Lohengrin

(#68301)
Level 25 Imperial
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Energy: 50/50
This dragon’s natural inborn element is Wind.
Male Imperial
This dragon is hibernating.
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Personal Style

Apparel

Copper Glasses
Kelly Green Locket
Mist Chime
Golden Seraph Wing Ornament
Teardrop Citrine Wing Loop
Simple Harp
Mistral Mantle
Map Kit
Attendant Overcoat
Golden Sage Tassel
Blue Satin Tunic
Blue Breeches
Black Highnoon Hank
Copper Harvest Sandals
River Royalist Tail Rings
Envious Eye Earrings
Autumnal Wreath
Navy Aviator Scarf

Skin

Skin: Birds of a Feather

Scene

Scene: Summer

Measurements

Length
27.55 m
Wingspan
21.38 m
Weight
7368.66 kg

Genetics

Primary Gene
Azure
Iridescent
Azure
Iridescent
Secondary Gene
Swamp
Shimmer
Swamp
Shimmer
Tertiary Gene
Banana
Underbelly
Banana
Underbelly

Hatchday

Hatchday
Jun 27, 2013
(10 years)

Breed

Breed
Adult
Imperial

Eye Type

Eye Type
Wind
Common
Level 25 Imperial
Max Level
Scratch
Shred
Eliminate
Rally
Sap
Berserker
Berserker
Berserker
Ambush
Ambush
STR
133
AGI
8
DEF
5
QCK
40
INT
5
VIT
6
MND
5

Biography

Just some lore idea ramblings (so I don't forget)

Ekessal - dragons attuned to Sornieth's energy; the only ones able to harness that energy (think Jedi because that's basically what they are)

Two Disciplines -
Amplifier | healers, craftsmen, teachers, laborers, those who focus on practical applications (midnight sash)
Sentinel | warriors, fighters, those who focus on fighting and shade-containment (nomad's sash)

Sanctums - the place Ekessal live; one, big giant family/community

Council - eleven dragons, one for each element and at least 5 from each discipline, they make the decisions for their sanctums and work in tandem with others

Culture - highly communal; adults care for hatchlings regardless of personal connection and hatchlings know to trust any Ekessal they meet; everyone has chores and activities to do around the sanctum and a lot of amplifiers work as chefs; their goal is always to protect and to provide; sashes dictate which discipline you take, with beads hung on a string signifying how many years since you became a fully-fledged Ekessal (typically at twenty), those with more beads are considered wiser and more powerful and are often mentors and council members, special silvered beads are added by council-order if an Ekessal performs a high act of service such as saving a life or preventing the destruction of a village; disciplines are chosen at age ten where a hatchling is then assigned a mentor of the same element and discipline, in rare cases this means moving the hatchling to a different sanctum or welcoming in an Ekessal from another sanctum; no dress-code but certain items are favored over others (gambesons, aviator coats, satchels, gloves, etc)

Ekessal (often identified by their special sashes alone) are welcomed almost everywhere around Sornieth; others trust them and their abilities; some though feel as though it's unfair only they can tap into Sornieth's magic and there are underground schemes going around with experiments trying to replicate their genes to try and make every dragon an Ekessal

Each discipline has their pros and cons but are all equally important to a functioning sanctum. Sanctums funds themselves and their people with crafts and donations. It's well-known that Ekessal made items last longer and are stronger than normal handmade objects. A light rune imbued lamp will cost more than an oil lamp but lasts longer and is stronger. All sanctums have fire Amplifiers as blacksmiths and metalsmiths, water nature and plague Amplifiers often work in agriculture, any craft can be imbued with energy by a respective Ekessal Amplifier.

Every discipline partakes in outreach missions. In most cases it's Amplifiers helping with health and things like crops and weather and natural disasters. In some cases, Sentinels are dispatched to take care of Shade-creatures, Shade-touched beastclans or dragons, or Shade-rune remains, and most are dispatched to cities/villages/towns around their sanctums to act as or help with law-enforcement.


First Sanctum - Earth
Second Sanctum - Arcane
Third Sanctum - Ice
Fourth Sanctum - Light
Fifth Sanctum - Nature
Sixth Sanctum - Water
Seventh Sanctum - Lightning
Eighth Sanctum - Fire
Ninth Sanctum - Shadow
Tenth Sanctum - Wind
Eleventh Sanctum - Plague
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Exalting Lohengrin to the service of the Windsinger 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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