Once occupied by the famous odd couple, Festal and Milyar, the Smith’s Quarters lays outside the valley, near a lake comprised of runoff. It is constantly boiling, as next to it, underground, is the heartfire/belly of the forge. The chamber next to the forge’s chamber, is a den for the smiths and firelovers in the Clan. Above ground, there are many fail-safe systems in place to douse the whole operation in water if the winds blow too swiftly, or someone forgets to strip the area of greenery before setting to work. Ironically, the forge is nearly always wet when not in use, meaning it needs a LOT of maintenance, which is why they have a live-in mechanic. Smiths are trying to cover the whole area in stone to minimize the chance of a forest fire, but it’s been slow going. The Smith’s Quarters connects to the Cave System, although its tunnels run deeper than most out of paranoia. In relation to the Founder’s Den, it's to the south, but not so far that you can't smell the smoke, and hear the hiss of cooling metal if you listen hard enough. Surkene, Ietoro, Elphaba, Loa, and Amara all live here, as well as all the Coatls.
Workshops: Elphaba has been building structures around the forge to streamline the production process. Yes, they are made out of wood.

The House of Healing: Taking at most half of the valley’s space, it is lush with plantlife, home to the Clan’s main herb garden (with a lot of transported dirt, making the western end of the valley several feet higher than the east), and is constructed with plantlife held together with arcane and nature magic. The structure itself is almost starting to resemble a small hill (upon which dragons like to lounge and frolic), although stone structures have been/are being erected in the name of science and engineering around the House, and construction has continued to craft exclusively magic-based laboratories when the last ones explode or fail to accommodate the size of the experiment, taxing the smiths. Niluvas’ laboratory is potions and alchemy based, and while that is intriguing to almost all of the wizards, they need a magic-proof space that will withstand other flights’ magic. Inside the House, all magically or medically inclined dragons reside. It can be made into a triage area within minutes. Usually, on the left as you walk in is the magic side, and on the right is the healer’s area. The whole space is dappled with sunlight from artistically placed mirrors and glass in the ceiling. Both sides are packed with scrolls and stray instruments, but in general, the healing side is much more inviting, with herbs, flowers, and nests abound. Both sides descend into an underground stone corridor, flanked with individual chambers, but the magical sides’ functions as more of an office rather than a patient’s personal room. At the very front, there is a receptionist’s roost which is often left unmanned. Ereser is staying here post-Collapse.
Challicrates, the Plague wizard, has to stay on the otherside of the valley, where the boulders and rubble still overtake the life. He has a roost which is constructed of boulders built up in a vaguely square formation with dead flowers laying across the top. It all rests on the rocky rubble of displaced earth from excavating.
Niluvas’ Laboratory: A dugout in the stone huddled near the valley wall behind the House. Niluvas, Sycora, and Serif live there.
The Lab: Stone structure for archeology, biology, and meteorology. There is also an adjoined covered, open-air workshop in construction, which is soon to be for Mesmir.

The Gaolers’ Dens: The Gaolers have several collapsable dens in the undergrowth around the valley. Adrika, a purple Gaoler, set them up before he left the Clan, and another Gaoler (Zveam) introduced the concept to the wardens of the Clan. Currently Serif is slowly transitioning out of them into Niluvas’ lab. Before that, the wardens lived in the Trade Center; the tallest hollowed tree that provides a complete view of the valley. Shallan and Sika now live in any of the structures, as well as all of the wardens. The rest of the militant force, except for dragons previously mentioned in other locations, are also staying around here.

Trade Center: The tallest tree in the closest vicinity to the south edge of the valley. Every branch, knoll, root, and in-trunk space is utilized for storing prey, cloths, metals, treasure, organic materials, weapons, scrolls, armor etc. Dynas, Wilwaren, Seranida, Rime, Gwennol, and Adaza live there, as well as the scouts and couriers. Skygge and Lume live here post-collapse, as well as Irodus who informs them of the weather. The lesser council of merchants (Dynas and the crew) meets in the clearest room there, which is often the treasury. Of course, the goods contained within the tree are merely the select few meant to be processed for leaving or entering the Clan. The savings reside in the Caves underneath the valley. The food, majorly, is kept within the tree for easier distribution, but they also have a freezer in the depths of the earth in case of disaster.
In the Collapse, most of the underground stash was lost.

Plague Colony: Alongside Challicrates; Wilwaren, Pelageya, and Angmar are made to sleep in the boulders. They sort of like it, as it is a middle ground between their homeland and current home. They collect the dead and dying plants and Challicrates seals them with magic to create a den. When they’re awake, the Clan trusts (most of) them completely, but there is an odd superstition in the Clan that Plague magic, especially in such a fruitful environment, can control an unconscious body, and so it’s kind of become a tradition that different dragons honor for different reasons. Angmar resents this, wanting to sleep with his pack, and often slips away to do so.
Elemental Housing: Each representative is in charge of creating an appropriate living space for delegates from their flights. Breed-specific alterations are also under their jurisdiction. Most are kept out of sight, the Plague Colony being the exception as the Clan demands it remain up year-round.

The Loremasters’ Tree: Eridani, Euncil, and Altair live in the tree above Agrius’ root den on the west edge of the valley. All of the scribes' notes are packed into the woven branches, but none of the Clan's life-or-death documents are stored there, as a rule. It also serves as a library. There are also chambers in the trunk for each of the flights’ representatives, but no one really stays there consistently except for Rillithia, unless there is a need for them to work continuously.
Agrius’ Den: Connected to the Tundra’s Burrows, the den is in a pocket of earth. Jahir and Starling also nest there.
In the Collapse, the underground documents were evacuated as quickly as possible, but many were potentially destroyed. The scribes are holding out on the hope that the passage to their storeroom is just blocked off.

Tree of the Arts:
The artists live here. It’s a glorious tree, with long willowy tendrils of leaves, hung with ribbons, baubles, chimes, and firefly lanterns. Senta, Onasi, and Talenach live here, and many other dragons can often be seen coming and going to practice dance routines, or other extracurricular, artistic activities. It is just south of the Loremaster’s Tree.

Ridgeback’s Haven: A cave burrowed into the east side of the valley, mixing earth and stone in its composition, and often serving as the reentry point for many of the external tunnels returning to the stone system. Overtime, this cave collects rainfall through the canopy of leaves and other vegetation, specifically through the ventilation hole. It has formed a quaint pool on the cave floor, slowly eroding it down deep. Ridgebacks who live there hate skirting around the pool, and also hate having to clean it up constantly, so it’s been left to grow until it trickles down the slope of the valley. The Ridgebacks themselves live in a series of circular antechambers hanging over the main section of the cave, each like a little cell (in relation to their size) leading to no doubt a larger chamber, and then underground roads to each of their excavation projects. The external entrance can be collapsed with the push of a lever. No one except Vanavna (and Rhiain in light of the Collapse) lives here right now, but its always been exclusively owned by the Ridgebacks.

Forest Den: The forestkeepers live here. It is a dugout unknown to most who pass over it, but its location is rumored to be overlooking their most fertile/endangered patch of land at any point in time.

The River Bank: The waterkeepers live in trees alongside the biggest river that breaks off from the Gladeveins into the Everbloom Gardens.

Scout’s Keep: Several lofty, collapsible, Gaoler-style tree-stands dot the territory where the scouts can nest when out patrolling with the warriors.

Nocturne’s Roost: A tree with disconnected (and connected, as the forestkeepers work their magic) branches creating a cocoon around the external foliage. In the inside, the branches are groomed in such a way where they’re still present, but have space for homey little wooden structures in a vaguely ovular shape. At the moment, there are only 3. North end of Valley.

Camp: On the southeast end of the valley, the warriors’ camp dwells in the underground. Warriors can sleep as close together, or as far apart as they want, as long as they can hear their charge (this is only the case in wartime). The Nocturnal Strike Force in particular uses the Cave System.
At the current time, the Camp has been condemned due to the Collapse, so the warriors are either living with their secondary colleagues, or taking root in the trees.

High Dens: Trees for dragons who want their own designated space that is under the Clan’s immediate protection. They can also be used for housing guests or newcomers. It is mandatory to report the den’s existence to the Loremaster, Adaza, and Belegaer and Shallan.
These Dens see dragons like Wellam on occasion.

The Cache: A singular, massive supply stash hidden in the territory. It’s a tree, obviously. Weapons are there, as well as fresh water runoff from the rain. It’s in the general vicinity of the forge, south of the valley in the Gladeveins.



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Exalting Boran 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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