Brighthold

(#44336217)
Level 1 Pearlcatcher
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Familiar

Shale Thresher
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Energy: 50/50
This dragon’s natural inborn element is Nature.
Female Pearlcatcher
This dragon is hibernating.
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Personal Style

Apparel

Bronze Steampunk Wings
Copper Steampunk Gloves
Gold Steampunk Scarf
Brilliant Healer's Reference

Skin

Scene

Measurements

Length
4.92 m
Wingspan
5.65 m
Weight
419.44 kg

Genetics

Primary Gene
Swamp
Wasp
Swamp
Wasp
Secondary Gene
Camo
Bee
Camo
Bee
Tertiary Gene
Jungle
Glimmer
Jungle
Glimmer

Hatchday

Hatchday
Aug 15, 2018
(5 years)

Breed

Breed
Adult
Pearlcatcher

Eye Type

Eye Type
Nature
Common
Level 1 Pearlcatcher
EXP: 0 / 245
Meditate
Contuse
STR
6
AGI
6
DEF
6
QCK
7
INT
7
VIT
6
MND
7

Biography

44336217.png
 ♜~ Brighthold~♜
Architect ♦ Builder

"When you build, build to last."

━━━━♜━━━━
Night Flame
Nocturnal Dust
Charged Tungsten
━━━━♜━━━━

ice_large.png
━━━━━━━━━━━━━━♜━━━━━━━━━━━━━━

Biography

Snapshot: Fastidous, stubborn and a little cantankerous, Brighthold has always longed to make something to truly last. Before coming to the Icefields, it wasn’t particularly possible. Rot and plague always ate away at most structures, and the clan was never strong enough to control any strong outposts.

Background: Brighthold has itched to make things since she was small, and hungered to be able to do more. Work with more, with something that wouldn’t fail in a season. Even without the proper materials available, she did what she could, helped others build their dens when necessary, and made what lairs the clan had sturdier.

Though she doesn’t boast aloud about it, she credits her own skills with the clan’s survival through some of the harder years, and takes that partical thought out to shine whenever she can. She was the dragon that proposed the idea of a Council of the Wise to govern over the clan, partially because she thought it prudent, and partially because she had the suspicion that Councils would enjoy building things.

Goals: To build a lair that will last the clan forever. Something magnificent.

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Lair of the Frost Found ♦ The Walking Glacier

Now a small fortress-town called the Walking Glacier by it’s residents, the clan’s lair began as the dragon Brighthold’s first magnificent project in the floes; a place to hide, to gather strength and learn the ways of the clan’s new land.

As the Frostfound expanded, however, they were faced with the mounting need to move. Still inundated with years of plagueborn paranoia, the clan was reluctant to leave themselves vulnerable even when they obtained the Warden’s permission to occupy the Tundra.

A compromise was reached, eventually. With Brighthold and the dragon Phantasos working together, powerful and creative magics were carved and soaked into the ice. Essentially, the massive iceberg that is their home moves, albeit incredibly slowly; growing and crawling along the riverbed of one of the mighty rivers that leads from the floes deep into the Tundra. It will do, for now.

While once highly concerned with secrecy, the Walking Glacier is not exactly subtle, and the Clan wouldn’t want it to be. As they make their way, they negotiate with other clans to keep tensions low given the glacier’s roaming territory.

From the outside it appears to be a towering iceberg inching along the river, leaving chunks of newly made ice floating behind it, and allowing the river’s current to pass through beneath it. Recently, furrows have been dug along the surface to make way for soil and carefully maintained plantings of useful vegetation. Strange, blurred, nightmare constructs wander the surface to deter visitors and defend it if necessary.

There are three entrances to the lair, one at each of its three levels. The topmost is near the iceberg’s peak, the second about midway up, and the last leading down into the water; magically sealed against letting any in.

The top level is a single large chamber, the floor ice burnished till it shines, the walls and ceiling having been treated with magic until they are transparent from inside; providing a lookout and a protected and seemingly open air space. The chamber takes the shape of a ring around a massive internal column.

Dotted with shallow sleeping and storage alcoves for those that prefer to make their den here, the column holds two other notable features. The first being a shrine with an ice sculpture of the Warden that Orithya has been maintaining. The second, opposite the shrine, is a tunnel-stair leading down below to the mid level. It is spelled to seal shut on command; the entire length of it freezing shut against intrusion.

The chamber itself serves as part classroom, part observatory, part creative workspace for those in the Clan inclined to various arts and crafts. Lately there have been easels and paintings set out thanks to Gentle, various small projects for hatchlings and young dragons to work on with Vivid during his lessons, and workbenches dedicated to Veil’s work.

The middle level is a connected network of chambers, and is host to the majority of the clan’s members. It is built in a deliberately mazelike manner to confuse any potential attackers or invaders, and is home to the many small burrows, rooms, and shelters required for the clan’s familiars and assistants.

Notable structures on this level include:

  • “The Gossip Tent,” an insulated room covered wall to wall, ceiling to floor, in fine and thick furs. The edges and borders of individual pelts are sealed in amber, some of which is strung into nests and shelves to provide resting places and spaces for Fae. The room is centered around a glowing stone, built to absorb and reflect body heat back out, keeping the room very warm compared to the rest of the lair. The furs keep this heat from escaping and doing damage to the structure. Around the rock are several soft and open faced coatl nests.
  • An alchemical laboratory, and an infirmary, both set off from the Gossip Tent for those who need them to utilize them.
  • A messy and craggy series of chambers packed with odds and ends made for Coeurly and Siwftest -- leading directly to the clan’s larder.
  • Large den for an imperial or two directly beside the mid level entrance, with several narrow passages leading off that are about a single Imperial wide; so it can be defended.
  • The oenoroi den, which takes up a sizable chunk, designed for the brothers Phantasos and Phobetor and their family. Many of whom are imperials. This area is lit and designed differently, every inch of the walls and ceiling covered in carving and sculptures, inundated with mysterious witch-mists and dreaming magics. It has a sealed double set of doors carved from ice that keep the dangerous things they work with from wandering into the greater lair.
  • This level’s halls are dark, the ice dyed even darker, and are littered with slowly growing murals of the clan’s tales, set to glow softly and provide dim lighting. The clan’s vault is not in any single chamber, instead it is tucked away beneath the floors of this level, sealed in the obscured ice.


The bottom level is by far the most heavily defended region of the lair. The stair-tunnel from mid level, and the water-side entrance, both lead into the same chamber. The room is a den where the clan’s guardians, and Devise all rest. Devise has a looping tunnel that fits her exactly that she can retreat into, where her personal treasure is kept beneath the ice. It is long enough to keep her out of sight and ready to slide out.

The guardians each have dens set up onto artificial cliffs overlooking the room, with slight balconies they can rest on while overlooking it. The chamber borders the nursery and nest, and has a wall that can collapse on command in case the hatchlings need to be evacuated. But there is nothing to draw attention to this.

There is a single tunnel leading out of the chamber to the rest of the level, winding through a network of mostly empty chambers, looping in on itself, providing opportunities for ambush and leading slowly towards the nursery.

Along the way is Cincrest’s den, and a small workshop where he can review various finds and artifacts and review treasure before consigning it to the distributed vault. Farrow’s den is also on this level, the wall transparent in order to look out onto the ocean. Recently it’s undergone some changes as she’s built a smaller nest of amber and other fine things in a newly built canopy throughout the room to accommodate her new shape.

A morgue and necromantic workshop makes an appearance, here, mostly for Erra’s use and Noctis’ tutelage, though it is kept securely locked down to prevent any enterprising hatchlings for getting into it.

At this point, there is a diverging, though dead end, tunnel, that dips low into another chamber. This place is a relatively insulated, though large space, functioning only thanks to the lair’s recent expansion. Filled with a lush carpeting of soil, grass, and flowers, rows of carefully tended plants and large tanks of fish that are bred and served to the clan for food. Insects also flood the space, and are prevented from leaving the chamber by a runic gate that locks them in. Votive tends the bugs and fish here, while Relentless and a few others see to the plant life, keeping their little greenhouse and fish hatchery healthy as possible.

A large chamber with several dens placed near the ceiling, and clawholds , are present for the clan’s few Nocturnes beside Mnemosyne who always sleeps on the top level. And the last stop before reaching the nursery and nesting area is Filionel’s den, which is cared into a mock amphitheater with beautiful acoustics.

The nursery itself is an open chamber, with three sloping alcoves, each one a nest for eggs to be laid in and tended to. The nests are made of driftwood and bone wrapped in fine fabrics, with twinkling lights hanging from the lower ceilings. The middle of the room is slightly raised, carved with deep runes that give off a source of comfort and help keep the temperature in the room regulated. The runes are often covered, given what else is there. Namely, toys, logs, fabric, all sorts of things for hatchlings to nest and play with as they grow up, learning their own tastes together when they aren’t lead up to the upper layers for their education.

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Exalting Brighthold 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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