Tule

(#40078268)
Level 1 Imperial
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Familiar

Apparition Lance
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Energy: 0/50
This dragon’s natural inborn element is Light.
Female Imperial
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Personal Style

Apparel

Charming Sage Lantern
Aqua Deepsea Bulb
Glowing Purple Clawtips
Pastel Lace Headpiece

Skin

Scene

Measurements

Length
27.3 m
Wingspan
18.99 m
Weight
7246.61 kg

Genetics

Primary Gene
Copper
Tapir
Copper
Tapir
Secondary Gene
Copper
Striation
Copper
Striation
Tertiary Gene
Cyan
Smirch
Cyan
Smirch

Hatchday

Hatchday
Mar 12, 2018
(6 years)

Breed

Breed
Adult
Imperial

Eye Type

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

Biography

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_______. SUBSPECIES LORE

Copper Cave Dragons who were born in high, arid, rocky caves in the cliffs and spires of lands like Dragonhome, the Sunbeam Ruins, and the Shifting Expanse, or the unforgiving landscapes of the Ashfall Waste and Scarred Wasteland, might have more muted colors that will help them blend in to bare stone and volcanic rock. These dragons may often be predominantly in the Copper range secondary and tertiary colors, with genes that only subtlely highlight them with color, or they may have adapted a single point of bright blue-green color, like a glimmering underbelly, that they can hide or expose as they choose.

Others are products of their environments in different ways. In the Sea of a Thousand Currents, the Southern Icefield, and Starfall Isles, where their cave systems are more likely to host many deep mineral-rich pools, lakes, or sea-caves, many clans have developed crystal-encrusted hides, and highlight colors in bright, rich tones of blues and greens that help them attract sea-dwelling prey when submerged in water, or break up or disguise their silhouette from creatures looking up at them from the water.

Copper Cave Dragons with coloration that helps them blend in above ground as well as in their caves are much more likely to venture more frequently above ground, and are more likely also to wander further and potentially join other clans.

Though each region may have particularly prevalent features, and some isolated populations may display only certain adaptations, Copper Cave Dragons can be fairly intrepid explorers, and don't hesitate to venture to other areas of Sornieth, where they may intermingle with other Copper Cave Dragons, or other dragon populations entirely, to produce new variations. Dragons digging new tunnels may find themselves breaking suddenly into the tunnels of their neighbors, within their own regions or under the border into neighboring ones, which often results in friendly intermingling and eventually both clans joining into one.
Hoard:
Ancient Mushroom
Blue Entoloma
Polarized Mushrooms
Glow Mushroom
Subterranean Clover
______
_______
_______
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_____
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qMnwThk.png _____ Only dragons with certain qualities are considered to be a part of the subspecies, but Copper Cave Dragons do not by any means only intermingle with their own kind, and many may breed with other dragons and produce offspring of wildly different colors. Some clans have even joined with other clans above ground, to create a single large clan that lives and hunts both in the world above and in the caves below, creating a sort of combined culture of their own.
Skink, Tapir and Spinner: Dragons with Skink or Spinner genes have developed stripes of bioluminescence (green along their bodies, though their wings may have different colors entirely) that they use not just to illuminate their way in the dark of their caves, but also to hunt prey inside their cave systems. They can use the stripes and spots on their hides as glowing lures; they particularly enjoy twitching their bright tails along a tunnel as a lure, and then pouncing on any unlucky creature who falls for the ruse.

Runes, Ghost, and Smirch: Cave dragons love to paint their caves, and themselves, with their own formulations of pigments, including glow in the dark pigments. Some clans paint their own bodies with mystic symbols or skeletal ceremonial paint, and others just... had a bit of an accident with their glowing pigment experiments. An exploding accident.


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Exalting Tule to the service of the Stormcatcher 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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