Sylph

(#35949959)
Level 25 Imperial
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Familiar

Nightmare
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Energy: 46/50
This dragon’s natural inborn element is Plague.
Male Imperial
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Personal Style

Apparel

Skin

Scene

Measurements

Length
23.93 m
Wingspan
15.48 m
Weight
7754.86 kg

Genetics

Primary Gene
Abyss
Skink
Abyss
Skink
Secondary Gene
Abyss
Spinner
Abyss
Spinner
Tertiary Gene
Storm
Glimmer
Storm
Glimmer

Hatchday

Hatchday
Sep 16, 2017
(6 years)

Breed

Breed
Adult
Imperial

Eye Type

Eye Type
Plague
Common
Level 25 Imperial
Max Level
Scratch
Haste
Rally
Eliminate
Shred
Berserker
Berserker
Berserker
Ambush
Ambush
STR
115
AGI
8
DEF
6
QCK
66
INT
5
VIT
38
MND
5

Biography

Uh-oh, looks like this edgy boy wandered a little too far from his home lair (194256, Tefian), and now he's off to see the world! If ever you feel the need to exalt, he'd really appreciate it if you could just return him/her to the home lair, or to the 'Dragons Off To See The World' thread, here. This is not necessary, but he would be very grateful!

Owners I've Had:

(194256/tefian) [owner]
(269810/BetaArt)
(181497/MissTea) [new bio]
(46882/Kasael) [levelling, more lore]
(152513/FreezingDragons)


MILESTONES

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  • Reach level 5
  • Reach level 10
  • Reach level 15
  • Reach level 20
  • Reach level 25
  • Obtain an Augment Stone
  • Fill all Augment Stone slots
  • Obtain an Accessory Stone
  • Fill all Accessory Stone slots
  • Obtain Rally
  • Obtain Eliminate
  • Statted as a Ghostlight Ruins Trainer - Build info & usage
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Sylph has followed Thaloyss for his whole life. He doesn't really talk much, which makes him oddly attractive to the ladies (The 'brooding mystery man', as Thalo' would put it), and keeps his personal affairs to himself. Many wonder what go through this dark-colored imperial's mind.
His reasons are simple, however - he is here to protect Thaloyss. In fact, a small goal of his is to raise his level up high enough that no beast - or dragon - can best him in a fight. If anything were to happen to his companion... it would be Sylph's fault.
He will become the strongest dragon to have ever existed.

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Battered by one of the great dust-storms that whirl through the Abiding Boneyard, Sylph and his companion found themselves blown deeper into the Wyrmwound than they had ever ventured before. As they huddled beneath a jut of bone, a armor-clad, rust-toned Bogsneak stumbled upon them. Sylph geared up for a fight, but her red eyes just gave the ragged duo a look of faint contempt.

"My, aren't you the sorriest sort I've seen. What brings a pair of whelps like you to the Wyrmwound's rim?" she asked. When they each explained their missions, a little hurt, she only gave a barking laugh and a beckon to follow.

Too exhausted to question it, they were led to a great spire of latticed bone. Its arches and cavities felt too organic to be built, yet too convenient to be natural; the entrance they took was large enough to fit several Imperials through it. Sylph was used to finding his own lodging in lairs built for smaller breeds, but even still this room felt too large. The Bogsneak ducked inside, and when she returned, the reasoning for this became clear; the largest Imperial either of them had ever seen wound out after them, a river of azure scales.

"So you wish to become strong," rumbled the great dragon, looking Sylph over. "Well now, you show some promise. Yes, I do believe I could take on an apprentice..."

Sylph was intimidated, but intrigued. Perhaps by the time he left this clan, he would be strong enough to always protect his companion...




The Tangled Wood was eerie, it was too easy for enemies to attack out of the darkness. That was why, when Thalolyss sniffed out an injured gaoler, Sylph was all too quick to jump to conclusions. Only after he deduced him not to be a threat did he allow Thalo to treat his wounds.

The gaoler made for surprisingly pleasant company, and Sylph was all too disappointed when they had to part ways. (Long Live the King)


Kidnapped and frozen in a block of ice deep underneath the permafrost, Sylph has not seen the light of day in years. The familiar scent of his past den is a faded memory, replaced with the smell of ash and snow. Two front legs manacled together, he cannot move, and the only thing he can hear is the drip of metre-high icicles and the deep, low breathing of the dragon guarding his cell. But he can see the glint of keys, just barely, under the low light of the blue hanging lanterns. If he could just wiggle his tail free, prehaps he could slide the keys over to himself, and make a daring escape?
(0.0)
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Exalting Sylph to the service of the Icewarden 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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