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 only give by way of example, anything dealing with the dragon's 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.
Lightning/Storm:
Lightning can be considered as a sub-class of water and air, especially as another name for them is Storm, but, just like Ice, there have been enough of these born in recent times that they warrant their own description. Their coloration is usually a dark gray with streaks of bright yellow slashing through the gray, and markings tend to be a bright, electric yellow. Their energy seems boundless, and sometimes they even run Fires into the ground with their fast paced, must-do-everything-now mentality. Those that would fall more under the Storm name generally have less of the yellow streaks, though their markings retain the same color. Storms are also a tad it more laid back and gentle.

Females of this element can summon storm sprites and fairies, and the strongest (grades 8-10) can occasionally manage an air elemental. They excel in causing storms to appear, from slow, gentle rains, to dangerous, lightning filled thunderheads that might produce deadly tornadoes if left unchecked. With practice, they can learn to call lightning bolts, the strength of the dragon determining how strong the strike is (a weaker Myrsilkain will achieve perhaps a slight shock to the one they hit... the strongest could cause injury or death, and a strength of 10 will enable them to call lightning out of a clear sky.) The males have an easier time calling lightning, with most of them (grades 4-10) able to skip the whole 'call down from the sky' thing if they want to, and simply shoot a bolt of lightning at their target. Practice will enable them to call storms into existance, and the strongest (grades 8-10) can summon storm sprites and fairies.

Metal:

Taking a step away from what is normally considered an element, those of Metal can have almost any color of metallic-y hide, though the typical color is a silvery blue, with markings of either silver or bronze. They're often the most set in their ways and resistant to change, though many do eventually accept it. While the Ices might project a cold exterior to the world, the Metals are... stoic, as they rarely, if ever, express emotions, even to their bonds. Metals, alongside Waters, are often the best ones to turn to in an emotionally charged emergency, as they won't allow themselves to be distracted at that time by emotions. Often, if the emergency was traumatic in any way, they'll quietly talk it over afterwards with their bonds, and come to terms with what happened. In times of war, a strong Metal of either gender will use their powers to craft armor and weapons for their bonds (and for others, if their bonds request it politely).

Metal females can summon creatures that are akin to metal (for example, metal golems, dwarves, etc), though the weaker females are limited in how many they can summon, and must often rest for a time afterwards. A more common, and incredibly -easier- form of summoning that they can achieve is to simply summon metals and gemstones/crystals, though again, the stronger ones will be able to summon higher quality metals and gemstones/crystals. Practice will yeild the ability to mold the metals about them into any form they set their minds to. Males use spells to alter the metals and affect the gemstones and crystals around them. They are the natural blacksmiths, and their skill and talent in that field only grows with practice. Stronger males (grades 8-10) can summon metals, gemstones, and crystals to them, though only those with a strength of ten can summon truly high quality supplies in that manner.

Void:
The Myrsilk of the Void are black as a lightless cave, the only spots of color on them being their eyes, their faintly glittery wing sails, and their silvery-black markings. One might think that these dark beings would be evil to the core, but that is not true. Hard to get along with, its rare to see one of these dragons bonding, to anything, even another of their kind. They're typically loners that don't feel the need for company, and usually brush everyone else off as unimportant to them. They can see fine in the dark, and prefer night to day. Often, several of these Myrsilkains will form the night guard on the complex.

Females can summon and control some of the creatures of the void, with the stronger females able to summon and control stronger creatures (trust me, control is important, some of those things aren't friendly.) Inversely, they often can banish their enemies into the void, though only the females with a strength of 10 can achieve full banishment for eternity. For all others, it will almost be like the being went between, except they can't control where they end up or how long they spend in the bone-chillingly cold limbo (higher the power of the female that sent them there, longer they spend there). Males are much more adept at banishing, with the three strongest (grades 8-10) able to achieve full banishment for eternity. This power is used with caution, though, as it drains both males and females drastically, requiring them to recuperate for sometimes weeks at a stretch. The strongest males (grades 8-10) can summon and control some of the weaker creatures of the void. Any other powers of either gender are unknown, as the Void Myrsilk keep to themselves almost completely.

Spirit:

Their coloration is practically the inverse of the Void Myrsilkains, with a body color of white (though tints of colors can be noticed in shadow), and markings of pale opal (a note should be made here: yes, they have more than one color in their markings, but that does not automatically make them a High or a Gifted Myrsilkain. The only way that one of these is a High or a Gifted is if a mention is made of such.). Spirits are easily the friendliest, and most outgoing of all the elements, second only to Lights. They typically have an almost otherworldly look to them, though, that tends to set make some people wary, or even, on occasion, scared of them. They can see spirits and sense emotions without difficulty.

Spirit females can summon and control spirits, the stronger the female, the stronger the spirits that can be summoned and controlled (spirits can be either friendly, neutral, or outright dangerous, friendly spirits don't have to be controlled, neutral spirits can either be controlled or not as the dragon deems fit, and the outright dangerous ones better be controlled, because the consequences of not doing so... can be deadly). Also, simply because of their nature, friendly spirits are the easiest to summon, and the strength of the friendly spirits will be typically twice or three times the strength of the dangerous spirits that a dragon can summon. They can also seperate their spirits from their bodies for a time, practice will increase the distance they can travel and the length of time they can stay seperated. Males have various spells that affect spirits and emotions of those about them. Spirit traveling comes naturally to them, though unless they practice, a female of the same strength level will easily out-perform them. The upper half of the strength levels (grades 5-10) can manage to summon friendly spirits, though only grades 8-10 can summon neutral spirits, and only the strongest (grade 10 only) can summon even a weak dangerous spirit.

Light:
Close to the Spirits in coloration, the Light Myrsilk are a yellow color with markings of pure white. Lights are friendly, outgoing, happy-go-lucky dragons that can't stand to see someone depressed, and will always try their best to cheer that person up. Quite a few of them tend to be, not so much innocent, as just naive, with their tendency to always believe the best of everyone, no matter what. They'll usually only venture out into the darkness if its absolutely vital, preferring instead to stay curled up in their cozily lit dens.

Light females can summon light 'elementals' (these will be beings that give off light of any sort, so some fire elementals might fall into this category as well, though only the upper half of the strength range (grades 5-10) can summon creatures like the fire elementals), and the strongest (grades 9-10) can typically summon other creatures that have a strong tie to Light. With practice, they can imbue almost any object with the ability to give off light, though things like crystals and gemstones are the easiest to imbue. Those with a strength from 8-10 can imbue almost anything with light, even a dull, ordinary rocks. The males can cast many spells that are based in light, and have an easier time of imbuing objects with light than the females do, with the upper half of the strength range (grades 5-10) able to imbue practically everything. The strongest (grades 8-10) can summon weak light elementals.

Shadow:
Shadows are often hard to tell apart from Void dragons, with the only truly noticable difference being their markings, which are a purplish silver, and their wing sails, which look like someone tossed fine purplish silver glitter over them. Their body coloration, in truth, is a dark gray, but often its so dark that it looks to be the pure black of the Void dragons. They're almost as secretive as their Void siblings, and almost as hard to bond to or get to know. Like Voids, Shadows prefer the night and any bit of darkness they can find, and are often given night watches as they, too, can see fairly well in the darkness, though not as well as the Void Myrsilkains.

Shadow females are able to summon forth and control things of the shadow, with the strongest (grades 9-10) able to summon forth and control some of the weaker creatures of the void. Practice will yeild to them the ability to dim the light about them until its in a comfortable level, the higher the dragon's strength, the larger the area of affect (Don't put a Shadow and a Light in the same room together, the light level will keep flickering between dim and bright... unless that's the effect desired). Males have a more instinctual control over the level of light about them, as well as the ability to cast darkness based spells. The strongest (grades 8-10) can manage to summon and control weak shadow-based creatures. Any spells or abilities beside these are unknown, for the same reason as the skills and abilities of the Void Myrsilkains are unknown.

Dream:
Pale pink or purple colors these Myrsilkains' bodies, with their markings being a soft lavender in color. These dragons are the dreamers of the clan, the fortunetellers and the prophets, the ones with more fore-knowledge than would be healthy for most beings. As a result, they're often a bit distant, but still remain polite and pleasant to those they meet. Many seem to be lost in a world of their own, rarely rousing out of it to interact with anyone else on a deep level. Dreams are their realm of play, and as such, they enjoy sleeping much of their time away.

Females can summon dreams into the mind of any creature that they focus on, with the higher strength levels able to control exactly what occurs in the dream. They're all naturally lucid dreamers (they can control their own dreams, and know that they're dreaming at the time as well), and it only takes a bit of practice beyond that to learn how to enter the dreams of other creatures. The more practice they have, the stronger their presense in the dream will be, and the farther afield from their body they can range. The males are adept at messing with the dreams of others, though only the upper half of the strength range has any real say over how the dreams change (It's important to note that females can -create- dreams, while the males can only alter existing ones). Again, as with the females, they're all naturally lucid dreamers, and with some practice, they can be entering the dreams of other beings as easily as the females can.
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