Hopper

(#62235756)
Level 10 Nocturne
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Alkahest

Dancing Chalice
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Energy: 0/50
This dragon’s natural inborn element is Shadow.
Male Nocturne
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Personal Style

Apparel

Fiendish Emerald Ghastcrown
Dread Dancer Spikescarf
Dread Dancer Forecallouses

Skin

Scene

Measurements

Length
5.64 m
Wingspan
6.65 m
Weight
725.46 kg

Genetics

Primary Gene
Eldritch
Pinstripe
Eldritch
Pinstripe
Secondary Gene
Eldritch
Trail
Eldritch
Trail
Tertiary Gene
Iris
Underbelly
Iris
Underbelly

Hatchday

Hatchday
Jun 24, 2020
(3 years)

Breed

Breed
Adult
Nocturne

Eye Type

Eye Type
Shadow
Unusual
Level 10 Nocturne
EXP: 454 / 27676
Scratch
Shred
STR
7
AGI
6
DEF
7
QCK
6
INT
6
VIT
6
MND
7

Lineage

Parents

Offspring


Biography

Silver Pocketwatch
Hopper

"What is dead may never die."
Memento Mori
Generation 10
Fortuna caeca est

trait | trait | trait


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Memento mori (Latin: "remember that you have to die") is the medieval Latin Christian theory and practice of reflection on mortality, especially as a means of considering the vanity of earthly life and the transient nature of all earthly goods and pursuits.

Memento mori has been an important part of ascetic disciplines as a means of perfecting the character by cultivating detachment and other virtues, and by turning the attention towards the immortality of the soul and the afterlife.
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This curse would be traced down his lineage. All Moros' children were destined to die, like any dragon. But they would be given a second chance. It was up to the children if they would accept the bargain.


Hopper rose from his resting place and stretched, letting tattered wings unfurl to their full span. The eyes of his ghastcrown blinking groggily. Though he couldn't see it from his place in the catacombs, he knew that the moon was beginning its crawl across the night sky. How long had it been since he'd last seen its radiance? The Nocturne shook his head in an attempt to further awaken himself and turned to the entryway.

A shiny, ornate mirror leaned against it, a purple ribbon tied to a protruding piece of the frame. Hopper snorted, his niece must have gotten him a new one. Hadn't he told her he didn't want one? He shook his head again, trying to once again to rid himself of persistent exhaustion. He shouldn't be harsh. Spared from their worst curse, she was only trying to help. He made a mental note to thank her for the new mirror... again.

He turned back to his room to continue readying himself, and then paused. His eyes turned back toward the mirror with a raspy sigh. He wracked his mind for the time when he had no dislike for reflections, a time when he was confident in his abilities and certain of his future.

And sane.

He shook his head once again, now trying to rid the invasive memories, but they had come.

A nocturne, youthful and unafraid, stood proudly in his brain. The memory of when he still lived.

He had no concern of his fading bloodline, instead throwing himself into vigilantism. He tore into the sickening and unrighteous. Known and unknown thieves, murderers, and anything in between. His nightcaller blood reveled in the chaos of battles and justice served upon the worst. He killed with no concern, believing the deaths to be just and righteous. He feared no consequence.

He feared no fate.

Until it came. Until he found himself staring his vile reflection in the face.
Horrible, dripping ichor and swarming with locusts, his other self was horrible. It smiled with far too many teeth for its face. Hopper already knew he was in for a fight, and ignorant of the real danger it posed, he lunged, his nightcall piercing the air.

He hadn't even seen it move, but it had him flung into the far back wall in seconds. He charged it again only to have every attack parried and blocked, as though it already knew what he was going to do. He was knocked back again, now with the realization that he couldn't win this fight. He tried to back away, but his legs were stone-stiff and his wings remained limp and weighted. He braced himself, still staring at his other self, staring until it flickered in a nightmarish way, something incomprehensible taking the reflection's place for a heartbeat before its gaping maw opened and lunged at him-

Hopper screamed, his nightcall echoing through the catacombs and shattering the mirror. He tossed his head wildly, trying to ensure that he truly was in his room alone. He settled at the sound of tingling glass and found his chalice dancing in the remains of the mirror, its glowing liquid splashing playfully and its Banescale decoration gleaming mischievously at him. He shook his head again, fully chasing away his flashback and snapping him alert. He had a job to do, there was an underworld that needed to be maintained.

He growled to himself, a chilling clicking sound, and took off into the massive hallway, his final thought on the matter a mocking "good luck" directed towards the rest of his blood.

Those who take their bloodline for granted, those who abuse the underworld, those who meddle with the dead.

Those who fear no consequence.

Their fate is coming.

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Shadow is the most common element for a Nightcaller. Much like Peyton, they are believed to have been blessed by the Shadowbinder and are artfully cunning in their own right. Those that possess the element of Shadow are nefarious and secretive, getting their claws into all manner of deadly trickery.

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Generation 3


LORE:

In time, the bloodline of Moros & Acanthus dissipated - as each generation moved farther away from the progenitor pair who had cursed their own bloodline. These new dragons, who could count themselves a full ten generations removed from the curse itself, seemed to struggle when it came to that very curse.

While it was a quirk of their lineage to have the second sight before their first-death (their bargain), the whispers were barely audible. The glimpses of death were just that: glimpses and nothing more. So far removed from the curse, it seemed that crossing the threshold into the 10th generation seemed to nearly sever the Bargain entirely.

Until a new threat arose.

It wasn't just the dead, the not-quite-dead, and the never-dead-but-something-else that terrified and haunted the Memento Mori now.

Screaming as it pulled itself free of the Underworld, it was the HUBRIS of the lineage itself- given some sort of twisted life by the bloodline's very curse. A many-eyed thing that could not be looked on directly, for if one stared into the abyss of their own pride, they saw only their own reflection. They only saw their own self in horror.

The fiendish, twisted versions of the Memento Mori crawled out of the depths of the Underworld, and began to infiltrate Sornieth.


Introduction of a new Mechanic: KEYS
Elemental keys;
Each elemental key is a separate key, familial to one another. Each one is associated with an element combined with death and decay. They are the Cold Wind key, the Grave-dirt key, the Pyre Flame key, and the Tear-stained key. In general, each key can only be used in an elemental environment favorable to it, while using it in an opposing elemental environment is difficult.

The Industrial Key;
This key grants influence and control over technology and machinery. However, technology that is too new is difficult to influence. This key works best on older or archaic technology. Specifically, it seems geared and tuned in to tech from the Second Age.

The Passion Key;
This key has to do with the influencing, shaping, and control of emotions of other dragons, places or things. Use of this key can, as a side effect, alter the sin-eater's own emotions.

The Phantasmal Key;
This key lets the sin-eater create illusions. At higher manifestations, they can drive a dragon mad or kill with it. The side effect of this key is that sin-eater will also experience fleeting hallucinations.

The Primeval Key;
This key allows a sin-eater to influence or control plants and animals. It also grants control over certain fertility rites and allows the sin-eater to take on animal traits. It causes the sin-eater to become more feral, though they do not lose their ability to think.
Hopper's favorite key of the two he possesses. He uses it to command a swarm of locusts and grasshoppers or take on the traits of those insects. It has taken a toll on his voice alongside his mind, mixing both with horrible buzzing and clicking.

The Stigmata Key;
This key allows the sin-eater to influence or control ghosts or spirits through the use of blood and sacrifice. A sin-eater using this key may choose to take damage instead of spending their plasm to control the dead, or employ sacrificial rituals. The damage must be deliberately caused by the sin-eater themself for this purpose.

The Stillness Key;
This key helps the sin-eater in matters of stealth and subterfuge. This key works best when the sin-eater remains still and silent. Most who use this key will even avoid speaking to friends while it's active.

Special: The Stygian Key;
This key give the sin-eater influence or control over death, decay and rot. This key requires that a sacrifice be made before unlocking any manifestation, and can only be learned from a Kerberos after crossing three rivers and drinking from each.
-- To have your Memento learn this Key, it requires running through a roleplaying session with me as your Storyteller!

You have the option to choose TWO Keys for your Memento Mori descendant -- ways to specialize your descendant for lore purposes, and put their abilities in your crosshairs to refine and augment their particular methods of dealing with ghosts, spirits, shades, the walking dead, and the denizens of the Underworld.
Hopper Outfit
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Exalting Hopper to the service of the Tidelord 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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