Triss

(#46581679)
That armband's made of the last dragon who didn't buy one!
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Amariel

Roughshod Sniper
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Energy: 48/50
This dragon’s natural inborn element is Wind.
Female Wildclaw
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Personal Style

Apparel

Peridot Flourish Bracelet
Green Aviator Scarf
Red-Tailed Boa
Golden Birdskull Armband
Dustrunner's Arctic Goggles
Dustrunner's Arctic Goggles
Teardrop Chroma Necklace
Mistral Mantle
Golden Birdskull Legband

Skin

Accent: Pebble Collector

Scene

Scene: Thunder Lizards

Measurements

Length
7.4 m
Wingspan
8.94 m
Weight
406.98 kg

Genetics

Primary Gene
Mantis
Bar
Mantis
Bar
Secondary Gene
Marigold
Shimmer
Marigold
Shimmer
Tertiary Gene
Peach
Underbelly
Peach
Underbelly

Hatchday

Hatchday
Nov 04, 2018
(5 years)

Breed

Breed
Adult
Wildclaw

Eye Type

Eye Type
Wind
Unusual
Level 10 Wildclaw
EXP: 1289 / 27676
Scratch
Shred
STR
8
AGI
9
DEF
6
QCK
5
INT
5
VIT
6
MND
6

Biography

Triss
Queen of Knickknacks
Chaotic Neutral

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Generally, you wouldn't expect a wildclaw to have devoted her life to making baubles and trinkets. Hunting and fighting seems far closer to the breed's interests. Well, Triss would have you know that haggling with customers and fighting with rival craftsdragons for the best location to set up your stall is a battle as vicious as any other. Also, she carves apart the local wildlife to gather the materials for her trinkets. The swath of destruction left behind her on a gathering trip is rather alarming.

Most of her creations are the sort of stuff that looks pretty but is useless for anything other than decorating your lair. Things like scale windchimes, bone statuettes, and the beautifully decorated skulls of mutated monsters. For some unexplained reason, her crafts are most popular among plague dragons. She's been working on that though, using a new, more aggressive and in your face sales tactic that's been seeing sales rising with visitors of every flight. But from the nervous looks some of her customers give her wares, they might just be buying something to make sure they don't end up on the merchandise shelves themselves.

Triss's stall out at the island's port is one of the first things visiting dragons see when disembarking a ship, despite the clan's attempts to move it somewhere else. Or to build a second, more powerful but less fear-inspiring stall in front of it. She tore that one apart and resold it as decorative woodcarvings. After a few failed suggestions, the clan's current solution has been to surreptitiously encourage some slight thievery from her stall. With the threat of thieves about, Triss has been less inclined to leave her stall when the goods aren't safely put away. So while the occasional dragon still flees for their life back to their ship, at least Triss isn't following them aboard anymore.

When she isn't forcing knickknacks into other dragons' claws and their treasure into hers, she's running through the Starwood Strand, looking for unusual creatures that can be turned into far better works of art. Pretty rocks too. They make good ammunition, whether they're thrown to injure a target or merely to grab their attention. That, and Triss has reluctantly admitted that she can't always make her crafts out of entirely organic materials.

Her snake, Aral, helps her on her hunts by constricting and immobilizing any unfortunate creatures that he can catch, so that she can inspect them for neat-looking body parts before deciding their fate. Unfortunately, he's not that fast as far as snakes go, so what he can catch is a bit limited. Triss helps him out by chucking him at animals like a wiggly, hissing javelin. (He bit Triss when she tried gluing feathers onto him for better aerodynamics.)

Despite being a wind dragon, Triss isn't much of a flyer. Sure, she's better at it than the average wildclaw, but no amount of extra feathers in her clothes will keep her in the air for that long. However, she is quite the runner. Not only has her elemental affinity enhanced her speed, but the wind left in her wake is sharp enough to draw blood. She tends to get in trouble with Rhys because she inadvertently ends up pruning all his flowers whenever she runs by.



As Triss isn't part of the clan guard, sometimes Kokoro sends Primera to serve as an escort on her hunting trips. Not because he thinks she needs the protection, but because he takes every opportunity to get Primera out of the lair and have her burn off some energy. Luckily, the two get along well, and have a grand old time tearing innocent monsters to shreds. (Artisanal, locally-sourced and organic shreds, to be precise.) Primera has a habit of diverting the trips towards official guard business, but Triss doesn't mind. There's plenty of useful materials to be salvaged from Beastclan camps, after all.

But that's not to imply that Triss is the one attacking the beastclans. No no no no. There's no profit to be made in assaulting potential customers, after all. Unless you're assaulting them with great deals! But if somebody else got to those customers first, well, it's not like they'll be using any of that stuff anymore. Primera might be too incensed about being too slow to save anyone to see the upside of the situation, but not Triss. A successful dragon never lets any opportunity go to waste. And here she thought Primera was supposed to be the plague dragon.



You didn't hear it here, but if you've got any bodies you need... disappeared, Triss is your dragon. Sonja can attest to her effectiveness and speed, what with her profession making this a common problem for the spiral. You can even get a realistic but obviously fake skull decoration as thanks for your patronage!
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Image Credit: Merky



Amariel
Every Definition of Hunter
Lawful Neutral

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Amariel is a hunter from a local centaur herd. But not a regular hunter. (Though she does also hunt game for food.) She hunts the largest monsters, those creatures warped by arcane magic that can level villages and carve swaths of destruction through the environment if left unchecked. Should any for her herdmates call an alarm, she'll be the first on the scene, bow drawn and ready to launch an arrow into a monster's skull.

All too often, she finds Triss instead.

The wildclaw's violent dance through the woods in search of artistic inspiration could put some monsters to shame, that is true. But she'd never attack an actual settlement, or harm an innocent traveller. So Amariel can't put an arrow in her head in good conscience, no matter how much easier that would be.

As a side job, Amariel works as a bounty hunter. Unlike the monsters, she doesn't kill the outlaws, preferring to knock them out, tie them up, and bring them to justice unharmed. She's no assassin; those days spent hunting a target are more for the safety of Sornieth than the personal profit.

Which is why when all too often the bounty turns out to have been placed on Triss, she calls off the hunt. Triss's sales tactics might be... very, very excessive, but she doesn't deserve to be imprisoned for them. Maybe (another) stern talking to will get her to calm down a bit.

Despite all this, Amariel has realized that at some point that she'd begun to consider the wildclaw a friend. She's not sure how to feel about that. Maybe she'll ask Triss to quit it with the trinkets for a bit and to go on hunts with her instead. That'd be a better use of the dragon's energy.
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Exalting Triss to the service of the Arcanist 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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