Astraea

(#14902728)
Huh? What?
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Familiar

Anomalous Skink
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Energy: 45/50
This dragon’s natural inborn element is Arcane.
Female Nocturne
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Personal Style

Apparel

Spring's Breath
Orange Tabby
Ferocious Banner
Silver Sylvan Wings
Frostfinder's Arctic Boots
Frostfinder's Arctic Gloves
Twilight Sylvan Wings

Skin

Scene

Scene: Progression of Flowers

Measurements

Length
4.2 m
Wingspan
5.1 m
Weight
653.64 kg

Genetics

Primary Gene
Splash
Iridescent
Splash
Iridescent
Secondary Gene
Rose
Shimmer
Rose
Shimmer
Tertiary Gene
Rose
Underbelly
Rose
Underbelly

Hatchday

Hatchday
Jul 12, 2015
(8 years)

Breed

Breed
Adult
Nocturne

Eye Type

Eye Type
Arcane
Common
Level 7 Nocturne
EXP: 1897 / 11881
Scratch
Shred
STR
14
AGI
6
DEF
7
QCK
6
INT
6
VIT
6
MND
7

Lineage

Parents

Offspring


Biography

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Astraea

Airheaded Diplomat and Broken Memory File



Evolution Has Failed This Nocturne
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Personality and Clan Life by ZincAlloy

If a Tundra says you have a bad memory, then your memory is outstandingly bad. If Astraea says you have a bad memory, then that's a miracle because it means she actually remembers something herself!

In a clan like the Aequitas, forgetting things can be dangerous. Whether it's a favour you owe someone, another dragon's berserk button, or just whether or not this crystal is the one that explodes when dropped, a faulty memory can quickly result in a faulty rest of the body. And yet, despite lacking any memory of having a memory, Astraea remains in one piece. Perhaps it's because not being able to remember anyone's flaws allows her to be everyone's friend. Or maybe the fact that she's survived this long has led everyone to be wary of her? Regardless, Astraea is someone who’ll always be happy to lend a kind ear to another dragon and listen to their troubles. Then she’ll forget to take that ear back, and the poor peon will end up recounting their life story multiple times before giving up in frustration.

To be fair, there are still a few fragments of memory floating around in her head. While Astraea doesn't remember working for Hathor or having brought peace offerings to Myrtle before, most mornings she'll wake up with a burning desire to convert Myrtle into a full clan member. This lasts about long enough for her to grab the tray of seedlings Hathor leaves near her roost and head outside, where she'll suddenly forget everything and begin to wonder how she got outside and why she's carrying some random plants. Before long Myrtle will find her, and against all logic not kill her. In fact, Myrtle seems to enjoy Astraea's company! The Guardian can be found trying to teach her gardening tricks, which takes first place in the 'Fruitless Hobbies' competition, considering Astraea will have forgotten everything Myrtle tells her by the next time she blinks. Myrtle's snake enjoys her company too, or at least enjoys the cookies Astraea feeds it. Cookies probably aren't healthy for a snake, but considering their dubious origin (baking them involves remembering to take them out of the oven, and Astraea clearly can't do that), there's more pressing things to worry about.

She also remembers Kerendia, or rather, remembers him even less than anyone else. At one point Kerendia got lost in the magical maze that exists annoyingly close to the lair, and somehow it was Astraea who lead him out. She doesn't remember doing that. What she does seem to remember is a time when Kerendia wasn't in the clan, and so she freaks out every time she sees him and tries to sound every intruder alarm in the lair. Luckily for him, she doesn't remember where any of them are. Kavenia is thankful for that too, as Astraea has attempted on multiple occasions to have her arrested for stealing a comet. The comet is hers, but Astraea claims that it was rightfully pillaged by the Aequitas Clan years ago. Kavenia's arguments that they're in the same clan falls on deaf and forgetful ears.
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While Astraea might have a habit of running in fear of dragons she doesn’t recognise, that doesn’t extend to animals. (Even the incredibly dangerous ones.) This is a good thing, because a while back Hathor gifted Astraea a cat, which she doesn’t remember at all. (The cat is fine with this, as it's cats that adopt dragons and not the other way around.) Hathor did so partially out of kindness, and partially because the cat's collar contains a tracking device in case Astraea gets lost, since there's no way she could remember the way home. Amazingly, Hathor never has to go rescue her, not even when somebody sends her to grab something from the Hoard. Many dragons get lost for weeks amidst the towering piles of treasure, crates, and carefully disorganised curios. But not Astraea. She might not remember how she finds her way out, but she does. Or perhaps something else finds a way out for her?

Sending Astraea to fetch objects from the Hoard may sound like an effort doomed to fail, as nobody would expect her remember to come back with what they asked for. Well, she doesn't. But she always comes back with something, and oftentimes it's something that has laid forgotten in the Hoard for ages. In the end what dragons ask Astraea for is arbitrary, they more so ask for the excitement of wondering what they're going to get. It’s even more exciting when they get something more interesting than a decaying bit of clothing or an oddly shaped rock, but in the ‘run away or say goodbye to having a spine inside your body’ sort of way.

Of course, the aura of strangeness surrounding Astraea doesn't end there. She has bizarre conversations with absolutely everything, including rocks, Myrtle's snake, and Pachetonas' flock of illegal bird residents. But that's merely regular strangeness. The truly odd thing is that she does so in what Valenya has identified as a dead variant of ancient draconic. This was enough weirdness that a study was launched to figure out where exactly she came from. The conclusion was that she's native to the Runic Mountain Range, but the research was determined to have some flaws. Even if nobody outside the range admits to being related to her, that doesn't mean you can declare she must be from it!

Perhaps the Beastclans know where Astraea came from? There's some connection there, for most of them try to ignore Astraea and hope that she'll quickly go away of her own accord. The repulsive force is strong enough that she can wander through a battlefield without taking a scratch. While an Imperial hiding behind a Nocturne may seem ridiculous, this is one situation where it would actually work. But Astraea doesn’t wander through battlefields to be a living shield. She does so to figure out why her side isn’t currently a screaming horde that sends its foes fleeing in terror. Apparently, that’s how Astraea thinks battles are fought. That habit wouldn’t be a problem if she could remember the answers she gets, but being asked every twenty seconds why you aren’t currently on a bloodthirsty rampage makes it rather difficult to fight.


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§ Graphics by LuminousNoble, Icons by Serpenta, Hazeledpoppy, Osiem

§ Bio by ZincAlloy

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~ Once upon a time, what is now known as the Runic Mountain Range was not a mountain range, or a mountain, or even really a range. It was a wide collection of islands that skimmed the surface of the Starwind Bay, floating wherever the wind and the newest explosions blew them. In formation, with the trees fluttering in the breeze and the crystalline land catching the light, this cluster of islands was not only beautiful, it was also deadly. For upon the Arcane islands resided a dreaded Nocturne horde, raiders of sea, vicious cutthroat vikings that raided, slaughtered, and burned all the lands they came across.

Despite their diminutive size, an advancing Nocturne horde was nothing to laugh about. If you put up a fight, they'd pummel you to death. If you retreated to your lair, they'd burn it down to the ground. If you attempted to organise a resistance in some kind of secret hideout, they'd pummel you to death and burn your hideout to the ground, and not necessarily in that order.

If you surrendered, they might've spare you, or they might have not. The only difference between giving in and not giving in is that if you do give in, they may or may not have let you live, but if you don't, you'll most certainly suffer a horrible death.

Because of their philosophy, or lack thereof, the Nocturne vikings were feared by all the Flights they plagued. Clans would bond against them, abominations summoned - all to no avail. In the midst of battle, whether it be on land or sea, the vikings were invincible - or, at the very least, knew how to escape unscathed from a number of much larger enemies. At the peak of their power, they were truly the emperors of the sea, unrivaled both in combative skill and cunning.

Their most famous general, a glorious purple Nocturne, led her fellow horde-mates to victory, her sword held high. As was tradition, she was always accompanied by her trusty historian, who recorded all of the horde's exploits, and her fellow bodyguards. The elderly historian was one of the most prized dragons in the horde, with an astonishing ability to tell stories, an incredible memory, and the knowledge of everything, even tales lost to time. Compared to the general, her prowess in combat was equally unmatched, and it was those skills that she passed onto her apprentice, a young abandoned Nocturne who followed her steps like a shadow.

With such a powerful historian and general, the horde swept through the seas, wrecking havoc like none had seen before. They burned and salted the lairs of any clan that dared cross them, and radiated so much power that clans would migrate before them and the Beastclans would flee their encampments. Truly, they were invincible and glorious, and it seemed like none could stop them.

Then they vanished.

Nobody knew how, or why. The floating islands that had inspired so much terror suddenly stopped docking by ports and scaring the spines out of resident dragon clans. After a long respite, the former victims became curious, and launched an investigation. From the Ice Flight to the Arcane Flight, they scoured the land and sea, but caught no sight of the dreaded cluster of islands, nor the Nocturnes that once populated them. The islands had simply disappeared.

Meanwhile, in what is now the Runic Mountain Range, a young Nocturne woke up.
~
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A r t w o r k
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§ Art by Kamazu
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§ Art by TsarinaTorment
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§ Art by InHeritent
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§ Art by RubieKanary
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§ Art by JustaRev
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§ Art by JustaRev
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Exalting Astraea 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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