Unnamed

(#58306295)
Level 1 Mirror
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Energy: 0/50
This dragon’s natural inborn element is Light.
Female Mirror
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Personal Style

Apparel

Skin

Scene

Measurements

Length
6.92 m
Wingspan
6.37 m
Weight
496.03 kg

Genetics

Primary Gene
Caribbean
Basic
Caribbean
Basic
Secondary Gene
Slate
Basic
Slate
Basic
Tertiary Gene
Saffron
Basic
Saffron
Basic

Hatchday

Hatchday
Jan 07, 2020
(4 years)

Breed

Breed
Adult
Mirror

Eye Type

Eye Type
Light
Common
Level 1 Mirror
EXP: 0 / 245
Scratch
Shred
STR
7
AGI
8
DEF
6
QCK
8
INT
5
VIT
6
MND
5

Lineage

Parents

  • none

Offspring

  • none

Biography

The world of Zaris

Everything began more than a century ago, when seven heroes rose from humble beginnings to prove themselves as the champions that the world needed them to be. Tasked with stopping Lazar Molem, a mad druid who sought to bring about some sort of destruction upon the world. The heroes valiantly rose to meet this challenge, grouping in strength and securing the support of allies from across the lands. When the day finally came to challenge the mad druid and his followers, those heroes went to meet him, to finally put a stop to the villains vile deeds. Leaving behind their allies to challenge Lazar directly, they headed off into the heart of his sanctum. But they never left that place or be seen again. It is unknown whether Lazar was killed that day, but it is known that whatever end he sought to bring to the world was not entirely stopped. Whatever ritual he performed that day had been allowed to go far enough to perhaps not end the world but change it nearly beyond recognition. All across Zaris pieces of the elemental planes began to unbalance the world itself, massive parts of the oceans began to turn into deserts, once verdant forests now lay forever burning in unending fire, cities were suddenly consumed by vasts torrents of water, pieces of land being ripped from the earth to now hover high within the skies.

Many lives were lost in this event that became known as The Collapse, as well as in the ensuing months and years as the people which remained tried to cope with their new situation. People, however, are resilient and learned to cope with their new situation, dealing with the dangerous lands that now dominate parts of the world as well as the terrors which emerge from these converging of planes. They have rebuilt, nowhere near to the state of before The Collapse, but a couple hundred years later cities have begun to emerge from the world once more.

Dominion
This city was formed around a sect of Waukeen worshipers who value material wealth above all else and trade is the founding principle of which this city was founded on. Thus this city is a mixture of a merchant state and a theocracy, where priests are also the merchant lords. Controlling the city both religiously as well as financially. Those who reside within are divided into three different groups, the Merchant-Priests who are the privileged few who live in immense luxury and run various monopolies throughout the city. If you encounter a business within the city, it is run by one of these individuals. The common folk of this city live in what is basically a "company town" where you work for one of the merchant-priests and are paid in vouchers which allow you to buy things specifically from the stores belonging to the merchant-priest you serve. Or for those who are particularly desperate, this city uses indentured servants as means of free labor in exchange for a guaranteed meal and place to live but these are often meager at best. The third group are those who train to become mercenaries. With the merchant priests all having their own personal guard that they hire to guard their parts of the city, as well as how lucrative it can be to be hired elsewhere, they are one of two groups within the city that aren't the merchant-priests who have any amount of economic maneuverability in this city.

The Merchant Prince of the city and High Priest is a Paladin of Waukeen named Corvius Poorsbane (human) who is the greediest, most ambitious ruler Dominion has seen in quite some time. Gifted with the ability to determine someone's wealth with but a glance, he was key in sparking Dominion's attack on the place and its destruction.

There are Three Merchant-Priests who currently are in power within the city. Marava Quim (human), who specializes in magical goods. Her faction is most proficient in various magical things, but of course she has various other small businesses in every kind of occupation as well, just to a much lesser degree. She is shrewd, unpleasant, and extremely cocky about her magic abilities and that magic users are better than other people. Treats mages well, others not so much. Gimly Tooth'n'Nail (dwarf) who specializes in the manufacturing of weapons, armor, and sometimes siege weaponry. Treats his workers more fairly than most, but that isn't saying too much. Reven Worsolace (human) who specializes in construction, farming, and basic goods. Yeah, his workers probably have it the worst.

The Collectors are a specialized group of bounty hunters that are employed by all the groups within the city. They are basically the debt collectors from hell. This city doesn't execute people, just has heavy fines.

Fate changing gambling tournament yearly.

Regional Bonus
Nobility: +30 starting gold or Prof in one skill: Persuasion, Deception, Intimidation or any gaming set
Mercenary: You gain prof with light armor and one martial weapon of your choice
Walker of the Red Lantern Sea: Prof in Persuasion, Insight, or Performance
Normal Person: Luck of the Poor - You find 1d4 copper once per day


Macaden's Sanctuary
There are Ferrymen who will ferry people across. It is a very respected and very serious job as crossing the lake to the city is a very dangerous thing, especially when you are in charge of transporting people the people in your care safely. Their boats and oars are enchanted with an extended duration silence and fog cloud spell that when tapped against the boat, the effects are activated, but the oars are cursed so that anyone who attunes to it, can't unattune and they can't leave the area around the lake. They have a housing complex and dock beside the lake. They have a tradition of partaking of Spirit (a very rare and hard to make alcohol that is a protected secret in this place). It'll run you 300g for a bottle. It gives you 1d6 temp HP but if you keep drinking, you're gonna take necrotic damage. It's meant to be enjoyed in small doses. 2g for passage and this covers complimentary necklace of fragrant herbs.

The food here is all very heavily spiced. As spices are used to mask the general scent of decay that tends to hang in the city. Spices are one of the main exports and crops grown here besides food. Cinnamon bread, spiced meats, spiced ale, and so on. Probably some of the most flavorful food you'll find.

As much of the manual labor within this city is done by skeletons and so on. This has led to people having more leisure time, more specialized jobs, and a significant amount of art, literature, and music being produced within the city itself. This has led to there being a sort of bards college here, the Brittlebones Bard College and Amphitheater. People within this place are very comfortable with death and the macabre, when they die, their bodies are donated to the city to become skeletons. These skeletons are decorated and maintained by the families, kind of like graves and the like.

The leader of this place is Arbiter Zance Macaden a human necromancer who was actually a former member of the chosen heroes all those years ago. He created this place with some powerful magics and from the remains of those who had perished in the Collapse. He uses most of his spells a day to maintain the work/guard force within the city. He is the foremost expert on necromancy left within the world. He has two apprentices, twin elven sisters, Daravin and Mythala Servacion. They are both fiercely competitive with each other and both compete to hopefully take over for Zance one day.

Regional Bonus: You gain the use of one necromancy cantrip (Mental stat of your choice is the stat used for this)

Floating isles
Is a collection of 6 floating Islands which used to be part of the normal land but got infused with energy from the elemental plane of air and now fly. The city itself is currently in a power struggle of sorts, mostly in subtle ways but both sides are trying to obtain more influence than the other. There is the side which is headed by a Djinni named Rasoph Falim who found this land and sough an opportunity. He seeks to make this city a new, wonderful city of extravagance which he will call his domain. While a rather benevolent individual who enjoys the company of mortals, like all genies, he supports servitude. There are those who support him, which include those who prefer a secure life over the chaos that freedom provides. Other supporters of him include other djinni. The second group is led by Sophia Enslough who represents those who wish to remain free and rule over themselves. She is a strong-willed and passionate woman who refuses to back down from any of the challenges her group faces to overcome the opposition for freedom. The current government is made up of twin councils, both headed by the leader of the factions and includes five council members each. Decisions are made diplomatically.

The islands are Divided equally amid the two factions, three for each. Eon, Cloud, And Miz for the Djinni faction and Sirocco, Rise, and Bliss.

The largest, Eon, is home to the palace of Rasoph as well as the various opulent homes of other djinni that reside in his court. It is probably only rivaled by the opulence of Dominion. But it contains much architecture, fountains, and other beautiful things which stand to show off their wealth. Cloud is a vast market, where many things can be bought. Miz is where vast orchards can be found, as well as other crops and most of the housing for the help are. For the other faction, housing is distributed fairly evenly between the three islands. It is most similar to a moderate-sized town.

Regional Ability: Lighter than Air - You are able to cast Featherfall on yourself once per long rest

Various Outlander tribes
(stuff depends)
Savage Mutation: You may spend time eating 5lbs of fresh meat from a humanoid. Once this is complete, an hour must pass before this effect can activate. For 1d4 days you gain one random racial trait from the humanoid creature you have consumed. (Note, you can gain the same trait that you already have and it will result in no effect but you will still have to wait for the duration to use this again). You can't use this feature again until the previous trait gained has dissipated.

Hunter's Friend: You gain the ability to cast Find Familiar with the additional effect that you can cause it to take the form of a single 1/4 CR beast that you choose when you make your character.

Survivor: You have advantage on saving throws against disease and you are able to eat spoiled food and unclean water with no negative effects.

The Burning Crucible
The material plane was not the only plane to suffer when the elemental planes leaked over into it, lives were lost on the other side as well as many had difficulty surviving in their new environment or were killed while being thrown into the material plane. One such creature was a noble salamander named Vazirnagathis who lay crushed under massive amounts of rubble. But, something occurred as a group of dwarves led by an individual named Dravis Goldensteel took pity upon the fallen salamander and, risking themselves to the heat produced by Vazirnagathis, managed to free and heal him. It was through this selfless act of kindness during such a time of cataclysm, that the noble salamander grew fond of these strange little creatures that saved him. Eventually, this would lead to the creation of the city-state of The Burning Crucible, a vast labyrinth within a volcanic mountain where salamanders who have sworn fealty to Vazirnagathis along with various different humanoid races, but primarily dwarves, live alongside one another.

The city itself is loosely divided into different areas not really based on class or nobility but more so based upon what individuals are able to survive. The areas closer to as well as within the interior of the volcano are populated primarily by the salamanders as they have a great need for such exposure as heat is literally their food source. Where the areas where the heat is lessened are populated by those who don't have such immunities to flame.

The worship of the element of fire has spread from the salamanders to many of the humanoids within the Crucible itself, joining in and accepting some of the ideology of the salamanders. This has lead to three things which can mark your standing within the community here. The first is strength. Fire is unrelenting, conquering everything in its path save for those strong enough to face it. To be strong is to be well-respected within the Crucible and as such, tournaments are often held here but are known for being dangerous, brutal, and some of the most rewarding you can find. The second is smithing. As metal which is nor destroyed but tempered by flame is worthy of being a tool, smithing itself is seen as almost a spiritual experience and those who can work it masterfully are said to be able to embody the essence of fire itself to purify simple metal into something far greater. The third is jewelry making. As gems reflect the majesty of fire's light, they are seen as precious things. So, anyone who can make beautiful things out of such materials as both metal and gems are regarded highly and often very rich, since such jewelry is coveted by salamander and humanoid alike.

It is currently ruled by co-kings of a sort, Lord Vazirnagathis and Dravis Goldensteel manage their own domains separately but do come together to decide upon issues that will effect the entire Crucible.

Heat Resistance: You are immune to the effects of extreme heat

Rellenok
This up and coming city-state was formed by several skilled individuals who discovered some pre-Collapse magi-tech. They began to tinker with it and train others how to do so. However, this knowledge as well as them finding a rather rare mineral ore made them a prime target of Dominion. The attack was sudden and brutal, as many lives were lost. Those who managed to escape are scattered to the wind and have found homes in other places or died in the dangerous wilderness.

Magi-tech Knowledge: You learn one cantrip from the Artificer spell list (int is the modifier for it) and it takes the form of some kind of invention you have managed to reproduce.




Plot
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Exalting Unnamed 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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