Adl

(#42948728)
Level 1 Spiral
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Familiar

Irregular Nekomata
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Energy: 50/50
This dragon’s natural inborn element is Plague.
Female Spiral
This dragon is hibernating.
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Personal Style

Apparel

Skin

Scene

Measurements

Length
4.09 m
Wingspan
2.39 m
Weight
82.82 kg

Genetics

Primary Gene
Cream
Basic
Cream
Basic
Secondary Gene
Berry
Trail
Berry
Trail
Tertiary Gene
Maroon
Ghost
Maroon
Ghost

Hatchday

Hatchday
Jun 28, 2018
(5 years)

Breed

Breed
Adult
Spiral

Eye Type

Eye Type
Plague
Common
Level 1 Spiral
EXP: 0 / 245
Scratch
Shred
STR
5
AGI
9
DEF
5
QCK
8
INT
6
VIT
6
MND
6

Biography

ADL
Wasteland Wraith-- -- --- --- --- --- -- -- --- --- -- --- --
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• Trait • Trait • Trait •
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Wasteland and Wilderness Wraiths are strange entities said to be created when the essence of Plague or Nature permeates into a dying dragon. The soul left behind is not truly the dragon it once was, the energies having warped it to its core. However, very rarely, the wraith remembers pieces of what it once was; small, shattered bits of memory that vanish as soon as they concentrate on them. A wraith's form is spectral except for pulses of energy which ripple down the body constantly. While they may look like any type of dragon, they do not necessarily keep the same species that they were in life. Additionally, a wraith may change their form when desired, metamorphizing to astounding degrees. Usually, they are only perceived by hosts or particularly sensitive dragons and creatures. A wraith can become fully visible to all in a display of power however. Wraiths can also see others of their kind with no hinderance. Wraiths may be created anywhere across the globe, but are most easily born within its respective regions. The increase of magical energy across Sornieth has seen more wraiths appearing as well.

Once born, a wraith will attach itself to a nearby living dragon or other creature. It’s not uncommon for Wasteland Wraiths in particular to latch onto to the survivors of a battle. Wilderness Wraiths, on the other hand, may linger in the area for a while before a host comes by. Without a host, wraiths cannot travel far and will soon dissipate back into the energy it was created from. Once attached, the host often begins to see the wraiths from the corners of their eyes, always in the shadow, usually gone when they turn their head. Stories of hauntings or of seeing ghosts can often be traced back to the presence of a wraith. A wraith goes wherever its host goes and will never be far from them. Particularly unlucky, or lucky in some eyes, dragons or creatures may pick up more than one wraith.

A wraith attached to a host sustains its existence by carefully siphoning off some of their power. Because of this, dragons are the preferred host to a wraith. Beastclans or other creatures with a wraith often have their lifespans shortened by several years. When a host dies, the wraith will either attach to a new host or fade away. A Wilderness Wraith may buy time between hosts by attaching to the life force of a plant, going almost dormant until a suitable host is found. Wasteland Wraiths frequently continue to infect the body of a host until it rots away to nothing.

A wraith with a host has its own agency, using the host’s essence as fuel. Wraiths may be helpful or harmful, both to their hosts or other creatures, and even the surrounding landscape. Wasteland Wraiths may bless their host with immunity to illness and disease while simultaneously spreading a plague. Similarly, a host with a Wilderness Wraith may always have fresh fruit at their convenience yet leave labyrinths in their wake. A wraith’s influence and reach is directly proportional to how strong its host is and how much it can siphon. To some extent, a wraith’s inclination to its host will also spread to the host’s clan. A wraith which helps its host usually will help the clan by proxy, and vice versa. There have been instances where a wraith will take on a host’s preferences too – harming enemies or blessing lovers. However, a wraith is never bound to continue treating their host as they had previously. A Wasteland Wraith which was making its host sick may suddenly decide to cure them instead, or a Wilderness Wraith turning good food to poison for example.

Despite expectations, neither Wilderness nor a Wasteland Wraiths are more predisposed to harmful or helpful acts. Some wraiths even have no survival preservation and will drain a host near immediately in great displays of power. Forests which grow overnight or entire clans succumbing to a rapid disease may be the result of such a wraith. Then some wraiths are quite passive and rarely, if ever, perform any feats of power, choosing instead to feed minimally from hosts as a silent specter. Wraiths that retain pieces of former memory are often more volatile and unpredictable and may drain its host faster.

It is rumored that a host can control their wraith if they’re able to find a bit of the wraith’s original body, before its soul was warped. Then, by laying certain spells into the remains, the host would be able to command the wraith as they wish. But finding a wraith’s remains is extremely difficult to do as many times a dragon won’t realize they’ve become a host to a wraith until they are far away from the original site of attachment. Wraiths may also destroy their original bodies completely, either intentionally or as a byproduct of their initial creation.

Some dragons have attempted to create wraiths themselves by sacrificing another at sites of potent energy. Thus, they would have the body at their convenience for controlling the wraith. Despite many efforts, none have been able to claim that they successfully created a wraith. Frequently, these rituals even backfire onto the performer(s), ironically sometimes turning them into a wraith instead of the sacrifice. So far, no one has found a successful way to banish a wraith once it’s attached to a host, except by killing said host. Unfortunately, the risk of the wraith then attaching to the banisher is high.

When Wasteland and Wilderness Wraiths meet, the opposing energies will burn each other and their hosts to nothing. In very rare instances, a circling balance of power is created where neither wraith can overtake or succumb to the other. Hosts who are trapped in this situation find themselves unable to separate from one another lest they set off the delicate balance to catastrophic results. Wasteland and Wilderness Wraiths have no effect on others of their specific kind if they’re attached to different hosts. But if multiple wraiths share a host, they can combine their abilities to greater effects without draining more from the host.

A wraith’s presence is not affected by time of day or season. However, they are stronger in their respective territories and do not need to take as much power from a host.
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RELATIONSHIPS
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• Consort • Parallel • Parallel •
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• Host •

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-EXTRA-

Return to: artemiswanderer

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Exalting Adl 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.

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