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Personal Style
Apparel
Skin
Scene
Measurements
Length
1.1 m
Wingspan
0.81 m
Weight
0.79 kg
Genetics
Obsidian
Iridescent
Iridescent
Sanguine
Alloy
Alloy
Garnet
Glimmer
Glimmer
Hatchday
Breed
Eye Type
Level 5 Fae
EXP: 216 / 5545
STR
5
AGI
8
DEF
5
QCK
6
INT
8
VIT
5
MND
8
Biography
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♕ F A I L U R E The Next Link ╰ ╭
CLAN INFORMATION
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KAFANI
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VOLTAIR
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CLAN MODREMOTH
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CLAN PYRE
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THE SWAMP
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THE SWAMP BOYS
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INDEX
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CHORUS
╰╭ Glum | Dignified | Petty ╰ bio template by squidragon adapted by Katalist
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He was a failure.
Born to an unloving mother and an uncaring father, he was perfect... but he was male. When his egg hatched, he was looked over, marked on a list, branded, and thrown out of the nest. He grew up in a nest of his siblings' bones, away from the nest of potential legacy. He watched the first successful child die. Then he watched the second, last successful child. She was perfect. She murdered their mother and poisoned their father, then left on her own story. In a masochistic attempt to punish himself, he follows her, charting her movements. But that shall not be his only role. He shall carve his legacy into the history of The Tribe. Taking over from the previous caretaker, he will be remembered through his writings. He is not the branded child, he is the story of The Tribe. These are his writings.
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All work and no play makes Johnny a sad boy.
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CLAN MODREMOTH
Originally of two faes, clan Modremoth was tiny, consisting of hatchlings and unskilled leaders. The clan almost fell into ruin before the eldest hatchling took over and brought order. He has been the leader ever since, and few have challenged him. He leads with Wieska, a sharp spiral who oversees the clan's activities. Wieska will see that anything Modremoth requests, gets done. Sylvari is the head of the artisans, despite his flamboyance, whilst quiet Voltair commands respect among the scholars. Maple was the head of the healers, despite her mother being the head Hunter of Pyre's clan. Now Treacle takes her place. In Modremoth's clan, every dragon can help their tribe.
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CLAN PYRE
Pyre is the undisputed leader of her clan. Originally nomadic, Pyre led her clan here, where Modremoth welcomed them. While Pyre originally opposed co-leadership, now her fire provides a strong argument to any council meeting. That is, if she chooses to show. Her mate, Endo, often talks on her behalf, while she prowls the borders, training her guards and fighters, or fighting herself. Her second, Loa, controls the hunters of the Tribe, be they fish or meat. Pyre's clan may be smaller, but everyone knows their place, even if it is at the top.
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THE SWAMP
Behind the beauty of the Tribe's grounds lies a mire full of ancient pirate ships and temples. Here reside the less than stellar members of the Tribe. Most of the Tribe are aware of the Swamp, and prefer to stay well away from it. Illegal things happen in the Swamp, and dragons often go missing. Ursa the Swamp Witch is the unofficial leader of the Swamp, and it is with her and Frisk's control that the Swamp stays a well-guarded secret. In the Swamp, secrets come to die.
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THE SWAMP BOYS
A subclan has formed within the Swamp. First initiated by a cocky bogsneak, before he was stabbed in the back, The Swamp Boys is a gang of males who reside in the pub, drinking alcohol and bragging about their nastiness. None of the Boys actually work, or have done half of the things they brag about, but it keeps the rowdy males in a "well lit" area, and out of trouble. As soon as a hangover cure is discovered, though, Ursa will begin to worry. No girls allowed. Except Fawn. No girls allowed.
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FACTIONS
WARRIORS
Often seen smeared in blood on a dragon's hide, this symbol represents all that wet their claws in blood. Whether they are scouts, assassins, guards, coliseum fighters, ex-slavers, or the queen herself, if they can fight capably, they belong to Pyre's faction. Tribe law states that all dragons must be at least level 5, but Pyre selects the better fighters from there, and trains them herself.
SCHOLARS
The direct opposite of the warriors, the scholars use their words to fight, and even that they do politely. Unlike the crudeness of their opposing faction, the scholars focus their efforts on finding out about the past, the present and the future. From archaeologist to zookeeper, if finding out something new makes a dragon tick, then this faction opens their doors to them. Very rarely are a warrior and scholar friends.
HEALERS
Whether by chants, herbs, poisons, tonics, magic, or a hug, this faction focuses on the betterment of their charges. While the occasional dragon can do harm if they so wish, all abide by the sole rule; "With regard to healing the sick, I will take care that they suffer no hurt or damage. Nor shall any man's entreaty prevail upon me to administer poison to anyone; neither will I counsel any man to do so."
HUNTERS
This Faction is split into two: Pyre's hunters and Modremoth's gatherers. Either way, if it can be hunted, caught, gathered, farmed or scavenged, then these dragons excel. Trackers, while they can be used in the Warrior faction, belong here as well. These dragons provide for the Tribe, and without them business will stop. Nuuzael the chef allies herself with this faction, as well as the occasional Artisan. These dragons take pride on the quality of their goods; and often hawk their wares at the market.
HATCHERY
This faction focuses on the eggs, their contents, and their mothers. Depending on the pairing, mothers either have a close bond with their hatchlings, or leave them to be looked after by the nurses and hatchery attendants that make up this faction. While this clan has shrunk considerably, they take their responsibility very seriously, and not a single egg has deteriorated under their care.
COUNCIL
This faction is made up of the elders of the clans, the heads of the indivdual factions, and the leaders. Often a flight or clan representative is present at the meetings they take at the grand table. Many things are discussed during their meetings, from dragons to ideas. This is a prestigious faction, with entrance being invitation-only.
WARDENS
One of the newer factions, the wardens are the main policing force of the Tribe. Implemented with the introduction of the Swamp, the Wardens maintain peace, both in the Tribegrounds and the Swamp, though the rules may subtly differ between the two areas. Although many disagree with the implementation of the new rules, no one would dare call Pyre's new favourite 'corrupt', lest they meet the jailer. Dragons of this Faction guard the area, arrest troublemakers, control prisoners.... and dispose of them, if needed.
ARTISANS
Ruled by the flamboyant Sylvari, the artisans and craftsdragons make up the largest faction. Beautiful goods are made by each dragon, be they apparel, armor, weapons, embroidery, carvings, paintings or bonsais, or even services, like dying and styling and, the most lucrative profession, gossip. Some of the goods are kept within the Tribe for display or sentimental purposes, but most of the goods are sold or swapped in the market for treasure and other goods. This is the main source of income for the Tribe, and thus the artisans are highly regarded.
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ETYMOLOGY - lack of success. RELATIONS -
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