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Personal Style
Apparel
Skin
Scene
Measurements
Length
0.65 m
Wingspan
1.45 m
Weight
1.51 kg
Genetics
Slate
Ripple
Ripple
Taupe
Striation
Striation
Maize
Ghost
Ghost
Hatchday
Breed
Eye Type
Level 5 Fae
EXP: 406 / 5545
STR
7
AGI
6
DEF
7
QCK
7
INT
6
VIT
7
MND
6
Biography
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♕ S A I P H The Spirit ╰ ╭
SAIPH
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ELYSIA
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OKANE
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SEB
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MYOPIA
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RUNT
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IDUNA
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NEYA
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MEYMO
╰╭ Overimaginative | Mannered | Fiery ╰ bio template by squidragon adapted by Katalist
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""Kodama""
Often unseen Has a connection with other spirits Refuses to move on Helps other dragons ascend Breedchanged to a Fae 07th February 2016 Previously a Pearlcatcher Purchased and breed changed from Bogsneak to Fae (again) 22/07/2020
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""One often meets his destiny on the road he takes to avoid it.""
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It is said that in the midst of the jungle surrounding the Tribe, exists a beast that takes the form of a tree. Some dragons tell their hatchlings of the Beast's penchant for nibbling naughty children, whilst others warn their friends of travelling through the jungle at night. Some even believe in the beast's protective presence, keeping the fellow antagonistic beastclans at bay. Only a few have met the Beast, and even fewer have met his companion. Living amongst his branches, delicately skipping along his antlers, lives a little spirit called Saiph. Her past life was a pearlcatcher, but died of mysterious causes. Found by the Beast, and revived, she now serves him company, despite her ephemeral existence. Only a few dragons in the Tribe know of her, and prefer to keep her existence a secret. For to ask the Beast would be like tipping a toe into the darkest of magics; necromancy. And while the Beast is a valuable guardian of the jungle, his power is not to be messed with. The smart dragons know to leave her alone, and not to ask silly questions.
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There is a spirit in the lair. She is quiet and illusive, though her presence is strongly felt. No one knows where she came from or what she is after, But on a calm night if you feel as though someone is there, know that she's watching. She is always watching. ""I've interrupted a deep thought, haven't I? I see it growing smaller in your eyes."" Saiphhas a gift of transcending mortal planes and was able to walk them since she was a child. This is how she sees the future and any possible outcomes. By walking the planes she can see hundreds upon hundreds of threads all linked together to whatever object or person that demands to know their future. She loves to be playfully cryptic about her predictions, though, and the angrier the patron gets, the more fun she has. Her predictions are amazingly accurate if you have enough intelligence to untangle what she tells you. Good luck to anyone who enlists the services of this seer, because only the most patient will be able to deal with her riddles. Due to this ability she has often claimed to have conversed with the great Gladekeeper, and remains painfully devout, even when confronted by the other dragons. Her eyes are almost constantly glazed over, and she speaks softly, as if scared she'll scare away the voices. Her mother quickly sold her, scared her riddles foretold something dangerous. She constantly surprises Seb with her knowledge of past events, as well as future. Most of her prediction entail individuals the Tribe has never met, but some predictions represent them... they think. It is as much a challenge to piece together what she said as it is to get her to speak.
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ETYMOLOGY - The traditional name Saiph is from the Arabic saif al jabbar, 'سیف الجبّار' literally sword of the giant. This name was originally applied to Eta Orionis. ... In Chinese, 參宿 (Shēn Sù), meaning Three Stars (asterism), refers to an asterism consisting of Saiph, Alnitak, Alnilam, Mintaka, Betelgeuse, Bellatrix and Rigel. RELATIONS -
Drawn by the lovely @Kogosama! |
Click or tap a food type to individually feed this dragon only. The other dragons in your lair will not have their energy replenished.
Feed this dragon Insects.
This dragon doesn't eat Meat.
This dragon doesn't eat Seafood.
This dragon doesn't eat Plants.
Exalting Saiph 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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