Mixed Dragonet AU

== Disclaimer ==
This page belongs to Queen Burn of Sandwings! Do not edit this page without her permission first. You may only fix grammar/spelling errors. This page also may contain spoilers for the series. Read at your own risk!
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== About ==
In the SkyWing territory, the dragonets of destiny have been stuck in a cave for years. However, a dark secret in the nightwing island awaits. It turns out, there were five alternative dragonets! In this AU, Morrowseer "makes some sacrifices" and gets rid of the dragonets they don't need in the prophecy. This leaves, Viper, Flame, Starflight, Tsunami, and Clay left.
== Pyrrhian Territory ==
Glory was drowned by Kestrel in The Dragonet Prophecy, leading to the success of nightwings taking over the Rainwing Kingdom. Rainwings are considered servants to the nightwings, and are still tested by nightwing scientists. There is a small camp north of the nightwing kingdom, where rainwings live free from the grasp of nightwing talons. East of the camp is the mudwing kingdom, which has expanded into every seawing island. The seawings now only have their underwater palace to live in. Otherwise, there is a risk of death if they fly away. Mudwings, Seawings, and a few Nightwings have moved into the SandWing kingdom under rule of Queen Blister.
=== Tribes ===
==== Mudwings ====
Burn forced the MudWings into an alliance by using threats and offered a hundred years of peace between their tribes and protection for the MudWings if she became queen of the SandWings. The MudWings were allied with Burn and the SkyWings in the War of SandWing Succession and fought against Blister and Blaze. They were allied with Blister and the SeaWings in the beginning of the War of SandWing Succession.
MudWings have thick, armored scales. They are usually earthy colors, such as browns, ambers, and oranges. They are most known for their flat snouts, brute strength, and large size. They may also have gold or amber underscales, usually more visible in sunlight. Their nostrils are located on the top of the snouts, allowing them to lay submerged in mud for long periods of time, roughly one hour. They have thick, curved horns and broad, flat heads. Their eyes have been described as brown, gold, and amber, sometimes with brownish-yellow rings around the pupils. Their bodies are muscular and robust, being based on crocodiles. They are typically larger and stronger than dragons of other tribes. MudWings may also have odd markings such as dappled scales. They have been seen showing some sandwing physical traits as some crossbreeding may have hapened when they moved.
MudWings seem willing to eat nearly anything, including both fruit and meat. In the marshes, they eat crocodiles and other swamp-dwelling creatures. They have a bigger appetite than other tribes, possibly because of the energy needed to maintain such large stature. MudWings may have an interest in agriculture or farming. They now feast off of desert creatures with sandwings.
MudWings can hold their breath for up to an hour. When they are warm enough, they can breathe fire. Thanks to their muscular bodies, MudWings are quite strong. They are capable of camouflaging into mud and dirt and may rest while partially submerged. MudWings can use mud to ease pain and help treat wounds.
MudWings that hatch from blood-red eggs are immune to fire. This power fully activates after exposure to mud. Though fire will still hurt them, any injuries caused by fire will rapidly heal. If a burn is too deep or large, however, it will not heal all the way. This ability will not heal deep flesh wounds or internal wounds and is mostly limited to a dragon's scales. Fireproof MudWings may be able to survive in lava for short periods. When burned, a fire-immune MudWing's scales will temporarily fade to black before returning to the dragon's normal scale color.
There has never been a known animus dragon in the MudWing tribe, however there may be a possibility as they breed with sandwings.
Less wealthy and lowborn MudWings usually live on the outskirts of MudWing or SandWing territory, while the rest live closer to the center of the kingdom. MudWings hatch close to villages, where they learn and pick up the dragon language.
MudWings live in large mud bunkhouses, with a big opening at the top, that house several dragons, usually siblings. They also tend to lie around and nap in large mud puddles. Additionally, MudWings are often perceived as unintelligent, although this is a stereotype. MudWings also have not been ambitious compared to other tribes. It has been awhile since they had a queen who was interested in conquering others.
Pairings are not formal, with a breeding night once a month. Neither parent takes part in raising their children, and often the two partners will not know one another or their children in any way. MudWings lay their eggs in well-protected bunkhouses with mud walls and warm rocks for incubation. Eggs are left mostly alone, and oftentimes no adults are present during hatchings. The first MudWing dragonet to hatch is often the largest and is known as a bigwings. They will help their siblings hatch out of their eggs.
MudWings, unlike other tribes, live in troops of siblings, with the bigwings as the caretaker and leader. These sib groups love and trust one another a great deal and work well as units of soldiers. They also protect one another and feel the loss of a sibling deeply. When a sibling is killed or lost, a sib group may take in another dragon who has been orphaned from their own group, known as "unsibs." Several unsibs may gather to form their own troop. If they are a hybrid, they do not care about sibs however.
MudWings have been stereotyped throughout history as dumb by most dragons.
MudWing names generally relate to the earth, swamps, and the things that reside there, or shades of brown. Sometimes they can also be named after types of diamonds or minerals. Synonyms of swamps or swampy areas are also used as names.
==== SandWings ====
The SandWings were the cause of the War of SandWing Succession, as the three warring princesses were vying for control of their tribe. Each princess had different allies — Blister allied with the SeaWings, NightWings, and formerly the MudWings, Burn allied with the SkyWings and later the MudWings, and Blaze allied with the IceWings and most of the SandWings. None of these alliances seem to have remained after the end of the war.
SandWings are partly based on scorpions. They have pale yellow, pale gold, light sandy-colored, white-gold, light yellow-brown, yellow-gray, or off-white scales that blend in with the desert sand. All SandWings have obsidian-black eyes, a spike on the top of their nose and below their ear, and a black forked tongue. They have short, curved horns and a sail or ridge going from the top of their snout to about three fourths down their tails, which have a scorpion-like stinger at the end. This tail barb is usually black, but may be paler on some dragons.
SandWings may have different patterns on their scales and wings, including black diamond patterns, brown speckled markings, and triangle patterns on a dragon's wings. However, Blister's law has stated no other dragon shall have these patterns but her and her relatives.
SandWings are light eaters. They eat animals from the desert, such as camels and lizards, and may cook or prepare much of their food. Date cookies, dried dates and fruit, bread, and roasted lizards are prepared in the SandWing palace's kitchen. They also consume camel and cinnamon milk. SandWings are willing to eat fruit and vegetables, though they are scarce in the desert.
SandWings also bake date soufflé and make camel shish kebab. They also drink cactus cider.
SandWings have scales that radiate warmth and are capable of breathing fire. They can camouflage with sand, sustain themselves on very little food and water, and have good hearing and smell. They are naturally adapted to desert conditions, better at handling heat and a lack of water than any other dragon tribe. They are built for long flights across the desert without stopping, and they are able to go for days with very little food.
SandWings have venomous barbed tails, similar to scorpion tails. Their venom can kill a full-grown dragon. SandWings do not develop their tail-barb venom until they grow older, and as young dragonets, they have a smaller barb that has not fully developed. The cure for SandWing venom is brightsting cactus.
The SandWing tribe has animus magic, though little is known about their animus dragons or spells they have cast. One notable animus-touched object is the Eye of Onyx, enchanted to reduce any SandWing who tries for the throne into dust, if she is not worthy to be queen. However, mudwings may be taking animus away in the next few decades.
The SandWings' kingdom is vast and empty, as many choose to live in towns by oases. Occasionally, some would live and roam around on their own. Living alone helped them avoid conflicts. Many SandWings work as merchants or assassins, especially in the Scorpion Den. They celebrate full moon festivals, and are a surprisingly musical tribe. Duties between civilians can range between garden keeping, kitchen work, patrols, teaching, and army duties.
SandWing dragonets are taught to hold their tails in a certain way to prevent accidents. Young dragons spend a lot of time practicing how to be aware of their tails and everyone else's, and much bandaging and antidote-administering is required for various accidents. Dragonets until the age of two learn basic things in the wingery.
Even in times of general peace, SandWings still had minor skirmishes with IceWings and SkyWings due to the war.
They also have a reputation among other tribes as sneaky outlaws. They were once described to be "nearly as untrustworthy as NightWings, but half as smart and twice as likely to betray you for gold and treasure."
Queen Blister forbids conversations about her sisters.
SandWings are often named after the desert — both features of the land and local flora and fauna. Fire and heat-related names are also common, and SandWings may be named after physical attributes.
==== SeaWings ====
The SeaWings were allied with Blister during the War of SandWing Succession until the bombing of the Summer Palace, which caused them to flee to the Deep Palace. They had an Island Palace for diplomatic meetings and parties with dragons from other tribes.
SeaWings are considered short in height and have long, compact bodies with short legs. They have curved horns, a slender, curved snout, and two barbels on the underside of their jaw. Their tongues can be forked or unforked. They have webbed spines along the backs of their necks to the tips of their tails, as well as on their chests. SeaWings have webbed talons with hooked claws, as well as long, powerful tails. They have gills on the sides of their necks that allow them to breathe underwater.
SeaWings commonly have scale colors in the ranges of blues and greens, including indigo, green-gray, blue-gray, and blue-green. Although rare, dragons may have pink or yellow-green scales and/or webbing membranes. Black spiraling patterns, like those shown in Nautilus, may also be present. In the sunlight, their scales may look like glossy emeralds and sapphires. SeaWings usually have eyes that are some shade of blue or green.
SeaWings have glowing stripes along their faces, bodies, and wings. Members of the royal family have glowing spiral and starburst markings on the undersides of their wings, while most non-royal SeaWings have smaller starbursts and no spiral patterns.
SeaWing eggs are green or blue, have striped or swirl-like patterns, and are kept underwater in warm hatcheries, as warmth (especially right before hatching) is important. They are heavy, particularly soon before they hatch.
SeaWings mainly eat raw fish and other aquatic creatures such as whales, squid, octopi, turtles, and sea snails, while lower class SeaWings eat eels, though this is stated insultingly. SeaWings may also prepare soup, stew, and roasted seagull, usually for guests from other tribes.
Royal SeaWings prepare coconut rice, tuna rolls, macadamia treats, and a mango-lime drink. Humpback stated that many years prior, dragons in his timeline ate scavenger sashimi every afternoon. SeaWings sometimes consume sharks, though dragonets are taught to be careful of them until they are full-grown.
SeaWings have gills, exceptional night vision, and powerful tails. They are able to breathe and see underwater and use their tails, wings, and webbed talons to swim. Their claws are curved like fishhooks to help them swim, and their tails can be used to batter opponents or create huge waves. SeaWings often ride currents to travel the ocean faster, and they prefer to alternate swimming and flying when traveling long distances. Physical wounds, such as burns, can be healed by ocean water. Their claws are curved like fishhooks.
The bioluminescent stripes on a SeaWing's body are used to converse underwater, as well as to attract partners. They can control when the stripes on their bodies glow, and can light up each one individually. Different combinations of stripes indicate different words in Aquatic.
SeaWings can be driven mad if dehydrated from water. Dehydrated SeaWings appear insane and have barely any consciousness to what they do in the period. Gill is the only known SeaWing for this to have happened to.
Animus magic is present in the SeaWing royal bloodline. There are no rules on how much magic a SeaWing can use, and animus dragons are often controlled closely by the queen of the tribe. Animus magic was the origin of the Royal SeaWing Massacre, after which an unsuccessful attempt was made to wipe animus magic from the tribe's bloodline and make its use illegal in the Kingdom of the Sea.
SeaWings are regarded as intelligent and artistic. They also historically used boats. Citizen duties include kitchen work and enlistment in the army.
The Summer Palace, before its destruction, utilized an advance guard. It was a troop consisted of at least fifteen soldiers, whose duty was to keep intruders away from the palace.
In modern Pyrrhia, most SeaWing citizens appear well fed, well rested, and content. The queen utilizes a Council consisted of selected Council members and members of the royal SeaWing family. The Council has frequent meetings.
SeaWings may be named after sea-related objects or wildlife. They may also have names related to shades of aquamarine colors. Some share the names of gemstones, they may also have names relating to aquatic anatomies, or naturally-occurring oceanic phenomenons.
==== NightWings ====
The NightWing tribe previously lived on the Talon Peninsula, also known as the lost city of night, or the old Night Kingdom. The NightWings moved to the NightWing island off the northern coast of the Sky Kingdom and remained there until the NightWing Exodus. They were secretly allied with Blister towards the end of the War of SandWing Succession.
NightWings are based on monitor lizards. They have been described to have forked, pitch-black tongues, as well as dark scales which are usually black or in shades of dark green, blue, or purple. They also have silver, white, gray, purple, dark green, or blue underbellies, and dapples of silver scales running along their necks. Their wings have silver scales scattered across them like the stars of a night sky, forming different patterns. These patterns are genetic. NightWings have been described with black, dark blue, dark brown, purple, or dark green eyes. They have straight horns.
NightWings can melt into shadows and blend into the night sky due to their colors and wing patterns. Mind readers have silver teardrop scales by the corners of their eyes.
On the volcanic island, NightWings ate mostly carrion. They would bite their prey, poisoning it with bacteria from inside their mouths, and leave it to decease. After it was dead, they would return to eat it. On the island, seafaring birds could be found. They would also hunt in the rainforest, including sloths, and may have gathered some fruit. While living on this island, most NightWings ate once per week, which contributed to their malnutrition.
After relocating to the rainforest, NightWings began to incorporate fruits and vegetables into their diet, though they continue to eat meat, with the exception of sloths.
Hunting was very similar to other tribes. They ate hawks, fish, bears, squirrels, rattlesnakes, and wolves. They cooked their food, including roasted nuts and baked bear, and had access to cheese. They would also purchase fruits from RainWing merchants.
NightWings are a nocturnal tribe that can blend into the night sky and shadows. They can also breathe fire, and most modern NightWings have mouths stuffed with dirty bacteria which can poison animals with a single bite. However, it is noted that after searching through the corpses of dead NightWings, there was no venom found in their teeth. They have a strong sense of smell and powerful night vision.
NightWings hatched under one full moon have the power of mind-reading or prophecy, and those hatched under two have both. Dragonets hatched under three full moons will have both of these powers, made stronger by the third moon. NightWings once thought that the third full moon gave animus powers, though this was later disconfirmed, as animus powers are passed on genetically. The power of the gifts vary, such as Clearsight having strong foresight. When the NightWings moved to the volcanic island, knowledge of these powers was forgotten, possibly on purpose. NightWing eggs touched by moonlight will turn an eerie polished silver color, while untouched eggs remain an ebony black.
Mind-reading NightWings can observe the thoughts of those around them. They cannot 'rummage around' in another dragon's head, but hear thoughts as the dragon thinks them, often only picking up on jumbled words, pictures, and emotions; thoughts are louder and stronger to the mind reader when they are touching the former. Dragonets were taught ways to block out the minds of others, though this practice was lost over time without powers. Mind readers can project their thoughts to one another to have mental conversations, and powerful mind readers may be able to block the visions of prophets. Dragons with this power hatched under a blood moon can project their thoughts to any dragon, not just other mind readers.
Prophetic NightWings can see flashes and visions of the future. On occasion, they will have a true prophecy, which will manifest as words rather than a vision in the dragon's head. Prophets would sometimes take regular visions and translate them to sound like real prophecies. Very powerful prophets may be able to look into the future and follow individual timelines. Futures have been described as 'webs', as they overlap and are easily mixed up. Prophets hatched beneath a blood moon can see terrible events and natural disasters with particular clarity. When NightWings deliver prophecies, their eyes glow and their voices become low and shivery.
NightWings have animus dragons, with the earliest known powers tracing back to the NightWing-IceWing hybrid. They may have had animus magic before, as they once believed that the third full moon gave animus magic. In modern times, they are likely expected or forced to use their powers for the good of their tribe.
While living on the volcanic island, NightWings poured a great deal of effort into making their tribe seem mysterious and powerful to hide their real weakened state. They trained their dragonets to lie about their 'powers,' and kept them confined to the island until at least age ten to prevent any breaches of information.
They were exceptionally skilled at keeping secrets, and NightWing information was given to dragonets as they grow older. They were not allowed to leave the island until the age of ten, and most NightWings would try to counter sarcasm with more sarcasm, as though every conversation was a competition to see whose wit was more biting. No one ever stopped to acknowledge that someone else was funny. In general, sentimental sincerity was not a NightWing trait. Loyalty, secrecy, and obedience to NightWing elders were the most important lessons for dragonets within the tribe, and young NightWings were kept away from other tribes, as older dragons did not trust them to keep NightWing secrets. When Battlewinner disappeared from public view, enforcement of guard and patrol duties was considerably weakened, and many citizens believed that guarding and patrolling an island that no one was able to locate was ultimately pointless. Leaving the island and traveling to the mainland was every young dragonet's dream. NightWings were not supposed to be seen within the mainland, and Deathbringer's main objective as an assassin was to ensure that the NightWing involvement in the War of SandWing Succession was kept under heavy secrecy.
A game involving bones and tiny skulls were played by a pair of two adult NightWings.
Now, after taking over the rainforest, Nightwings have expanded territory greatly. They have taken rainwings prisoner and servants.
NightWing mothers typically named their dragonets. The tribe also functioned nocturnally. NightWings of higher status lived in higher homes in the cliffs, while lower ones lived closer to the bottom, where less desirable homes were. They also appeared to value knowledge and reading, as they had an extensive library and honored the first librarians of the kingdom. The NightWings were famous for their intertribal relations, open trade partnerships, literature, and artwork, which had been sold across the continent. Dragons from all over Pyrrhia brought them new ideas, inventions, and discoveries.
NightWing names may be descriptive of the dragon's personality, relate to an aptitude or job, describe or relate to their physical appearance, or be night-themed. Their names may also be inspired by the NightWing powers. Most NightWing names are meant to give a sense of strength or mightiness.
==== SkyWings ====
The SkyWings were originally allied with Burn and later on, the MudWings during the War of SandWing Succession. This alliance was upheld by Queen Scarlet
SkyWings are shown to eat scavengers, mountain goats, chicken, foxes, deer, bobcats, cows, pigs, sheep, birds, and rodents. SkyWings also grow their own crops, and are also shown to eat roasted seagulls.
SkyWings are the fastest fliers of any dragon tribe due to their enormous wings and endurance, and they are built for flying longer distances because of their stamina. SkyWing dragonets also learn to fly at a fairly young age. They are capable of breathing fire and are considered powerful fighters. They can see farther and have better cold resistance than most tribes, excluding IceWings.
SkyWings, like other fire-breathing tribes, can hold their fire until it's at maximum temperature.
A SkyWing dragonet in a twin egg may develop a condition known as firescales. This is when a dragon has "too much fire," causing their scales to be incredibly hot to the touch, and burn almost instantly. Firescales are much hotter than the average dragon's fire, and cannot be harmed by IceWing frostbreath. In addition, any rain that comes into contact with a firescales dragon will immediately evaporate into steam. Firescales may occur when one twin "sucks the fire" out of the other, leaving the non-firescales twin fireless and much sicklier. Due to the dangerous nature of this condition, SkyWings traditionally kill dragonets hatched with firescales by dropping them off of tall mountains.
Firescales dragons are immune to frostbreath and are often difficult to injure due to weapons melting or burning before or on contact. Frostbreath causes temporary numbness to firescales dragons when they are hit.
SkyWings had animus magic, and would kill animus dragonets by dropping them off a cliff due to possessing this dangerous power, the same way they kill firescales dragonets. They have not had an animus dragon in centuries.
SkyWings are regarded as grumpy and aggressive by other tribes; under Scarlet's rule, many citizens appear thin and grumpy. They seem to value entertainment a great deal, as they enjoyed gladiatorial combat in the SkyWing Arena during the war. SkyWings have orchestras who perform music during celebrations. SkyWings dance, sing, and clap wings at parties.
Even in times of general peace, SkyWings still had minor skirmishes with IceWings and SandWings due to the war.
They do not tolerate dangerous differences in the kingdom. As such, they kill animus dragons and firescales dragonets as soon as they are discovered. SkyWings also kill dragons for having too little fire as well.
Most SkyWing dragonets are raised in a Wingery. The Wingery is a place for young dragonets to grow and play. As SkyWings learn flight early in their lives, the Wingery contains a place for dragonets to practice.
SkyWings have a traditional, ceremonial burial system, which consists of wrapping a deceased dragon's body in white cloth and offering it to the sky for seven days before being burned. This allows the dragon's spirit to fly free, reincarnating into a SkyWing instead of a dragon from any other tribe. The ceremony may have been stopped during the war, but it carried on in Ruby's rule. A cave near the peak of Jade Mountain is a notable location where SkyWings have held this ceremony.
The SkyWing Arena was a gladiatorial arena where war prisoners would fight to the death for the Queen's entertainment. SkyWings, MudWings, and SandWings all attended these events as an audience and would throw gemstones to the fighters. The prisoners were chained to tall pillars, forming a ring around the arena, with their wings clamped and wires connecting them to one another.
If a dragon reached a certain number of victories, they would be set free. No prisoners were actually released in accordance with this clause.
SkyWings can be named after mountain-dwelling creatures or birds, features of the landscape, gemstones or minerals, actions during flight, shades of red and orange, and generic fire-related words.
==== IceWings ====
The IceWings supported Blaze during the War of SandWing Succession, joining her alliance with the promise of a large portion of land near the SandWings' northern border if Blaze won. However, once Blister won, they lost major territory.
IceWing scales can range from silvery-gray and white colors to pale shades of blue, purple, and pink, intended to blend into their icy surroundings. Their coloring has been described as "silver like the moons," "pale blue like ice," "as pale as the moons," or "moon-white scales," and "scales the color of sky reflected in the snow on the distant mountain peaks." IceWings have dark blue or stormy gray eyes, forked blue tongues, and dark blue blood.
The head of an IceWing is shaped like a diamond and is very narrow, with a ruff of extra horns behind their heads and spikes along their backs. They are lean dragons with thin, whip-like tails with icicle-shaped spines, ending in very sharp tips. They have serrated claws for walking on ice. Some IceWings, such as Lynx, have dark freckles or markings on their faces and wings, although this is not too common.
When upset, some IceWings have been shown to ruffle up the spines around their necks. They can handle flight distances well, but are weaker when subjected to heat.
IceWings prefer to eat creatures who live in the Ice Kingdom, such as polar bears, whales, seals, penguins, walruses, hawks, and fish. IceWing meals have been described as containing "bowls of dripping meat." They also consume scavengers, though not very often, as they are rare in the Ice Kingdom. IceWings are known to consume fish as well due to their presence in the ocean waters. Seals are common among the lower classes due to the gift of sustenance, a hole in the ice where the lower-born IceWings live, enchanted to always give the hunter a seal when they stick a talon in. IceWings would also eat frozen berries, and even have ice cream. IceWings typically enjoy their food raw.
IceWings can withstand subzero temperatures and very bright light. They have serrated claws for gripping slippery ice, which was described as "ten times sharper than normal claws" and "like getting clawed four times with each claw instead of once" when used offensively. They are also known for having sharper eyesight than the other Pyrrhian dragon tribes. Their scales emit an icy-cold chill, which can freeze tiny drops of water on their bodies. They can also exhale a freezing weapon called frostbreath, also known as "freezing death breath" by the dragonets of destiny.
Frostbreath appears as a cloud of sparkling smoke, and can cause limbs to fall clean off from frostbite. The only known direct cure is the gift of healing, a set of narwhal horns enchanted by Queen Diamond to heal accidental frostbreath injuries. In other cases, fire or related heat-emitting liquids are used to melt the ice.
It forms ice crystals where it makes contact with dirt, and can be used to extinguish fires. An IceWing can be prevented from using their frostbreath for a short time by raising their body temperature either via a warm environment or manually heating them up (hot metal, fire, etc.), similar to MudWings, but reversed. Fjord's scales have been seen "melting" while in the arena, which could indicate that IceWings' scales cannot withstand the heat. A dragon affected by frostbreath will first feel freezing pain, shocking the affected area into paralysis, and is quite painful for the first few seconds until the area becomes numb. Victims of frostbreath will sometimes become unconscious, which can be treated with water and hot coals.
A fire-breathing dragon could survive having frostbreath shot down their throat for a short time, but the only known way to survive after sustaining internal frostbreath injuries is by staying immersed in lava. Internal frostbreath injuries can eventually overwhelm a dragon if they leave their lava. This is shown in Battlewinner's case.
Dragons hatched with firescales cannot be hurt by frostbreath, though an impacted area may be numb for some period of time.
IceWings have sharp, glittering, and bright minds that are hard to read. Groups of IceWings will "reflect" off of one another and become even more difficult to read.
IceWings have trouble scenting things properly in more crowded environments like forests or towns. This may be due to how they are hatched in tundras, where many of the common scents are covered by the scent of snow and the small variety of animals that lived there.
IceWings were once known for having more animus dragons than any other tribe, as well as having magic the longest. These dragons were carefully bred into the royal family and monitored extremely cautiously, with strict rules for the use of their powers to keep their soul from turning evil. IceWing animus dragons were only permitted to use their power once, for the benefit of the tribe, at the gifting ceremony on their seventh hatching day. Some animus IceWings went against the rules. IceWings host a test similar to the SeaWings' Talons of Power ceremony to find animus dragons.
IceWings appear to be fairly sophisticated, strict, and superior in comparison to the other tribes, being the only Pyrrhian dragons to have a hierarchy. IceWings are very prideful, and often perceived as rude and arrogant by dragons of other tribes. There are strict IceWing codes of behavior: most IceWings agree that the only way to make dragonets strong is to expose all of their weaknesses, and that shame and fear are powerful weapons in teaching. If everyone is disappointed in a dragonet, the consensus is that they will work harder to prove themselves. Most dragonets are seasoned warriors in the Ice Kingdom.
Even in times of general peace, IceWings still had minor skirmishes with SandWings and SkyWings.
Royal IceWings are typically not affectionate, as it was mentioned that hugging their family members would be considered undignified. The lines of guards that attend the IceWing queen are perfectly coiled, and IceWings are noble to their queen's orders. It is painful to hold the IceWing guard stance for too long, but Winter practiced for hours to get the pose perfectly right: his wings folded exactly so, his tail in the right position, his snout up and shoulders back.
The IceWing queen, according to the ancient traditions of the tribe, was required to assess and adjust the gift of order each night. She also has a council of powerful IceWings to guide and support her. Most queens are killed in royal challenges in a battlefield, an arena, or before the entire court in a bloodstained throne room.
Royal IceWings store the frozen heads of dead royal family members on walls in the palace and slide the deceased's corpses into the ocean. This tradition is no longer practiced.
IceWings have a mythological figure called the Great Ice Dragon, whom they swear by the teeth of. They also swear by snow monsters and believe in spirits under the ice.
The aristocracy and nobility of the IceWing tribe is divided into seven ranks of status, known as Circles. The First Circle is the top, or best, while the Seventh Circle is the worst. IceWings below the age of seven are ranked as dragonets and graduate to the adult rankings on their seventh hatching day. A dragonet's ranking on their seventh hatching day determines the course of the rest of their life, and if a dragonet reaches their seventh hatching day in the Seventh Circle, they are stationed to an arctic outpost for the rest of their life. In the Ice Kingdom, IceWing parents with the highest rank choose the names for their dragonets, regardless of gender, and are then approved by the queen.
This system is managed via the gift of order and consists of a wall of ice showing the rankings of every noble and dragonet. Some noble dragons may wear accessories to indicate their rankings, such as a necklace with circles on it.
IceWing dragonets raise their ranking through hunting, training, performing traditional IceWing customs, and passing tests given by their guardians. In the dragonet rankings, each hunt is still a chance to prove themselves and increase their rank. The highest-ranked dragonets are more respected. When a dragonet reaches their seventh hatching day in the First or Second Circle, they will be housed in the queen's palace and allowed to provide input on important matters. When an adult loses this rank, they can lose their place in the palace. If IceWings die or are exiled, their names are slashed through on the gift of order, as shown in Hailstorm's case.
If a dragonet goes down in the rankings, their parents will too.
The Diamond Trial, also known as the gift of vengeance, is a way for IceWing dragonets to increase their ranking in the tribe, generally as a last-minute effort to switch the places of two dragonets (the topmost and very low positions). It involves entering the Diamond Caves with narwhal horn spears, meant to touch a frozen NightWing. She is unfrozen, and both contestants must battle her. She turns back to ice when killed, leaving the two dragonets to fight to the death. Only one of the dragonets is given information about the dangerous trial.
IceWing names are chosen by the family member with the highest rank and must be approved by the queen. They can be named after ice formations like Glacier and Icicle, arctic animals (terrestrial or aquatic) such as Lynx, Narwhal, and Ermine, words for "white" in various languages such as Alba and Hvitur, polar landscapes such as Tundra, polar weather such as Hailstorm, and after mountains such as Changbai. They can also be named after blue and white gemstones such as Crystal, Diamond, and Opal, as well as cold seasons like Winter.
IceWing names are chosen by the family member with the highest rank and must be approved by the queen. They can be named after ice formations like Glacier and Icicle, arctic animals (terrestrial or aquatic), words for "white" in various languages, polar landscapes, polar weather, and after mountains. They can also be named after blue and white gemstones, as well as cold seasons.
==== Rainwings ====
RainWings are usually pacifists and were not involved in the War of SandWing Succession. They are currently ruled by Nightwings.
RainWings are based on chameleons. They are long and graceful, with ruffs behind their ears, curved horns, and prehensile tails that are used primarily for climbing trees and hanging in the rainforest they inhabit, like birds of paradise. When afraid, insulted, or angry, RainWings flare their ruffs as a sign of aggression or hostility.
RainWings have small, round scales that can change color. Most RainWings prefer vivid, bright colors. They can control the color of their scales, though they often have a hard time stopping strong emotions from showing through. Most RainWings have a 'default' color scheme that they set their scales to when they are not showing emotions. RainWings' eyes can change color, and they may not be able to camouflage when they are afraid or in pain. RainWings are able to blend into their surroundings at will otherwise.
RainWings are able to uncannily mimic the appearance of other tribes with their scales. RainWing dragonets develop their color-shifting scales while they are still in their eggs, which are pale, smooth, transparent, white. In the graphic novels, however, RainWing eggs are shown as opaque and rainbow-colored. Rainwings have sun-time to make their scales beautiful and make them happier.
RainWings are generally inclined to vegetarians, but some will eat monkeys and other rainforest animals if they feel like catching them. Jambu stated that eating sloths could cause indigestion, indicating that the RainWing stomach may not be suited for meat. Fruit and various rainforest plants are the main part of their diets. Sunlight may act as a partial food source for RainWings. RainWings are known to eat less than the other dragon tribes when they nap in the sun. Glory described it as if the sun gave her more energy than any food could give her.
RainWings have long, prehensile tails that are great for swinging through the rainforest. As well as long fangs and color-changing scales. Some RainWings are able to mimic bird calls.
They are capable of absorbing sunlight, which gives them energy and causes their scales to become brighter. They have a dedicated time to sleep in the sun, known as "suntime", when the sun is at its highest, and RainWings who do not sleep in the sun may have duller or unchangeable scales. Sunlight is also vital to the development of other RainWing abilities, such as venom, and to their good mood.
RainWing scales change color by bending light. When at ease, RainWing scales may reflect their emotions. They can also manipulate their scales to be any color they wish, though strong emotions may break through a chosen scale color. RainWings can also use their scales for camouflage, reflecting their surroundings and making them effectively invisible to most dragons. Other RainWings may be able to spot a disguised dragon; this is a skill they develop at a young age, during games of hide-and-seek. RainWings can change the color of their eyes and are able to manipulate a fine level of detail onto their scales. RainWings who are born blind always show their emotions on their scales, and cannot manually change them. When relaxed, their scales will automatically camouflage to their surroundings, and the ability can be improved with practice.
RainWings have long front fangs and a jaw that can unhinge to shoot corrosive venom. This venom only affects organic material, such as animals and plants, while inorganic materials, such as rock and metal, are not affected. It can be deadly if it reaches a dragon's bloodstream or eyes. If a dragon survives a venom attack, it will leave warped, scarred scales or skin. RainWing venom is neutralized by contact with the venom of a blood relative. Dragonet venom is shown to be weaker than adult venom. RainWing venom is black and will dry into glossy droplets (reminiscent of obsidian) after some time exposed to air.
RainWings cannot see as far or as well as IceWings or SkyWings, but they can see more clearly in the dark, for at night they have no light. They are not long-distance fliers or accustomed to deprivation, as they usually swing and hop from branch to branch in a rainforest perpetually full of food. RainWings are able to find and identify plants such as flowers.
RainWings live an idyllic lifestyle, with easy access to food and shelter, and no involvement in conflicts. They are mostly ignored by other tribes,[citation needed] and are viewed and stereotyped by the other tribes as ignorant, lazy, unintelligent, and weak. Snowfall described their typical lifestyle as sleeping and eating papayas.
RainWings have a unique, peaceful royal challenge, in accordance with their pacifistic beliefs. Before Queen Glory's royal challenge, queens took turns being queen one month at a time, and the position was given to any female dragon who wanted it. The dragons with "shiny names" were more likely to want the position.
RainWings have blowguns with sleeping darts, coated in tree-frog poison. These darts are used as a form of protection, to knock out strange dragons wandering into the forest, and for games as well. RainWings use flowers for decoration the way the other tribes used jewels and precious stones.
RainWings keep sloths as pets, often when a sloth chooses a dragon by climbing on them during suntime. A dragon may own many sloths.
RainWings perform a venom test before having eggs, ensuring that they are not blood relatives. This prevents inbreeding in the tribe, as formal families do not exist. RainWings engage in communal raising of dragonets, with everyone pitching in to help. RainWing dragonets are trained to aim their venom, glide through trees without getting snagged by the foliage, and gather fruit. They are not taught to read or write, but some may train as medics, as RainWings have multiple healers in their village. These healers keep their scales calming shades of blue and white. An adult RainWing with no role or assignment will always get the last choice for sun-time spots and only leftovers for food.
Under the rule of Queen Glory, RainWings have begun to sort eggs and may begin to form family units.
Previously, they would not count or track their eggs, dragonets would be raised by the tribe, everyone pitching in a bit to help. They have dragons keeping watch in the Rainforest for danger, both RainWings and NightWings. They are also beginning to read and write, and are attempting to grow a moon globe tree (from the Ice Kingdom) for light.
Before the death of Oasis, RainWings were a more threatening tribe. They had merchants selling both fruits and potions to the other tribes. They could also read and write at some point before the events of the series. It is unknown how they lost this knowledge.
RainWings may be named after plants and animals found in the rainforest, fruits, trees, and positive adjectives.
RainWings have a list of names that they cycle through; when they reach the end of the list, they return to the beginning, meaning that many RainWings have had the same names throughout history.
== Pantalan Territories ==
Much of Pantala is still ruled by HiveWings, however beetlewings have taken a portion of their home back. Lots of Silkwings and Leafwings moved into the portion, and have successfully destroyed Mantis and Bloodworm Hive.
=== Tribes ===
==== LeafWings ====
They typically have green and brown scales, with some accent colors such as gold and red. They have wings that are shaped like leaves. It is rumored that LeafWings can absorb sunlight, and most are accomplished gardeners. Some are rumored to have a strange control over plants, an allusion to the tribe's special leafspeak abilities. Before the Tree Wars, the LeafWings were ruled by Queen Sequoia.
The LeafWings were believed by the SilkWings and most of the HiveWings to have been exterminated during the Tree Wars. Many of the Hives are filled with propaganda posters depicting LeafWings as vicious, cruel, and terrifying.All of the trees, believed to be symbolic of the LeafWings, were destroyed after the Tree Wars, and trees are banned by HiveWing law from being included in artwork.
LeafWings can be various shades of green and brown, even to the point of being nearly black in color. They can also sometimes have golden or pink-ish streaks over their bodies and wings. They also have webbed spines along their neck and back, similar to a SeaWing. The webbing along their back splits into individual pieces near the base of the tail, which are shaped like leaves. Their snout is slightly curved, with a raised ridge on the tip of their snout.
LeafWings have a flat, plated tail, ending in a leaf-shaped oval at the tip. Their wings are leaf-like, playing directly into their name-sake. They're also slightly transparent, with veins in the webbing and rounded edges. Their horns appear to be skinny and flat-ended, and the scales above their eyes go over the top of their horns, giving it a partially plated look.
Their scales are uneven, vaguely resembling chloroplasts and plant cells. They have a plated underbelly and a slender body shape. Their legs seem to be slightly short and thin. Their eyes can be green or brown.
The PoisonWings have been seen carrying leaf or grass pouches containing deadly plants and insects. These pouches are attached to the dragon's body with harnesses made out of vines, leaves, or grass.
LeafWings are omnivores. The sun gives them energy, allowing them to eat infrequently. They consume animals in the Poison Jungle, such as panthers and capybaras, and fruit such as mangoes. LeafWings also consume bugs such as grasshoppers and snails, usually as a snack or treat. They have also been confirmed as somewhat autotrophic. Some eat mangoes, capybara, and snails, which shows that LeafWings are omnivorous. LeafWings many years ago also ate bowls of taro and sugared grasshoppers, which may imply that some LeafWings can cook. LeafWings eat chocolate.
LeafWings can absorb energy from sunlight, and are accomplished gardeners. They may possess leafspeak, which allows dragons to understand plants. Leafspeakers may convince plants to grow at an accelerated rate, or in a certain way, though they cannot produce them from nothing. As leafspeak is genetic, selective breeding may be employed to achieve stronger leafspeak abilities; two leafspeakers may produce a dragonet with stronger leafspeak than either of them.
Most LeafWings appear to have exceptional knowledge over plants and insects, using bugs and plants as weapons against other dragons. Some LeafWings can swim.
After the events of the Tree Wars, the tribe split into two, half staying loyal to Queen Sequoia and wanting to lay low and isolate themselves until Wasp's death, the other half uniting under Sundew's grandmother and swearing revenge against the HiveWings for destroying their trees. Each splinter faction claims to be the "real LeafWings," calling the others a separate tribe.
The violent LeafWings were dubbed "PoisonWings" by the isolationists for being needlessly violent and naming their own after dangerous plants. Commander Belladonna is the former ruler of the PoisonWings, though she is currently controlled by the othermind. She often assigned important missions, including one that ultimately led to the Burning of Bloodworm Hive. She planned for Sundew to marry Mandrake in order to breed more leafspeak dragonets so that they can become part of the PoisonWing community and help fight in war. Until they reached the age of four, they did not know about the "SapWings."
The SapWings are peaceful LeafWings who seek for balance in unity and understanding instead of violence. Queen Sequoia was their former leader. Though the peaceful SapWings were often called spineless and brainless by the PoisonWings, they are shown to be more open-minded than the militaristic PoisonWings and less strict, unlike their rival. Also unlike the "PoisonWings" they learned about the other half of the tribe in school.
The two factions bear animosity against each other for their methods and ideas, but Sequoia and Commander Belladonna did occasionally hold meetings in secret.
LeafWings are also told that SilkWings were not allowed to go to school.
LeafWings were named after different types of trees that are found in forests and woods before the Tree Wars. After the Tree Wars, the LeafWings split into the PoisonWings and SapWings. The factions have a very stark difference in their naming systems. PoisonWings are named after poisonous plants; although some are named after carnivorous plants, or plants poisonous to smaller animals. SapWings are named after trees.
==== SilkWings ====
They have colorful wings like butterflies, and can produce silk from glands on their wrists. Some SilkWings are hatched with a special power known as flamesilk, allowing them to produce a type of flaming silk that can be used to create glass and flamesilk lanterns.
SilkWings appear to have gem-like scales and have small spines running down their back to the tip of their tails. Their scales appear to be somewhat iridescent, similar to NightWing scales. They have slim bodies, similar to RainWings. Their horns are curved, almost RainWing-like in shape, but much longer and thinner. There is also a set of antennae on the brow above the eyes. The ridge above their eyes runs over their horns, giving SilkWings a plated appearance.
SilkWings are hatched without any wings. When they turn about 6 years old, they will undergo metamorphosis. After a few days, they will come out of the cocoon with their wings. SilkWings have two pairs of wings, one pair smaller than the other, with membranes that have rounded edges. SilkWings have butterfly-like wings, which appear similar to butterfly or moth wings in shape. Their wings also can have spots and other patterns. The bigger pair of wings appear to have four digits that the membrane is stretched between. The smaller pair of wings are attached slightly below the larger pair and have two digits. According to Tui on the Wings of Fire Forums, SilkWings' wings are just as strong as any dragon's wings, rather than weak like an insect's.
SilkWings can be any color except black, such as olive green, aquamarine, lavender, indigo, amber, orange, dark purple, peach, gray, and red. They sometimes have darker accent colors on their scales. The wing membranes appear to be different colors too, as well as certain segments between the digits being a different color than the rest of the wing.
SilkWings are vegetarians. Their diet includes yams, okra, kale, kumquats, fruits, and persimmons. They also enjoy honey drops and nectar as a form of sweet candy.
SilkWings can use their antennae to sense vibrations in the air, and are able to predict the weather. At six years old, SilkWings undergo Metamorphosis. They go into a cocoon, emerging with two pairs of wings and silk glands in their wrists. Metamorphosis is preceded by aching wing buds, experiencing a nervous and fuzzy feeling, and itchy silk glands. Swordtail notes that SilkWings are great climbers. They have a precise internal clock which was described to keep their days on schedule and warn them when the rainy season is coming.
Some SilkWings have the ability to produce flamesilk. Flamesilk is used by the HiveWings to create glass and illuminate inside of the hives, though different types can be made for different purposes, including a type that emits heat and does not burn the holder. Flamesilk dragons cannot be burned by flamesilk, but they are not immune to regular fire. This ability is genetic, and if one parent is a flamesilk, their offspring have a fifty percent chance of being flamesilk as well. Cricket notes that flamesilk is expensive, and that a single strand can last a whole moon cycle.
SilkWings have been separated by the HiveWings ever since Queen Wasp took over their tribe. They do not have a voice in the Hives' government system. Under Wasp's rule, SilkWings are second class citizens and servants who have almost no rights compared to HiveWings. Examples of a regular SilkWing's occupation would include: construction workers, like Swordtail, hive drones (servants) like Silverspot, web workers, like Burnet, and other low-ranked jobs, like stall owners or weavers. It has been mentioned that the most disobedient SilkWings are typically assigned construction work given that it is considered to be very unpleasant. LeafWings are taught that SilkWings are not allowed to go to school, though this is not the case. SilkWings attend school much like HiveWings do, and are assigned emergency drills as a practice to protect themselves in case a web is falling or if they have to get to a Hive quickly for safety. They also learn about silk weaving, web structure, the history of the Tree Wars, and especially following directions.
SilkWings are not allowed to divorce, and are assigned partners by Wasp and her sisters, rather than choosing their own.
SilkWings are branded on their right palm at a very young age. The SilkWing's initial on their palm is a big letter, while their parent's initials are smaller letters, forming a triangle shape.
SilkWings are also cuffed at a young age. These wrist cuffs have their school and other personal information inscribed on it so they can be identified at checkpoints. All cuffs can inject toxin into the wrist to make dragons fall asleep. Bands can be cut off by using flamesilk.
SilkWings are named after different species of butterfly or moth.
==== HiveWings ====
HiveWings are currently the dominant tribe of Pantala, as they killed off almost all the LeafWings in the Tree Wars and enslaved the SilkWings. Their scales primarily include shades of red, yellow, orange, and always some black, but some may have variations such as dark green, as seen in Treehopper. They are ruled by Queen Wasp, and are primarily based on wasps, but are possibly partly inspired by bees and some varieties of beetles and insects. Two hives were burned by Queen Beetle.
HiveWings have slender, strong, and muscular bodies, with four thin and clear segmented wings that are similar to that of dragonflies and other insects. HiveWings can be red, yellow, and/or orange, but always have some black scales due to their shared common ancestor, Clearsight. HiveWings have a slightly compact face, with a smaller axe-like ridge on the tip of their snout, and a larger curved ridge on their forehead. Some HiveWings have freckle-like scales. Confirmed eye colors include black, dark orange, brown, red, amber, yellow-gold, and green. They have a pair of long, curved, and smooth-looking horns that raise slightly above their head, the tips curving slightly forward, giving them an almost regal appearance. Long, thin spikes go down their spines, to the tip of their tails, which have a slightly larger spine. They may also have wrist spikes. Some are hatched with stingers in their wrists or tails. HiveWing eggs are white.
Old biology books state that HiveWings used to have antennae.
HiveWings are first-class citizens in their society. They live in Hives ruled by Queen Wasp and her female relatives. Unlike other dragon tribes in both Pantala and Pyrrhia, Wasp's relatives who rule the other Hives aren't titled as Princess, but Lady. However, the Queen still outranks the Ladies. Despite this, she still allows others to rule the Hives, so they feel like they have some power. It's also difficult for HiveWings to get a divorce because they need permission from Queen Wasp in order to do so. If Wasp allows a HiveWing couple to get divorced, they have to go through a whole separation request process. It is unknown what kind of work HiveWings need to do in order to become divorced but the process is difficult. It is considered forbidden for a HiveWing and a SilkWing to get together.
HiveWings also use SilkWings as servants, and use them for personal gain in many ways, such as using them as cooks, butlers, and other jobs. Servants may follow their mistress.
HiveWings from Jewel Hive own SilkWing servants as an accessory, often striving to make them look more extravagant than the others. They often made them stand in windows just looking pretty, or paraded them around.
HiveWings are omnivores and eat animals that live on the savanna, like zebras, wildebeest, gazelle, lions, and more. HiveWings also eat candy, like honey drops and nectar. The HiveWings showed a shop selling whole sharks, leading to believe that sharks or other marine life may be part of the HiveWing diet. Another shop on the cover seems to be selling mounds of herbs in baskets. They do not like to eat most reptiles, as HiveWings believe they may be related. They also drink tea and coffee. Sliced avocados were jokingly mentioned. Sometimes, they even served a drink that tasted like lime and drank one that smelled like coconut.
The HiveWings' powers can vary from dragon to dragon, though some do not have any powers. These abilities are genetic and can be passed down. Their abilities include deadly stingers extending from their wrists, venom or a paralyzing toxin known as nerve poison in their claws, stingers, or teeth, boiling acid that can be shot from a stinger on their tail, and emanating a horrible stench said to smell like dead rotting things pickled in sulfur. Swordtail describes the paralyzing toxin as "fire burning every nerve in your body" and when it wears off, "all you want to do is run or fly or even blink, but you can't move a single muscle until the toxin wears off." A dragon paralyzed by HiveWing venom can be unparalyzed when given a strong stimulant. Some guards were assumed by Blue to be able to shoot poisonous darts from their tails.  HiveWings also have a precise internal clock which was described to keep their days on schedule and warn them when the rainy season is coming.
Queen Wasp, the current HiveWing queen, can also control the minds of any HiveWing whom she has injected with the breath of evil. This plant is kept in her off-limits, personal greenhouse garden. HiveWings are said to have pure white eyes when under the mind-control and move in eerie unison. Katydid describes the feeling as having an unstoppable urge to do what the Queen makes them, similar to being hypnotized.
HiveWings are named after a variety of insects and bugs. Dragons from the tribe can be named after different species of bee and wasp, as well as ants, beetles, weevils, crickets, praying mantis, and more. They can also be named after types of worms. There is also one arachnid name.
==== BeetleWings ====
BeetleWings were described to have four wings like butterflies, beetles, or dragonflies. All known BeetleWings had bright colors, similar to SilkWings. When hatched, BeetleWings grow up without wings for a few years, then get them later, very similar to SilkWings.
Like their HiveWing descendants, some BeetleWings had insect-like powers. They were rumored to have antennae and an ability to shoot venom from their fangs, much like RainWings. It was mentioned that they used flamesilk to burn bees out of the sky.
All of them were named after various butterfly species. Only 25 known BeetleWings exist in Pantala.
== Modern Era ==
In the modern era of Pyrrhia, mudwings have animus powers. Seawings have drained their animus after giving it all to the sandwings during breeding, and nightwings control over the lives of rainwings and test them. While in some parts of the rainforest testing is illegal, but they have full control on where they live, who they partner with, how they name their dragonets, etc. Sandwings are the dominant Pyrrhian tribe, and most other tribes listen to Blister. In Pantala, the secret hideout is populated with over 100 dragons. Wasp has been overthrown, and Jewel is the current HiveWing queen. SilkWings have seperated from the HiveWings and their queen is Queen Agrippa. The secret hideout has now become more of a hybrid hideout for Pantalan and Pyrrhian hybrids, especially after Wasp being overthrown. Blister has made a law about all hybrids being executed on the spot, and most Pyrrhian tribes listen to this law.
== War of Sandwing Succession ==
Blister successfully managed to trick Oasis into her own death, and started the war between the three sisters; Blister, Burn, and Blaze. Burn took the skywings side, and eventually the mudwings. Blaze took the support of icewings and most the sandwings. Blister took the side of the seawings and formerly the mudwings. The war has lasted 21 years, and in the events of The Brightest Night, ended. Burn was killed by one of Blister's tricks, dragonbite vipers. Meanwhile, Blaze was impaled by Blister's tail during claw-to-claw combat. Then, since Sunny died before meeting Thorn, Blister took the throne.
== Rewritten Characters (Sandwing Succession/DoD) ==
* Queen Blister (MDAU)
* Queen Scarlet (MDAU)
* Tsunami (MDAU)
Category:Alternate Universes
Category:Work in Progress
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Category:Content (Squilff)