Aialik

(#31519829)
Level 1 Imperial
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Familiar

Raptorik Warrior
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Energy: 0/50
This dragon’s natural inborn element is Ice.
Male Imperial
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Personal Style

Apparel

Ebony Filigree Banner
Deeprealm Trident
Icicle Chains
Ebony Filigree Helmet
Ebony Filigree Breastplate
Ebony Filigree Gauntlets
Bleak Birdskull Legband
Ebony Filigree Tail Guard
Veteran's Leg Scars

Skin

Accent: Cold Hearted

Scene

Measurements

Length
20.46 m
Wingspan
15.08 m
Weight
8445.68 kg

Genetics

Primary Gene
White
Iridescent
White
Iridescent
Secondary Gene
White
Shimmer
White
Shimmer
Tertiary Gene
White
Glimmer
White
Glimmer

Hatchday

Hatchday
Mar 14, 2017
(7 years)

Breed

Breed
Adult
Imperial

Eye Type

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

Biography

The Ice Wraith
Lost Souls Subspecies
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Tales of lost dragons, lost souls abound around Sornieth. None more so than in the Southern Icefields. Full of dangers, even for those born in the harsh land, it quickly weeds out the weak, leaving only the strong to thrive. Yet there are those, the Lost, that many swear to have seen wandering about the ice. Regardless whether or not they are pure spirits as many claim or whether they are still flesh and blood, the Lost belong to the ice. Their bodies have undergone changes in order to survive. Each variant is at a different stage within this change.

Even those born in the Southern Icefields are not exempt from the ice. Though the Icewarden is often logical and unemotional, he is not without mercy. Those that survive the transformation are often stronger than other forms and the madness seems to affect them less. They don’t go through less pain, but being born in the Southern Icefields seems to give them a bit of an advantage, though they are still solitary creatures for the most part, often used to being alone.

Physical Attributes ::

These dragons are- or have- undergone an extremely difficult and agonizing process whereas their bodies have become frozen, essentially, though it is more complicated than that. Their very DNA has changed. They do not melt in warm weather but they are VERY uncomfortable in warmer climes. Because of this transformation, they are extremely tolerant of physical pain.

Social ::

Many of these Lost Souls are feral beings; the pain driving them made until the transformation is complete and even then the madness can- and often does- remain. Even if the madness recedes, it is rare to find them living in groups. They are mostly solitary, occasionally mating with another Lost Soul. For the few that find themselves in a clan, they keep to themselves and are often aggressive against those that try to befriend them.

Lairs ::

Rarely live in lairs; they travel over the Southern Icefields, finding shelter only from the very worst of the cold. If shelter is needed, they use whatever is at hand.

Tactics:

Feral hunters, they use ambush techniques and sure ferocity to surprise their prey. Very rarely work together. Those who live in an actual clan often act as a kind of shock troop or berserker.

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Since this was only a temporary holding cell, the ice bars were open enough to slip a cup inside or a small arm outside. You have a good vantage point of what looked like escaping prisoners running past your cell down a long, dark hallway.

One of the prison guards stumbles and bumps into your cell before taking off after the running dragons. You notice his keys fell off of his clip and are amazingly within your reach. Grab the keys and make a run for it too! This is your chance for freedom!

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After you unlock your cell, you decide to take the keys with you. Perhaps they would come in handy, perhaps not. Better to be safe than sorry.

Now you have to decide what route to take - follow after the escaping prisoners (and the guards) or take your chances in the other direction. They seem to be running somewhere, perhaps an exit? But you increase your odds of being nabbed by a guard that way.

The path in the direction they came from seems clear, for now. Would it make more sense to go that way and avoid a possible confrontation? The guards typically come in from that direction and bring in food from there, so it seems likely that's the main area with a high potential for an exit. Try to find a way out on your own, in the opposite direction the prisoners and guards were running.



You walk through the corridor, trying to make as little noise as possible, but there doesn't seem to be anyone around right now. Sirens are blaring the background, which leads you to think this prison break might be a bigger deal than you initially thought.

The path gradually becomes less functional and more decorative - you come to what appears to be the main hall. This looks promising. Do you take a left turn or a right turn? Right seems to slope slightly downwards, while the route to the left appears more decorative. You follow your instincts and take the path sloping downwards- perhaps there's a back exit?

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The path slopes down to a doorway leading to a lower level. You get the feeling that this is a point of no return - what lurks down there? Treasure, artifacts, prison cells, monsters, or potential freedom?

You know guards and prisoners are running around up here, and quite frankly, you've been lucky not to run into anyone else yet.

The idea of exploring is quite exciting, although you have heard some horror stories about what the Icewarden has trapped in his ice palace. But the lure of the unknown draws you in...

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You descend deeper into the fortress.

The walls of ice have dark shadows inside of them. They loom over you. You try not to look too closely.

It could be your imagination, but you hear cracking. Like whatever is in the walls is trying to break free.

You quicken your pace. It's not fast enough for you to feel safe. Keep going. But faster.



You keep moving, going further and further down under the fortress.

During your descent, you see shadows moving. They're messing with your head. The best thing you could do at this point is go investigate them and convince yourself that they aren't anything to worry about.

Unless they are. Then the best thing you could do is take the door in front of you and keep moving.

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Not only did you find an exit, but you also found supplies! You can't believe your luck.

This looks like an area guards use to prep to go outside for patrol - possibly even for longer excursions. You fill a pack with food and supplies and pick out some winter clothing for your own trip.

You step outside. The wind is blowing, and it is cold. Fortunately, the artic gear you are wearing keeps you warm.
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Time to go home.
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Exalting Aialik 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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