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Personal Style

Apparel

Violet Flowerfall
Companion Comet
Celadon Tail Bangle
Teal Starsilk Shawl
Celadon Silk Scarf
Violet Lei
Feathery Fallout
Celadon Leg Silks
Celadon Arm Silks
Twilight Sylvan Bracelets
Twilight Sylvan Anklets
Teal Starsilk Earrings
Celadon Fillet

Skin

Accent: Warped

Scene

Scene: Moonbeam Aqueduct

Measurements

Length
14.04 m
Wingspan
18.04 m
Weight
10878.49 kg

Genetics

Primary Gene
Leaf
Iridescent
Leaf
Iridescent
Secondary Gene
Thistle
Current
Thistle
Current
Tertiary Gene
Violet
Thylacine
Violet
Thylacine

Hatchday

Hatchday
Jun 18, 2014
(9 years)

Breed

Breed
Adult
Guardian

Eye Type

Eye Type
Plague
Common
Level 25 Guardian
Max Level
Silverglow Meditate
Contuse
Aid
Concentration
Contaminate
Scholar
Scholar
Scholar
Discipline
Discipline
STR
8
AGI
21
DEF
11
QCK
62
INT
119
VIT
22
MND
11

Biography

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LAMPYRIDAE
"I’m not as interesting once you know everything about me.”

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“Crystalrot Eyrie is a curious segment of the Scarred Wasteland, often left unexplored by both Plague and Arcane dragons who feel as though the region is cursed. To a bystander, it can certainly seem as such, as the geography of this stretch of barren land is as alien as it is wondrous. Located on the shores bordering the channel separating the Starfall Isles from the plaguelands proper, the constant struggle for control between the Arcanist and the Plaguebringer has left it a hypnotic and tangled mess of clashing magical energies. As the Wandering Contagion creeps ever closer to the Starwood Strand and Crystalspine Reaches, the arcane energies have erupted in a spectacular show of natural defense.

“The ground is a mix of black sands and flesh-earth, with eye-covered trees encased within magical crystals that have erupted to contain the intrusion. Scattered groves of brilliant, bioluminescent Void Elms are lashed together by sinewy tendrils that have snaked up their trunks, creating twisted behemoths of glittering bark and sentient vines that grow eternally upward in an attempt to outgrow the other. Bones dot the landscape, nestled between glowing quartz and beside gaping earth-maws lined with crystalline teeth. Tar pits that shine like the night sky riddle the landscape, beautiful and deadly.

“Brave alchemists from both sides may perhaps brave its wonders for rare ingredients that grow only in this area, but the surrounding clans believe that very few will return unscathed, if they return at all. Many believe that prolonged exposure to the mingling energies can have devastating lasting effects, ranging from premature death to extreme mutations, and indeed the imbalance of internal magicks that it creates within more sorcerous dragons can be as deadly as it is fascinating.”

-- Geography of Western Sornieth, Chapter III

"Lampyridae is an enigma. Not even in the sense that we don’t know about her past or whatever--she’s more than happy to tell you about growing up at Crystalrot and how she wound up blind--but because I don’t know a damn dragon in Sornieth who can explain how she’s dual-Flight. Not completely, not exactly, but ‘contaminated’ enough that I could see the Arcanist and the Plaguebringer fighting over her at the end times.

“And she doesn’t even think it’s that big of a deal. To her, this is just the way she is and it’s so mundane she won’t even talk about the hows and whys. Heck, to be honest, I don't even think she ever really stopped to think about how bizarre she is. And it’s infuriating, too, because I want to know!”
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ALLIES
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STATS
Aliases: “Dae”
Clan Allegiance: Coalition of Magicks
Title: Archmage
Birthplace: The Wandering Contagion
Allegiance: Arcane
Profession: Mage
Alignment: Lawful Good
Mate: Doubt
Family: Denial
Interests: Crystal collecting, arcane spellcraft, enchanting, specialty teas, and weaving
Strength
██████████
Magic
██████████
Defense
█████████
Charisma
██████████
Intelligence
██████████

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HISTORY
Lampyridae was born in an elementally ambiguous territory known as Crystalrot Eyrie. A once-populous home on some sea cliffs, it eventually became a no-man’s land with the escalating conflict between the Plague and Arcane Flights. Repeated battles and tainted magics made the land as dangerous as the dragons who lived there, from earth that would devour you as readily as any predator to mystic fallout that caused devastating diseases. Indeed, though she only lived there briefly, the clashing of energies took a strange toll on her body: she is constantly mutating, seems to be magically dual-aligned, is blind yet continues to grow eyes, and is far more powerful than your average Plague sorceress. Perhaps that’s the reason that, in the end, she fell in with more Arcane crowds.

For a while, she lived in Hoverview Vale with a crew of fledgling mages who worked out of a cavern built into the side of an island, and from here the Coalition of Magicks blossomed. Lampyridae became the archmage after more powerful sorcerers moved on to the Observatory or to study at the Tourmaline Archives, leaving her the strongest and most senior of the group.

Her arrival to Irthskaar was strictly scholarly. Irthskaar was, at the time, largely uncharted, rife with latent energy, and far enough away from civilization that the risk of collateral damage was minimal. Though The Abandoned didn’t exactly greet her and her Coalition of Magicks with open arms, they did find value in her knowledge and couldn’t help but admit that she was fairly interesting in her own right.

Lampyridae represents The Coalition of Magicks on The Council of the Fifteen, and is generally considered one of the stronger personalities on the council, if not the most socially aware. She’s smart and skilled and gives good advice on matters of magic, even if she’s spacey on matters of security and economy. Considering the sheer number of magical anomalies that happen in Irthskaar, her inherent skillset is probably more valuable than trade negotiations anyway.

GAZE
While being blind doesn’t much bother Lampyridae, it’s interesting to see whether or not magic can heal or alter it. Gaze is one of the byproducts of her research, a faceted-eyed spirit crafted of her own essence. Through Gaze, Lampyridae can “see,” though it’s only in the way of colorful auras. It’s honestly pretty disorienting, but Gaze is pleasant enough company to warrant keeping around in small doses.

When not being used by Lampyridae, Gaze is often found in the possession of others in the Coalition. Research has shown that the auras it gives objects, creatures, and dragons correlate with how dangerous they are, meaning that it is invaluable to the traveling sorcerers who help the trade caravans or assist researchers abroad. Iskra and Thalassa are the two most often at odds over who gets to use its power, with Iskra winning more often than not.

And if it can't be settled, Lampyridae summons Gaze back. Best not to let it get a complex from dragons fighting over it, after all.
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