Bappy
(#59626373)
Lorekeeper
Click or tap to view this dragon in Predict Morphology.
Energy: 50/50
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Personal Style
Apparel
Skin
Scene
Measurements
Length
3.48 m
Wingspan
3.96 m
Weight
313.47 kg
Genetics
Leaf
Basic
Basic
Shadow
Basic
Basic
Caramel
Basic
Basic
Hatchday
Breed
Eye Type
Level 1 Tundra
EXP: 0 / 245
STR
7
AGI
6
DEF
6
QCK
5
INT
7
VIT
7
MND
7
Lineage
Parents
- none
Offspring
- none
Biography
The desert is the desert.
The area is largely uncharted, and as such, entirely unnamed. You don't need a name for sand.
It simply is, and will always be, the desert.
The aqueduct. The town. The springs. The oil fields. The... planes, if you remember correctly?
There is no reason to explore. The landmarks tell you all you need to know, and your memory gets fuzzy the farther you stray. This clan is not keen on naming something you'd just forget, anyways.
It is fortunate you forget. You might feel a bit claustrophobic otherwise.
Because you've already seen every inch of this place before, haven't you?
THE DESERT
A quiet, sprawling desert of pale sand and dim skies. Quiet is an understatement; you only hear wind around here. The area is dry but volcanic, supporting hot springs, geysers, and other barren life. The inhabitants rarely stay in one place for long, although you can find a couple of pop-up towns and smaller camps, if you know where to look. There's always a few storms lingering on the horizon, and the air smells of a warm summer's rain, even though rain rarely falls.
Beneath the sand, an expansive cave system runs for miles upon miles, carved by massive groundwater rivers. This area is strictly forbidden, despite rumors of treasure and gold. Water diviners are the only dragons allowed to access these waters, but only for building wells, and nothing more. Even bandits avoid the deeps, haunted by past attempts.
And even deeper beneath the sand, there are rumblings of something ancient, metal, and angry. Only the desert's largest sandworms feed there, and dragons that seek these ruins often do not return in one piece, if they return at all.
Time seems a bit slower here.
//
THE PLANES
Some dragons speak fondly of a dimension accessible only to those who are willing to unhinge themselves from reality. They say a changeless, endless, and beautiful mesa awaits those brave enough to search. With abundant flora and beautiful sunsets, they promise a guarded haven from the dim skies of the desert and the violence from the aqueduct.
Their grins linger a little too long.
//
THE AQUEDUCT
A distant white aqueduct outlines the clan's boundaries and transports rainwater to the heart of the desert. Agriculture flourishes here as vagrant storms and the springs bring in sparse but nourishing rain. However, it is said that farmers must sacrifice much to live here in peace, as past settlements have been found suddenly drowned, burned, or suffocated. The silence of the desert is sometimes broken by the faint crackling of static in your ears, and ghostly figures lurk only steps behind you.
You are being watched.
//
THE DUNES
The air smells of ozone and rot here, on the farthest reaches of the desert. Encircling the desert like a dark halo, the dunes allow no matter, no light, no energy to ever pass beyond. Things seem to vanish beyond a certain point. Dragons go missing, never to be found. Drones are shattered and dragged away. Birds refuse to fly within miles of the boundary.
When a sandstorm kicks up from the dunes, the terrors that linger around the aqueduct scatter in fear. Residents of the desert board their windows, the sandworms dive to impossible depths, night falls and the stars vanish. Something died here, long ago. Its bones dissolved to become the desert's sand, its eyes became the suns, its mind scattered throughout the clouds - or so it is rumored. Nobody is sure if it is still alive, or perhaps that all they are witnessing is an echo of its death throes, dimming a little more each time.
As the storm approaches, screams sound from around the horizon. Always the same voice, always the same tone, like a recording, on loop. Lightning flashes but there is no thunder. Sand cuts sharp at the sparse trees, carrying with it hailstones first, and then blood, and then bells. And as it bears down upon the town...
Nothing happens.
The residents wake the next morning, often on the floor, in front of their doors. They brush the dust off their homes and remove the boards from their windows. The hail and blood and bells seem to melt away. The familiar rumble of sandworms can be heard from below. The aqueduct is haunted and dangerous once more. The stars return, and with them, the suns. The storm is harmless, or perhaps the residents simply can't remember what happened the previous night, but they are safe and sane, and are willing to accept its occasional arrival. It causes no damage, and only ever leaves one thing behind:
Large gouges on the earth, frantic clawmarks lined with gunpowder and glass, seemingly digging for something it cannot reach.
//
The area is largely uncharted, and as such, entirely unnamed. You don't need a name for sand.
It simply is, and will always be, the desert.
The aqueduct. The town. The springs. The oil fields. The... planes, if you remember correctly?
There is no reason to explore. The landmarks tell you all you need to know, and your memory gets fuzzy the farther you stray. This clan is not keen on naming something you'd just forget, anyways.
It is fortunate you forget. You might feel a bit claustrophobic otherwise.
Because you've already seen every inch of this place before, haven't you?
THE DESERT
A quiet, sprawling desert of pale sand and dim skies. Quiet is an understatement; you only hear wind around here. The area is dry but volcanic, supporting hot springs, geysers, and other barren life. The inhabitants rarely stay in one place for long, although you can find a couple of pop-up towns and smaller camps, if you know where to look. There's always a few storms lingering on the horizon, and the air smells of a warm summer's rain, even though rain rarely falls.
Beneath the sand, an expansive cave system runs for miles upon miles, carved by massive groundwater rivers. This area is strictly forbidden, despite rumors of treasure and gold. Water diviners are the only dragons allowed to access these waters, but only for building wells, and nothing more. Even bandits avoid the deeps, haunted by past attempts.
And even deeper beneath the sand, there are rumblings of something ancient, metal, and angry. Only the desert's largest sandworms feed there, and dragons that seek these ruins often do not return in one piece, if they return at all.
Time seems a bit slower here.
//
THE PLANES
Some dragons speak fondly of a dimension accessible only to those who are willing to unhinge themselves from reality. They say a changeless, endless, and beautiful mesa awaits those brave enough to search. With abundant flora and beautiful sunsets, they promise a guarded haven from the dim skies of the desert and the violence from the aqueduct.
Their grins linger a little too long.
//
THE AQUEDUCT
A distant white aqueduct outlines the clan's boundaries and transports rainwater to the heart of the desert. Agriculture flourishes here as vagrant storms and the springs bring in sparse but nourishing rain. However, it is said that farmers must sacrifice much to live here in peace, as past settlements have been found suddenly drowned, burned, or suffocated. The silence of the desert is sometimes broken by the faint crackling of static in your ears, and ghostly figures lurk only steps behind you.
You are being watched.
//
THE DUNES
The air smells of ozone and rot here, on the farthest reaches of the desert. Encircling the desert like a dark halo, the dunes allow no matter, no light, no energy to ever pass beyond. Things seem to vanish beyond a certain point. Dragons go missing, never to be found. Drones are shattered and dragged away. Birds refuse to fly within miles of the boundary.
When a sandstorm kicks up from the dunes, the terrors that linger around the aqueduct scatter in fear. Residents of the desert board their windows, the sandworms dive to impossible depths, night falls and the stars vanish. Something died here, long ago. Its bones dissolved to become the desert's sand, its eyes became the suns, its mind scattered throughout the clouds - or so it is rumored. Nobody is sure if it is still alive, or perhaps that all they are witnessing is an echo of its death throes, dimming a little more each time.
As the storm approaches, screams sound from around the horizon. Always the same voice, always the same tone, like a recording, on loop. Lightning flashes but there is no thunder. Sand cuts sharp at the sparse trees, carrying with it hailstones first, and then blood, and then bells. And as it bears down upon the town...
Nothing happens.
The residents wake the next morning, often on the floor, in front of their doors. They brush the dust off their homes and remove the boards from their windows. The hail and blood and bells seem to melt away. The familiar rumble of sandworms can be heard from below. The aqueduct is haunted and dangerous once more. The stars return, and with them, the suns. The storm is harmless, or perhaps the residents simply can't remember what happened the previous night, but they are safe and sane, and are willing to accept its occasional arrival. It causes no damage, and only ever leaves one thing behind:
Large gouges on the earth, frantic clawmarks lined with gunpowder and glass, seemingly digging for something it cannot reach.
//
Click or tap a food type to individually feed this dragon only. The other dragons in your lair will not have their energy replenished.
This dragon doesn't eat Insects.
This dragon doesn't eat Meat.
This dragon doesn't eat Seafood.
Feed this dragon Plants.
Exalting Bappy to the service of the Stormcatcher 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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