Anaisa

(#67406496)
Clan Leader
Click or tap to view this dragon in Scenic Mode, which will remove interface elements. For dragons with a Scene assigned, the background artwork will display at full opacity.
Click or tap to share this dragon.
Click or tap to view this dragon in Predict Morphology.
Energy: 50/50
This dragon’s natural inborn element is Shadow.
Female Veilspun
This dragon is an ancient breed.
This dragon is hibernating.
Expand the dragon details section.
Collapse the dragon details section.

Personal Style

Ancient dragons cannot wear apparel.

Skin

Scene

Measurements

Length
0.7 m
Wingspan
0.96 m
Weight
1.05 kg

Genetics

Primary Gene
Obsidian
Sphinxmoth (Veilspun)
Obsidian
Sphinxmoth (Veilspun)
Secondary Gene
Thistle
Hawkmoth (Veilspun)
Thistle
Hawkmoth (Veilspun)
Tertiary Gene
Gloom
Diaphanous (Veilspun)
Gloom
Diaphanous (Veilspun)

Hatchday

Hatchday
Feb 17, 2021
(3 years)

Breed

Breed
Adult
Veilspun

Eye Type

Eye Type
Shadow
Uncommon
Level 1 Veilspun
EXP: 0 / 245
Meditate
Contuse
STR
5
AGI
6
DEF
5
QCK
8
INT
8
VIT
5
MND
8

Lineage

Parents

Offspring

  • none

Biography

Elected Leader- Commander | Sly | Calculating | Works too much
Anaisas form of self-care is working overtime. She is often picking up the odd job that couldn't be filled from being short of hands.






Before re-founding The Facility, Anaisa and her clan lived in an old growth kingdom constantly at war with surrounding factions until one day their ever ruling kingdom was conquered by an unknown force. The clan was formed after a small group of citizen decided they would rather leave than face the cruelty and consequences of if they stayed in their homeland.

The group wandered through the Shrieking Wilds' seemingly endless maze of trees before being spit out into a clearing. Here they found a bridge made of the behemoths roots, connecting the many islands seen beyond in the gladeveins. As the fledgling clan set up camp one evening a curious hatchling wandered off and seemingly vanished. The group was sent into a fit searching high and low around the bridge. Before they knew it the next night had fallen and the hatchling, left an orphan by the war, was still missing. One by one the members of the camp returned, and theories and rumors began to spread around the camp. Awful ideas such as a beastclan from the wilds kidnapping the poor thing. Others feared there was a traitor within the group itself.

The waning moon almost at its peak let the camp know it was almost time to give in for the night. The whispers and tales that fuelled the campfire slowed to halt, and the open flame was doused with water producing a sleazy sizzling sound that reminded the group they must rest their mind tonight. One by one the lights in their eyes went out as they fell asleep. Anaisa, worried, saw everyone off to bed before settling down herself. Watching the stars dance in the night sky, the moon let her know the tears that would fall would only make her stronger. Her blinks became more irregular, before they stopped altogether. The black of sleep crawled its way up from her lower eyelids, and as it reached the upper lid a scream echoed in the not too far distance.

Anaisa, like the rest of her group, quickly rose at this sound. The fire was brought back to life, and with the moons help a small search party was instructed to follow the direction of the scream. The further they walked from camp the seemingly darker it had gotten. Clouds now scattered the already waning moonlight, but the screams for help became more frequent. The voice had led them around and under the gigantic root bridge. A shadow laid in front of the group. And as they drew closer a rotten wooden door laid into the top of a large mound materialized out of the darkness. The scouting group closely tiptoed up, as another scream echoes out from the collapsed hole. They quickly hurry up the mound, and lean over the hole. Four reflective eyes look back. A lamp is lit and placed on the frame of the door allowing light to illuminate shaft. Inside they find an unknown small fae, and the hatchling both similar is size. The light is moved, and lowered into the shaft. The fae is pinned beneath the rotted boards of the old door, while the hatchling sat against the wall. Quickly the camp is informed and a rescue team begins to work. Both children are saved, and questioned. The hatching had wandered off as it began to grow dark, eventually finding the door and upon opening it fell it with the door closing behind it. The unknown fae was a passerby hoping to make it to shelter before it got too dark. The fae had just happened to hear the hatchlings cry for help, but as it entered the shaft to rescue the hatchling, the door collapsed pinning it under the rotting boards.

Both the hatchling and fae were fed and patched up back at camp while the scouting party and Anaisa remained at the mound. Something stuck out as strange to her, why would a door and shaft leading to seemingly no-where exist under a bridge. A small group stay behind with her to investigate. Anaisa jumped into the now open door and shaft, and as she landed at the bottom a metalic ringing echoed through the shaft. This lead her and her team to begin escavating the inside of the shaft, revealing another metal vault door with a large metal knob. Above the knob a strange amber insignia is carved into the metal. As a group they decided to open the door.

After opening it they find a tunnel leading deep underground, the tunnel is what connects what will soon be known to them as the facility, to the surface.








spoilers ig?



The clan then decided that they want to explore the caverns, tunnels, and caves to their full extent. Eventually finding small villages, guard posts, and a larger city deep under the ground. They also eventually find another tunnel leading away from the city, into a large science workshop and a seemingly art gallery, however the art in this gallery is different. the large room is organized into a grid, and the art itself is strangely realistic and dragon like creatures housed in a block of resin. As they explore the science lab, while inspecting a seemingly unfinished block sat beside a large machine and a root (assumed to be from the behemoth). two dragons begin goofing off and pull a prank on anaisa leading to her bumping into the block and knocking it over. it in turn shatters and much to the horrors of the clan an elder dragon rises from the shattered remains. After the horror, and running off of some members, the elder explains the history of the facility, and how they must restart its work (brief explanation can be found in Kudzu's bio). After being told what is housed in the the block, the clan collectively agrees, and they begin the process of revitalizing the many systems, machines, and the architecture of the facility. Most of the clan now lives in one of the villages, guard posts, or the city, but a select few either opposed or scared to live so deeply underground have formed a small camp around the entrance of the facility.

Little do they know Cult i vaar is located not too far away, secluded in a closed village of its members.
If you feel that this content violates our Rules & Policies, or Terms of Use, you can send a report to our Flight Rising support team using this window.

Please keep in mind that for player privacy reasons, we will not personally respond to you for this report, but it will be sent to us for review.

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.
Feed this dragon Meat.
Feed this dragon Seafood.
Feed this dragon Plants.
You can share this dragon on the forums by either copying the browser URL manually, or using bbcode!
URL:
Widget:
Copy this Widget to the clipboard.

Exalting Anaisa 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.

Do you wish to continue?

  • Names must be longer than 2 characters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.