Flydevin

Flydevins are an offshoot of humans native to the desert planet of Silanex. At a glance, they look nearly identical to them, but they are distinguished by their innate ability to create and manipulate magical winds, an ability known as Wind Arts. However, they are more fragile as a result and tend to be less effective when it comes to most forms to magic besides Wind Arts.
==History==
Flydevins were created hundreds of years ago via a magic infusion process which was invented by a tribe of regular humans in order to better defend themselves from raiders, Silanex having heavy competition for territory and resources. Flydevin culture has since developed and spread out in multiple tribes and settlements as they discovered more applications of their innate Wind Arts, though one particularly large city, Termidas, has recently made efforts to unify these tribes in order to form a larger civilization under the command of Monarch Gilderoyde Morluda. However, this unification is not nearly as peaceful at it may seem, due to General Fractus Zhantom conquering other tribes with force and brutality.
==Physical Characteristics==
Physically, Flydevins are extremely similar to regular humans seeing as a result of the fact they are basically just magically-enchanted versions of them and considering their relatively recent emergence. Flydevins can have hair and eyes of any color, though they tend to lean towards duller, less saturated colors. Their range of skin colors is similar to regular humans, though it tends to take on duller colors as well. One notable differences between Flydevins and Humans is that the sexual dimorphism has been inverted, with females generally growing taller and physically stronger while males tend to be shorter and physically weaker. Another difference is that their bones are lighter, which helps with their mobility but also makes them more fragile and physically slightly weaker than regular humans.
==Wind Arts==
The Wind Arts are an innate ability available to Flydevins, which allows them to produce and manipulate magical winds with their thoughts and movements. They have to make a conscious effort to use them, negating most accidents. One disadvantage of the magical winds over regular winds is that they’re… not exactly invisible, though they are still translucent and colorless.
By far the most impressive property of the Wind Arts is its sheer versatility. Effectively, the magical aspect of the winds comes into play with their ability to create and manipulate elements indirectly through the winds. This has led to the creation of many Wind Arts “divisions” in Flydevin culture, which allows Flydevins to specialize in an element and learn techniques associated with said element. Effectively, Wind Arts divisions work similar to muscles in that repeated usage of a Wind Art will lead it to become stronger and more potent. Also like muscles, if a Flydevin were to not use their Wind Art enough, they would begin to become weaker in said Wind Art. Although there is nothing stopping a Flydevin from training themselves in multiple wind arts, they usually find themselves to be weaker in these elements than a Flydevin who has specialized in a single humans. Someone who specializes in a Wind Art division is called an Adept of said division. Wind Arts are used by Flydevins both in combat and in their daily lives due to their versatility and usefulness.
Although the theoretical variety of Wind Arts is vast, some of the most notorious Wind Arts include:
*Twister Winds: The “base” Wind Art, which consists of simply manipulating winds in order to make movements easier. It can even be used to fly! Almost every Flydevin has some amount of training in this art due to its raw utility, though few specialize in it. It also helps that Twister Winds are by far the easier type of Wind Art to use, seeing as no indirect manipulation is required for its usage. However, true Twister Winds adepts are relatively rare, though it is theorized to have the strongest potential out of the wind arts due to the lack of indirect manipulation required to use it. In a way, every Wind Art is technically a product of Twister Winds, though Flydevin culture generally differentiates them due to the difference in result.
**“True” Twister Winds adepts generally wear a green and teal robe with spiral wind patterns on it. This clothing is generally light, in order to mesh well with the Flydevin’s natural lightness and the high mobility given by the Twister Winds. A belt is often worn around the waist to hold the robe in place due to the high amount of winds that can potentially be created.
*Mineral Winds: A Wind Art that allows its user to create rocks and sand by greatly amplifying the amount of mineral dust in the air via the magic properties of Wind Arts. It is generally used to overcome the gap of power and defense between Flydevins and regular Humans, being able to be used to quickly create weapons and shields. Outside of combat, it is often used for constructions, and some artists have also used it to make rock sculptures and the such.
**Mineral Wind adepts generally wear a sleeveless grey shirt along with rock-patterned lower garments, which can range from skirts to pants. Some opt to wear long gloves in order to protect their hands and arms from the rocks they create to increase the power of their physical strikes.
*Droplet Winds: This Wind Art greatly expands the amount of water contained in the air, allowing its users to make it rain, make objects wet or just generally create water. This Wind Art sees little use in combat, but it is incredibly useful outside of combat as it gives Flydevin an easily replenishable source of water, a great thing to have in a desert planet like Silanex.
**Droplet Wind adepts wear waterproof clothing in order to protect themselves from their own water, wearing a robe with a mix between a wave pattern and a rain pattern that is often compared to a raincoat in terms of the materials it’s made out of. They also generally wear waterproof hats to protect their head and hair from their water.
*Powder Winds: A Wind Art that focuses on cooling down the air, creating cold winds at lower intensities, and snow and even ice at higher intensities - it can also be used to freeze objects. This Wind Art is sometimes used in combat to restrain foes with the freezing aspect of the art, though it is mostly seen outside of combat, where its properties are used by some artist to create snow and ice sculptures, or in order to help cool down during hot days. It can also be used as a substitute for fridges and the such.
**Powder Wind adepts wear warm, relatively heavy clothing compared to other adepts in order to protect themselves from the cold created by their winds. Most wear white robes or dresses made out of a fluffy, poofy material, with windy patterns similar to Twister Wind adepts.
*Solar Winds: The reverse of Powder Winds, focusing on heating up the air to the point fire can be created and objects can be melted at higher intensities. This makes it a potent Wind Art for fighting, but it is also used to cook food, dry objects and heat them up. It’s also very useful for Flydevin metalworkers.
**Solar Wind adepts wear very light clothing compared to the other adepts as a result of the heat often created by their winds. This generally includes a red tank top and shorts with a sun-themed design with “dots” surrounding it. The clothes are made of fire-resistant materials to prevent their users from accidentally burning them as well.
*Spark Winds: A Wind Art that focuses on creating sparks and electricity. At higher intensities, Spark Wind adepts can even produce lightning strikes, though this is highly intensive and requires a lot of focus in order to make up for its sheer speed and power; less experienced Spark Wind adepts will find Spark Winds to be a very unstable Wind Art. Like Solar Winds, Spark Winds are often used for combat, though they are also useful for powering up machines and the such.
**Spark Winds adepts wear a specialized golden chestplate around their torso with lightning rods designed to absorb any lightning that may come towards them. They also wear a robe with a lightning bolt pattern on it and pants with a dot pattern on it. The clothes are designed to protect their user towards electricity as well, as a failsafe in case the chestplate fails to work.
===Extra Wind Arts===
As for Episode 6 of Kicking Dust, it has been revealed there are actually more Wind Arts beyond the main six. However, few are those who know about them, because the means to use and train them have been kept secret by Flydevin royalty. These include:
*Gilded Winds: Used by the Morluda family, including the current ruler, Gilded Winds allow the user to create gold. This effectively makes economics a non-concern for them if they're careful, and also allows them to create sharp metal weapons. However, compared to other Wind Arts, it seems to be hard to produce large quantities of gold, limiting its applications and not making it a straight upgrade from Mineral Winds.
**This Wind Art is kept a secret due to the fact it would trivialize Flydevin economy as a whole. However, Gilderoyde's rule has already trivialized economy to a decent degree.
*Smoke Winds: Used by the Zhantom family, which has been tasked to develop the art. This wind art allows the user to create poisonous smokes that can clog the vision of opponents and knock them out in a matter of seconds if large quantities are injested, making it a very devastating wind art. It has often been mistaken in the past for "Dark Magic" by Flydevins unaware of the additional wind arts. So far, Fractus and Duster have shown the ability to use the Wind Art, and it's quite likely Nimbus can do the same as well. It should be additionally noted that users of Smoke Winds are immune to their own Smoke Winds, though they are not immune to the Smoke Winds of other Flydevins.
**Smoke Winds are kept a secret due to their sheer dangerousness and the fact they have no known practical applications outside of combat.
*Sonic Winds: A wind art that allows one to produce and manipulate sounds. By being careful, you can create beautiful and original music with the Sonic Winds. However, in most cases, if untrained, all that's made are extremely loud sounds, strong enough to destroy rocks and bypass conventional durability. This does make the art very useful in combat, however.
**This Wind Art is kept a secret due to how dangerous it can be when one isn't trained in the art. Compared to other dangerous arts like Solar Winds, the usefulness tradeoff is not considered high enough for the Wind Art to be declassified.
==Notable Flydevins==
GilderoydeKD.png|Gilderoyde Morluda|link=Gilderoyde Morluda
ArmoredFractusKD.png|Fractus Zhantom|link=Fractus Zhantom
DiamondKD.png|Diamond Hallion|link=Diamond Hallion
DusterKD.png|Duster Zhantom|link=Duster Zhantom
NimbusKD.png|Nimbus Zhantom|link=Nimbus Zhantom
DrizzlerKD.png|The Drizzler|link=The Drizzler
GampaKD.png|Gampa Pararain|link=Gampa Pararain
MarkroseKD.png|Markrose Hortica|link=Markrose Hortica
TridaKD.png|Trida Kyrjan|link=Trida Kyrjan
ErifaKD.png|Erifa Kyrjan|link=Erifa Kyrjan
BeruliKD.png|Beruli Tei|link=Beruli Tei
TeliruKD.png|Teliru Tei|link=Teliru Tei
CoarbelKD.png|Coarbel Lignate|link=Coarbel Lignate
RavitieKD.png|Ravitie Dawne|link=Ravitie Dawne
BrunoKD.png|Bruno Incrisp|link=Bruno Incrisp
Category:Species
Category:Subspecies
Category:Humans
Category:Poisonshot