Nacre
(#82133269)
the one lizard-cloak hawker in canyon!
Click or tap to view this dragon in Predict Morphology.
Energy: 50/50
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Personal Style
Ancient dragons cannot wear apparel.
Skin
Scene
Measurements
Length
5.18 m
Wingspan
7.89 m
Weight
689.08 kg
Genetics
Shadow
Fade (Aberration)
Fade (Aberration)
Shadow
Bee (Aberration)
Bee (Aberration)
Peach
Sparkle (Aberration)
Sparkle (Aberration)
Hatchday
Breed
Eye Type
Level 10 Aberration
EXP: 1485 / 27676
STR
45
AGI
9
DEF
6
QCK
25
INT
5
VIT
15
MND
5
Biography
he/they
nacre's wings never fully formed after hatching, stayed crumpled and wet long after they should have dried and stretched out. nowadays it still hurts to move them too much, but he does have to extend and spread them out a few times each day, doctor's orders. limited movement overall, and they can't fly, which has made life difficult in some regards. nacre's found other strengths, however
one head is quite adept with their claws, capable and practiced at all sorts of precision work, from picking locks to sleight-of-claw and knot tying (and untying) and more. they settled on needlework, mostly, taking the lizard hides caught and skinned for them by their partner and crafting them into mainly cloaks, but other articles of clothing if requested, to sell out of a window berth. the cloaks aren't terribly . . . fashionable, but they're desert-lizard hide! hard to get better protection than that, other than one's own scales, eh?
the other head is skilled at a different craft. wohdy is also careful to remove venom sacs from the lizards she traps, and it's these that nacre has fun with. most of the poisons he sells are diluted, simple things good for medicine or pranks or the occasional moderate acid. the good stuff, though. ;) they save for particular customers, those who may or may not slink down from the cellar, who've proven themselves to be discreet. it just wouldn't do for more potentially lethal poisons to be traced back to nacre's berth. it just wouldn't do.
nacre's wings never fully formed after hatching, stayed crumpled and wet long after they should have dried and stretched out. nowadays it still hurts to move them too much, but he does have to extend and spread them out a few times each day, doctor's orders. limited movement overall, and they can't fly, which has made life difficult in some regards. nacre's found other strengths, however
one head is quite adept with their claws, capable and practiced at all sorts of precision work, from picking locks to sleight-of-claw and knot tying (and untying) and more. they settled on needlework, mostly, taking the lizard hides caught and skinned for them by their partner and crafting them into mainly cloaks, but other articles of clothing if requested, to sell out of a window berth. the cloaks aren't terribly . . . fashionable, but they're desert-lizard hide! hard to get better protection than that, other than one's own scales, eh?
the other head is skilled at a different craft. wohdy is also careful to remove venom sacs from the lizards she traps, and it's these that nacre has fun with. most of the poisons he sells are diluted, simple things good for medicine or pranks or the occasional moderate acid. the good stuff, though. ;) they save for particular customers, those who may or may not slink down from the cellar, who've proven themselves to be discreet. it just wouldn't do for more potentially lethal poisons to be traced back to nacre's berth. it just wouldn't do.
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Exalting Nacre 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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