Frostflower

(#39691060)
Level 18 Skydancer
Click or tap to view this dragon in Scenic Mode, which will remove interface elements. For dragons with a Scene assigned, the background artwork will display at full opacity.

Familiar

Painted Marionette
Click or tap to share this dragon.
Click or tap to view this dragon in Predict Morphology.
Energy: 0/50
This dragon’s natural inborn element is Ice.
Female Skydancer
Expand the dragon details section.
Collapse the dragon details section.

Personal Style

Apparel

Pristine Rose Thorn Crown
Dusty Sage Lantern
Winter Wind
Glitterfreeze Halo

Skin

Scene

Measurements

Length
3.54 m
Wingspan
5.69 m
Weight
431.63 kg

Genetics

Primary Gene
White
Iridescent
White
Iridescent
Secondary Gene
White
Shimmer
White
Shimmer
Tertiary Gene
Ice
Ghost
Ice
Ghost

Hatchday

Hatchday
Feb 23, 2018
(6 years)

Breed

Breed
Adult
Skydancer

Eye Type

Eye Type
Ice
Common
Level 18 Skydancer
EXP: 61711 / 92435
Anticipate
Regeneration
Guard
Bolster
Congeal
Scholar
Scholar
Scholar
Ambush
Ambush
STR
4
AGI
8
DEF
42
QCK
50
INT
55
VIT
50
MND
19

Lineage

Parents

Offspring

  • none

Biography

Ice
http://www1.flightrising.com/forums/drs/2367831#post_2367831
Shadow
http://www1.flightrising.com/forums/drs/2385459#post_2385459
Wind
http://www1.flightrising.com/forums/drs/2404912#post_2404912
Water
http://www1.flightrising.com/forums/drs/2423303/5
Nature
http://www1.flightrising.com/forums/drs/2444712/2
Light
http://www1.flightrising.com/forums/drs/2467728/2
Lightning
http://www1.flightrising.com/forums/drs/2487148/5
Fire
http://www1.flightrising.com/forums/drs/2513175/3#post_35036420
Arcane
http://www1.flightrising.com/forums/drs/2534127/5#post_35671372
Plauge

My clan lives in three different castles. The largest, Verglas Manor, is where 90% of everyone lives. Sunrise Citadel is where the hatchlings, parents, and their caretaker reside. Obsidian Keep is where the assassin's quarters are. In the valley below the castles, the Jade Ruins house the healers, gardeners, and alchemists.

Some flight-specific thoughts--

Arcane: Lots of songs about lab mishaps and terrible transformations. Usually sprightly and bright in actual performance, but the lyrical dissonance is HEAVY here. Cheery nihilism shot through with hope.

Water: It's all sea shanties, but more enthusiastic. I respect this deeply. Very rhythmic and tends to lead to dance. Everyone joins in immediately. You're gonna have a good time with them. Also, that Guardian resonance, though. You haven't heard a drinking song 'till you've heard half a clan of soused guardians in a chorus.

Plague/Nature: Surprisingly similar, mostly songs in praise of drink itself. Both flights pride themselves on their unique brewing techniques, and the best (and strongest) alcohols come from here. (See songs like 'The Humours of Whiskey', almost worshipful in their praise of their chosen liquor.) Incidents with these two flights drinking together are either disastrous or the best night of your life.

Wind: Songs about travel and stories of individual people. Heroes and humor. Also often change with the winds (ha-ha) of fashion - new heroes and news come 'round almost every year, and the entirety of Sornieth needs to know about them!

Shadow: Fond of songs that go fast as all heck and make you trip over your own tongue. Dirty limericks and tongue-twisters are popular. Also songs making fun of any person in power that they don't much like. Anything irreverent quickly becomes popular in bars frequented by the Shadow flight. LOTS of nonsense lyrics.

Earth/Light: Tragic, but actually sounds it. More surprising crossover here. Lots of songs about days gone by, what could have been, and things that tearjerk. The main difference is that Earth has a more rhythmic style, whereas Light likes to be a little more melodic. That vibrato, tho. In this bar, you are going to cry, but it'll be a good cry. A nostalgic cry.

Fire: Every single bar in Fire will inevitably break into song, and it is either going to be rhythmic work songs or deep, thrumming harmonies that rattle you down to your bones. A Good Time. You don't need to know all the words to join in - humming along is perfectly valid, and you will be welcomed no matter your skill.

Lightning: I OWE MY SOUL TO THE COMPANY STORE. Cheerfully howling about being worked down to the bone. Maybe a little unhealthy, but also rowdy as heck. A very specific kind of bar scene. Either the most depressing night of your life, or deeply comforting in its solidarity. The nihilism of Arcane, but cranked up to eleven.

Ice: Surprisingly chaotic? Lots of songs about drinking to stave off the cold, the warmth of home, and about terrible harsh punishments that are sung about just cheerily enough to hide how disturbing it actually is. Solidarity of clan. At least one song about a frozen dragon waking up halfway through a funeral. Gotta get the energy out somehow when you're cooped up all winter, might as well be through singing.

I think that most kinds of work could be found in any flight, but here's a few ideas which I think are flight-themed or suited to one element. Some spring from the obvious flight stereotypes, of course, but I tried to include a bit of variety as well as what the official lore states. I'm not really great at this kind of thing, but maybe it'll help.

Earth 1.png

World map says: monument builder.
Could also be: Historian, miner, architect, jeweler, geologist, prospector, tomb raider.
Other ideas: Genealogist. Ghostbuster/slayer of the undead. The real creepy things aren't in Shadow, they're lurking right there in Earth, in the Cairnstone Rest.

Earth as a flight particularly cares about preserving and understanding history, and is known for its valuable rocks and minerals. They also seem to have a connection and awareness of life and death, which goes along with the importance they place on history and family.

Fire 11.png
World map says: metalworker.
Could also be: Anything else relating to smithing, forging, or metalworking. Firebreather. Fire... fighter?
Other ideas: Steam power researcher. Farmer. Volcanic soil is supposed to be rich for growing, right?

In my opinion, Fire is the most one-note flight according to official lore, but that doesn't mean you can't get creative. (As for me, I struggle with it). Their BotE lore focuses on a group of blacksmiths, and their festival apparel's focused on it too, but think beyond the obvious and you can probably come up with some unique stuff that official FR lore hasn't touched upon.
Wind 3.png
World map says: explorer.
Could also be: Artist (sculptor, painter, musician, dancer) cartographer, courier, tinkerer.
Other ideas: I have one wind dragon who creates kites, wings, and balloons, often for dragons who can't fly by typical means. Farmer (I think terraced farming exists in the Windswept Plateau). Also... corgi breeder?

Wind's two main themes seem to be exploration and the arts. Any creative job or a job involving travel would be a natural fit.

Water 4.png
World map says: oracle.
Could also be: Fisher, diver (for treasure or otherwise) aquaculturist, pirate.
Other ideas: Any job where being able to breathe underwater/hold one's breath for a long time would be a benefit.

water flight? what's that

Shadow 7.png
World map says: trickster.
Could also be: witch, thief, gambler, jester, fortune teller.
Other ideas: Mushroom farmer (fungiculturist). Chess grandmaster (are there chess tournaments in Sornieth?) Faerie lantern seller (it's probably illegal to bottle and sell faeries, but hey, a dragon's gotta make money.) Also, is "spooky ghost" a profession?

Shadow's lore focuses on tricks and games, but surely there's dragons who make more "serious" use of their time.

Ice 6.png
World map says: collector.
Could also be: Climber or mountain climbing guide, jailer, prisoner.
Other ideas: Researcher of cryogenically preserved specimens.

Ice's lore is actually pretty dark, with frozen prisons and the monstrous things contained within. I don't think the Icewarden solely employs Gaolers (seen in BotE lore) for everything going on in the Fortress of the Ends, so dragons may also find jobs there.

Lightning 5.png
World map says: engineer.
Could also be: Lightning farmer, scrap metal scrounger, desert guide, repairdragon, Tempest Spire intern, golem creator
Other ideas: Moisture farmer (it's dry in the desert!)

Lightning's my flight, but my lore's not distinctively Lightning themed. I feel bad about neglecting them, but there's still plenty of interesting opportunities to explore. It may not be my aesthetic, but it's kind of neat how advanced they seem compared to the other flights.

Light 8.png
World map says: philosopher.
Could also be: scholar, teacher, historian, librarian, bookseller, writer, priest or other "dragon of the cloth," archaeologist, or some combination of those.
Other ideas: Marble sculptor. Walking lighthouse (especially for those dragons blessed with Primal eyes!) Treasure hunter (for those not afraid of the perils of the Hewn City)

Light dragons are nerds who like sniffing the pages of old books. 'Nuff said.

Nature 10.png
World map says: druid.
Could also be: Botanist, florist, herbalist, animal tamer or farmer.
Other ideas: Beekeeper. Architect (I imagine it's a bit different to build your home out of living wood...)

Sure, Nature dragons like plants, but that doesn't mean they all have to be tree-hugging hippies.
Plague 2.png
World map says: survivor.
Could also be: berserker, mercenary, doctor, surgeon, pilgrim.
Other ideas: Bone carver, living biological weapon. Wasteland guide. An expert in infectious diseases or mutations (not preventing, but rather encouraging them). Any job where adaptability would be an asset. Plague farming would certainly be a different game compared to farming in other flights as well, since the crops are so mutated.

Plague's not the "evil flight," of course. They're more about surviving, changing, and growing stronger. That doesn't necessarily involve cruelty. Plague dragons can have jobs that let them focus on helping others.

let your plague dragon run a charity
Arcane 9.png
World map says: dreamer.
Could also be: Researcher, mage, enchanter, astronomer, astrologist, crystal miner.
Other ideas: Lensmaker (obviously they're needed for telescopes, but think about those dragons who need glasses, too!) Also, in my lore, there's a profession called Runewaking: unlocking the unique magical potential of another dragon in the form of runic markings. It's an explanation for the Runes gene change scroll and is especially linked to Arcane dragons.

Arcane's the most purely magical flight, but it's improbable that it's entirely a society of sorcerers. Of course there's dragons who are less magically-inclined, prefer to do more physically-demanding work, or use a mix of both in their jobs, such as the crystal miners who, in lore, "mine the peaks and use their fledgling magic to send large plinths of crystal to their patron."

Map_2.jpg
Map-3.jpg


Ice: Practical art again. Stuff you can use, stuff you can wear. Sort of a thing for hairstyling, as weird as that might sound, and tons of tattoos. There's less of a cultural consensus of art in the Ice flight, but there's a thriving practice of swapping books, and they have an oral tradition rivaling even Wind's. They also have an "art" of hospitality/socializing which is very nuanced and poorly understood outside the Flight, which unfortunately adds to their reputation of being a little chilly.

Earth: Stone-working, of course! Sculpture, masonry, etc. Hammers and chisels are passed down over generations and accumulate titles just like a dragon might. Writing is also a big'un, and while there's a slight Flight focus on history/nonfiction, there's also a thriving "underground" (heheh) horror scene. Architecture in general is popular, and Earth dragons are increasingly challenging the assumption that Earth=blocky/rough with a focus on curving, even delicate designs.

Fire: Another obvious one (metalworking), but they've also got a weird territory-specific art in the form of lava shaping. Fire dragons have a thing for cleverly redirecting lava flows, normally for practical purposes but increasingly for aesthetic ones. Also, lots of highly practical art (stylized forges, etc), but also completely impractical stuff (ornate altars, wall art). Probably places the highest value on artists despite being a less-obviously-artsy Flight, if that makes sense.

Wind: Famous for kites, but there's also lots of musical talent floating around. Generally, they appreciate ephemeral arts. Beat poetry, improvised solos (ya like jazz?), etc. There's a strong oral tradition, and a lot of the better wandering bards are Wind-born. They also have a serious thing for meditation gardens/zen gardens. Nearly everyone plays at least one instrument (not necessarily well, but often joyfully). Very artsy flight overall.

Water: Weird stuff over here! Water dragons will make art out of anything (light, sound, bubbles, shells, stones), there's lots of found art and a sort of loose belief that a piece whose components come to the artist serendipitously is more honest, even prophetic. There's a lot of fortune-telling going on, but some of it is very much in the style of performance art. Dragons from other flights don't always "get" Water art. Also big on theatre!

Lightning: As much flak as they get for being all work/no play, Lightning dragons take music seriously (and it can get LOUD). There's obviously some kinetic sculptures and stuff, they like things that aren't static (no pun intended), but there's a sort of frantic energy in a lot of what they make. Fancy cooking is on the rise. Art is often used as a vent space/outlet, and there's a growing surrealist movement that's taken on something of an activist tone.

Light: Pretty much THE flight for writing. The scene is pretty tumultuous, with genres always coming in and out of style, though there's usually steady business for romance and court/gossip novels. Sculpture is important but hard to get into, unlike Earth (where it's kind of an everyman thing). Fashion is similar, Light's really the only Flight with a thing for "artsy" fashion and it's still kind of hard to get into (but increasingly leaking to other territories).

Shadow: While it's easy to claim trickery is their primary "art," it might be more topical to point to dance or illustration. Both work in a lot of bright colors and flowing shapes; Shadow art is either extremely subtle or EXTREMELY LOUD. There's also a serious upswing in writing, though it's not as "cultured" as Light's. Lots of music you can dance to, and tall tales are always popular. Infamous for edgy OCs. Very artsy flight overall.

Plague: Low-hanging fruit: tattoos, body mods, piercing, Some similarities to Ice both in that and the general practicality/portability. There's also a love for unconventional solutions/materials which is unto an art form itself; the more ridiculous and effective the repurposing, the better. Building a caravan entirely out of bones/entrails is awesome, even better if you add scrimshaw. Scary stories and body horror are popular, but there's also an underground market for fluff.

Nature: Obviously gardening and rustic arts, but these are just two subspecies of a wider trend. Nature art is all about interaction and integration. Flower plots change with the season. Water gardens are shaped by, well, the water, and feature things like deer scarers. Wind chimes. Cairns. Stuff to be played with/used/transformed over time. Flower breeding is huge. Nature dragons will make art out of anything and leave it anywhere (as long as it won't mess with the ecosystem), but very little makes it out of the Flight.

Arcane: Painters, poets, and magic. Arcane is crazy creative (emphasis on the crazy), and is always on the cutting edge of experimental art. They tend to shape spells, fireworks are a common case but also rapid-growing magical crystals, ethereal music produced by activating runes, etc. The Flight in general is very enthusiastic about art, it's a great place to be a beginner. Also a bit dangerous. They've got a surrealist movement that predates Lightnings and is a point of some competition.

Time, festivals, and ascendancy vs dominance
The months based off of the festivals.

“June” is the start of the year, not “January”.

June = Sol/Month of brilliance
July = Tempest/ Month of sparks
August = Ember/ Month of flame
September = Astral/ Month of stars
October = Pestillance/ Month of illness
Nobvember = Terra/ Month of stone
December = Mirror/ Month of change
January = Glacus/ Month of frost
Feburary = Umbris/ Month of darkness
March = Maelstrom/ Month of gusts
April = Aquaran/ Month of tides
May = Bloom/ Month of renewal

Dragons of the ascending element have increased power, and opposite element has decreased power i.e.:
A nature dragon has increased power in Bloom, but decreased power in Pestillance.

All dragons in a clan in the ascendant flight can will get special “gifts” in that month only, even if they are not a part of the ascendant flight. For example:
Non-fire dragons in a fire clan may be able to handle hot metal or be flame resistant.

Ascendent does not equal dominant.
Dominant flights get increased power in battle, granted by the deity, and discounts on buying things out of respect. Dominant flights cycle by week, while Ascendant flights cycle by month.

The ascendent flight will always be dominant the last week of their ascendant month.

Ice clans do a lot of trading and some even have a large black market.

BY ZURON
In my lore, Spirits are split between the living and dead spirits. Dead spirits are those that were once physical beings but have since died. Live spirits are creatures that have always been a spirit. Dead spirits are often malevolent because they are often quite mad. They are disoriented because they are no longer physical beings. But, they are usually weaker than live spirits. Dead spirits are attracted to each other, so places that have seen a lot of death like graveyards or battlefields attract them. Live spirits are usually more stable and complex compared to dead spirits. Most ghosts are less intelligent than living spirits, and living spirits can be far smarter than living dragons or otherwise.
Stormdance wrote on 2019-11-21 11:00:49:
I was recently rereading a Dinotopia book and had a thought about dragon writing.

If you haven’t seen any of the Dinotopia books, they’re awesome; they’re a series of beautifully-illustrated ‘journals’ about a country full of dinosaurs, the art is amazing, and there are a lot of ideas that translate very well to Flight Rising. In this case, i was thinking about the writing system. It looks like this:

latest?cb=20140423041413.png

And it’s made like this:

Dinotopia%2BEpisode%2B5c.jpg

My brain immediately went to WCs and Faes.

It is now my firm headcanon that this is an accepted form (not the only one, but an accepted one) of writing for dragons that can go bipedal.

So poetry and dancing can be one in the same.

I am firmly of the opinion that WCs propose by dancing a poem.

https://www1.flightrising.com/forums/frd/2786502/2
food in different flights
If you feel that this content violates our Rules & Policies, or Terms of Use, you can send a report to our Flight Rising support team using this window.

Please keep in mind that for player privacy reasons, we will not personally respond to you for this report, but it will be sent to us for review.

Click or tap a food type to individually feed this dragon only. The other dragons in your lair will not have their energy replenished.

Feed this dragon Insects.
This dragon doesn't eat Meat.
This dragon doesn't eat Seafood.
Plant stocks are currently depleted.
You can share this dragon on the forums by either copying the browser URL manually, or using bbcode!
URL:
Widget:
Copy this Widget to the clipboard.

Exalting Frostflower 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.

Do you wish to continue?

  • Names must be longer than 2 characters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.