Veille
(#50508155)
"The trees have much to say today."
Click or tap to view this dragon in Predict Morphology.
Energy: 49/50
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Personal Style
Apparel
Skin
Scene
Measurements
Length
19.66 m
Wingspan
16.97 m
Weight
7500.85 kg
Genetics
Cream
Iridescent
Iridescent
Cream
Shimmer
Shimmer
Maize
Opal
Opal
Hatchday
Breed
Eye Type
Level 1 Imperial
EXP: 0 / 245
STR
6
AGI
6
DEF
6
QCK
5
INT
8
VIT
8
MND
6
Biography
Head of the Mystic Arts, Herbalist, Diviner - Reports to Ayella and Boran
Peaceful, fair-minded, go-with-the-flow, appreciative. Kind of individual who likes to take long blinks and sigh. Oddly enough, a little naive.
Name pronounced as [Vay-ul]
Uses Light magic to alter his vision of the sky to divine meaning from the stars, winds, clouds, and other natural prophetic signs potentially from the deities or magical fields.
Veille found himself in the Viridian Labyrinth while following his precious stars. Once he arrived in the Clan, he seemed to know this is where he belonged, which he would explain patiently to anyone who questioned him.
Very small Imp
Head of Squad 6: Ior, Consiee, Mairwen, Altair, Ysolt, Sterion, and Numen. This squad is mainly for damage control, meant to protect the forest and vulnerable members of the Clan. It also serves as a second wave, the end all be all. The Wizards give the healers a pocket of time to transfer their patients.
The magic in this Clan is based on teamwork. Earth spires shooting up, water coursing through them like blood, while lightning dashes down, the shadows making it seem like the forest is falling around you-- that sort of thing. For that reason, much of the work done is to maintain a healthy source of every type of elemental magic in the territory. Knowing where your source is and having your internal store filled at all times is vital for the wizards here. Knowing your way around is also necessary, which is why the cave system was so important.
Spells are essentially carefully channeled elemental energy, oftentimes through the dragon's breath.
Experiments are used to test the limits of magic, and are often intertwined with alchemy. One of the recipes thought to be especially forward-thinking is the vial of healing potion with pure, Arcane energy, mixed with a dash of the elemental flight. It's supposed to give the magic within a dragon a
'specialized' boost to speed up the healing process. It's also caused glowing eyes, gem or crystal deposits on or an scales, swirls of stardust stuck to the hide, misshapen limbs, breed changes, increase or decrease in size, instant death, teleportation, bursts of uncontrollable magic that leaves the drinker unconscious and unhealed, and mutated hatchlings in their eggs (not to be used on pregnant mothers). These side effects are called "misdirections".
Peaceful, fair-minded, go-with-the-flow, appreciative. Kind of individual who likes to take long blinks and sigh. Oddly enough, a little naive.
Name pronounced as [Vay-ul]
Uses Light magic to alter his vision of the sky to divine meaning from the stars, winds, clouds, and other natural prophetic signs potentially from the deities or magical fields.
Veille found himself in the Viridian Labyrinth while following his precious stars. Once he arrived in the Clan, he seemed to know this is where he belonged, which he would explain patiently to anyone who questioned him.
Very small Imp
Head of Squad 6: Ior, Consiee, Mairwen, Altair, Ysolt, Sterion, and Numen. This squad is mainly for damage control, meant to protect the forest and vulnerable members of the Clan. It also serves as a second wave, the end all be all. The Wizards give the healers a pocket of time to transfer their patients.
Magic Lore
The magic in this Clan is based on teamwork. Earth spires shooting up, water coursing through them like blood, while lightning dashes down, the shadows making it seem like the forest is falling around you-- that sort of thing. For that reason, much of the work done is to maintain a healthy source of every type of elemental magic in the territory. Knowing where your source is and having your internal store filled at all times is vital for the wizards here. Knowing your way around is also necessary, which is why the cave system was so important.
Spells are essentially carefully channeled elemental energy, oftentimes through the dragon's breath.
Experiments are used to test the limits of magic, and are often intertwined with alchemy. One of the recipes thought to be especially forward-thinking is the vial of healing potion with pure, Arcane energy, mixed with a dash of the elemental flight. It's supposed to give the magic within a dragon a
'specialized' boost to speed up the healing process. It's also caused glowing eyes, gem or crystal deposits on or an scales, swirls of stardust stuck to the hide, misshapen limbs, breed changes, increase or decrease in size, instant death, teleportation, bursts of uncontrollable magic that leaves the drinker unconscious and unhealed, and mutated hatchlings in their eggs (not to be used on pregnant mothers). These side effects are called "misdirections".
Click or tap a food type to individually feed this dragon only. The other dragons in your lair will not have their energy replenished.
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Exalting Veille to the service of the Gladekeeper 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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