{{{name}}}

From NorCon MUSH
{{{name}}}
Impressee {{{impressee}}}
Hatching Date: Some time in history
Lineage: Here
Clutch: Clutch:38
Egg Credit: Edyis
Dragon Credit: Edyis and Alida
Puppeteer: Alida

Doomed in Darkness Egg

It must be a trick of the light, that white-hot glow that swirls madly amid incandescent reds and blistering oranges. When looked at for too long, the colors might even seem to spin beneath the vast spatters of charred black that coat the entire surface of this large egg: not smoothly but erratically, thick here and thin there as with some wild, primal tempo.

All at once, the Doomed in Darkness egg violently dislodges itself from its wallow, rolling over the sand for several feet before the shell suddenly cracks into three distinct pieces. The startled dragonet within tumbles out onto the sands in a heap before an equally-as-startled tangle of candidates, some of whom retreat backwards, while others surge forwards. A little wobbly, he pushes to his feet and immediately shakes off much of the egg goop covering him, splattering some of those closest in the process. Oops.

Dashing Daredevil Blue

A little rugged, a little gawky, more than a little handsome, he's vital from the intelligent cant of eyes and rakishly-cast headknobs to the lengthy, whiplike tail: a young dragon in uniform, a snazzy blue only just darker than royal. His wings are tapered yet broad, if currently big for him; if they're also streaked with flagstone blue, just like the tips of his neckridges and the crevices of his joints, it's a worldly dustiness that promises plenty of exploring in distant lands. When it clings to short, strong claws, it's less a matter of color than it is simply matte: grit that accentuates an otherwise near-black shine.


Temperament

Life is a series of adventures and experiences, and you are Quarinth's partner throughout it all, S'rin; his confidant, best friend, fellow scholar (and sometimes hands) -- and he'll share practically everything with you. Having said that, while in many places your personalities tend to complement one another's, there are also differences that will keep your relationship from being predictable or self-congratulatory. Your work, before Impression, was so much about the theory: math! Quarinth's... well. His is all about doing and seeing and experiencing; he has no interest in safe havens, or comfortable mundanity, and if it takes making callous remarks about your failings to push you into action, well, that's just what Quarinth will do. « Trust me, » he says, and perhaps you will!

Quarinth's adventuresome, and he's a hard worker, and he's also inclined to tell it like it is; what you see is what you get (snazzy!) and fancy language that obfuscates the truth just isn't his thing. If he comes across as suave, and as he grows up it's more and more likely that he will, that's because body language goes a long way, and so do his own well-chosen words, and the practical knowledge he's gained about the world, and most of all his utter self-confidence and ease with others. He knows what he's doing.

...Except when he doesn't, and Quarinth is far less comfortable with having that 'tell like it is' turned around on him. He can be stubborn indeed about accepting what others have to say -- leaving you, lucky you, to moderate. And if you yourself have issues? Prepare for Quarinth's seeking to go his own way anyway. That notable confidence of his (which he has in spades; this is a dragon who believes in himself, and who sells that belief with every step) may be seen by some as overconfidence; still others might call it willful blindness, a refusal to listen. In either case, like his sister Aidavanth, he's inclined to use wit to defend himself, tossing out slick retorts to defend his honor, and ignore even truthful criticism. (If later, he follows that advice without letting you know ahead of time? Actions speak louder than words.)

In his earliest days, Quarinth is satisfied exploring towards the confines of his world. First, there's the weyrling barracks; then, the near parts of the bowl; later, further parts, and the lake. As his stamina begins to increase, however, he'll start to chafe against restrictions. Quarinth wants to do things, and early weyrling classes don't especially fulfil that need, not if it involves you having to sit still and listen, when he would rather be... well, anywhere else. He'll be a constant distraction during classes, and one that you will need to learn to control. The thing is, however, that Quarinth does love information; he loves to learn, and once he's discovered this, he may not become easy, but life may become easier.

Unlike some young dragons, Quarinth can be independent when he chooses to be. You may find yourself halfway through lunch in the caverns only to realise that Quarinth is not in the barracks where you left him... in fact, you're not quite sure where he is at all. It may be on some of these excursions that he begins to discover his acquisitive side. Your Quarinth likes things, S'rin, and he especially likes finding things (going to gathers and just buying things is simply not the same). He's not all that possessive, though: he likes to find them, and then he likes other people to be able to enjoy them, too. His treasures will need to go on display.

Flying is an immediate joy for Quarinth, and once he's got down the basics, he will be ready to go. In part, it's because it lets him travel further and see more; in part, too, it's because he's so very agile in the air -- a natural acrobat. Having said that, it will take him longer than most to actually master landing again... but he'll get there.

Even into adulthood, Quarinth will take great interest in stories and tales, and will press you share them with him, through the books that he cannot read himself. With the same short-term memory as all dragons, he can hear the same ones over and over again, but some pieces will always stick, and these, he loves. It's an interesting counterpoint to that energy and passion for exploration that continues into adulthood; he can be a difficult dragon to pigeonhole, your Quarinth. Though not quite as altruistic as Zaisyreth can be, and certainly not sweet like Inaevyth, he has little tolerance for ridiculous things like hate, stupidity and greed, and will have no hesitation in stepping up to assist in a moment of need. That includes Zoth's playing with his still-living food, and biting into the gut so it smells; « Just eat it! » Still, he's also got a grittiness to him: a willingness to do what must be done that acknowledges what cannot be done; you might even call him a pragmatist.

Zaisyreth sees himself as part of a greater whole, but while Quarinth acknowledges that you belong to High Reaches and obey those above you in the hierarchy, he honestly doesn't believe that he needs more than himself, you, good friends... and adventure.

Like any dragon, he has his quirks. For one, Quarinth has a genuine -- and inexplicable -- fear of tunnelsnakes... and that may even extend itself to clutchmate Asaroth, in whom he senses a somewhat serpentine nature. He may be far larger than even the largest tunnelsnake (Asaroth excluded), but Quarinth will have none of it. Ground weyrs? Why would a person ever want something like that? Instead, Quarinth will prefer to be high up in the bowl, and even more than that, he will wish to have room to collect... and to display.

Quarinth's likely to be one of the first males in his clutch to notice greens, and may even be one of the first to chase; in this, as in many things, he will throw himself into the adventure with reckless abandon, pausing only briefly to lick his wounds should he lose. Indeed, even a win is unlikely to result in more than a passing interest, for Quarinth is too easily distracted by the next great adventure to stay for long.

He's an adventure, S'rin. He's your adventure. For as long as you shall live, life will never be boring.

Public Impression Message

Surging through yet another knot of unsuitable candidates, the Dashing Daredevil Blue finds himself tiring, finally thumping his rear to the sands in exhaustion and frustration. As he recovers, however, some rogue perception has him jerking his head up and around, sending him lurching into motion to trot off across the sands to his chosen. It's only after whirling red eyes lock with cerulean blue ones from a spare foot away that he utters a tiny, excited warble, crashing tiredly forward into the former starsmith's legs. What an adventure!

Private Impression Message

Were the Sands always this hot? It's as if they steam around you, now, your vision blurring as the humidity becomes very nearly overwhelming. Strange noises and rustlings emerge from the mist around you, dark green jungle creepers tangling about the edges of your peripheral vision - always just out of sight. Suddenly, out of the dankness, he's there: « Hey, S'rin. What're you staring at? Look at me. » He'd be more matter-of-fact if he weren't excited, and a little cocky, and a lot tired: he found you, after all. He can crash now. Right into you. « Quarinth. » Who's hungry.

Mindvoice

Quarinth's thoughts are permeated with the scents of antiquity: musty tomes, corroding metal, and crumbling, hidden edifices (which often conceal dark, twisting tunnels and boobytraps within them) that stand sentinel to undiscovered secrets. His mind roams broadly through darkest jungles and vast deserts, rich valleys and impregnable mountains, always searching out hidden knowledge, unearthing secrets (even if forbidden) waiting to be explored. When Quarinth speaks (and he's handy with words, though an epic discovery might find him at a loss for them, given his awe and elation) that cocky, light baritone of his tends to get straight to the point, and he's rather prone to wisecracking when the pressure's on.

Itchyspots

If it sticks out for wear and tear, Quarinth will find it especially itchy. Beyond the usual dragonet all-over itch, it's his knees and elbows, the ridges above his eyes and along his spine, and all along his jaw and chin that will feel the brunt of it, much like how clothing tends to fray first at joints and creases. Even when he's fully grown, you'll particularly need to stay alert for thinning or patchiness there, since Quarinth himself might be too distracted or involved in his latest adventure to notice until it becomes problematic.

Suggested Adult Desc

A little rugged, a lot handsome, he's vital and capable-looking from the intelligent cant of eyes and rakishly-cast headknobs to the lengthy, whiplike tail: a dragon in uniform, a snazzy blue only just darker than royal. His wings are tapered yet broad, built to bridge the gap between speed and endurance; if they're streaked with flagstone blue, just like the tips of his neckridges and the crevices of his joints, it's a worldly dustiness that alludes to all the places he's explored and left behind. When it clings to short, strong claws, it's less a matter of color than it is simply matte: grit that accentuates an otherwise near-black shine.

Inspiration

He's been called many things: archeologist, graverobber, heartbreaker, and of course, junior. But most know him as Dr. Henry Walton "Indiana"' Jones, Junior, a man who bumps in the night... to purloin treasures of antiquity to preserve in safe hands. (http://indianajones.wikia.com/wiki/Indiana_Jones and http://indianajones.wikia.com/wiki/Raiders_of_the_Lost_Ark). His name was derived from 'Allan Quatermain' who was the hero of H. Rider Haggard's novels, and one of the inspirations for the character of Indiana Jones, while his uniform is brand spanking new.

Egg Inspiration: Lava Pit from Indiana Jones and the Temple of Doom (image)


Clutch 38