Elements
It should be noted that, for all of these, variations from the given colors and personalities can be expected. These are not set-in-stone rules, they're guidelines. No element is rarer than another. Also, powers listed here are given only by way of example, anything dealing with the dragons element(s) is a go, as long as strength is kept in mind.

Also, while this list is fairly extensive, more elements might be found in time, whether from genetic mutations or crossbreeding between two different species.
Wind:
Myrsilk of the Wind generally have a pale bluish-white body color, with pale blue markings. Their personality will usually be along the lines of flighty, head-in-the-clouds daydreamers, but don't let that fool you. Their minds can often find the connection between things faster than others can, and a cunning Wind can be a nasty enemy to compete against.

Females can generally summon air spirits/elementals, and the strongest (grades 9-10) can summon other creatures of the air as well (in general, that includes any creature that can fly, or is riding a flying creature at the time), effectively acting as a living teleporter, with some practice, any of them can learn to summon varying strengths of winds, depending upon strength. Males excel in spells that manipulate either the air, or things passing through the air, in general: levitation, 'throwing' things without touching them (think poltergeist, though more often the most than they can manage is to alter the path of something already in the air), creating winds, and so on. The strongest of them (grades 8-10) can learn to summoner lesser air elementals.

Water:
Those with the Water element normally have a deep blue body color, with sapphire blue markings. Their personality can be described as calm.They're normally polite, kind, caring, and unruffled by much that happens about them. In the normal way of things, they tend to take the path of least resistance... but at the same time, they always keep their goal in mind. If it means making people think that they'll be doing one thing, when in fact they'll be doing another, so what? Determination is their strong suit, and just like a river carving its way, Waters usually get their way in the end, and somehow manage to make the one they were fighting against believe that they (the opponent of the Water) won.

Females can summon water elementals, and the strongest (grades 9-10) can summon other creatures of water as well, just like their Wind sisters. With a bit of practice, they can affect tides and water currents, as well as calling water to where there's none (like to put out a fire, or water the ground, though it should be noted that they can't call storms), and even, to some extent, purifying water. The males have their own range of spells. Most of them, without difficulty, can cast spells to create water where there is none, purify water (the males do this with less difficulty than the females), as well as read/alter the water currents, etc. The strongest (grades 8-10) can learn to summon lesser water elementals.

Ice:
While really just a sub-class of the Water elements, there have been enough Ices born in recent times to merit their own description. Their coloration is a paler blue (more easily described as simply Ice Blue) than their Water kindred, and their markings are a more icy blue as well. Personality-wise, they tend to project a cold exterior to the world, though if you get past that, then they're as kind and caring as Waters. To those they don't know, they're almost cuttingly polite and untouchable. Nothing seems to touch these cold dragons, though certain emotions have been known to thaw them out a bit. If you can gain their trust, then you have an unyeilding friend at your side to defend and aid you in everything.

Females can summon snow/ice sprites (and fairies) with the occasional water elemental, though that's rare. The strongest (grades 9-10) are able to summon other creatures of winter. With practice, they can turn water into ice (how much depends on strength) and the upper half of the strength spectrum (grades 5-10) can call snowstorms into existance. Males have spells that enable them to drop the temperature of a room (higher the strength, larger the area of effect, and larger the drop in temperature can be), as well as turning water to ice, and various other things that deal with snow and ice. Again, the upper half of the strength spectrum can create snowstorms. The strongest (grades 8-10) can summon lesser snow/ice sprites and fairies.

Fire:
Fire Myrsilk have a reddish body color, with ruby markings. They're generally fiery and often somewhat confrontational. The true fighters and protectors of the Myrsilk clan, they often serve as guards, and are sometimes almost intolerably proud of this. Their energy sometimes appears to be boundless, and when they get passionate about something, expect them to let the subject drop only with much difficulty.

Females can summon fire elementals and the strongest (grades 9-10) can summon other creatures of fire (not that there are many, but this would include other Fire element creatures of any race). With a bit of practice, they can call flames into existance, though their strength determines how large of a flame (weakest can create a candle flame, strongest can create an inferno). The males can cast any range of spells that affect fire, from throwing fireballs to lighting (or putting out) various sizes of fires (candles, cooking fires, bonfires, etc, size of the fire depends on strength), and everything in between. The strongest (grades 8-10) can learn to summon lesser fire elementals.

Earth:
Those of Earth have a earth-toned body color, with markings of emerald green. They're the most laid back of all the elements, but at the same time, if they get an idea in their heads, and they feel that the world would benefit from it, they'll never drop the idea until they either achieve it, or die trying. Most of them don't know the meaning behind hurrying, and prefer to set their own pace and achieve things as they see fit. Natural nuturers, they hate to see any creature in pain or distress. They can, and do fly, but often you'll see the Earth Myrsilkains walking from place to place, instead of flying, especially if there's no hurry.

Females can summon earth elementals, with the strongest (grades 9-10) able to summon ground walkers of any sort (they'll especially use this technique in times of bad hunting, when the survival of much that they care for rests on finding food). With a bit of practice, they can mold the earth to meet their needs, and they were the ones that mostly carved out the complex that everyone lives in now. Males can affect anything to do with the earth, from changing the landscape to affecting how fertile the soil is. The strongest (grades 8-10) can learn to summon lesser earth elementals.

Wood:
Sometimes difficult to tell apart from Earth, those of Wood have a typically reddish-brown body color (though other variations matching the varying colors of wood have been known to show up) with pale green markings. The Myrsilk of Wood love nature, and will do anything to protect it. They match Earth in their nuturing instincts, though often the instincts of a Wood will be more focused on plant-life than animal-life. Often the true healers of the clan, Woods instinctively know which plant can be used to cure a sickness. Pleasant and somewhat soft-spoken as they are, many beings brush Woods off as big pushovers. Yet, when push comes to shove, Woods will prove that they refuse to be broken or pushed aside easily. They, too, prefer to walk and enjoy the scenery when there's time, instead of flying everywhere.

Females summon wood elementals (dryads and other spirits linked to nature), while the strongest (grades 9-10) can summon other creatures of the Wood element, of any race. Practice yeilds to the persistant ones the ability to 'speak' with nature, effectively linking them into the natural order of things to such an extent that they can tell certain things about their environment (for the weakest, it might be a simple feeling that something's happening, for the strongest, it might be detailed information that reveals nearly everything) and, with an application of will, encourage things to grow/not grow as they desire. Males can cast spells that cause plants to grow (or not) as they desire, making them effective trap builders in many environments. They are often more in tune with nature than the females are right off the bat, but without practice, that ability will never grow. The strongest (grades 8-10) can learn to summon lesser wood elementals.
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