StrifeWings (BronzeRattle)

The StrifeWings are owned by BronzeRattle. Please only edit for obvious typos, grammar failures, and adding images to the fanon sections of the Resources section.
While this tribe is now open, keep in mind that Territory and Culture are still a little incomplete.
~ TOC ~
Permissions • Biology (clr) • Abilities • Territory (map) • Govt. (relations) • Lang. • Culture • Resources
Click me for real TOC if you hate the fake one
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== Usage Rights ==
↓ Down to commentsI'm flexible for AUs, so most stuff that is restricted is more so just so that I can keep track of who's getting what. You may create OCs with just an English name if you find the Birdkin scheme too janky.
ALL OCS MADE BY OTHER USERS ARE CONSIDERED FANON(But try to interact with one another)
Allowed✓ — Free, no permission
* Ordinary StrifeWings
* Generals, scholars (including client seekers), and ordinary roles
* Any art or fanfictions
Restricted — Ask BronzeRattle
Requires written permission from BronzeRattle through comments or message wall. Ping @BronzeRattle in comments if former.
It is up to you to convince me that you will be responsible with the below to grant you permission.
* Animus StrifeWings (does not exist naturally)
* Hybrid StrifeWings (read § Hybrids)
* Warbacks
* Overseers and Warlords
* Making a tribe related to the StrifeWings
* Anything else that might be contentious...
Please avoid...
* Making crazy overpowered OCs, especially with hybrids.
* Deviating your OC completely from the tribe. I won't be insulted if you throw some lore or culture out of the window, but please do not disregard all of it because you don't like it or want to deal with it. At that point, make a tribeless bird OC.
=== StrifeWing relations ===
StrifeWings readily accept requests to go into battle for other tribes as long as they get paid, but otherwise do not typically engage in the usual relations (although you can try). See §Relations for more info.
Requests for relations may be casual, in letter, or roleplay, although note that I'm not the best at roleplay. Ping @BronzeRattle if commenting here. You may progress the relation (and I also might too after a while) however you'd like.
Allowness of requests in succint words:
* To fight as mercenaries: OPEN
* Alliances (true): OPEN, LIKELY TO FAIL
* Trade deals (outside of mercenary work): OPEN, LIKELY TO FAIL
* Acknowledging the tribe: OPEN
* Making the StrifeWings an enemy: OPEN, REASON NEEDED
* Requests for war on: OPEN
== Introduction ==
"You can't trust those doggone birds with anyone"
Got a war to fight? For the StrifeWings, war is the core of their cultural (and economic) being! Tiny and underwhelming alone, StrifeWings use their numbers to make quick work of whoever they're paid to destroy—and whoever fails to pay them. Remember to keep your offers more lucrative than your enemies' bids lest you want them to turn on you mid-fight!
== Biology ==
=== Description ===
StrifeWings more closely resemble tiny birds than dragons. They have four limbs consisting of two legs and two pointed feathery wings tipped in spurs, a large chest typical of birds, a thick beak, a throat sac, and a short narrow tail made out of a bunch of fused feathers. Their tail often curls inwards which gives the illusion of it being thicker than it actually is.
StrifeWings have large rounded pupils under small triple ridges that slightly resembles those of a SeaWing. The most center ridge has a long extension with a rounded feathers that form their head crest. Their chin has a small crest. Down their neck, body, and tail are square-ish scales under larger pointier ones, but otherwise most of their bodies are feathery minus the scaled underside tipped in a single fin. StrifeWings are tetradactyls, with 3 long toes and a hind toe for gripping. Their ankles have a bunch of rounded feathers to aid in flight.
Females are considerably heavier than males. Males generally have longer and more impressive head crests, a larger throat sac, and more eyespots.
StrifeWings are known for being extremely small among dragon tribes: Adults are only around 7.5 to 9 feet tall (2.3 to 2.7 m) excluding head crest. The head crest is a yard long or around a third of their body length in new adults. StrifeWings stop growing after a year, but their head crest grows continuously at a slower rate. They can be nearly twice the original length in elderly StrifeWings. Adults have a wingspan of around 30 feet (9 m).
The tribe is also extremely lightweight, with new adult males averaging 85-105 pounds (39-48 kg) and females averaging 100-130 pounds (45-59 kg). They gain weight as they get stronger post-adulthood, typically maxing out at +20% their new adult weight before age weakens them. Old StrifeWings can be as much as 10% lighter than an adult.
=== Colors ===
StrifeWings are very colorful dragons, being any color on the color spectrum (and some in the ultraviolet range) and includes endless shiny textures like iridescence. Their colors can change quite drastically through molts, which they do at least twice a year but can molt when necessary. StrifeWings generally keep their colors similar between molts to avoid confusion. They can have different patterns in different molts.
They advertise their fitness and identity via bright colors and patterns when they feel confident. StrifeWings keep their chin scales iridescent. Dragons are more vibrant when attempting to attract a mate. Immature StrifeWings or dragons under the weather are duller. They are usually brighter in the summer and duller in the winter.
=== Diet ===
StrifeWings are omnivores. Their main prey is fish, followed by crawfish, starfish, and urchins, although in reality they will eat just about anything small enough to fit in their beak. Their beak is hefty to crack open shells and search the ocean floor for underwater goodies. On land, they are restricted to lizards, crabs, seabirds, and rodents. StrifeWings eat a good amount of nuts and firmer fruit. Nectar is heaven to them.
They have no grinding teeth, so they essentially swallow their food whole (they may grind up shells for a moment) and eat rough pebbles to digest in their gizzard.
StrifeWings use their speed to actively hunt for prey. Their calorie requirements are very high, so they eat around 10 pounds a day, split between meals every 2-4 hours. They can eat a third of their body weight in one sitting, but this weight causes issues flying so they rarely eat to capacity. StrifeWings are more likely to gorge themselves if they expect to not be able to eat for a while.
=== Longevity ===
StrifeWings have short lifespans. They grow very rapidly, sexually maturing by six months and reaching full size by a year. The known life span is around 70 years, but their warring habits make their life expectancy only 3-5 years. StrifeWings that live past 5 years are statistically likely to live for at least 10.
Mortality rates are high in the first couple months of a StrifeWing's life due to their ridiculous energy expenditure, tiny size, and rigorous training. It's estimated that around 5% of StrifeWings die in their first battle, and 10% of a city's population don't make it through a successful client job.
=== Reproduction ===
StrifeWings are variable in mating systems. Areas typically have a mix of monogamous pairs (one male and one female) and polyandrynous groups (one female with multiple mates), with various helpers. Monogamous pairs may become polyandrynous if there aren't enough StrifeWings. Generally, the larger the population gap, the more likely an area has polyandrynous groups. Severe deficits can cause groups to devolve into polygynandry where either sex has multiple mates.
6-12 slightly oblong eggs around 8 inches (20 cm) long are laid by the female wherever they can be covered by a layer of sediment or leaves. Communities often create a group nest where all eggs are lumped together. Eggs are marked in a pheronome by the female to identify them. Females in more isolated communities watch their eggs, while females in more crowded ones tend to entrust helpers with the job.
Eggs hatch after 28-40 days. Despite the egg size, newborn StrifeWings (hatchlings) are only the size of a scavenger's hand and are largely helpless. They spend a day absorbing the yolk of the egg and open their eyes when finished. Hatchlings stay in and around their place of birth as they develop their senses, digestive system, and learn how to move effectively. They are fed fruit puree for the first two days before they are transitioned to small chunks of soft meat and finally to solid miniature prey after a week.
Most hatchlings can stand and walk after ten days. It can take up to sixteen days for them to learn how to "run" (more so hop in a galloping fashion) without falling. They learn to use their wings to steady themselves.
== Abilities ==
=== Resistance ===
From a gland under their wings, StrifeWings coat themselves in a non-flammable oil to not only waterproof and keep their feathers/scales clean, but also to briefly resist sudden exposure to extreme temperatures and volatile substances. This allows them to remain unharmed even if they catch the very edge of a breath ability while dodging, although any sort of prolonged exposure will hurt them. The oil can cause some weird interactions, most notably their ability to run through fire without being badly burnt.
=== Empath ===
StrifeWings use their crests to detect the feelings of other creatures to find their general location. The longer the crest, the greater range a StrifeWing has. A single StrifeWing by themselves normally struggles getting coherent readings—any readings are sudden like a gust of wind—but StrifeWings in close proximity will enhance each other's "radar" range, depth, and precision. Large enough groups can know exactly what a creature will do before they do something and track someone even through deep caverns. StrifeWings are most sensitive to each other's feelings and can communicate telepathically with increasing clarity when there are more of them. Without help, they can't manage much more than single words.
Readings are very clear while touching a creature. A StrifeWing can communicate telepathically to them, and with some backup, can even search through memories but lack the ability to "hold" them for long.
StrifeWings require raising their crests to listen in on feelings, so injuries to it or something that prevents them from raising it fully can impede or block their empathy and telepathy. They lower their crests to decrease sensitivity to signals such as while sleeping.
=== Rush ===
When StrifeWings get excited, they pass down special electrical signals through their head crests to other StrifeWings which entices them to do the same and causes a chain reaction. This is known simply as rush. Rush puts all StrifeWings on the same page and encourages them to pursue a goal, such as working to catch a school of fish. StrifeWings in rush are not limited to a sole action in a goal and are actually more receptive to input for effective positioning. Rush signals "bounce" between affected individuals: It lasts significantly longer when there are many affected as opposed to a few.
Rush dwindles when StrifeWings deem the stimulus as no longer beneficial to pursue and stop passing it on to other individuals, which is more likely as the signal gets older. It ends when no dragons are pursuing it or when the goal is accomplished, thus making it effective in the very short term. StrifeWings that were recently in rush temporarily enter a refractory period where they are immune to other rush signals and can't start rush signals. This period increases the more frequently they go into rush and decreases when given a long enough break.
Rush is common in battle situations. Interestingly, crest-less StrifeWings can still get rush but can't transmit it. Some StrifeWings can resist the urges of rush better than others: Those that appear to never pursue/transmit rush are nicknamed crashers.
=== Other skills ===
They are notoriously quick in the air, reaching speeds upwards of 100 miles an hour (161 km) and making hairpin turns. They can also hover and fly backwards, but slowly. They hardly glide.
StrifeWings are good swimmers, primarily wriggling their tail and body for movement. Their legs stay retracted unless they need to move quickly or upwards. They need to take air every 15 to 20 minutes on average, with slower rates while sleeping, so they seldom go deeper than 100 feet (30 m).
Most in the tribe are skilled fighters. They learn to imitate sounds, especially bird calls, with a great degree of accuracy, and some can perfectly mimic the voices of other dragons. They often take a liking to one particular sound and repeat it. Their auditory memory is impressive, capable of remembering and replicating sounds decades after they have been first heard.
=== Weaknesses ===
StrifeWings aren't very strong on their own, lacking offensive abilities, and can easily be crushed to death with their small size and pitiful weight. Their metabolism is very fast when compared to other tribes, so they need a constant supply of food and quickly tire (which also makes them very resource motivated). Finally, they are reliant on side attacks and flight to deal damage. Grounding or forcing them to fight head on will never go well for them. StrifeWings can only hop at best on the ground.
== Territory ==
Click here to show/hide interactive map (Large). Words in italic parentheses are the Birdkin names.
SapsuckerArchipelago.png|Just terrain
StrifeWings are endemic to the Sapsucker Archipelago, a volcanic chain of many islands composed of 5 sizable islands. Elevation decreases sharply from northeast to southwest, with Oversee on the central island being the highest point. The central and northeast islands are characterized by volcanoes, magma flows, and black rock, while the western and southwest islands have more forest, water, and marshes.
The islands vary a little in climate, but generally have a tropical climate and intense rainfall. Its position also makes it prone to occasional hurricanes, which can temporarily flood the western and southern islands. The islands are active volcanically and tectonically, with continuous gentle eruption in the northeast segments—Lava rivers are quite regular in these areas. Only Black Avalanche has been known to erupt violently. Earthquakes are common yet rarely cause damage.
Politically, their territory is split into 7 regions known as cities that evenly (or roughly evenly) split the tribe's population. StrifeWing presence in any city depends solely on if the city is being used for a client: There can be thousands if a city is not activated and less than a hundred if they are warring. StrifeWings are mostly seen training their fighting skills in some way or swimming in the archipelago's gentle waters to hunt for their preferred sea prey.
=== Notable locations ===
These are areas of interest in StrifeWing territory sorted by location in a city as per the latest rezoning. Dragon names are noted first, with Birdkin ones in parentheses. Places with just one name are in Birdkin (or I got lazy about making a Birdkin name).
==== Overseer City ====
: (Ikka City)
The Overseer City is located on the central most island. With the great volcano of Oversee, it is the highest city. The Blood Overseer lives here, alongside her many scholars.
:Oversee (Ikka)
Oversee is a fairly young shield volcano, the largest volcano and highest peak of the Sapsucker Archipelago topping at 11,280 feet (3480 m). It is the only peak with year-long snow, an important source of water for Overseer City. Oversee is dormant, with only one eruption known in tribe history 500 years ago. Overseer Headquarters built in its side.
:Subordinate (Ukkus)
Subordinate is a volcanic cone just east of Oversee. It is significantly lower than Oversee, only rising to around 3,000 feet (914 m), and takes on a very flat profile. Unlike Oversee, Subordinate is highly active and routinely erupts, although eruptions are very small and limited to around a 300 foot radius around the vent. This has allowed for a uniquely diverse forest to grow in close proximity. It constantly steams around the vent, fueling rich spring waters.
:Fathoms Labyrinth (Far'a Yir)
The Fathoms Labyrinth is a massive series of tunnels embedded in the western section of Oversee. The labyrinth was enchanted to send dragons over to other continents, islands, and worlds quickly, in a similar fashion to the NightWing island and Kingdom of Sand portals in the Rainforest Kingdom. By default a random location is chosen by each tunnel every midnight that remains until the next midnight. The amount of tunnels changes every midnight. 6-12 tunnels exist on any given day.
The Blood Overseer can force a tunnel to keep its location by drawing an X at its mouth with her own blood, and can force the whole network to remain by drawing it in a designated indention in a platform in front of them. She can unfreeze it by patting the X twice. A StrifeWing can force a tunnel to change to a location in a tribe's territory by throwing an object of the tribe, such as a scale or blood drop, inside, in which the tunnel will not change until the next next midnight. Tunnel entrances remain guarded for this reason and most cities only permit the Warlord to do this. Dragons caught while the tunnel is changing are presumably killed as they are never seen again.
Some StrifeWings feel eerie near a tunnel. The labyrinth is known to read Overseer intentions, increasing its quantity of tunnels when client seekers are unleashed.
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==== Outside cities ====
These locations are not part of any city currently.
:Black Avalanche (Okk-Vayl)
Black Avalanche is a lone stratovolcano in the far northeast of the archipelago. Formerly known as N' Zit-Ce (The Lone Sea), it was known as a dormant volcano and was part of a Warlord's territory until its violent reawakening approximately a century ago nearly wiping out the whole city. Since then, it has been renamed and remains active, consistently erupting a few times every year. It is the only volcano that erupts aggressively as opposed to the lava oozing other volcanoes do.
== Government ==
StrifeWings have a decentralized government closely intertwined with the military. It is split into upper roles, lower roles, and ordinary roles. The upper roles are the Blood Overseer and Warlords, the lower roles include scholars and warbacks, and ordinary roles are all other leadership jobs.
=== Cities ===
Cities are essentially the states of the territory. Six cities are each ruled by a Warlord, who they are named after, and are independent from each other in management. Going from one city to another is akin to switching countries. They have rigid borders and StrifeWings that are part of them are managed by their Warlord and expected to fight. StrifeWings are not allowed to live long-term in other cities besides their own, but may be permitted to visit temporarily between client jobs.
The population and population densities of StrifeWings that are not scholars or taking other special tasks is evaluated every 2 years (or whenever the Overseer feels is necessary). From this information, the territory is split into six cities that get to as close as evenly distributed in population is possible, a process called rezoning. This occurs even if a city's army is temporarily elsewhere on a task. StrifeWings that are part of a different city from rezoning belong to it and must have two weeks to get trained and know their new policies before being put into battle. Warbacks and Warlords cannot be relocated.
One city, deemed Overseer City, is exempt from rezoning, as it is where scholars and the Blood Overseer reside and its numbers are relatively constant. Because the Overseer rules it, it never engages in war and serves more so a vantage point.
The Overseer may form an enclave of a city.
==== Enclaves ====
Enclaves are essentially temporary, smaller cities that only exist when the Overseer puts a warback into effect or when deciding a Warlord. Most of the time they are in a city or at least border one, but some may be exclaves on islands or claimed enemy territory. Enclaves are ruled by their assigned warback and inherit the policies of their parent city unless they are authorized not to. Warbacks can alter policies if they deem it necessary.
Enclaves have fixed borders that are not affected by rezoning. When made, some StrifeWings in reserve or idle, either in its city or in another, are sentenced to live in the enclave, forming a small army. Enclave cities have very few supporter roles. StrifeWings in an enclave are not counted towards rezoning.
When an enclave serves its purpose and is dissolved, its StrifeWings either go back to their original city or may request to remain in the city of the enclave. Requests require Overseer approval.
=== Blood Overseer ===
:Current: Blood Overseer Ovi-Kaa'Rz
The Blood Overseer, also known as just Overseer or Supreme Overseer, is essentially the "queen" and ultimate authority of the StrifeWings. The Overseer is much more of a monitor than a power figure, tracking the military, finances, and encouraging technological growth to ensure that StrifeWings remain in business and alive. She leaves ruling almost entirely in the talons of the Warlords and very rarely interjects.
The Overseer has several powers in her vein:
* Permissions: While Warlords are pretty free to do whatever, she will limit them from conquering and killing off other tribes as she perceives it as bad for business. They must request permission for major campaigns outside of client needs.
* Assignment: The Overseer assigns a Warlord for each client to do a strictly agreed-on set of tasks and can tell them to cease if relations become problematic. She can also assign Warlords non-negotiable tasks she wants done in a timely manner. Should the number of clients be greater than the amount of Warlords, warbacks are put into effect and cities may be fragmented.
** Impeachment: Rarely invoked, but the Blood Overseer can impeach dragons from any position for any reason. Most occasions involve Warlords.
** Summons: The Overseer can summon any dragon by name. This is used to summon Warlords for quests and very seldom used for ordinary civilians.
* Finances: She oversees the tribe's budget, allocating a certain amount to each city every month (in ordinary conditions). Anything of monetary value gained from a client is given to the Overseer, with some deducted to pay the staff of the city who claimed it and another chunk for Overseer operations, and redistributed to how she sees fit. Generally, cities in harder wars get paid more.
* Research: Since StrifeWings make their whole living off war, the Overseer employs considerable time for innovation. She takes notes from their experiences. The Blood Overseer is quite willing to fund experiments from civilians if it means results.
The Blood Overseer resides in her own city, Overseer City, with her employees called scholars. Overseers remain until they either die, formally renounce their crown, or are determined by scholars to be too ill to manage the tribe. Only female relatives of the Overseer line can be the Overseer—Warlords are explicitly forbidden. Daughters of the Overseer are trained in government by both the Overseer and scholars. Generally the oldest daughter becomes the Blood Overseer once the current one dies, although she can pass it to another female relative.
The Overseer always wears armor made from the bloodweed plant, a black kelp-like plant with red veins, for identification. They are the only StrifeWing allowed to wear the bloodweed crown. The Overseer tend to wear large amounts of jewelry otherwise.
=== Warlords ===
:Current: Aul-Sal, Kuru, Agos V' Gri-Krer, N' Are-Un Li, Ama T'Onte, and Oo' V-Ilo
The Warlords are the de facto rulers of the tribe, with usually six at a given time. Each Warlord has their own city they command, manage, and enact laws for. In their own city, a Warlord is essentially queen. Generals and all their citizens defer to them as ultimate authority ordinarily. The Overseer only really requires that they don't kill off their whole city population, don't go on frivolous military campaigns, consistently provide reports on their city, pay taxes on time, and to defer to her if she needs something of them.
A new Warlord picks who their successor will be (the only requirement being that they were born in the Warlord's city) within a few days of being promoted and may change their pick at the end of each year. Similarly to Overseers, the chosen successor along with any immediate offspring of the Warlord are trained by the generals and scholars to learn how to govern and lead. When a Warlord dies, their successor will immediately become the new Warlord. If a Warlord had no successor chosen, one of their immediate offspring can take the role. If there is no successor or willing children, the most experienced general becomes Warlord.
Warlords may be booted off the role by the Overseer. Should this happen, a city's population stops activities to hold a two day vote on who should be the Warlord. The StrifeWing who gets voted the most becomes the new Warlord. If there isn't a clear consensus between certain candidates, one of them is randomly picked to be the Warlord while the others are situated with a tiny enclave, both for a period of six months. After this time, all are evaluated with a one night voting session. If a candidate of an enclave is thought to do better than the current Warlord, the current Warlord is deposed and the candidate is reinstated in that position. Other candidates may return to their previous lives, but may end up gaining higher roles in the military because of their experience.
Warlords rule until they die or are removed by the Overseer. The latter is quite rare and happens due to ignorance or inexperience.
=== Warbacks ===
Warbacks are somewhat like backup Warlords. Ordinarily, they have a normal role in their city. When the Overseer decides that an enclave need to be opened up in a city, one or more of that city's warbacks are put into action, leading the enclave just like a Warlord leads a city. Warbacks engage in the same type of training the successor and children of a Warlord do. Unlike them, warbacks are not permitted to directly fight in any manner. Because of this, they are rarely very high in the military ladder to ensure that their absence won't cause too much disruption should they have to manage an enclave.
Warbacks are directly chosen by the Blood Overseer and may be suspended by her. They tend to be recommended by the Warlord for picks but ultimately the decision is made by the Overseer. By law, a warback cannot be a successor, immediate offspring of a Warlord, or be a Warlord or scholar, although warbacks can be Warlord candidates from a voting. A city typically has 2-4 warbacks. Warbacks may be amended or removed following deaths, events, and new Warlords.
=== Scholars ===
"Scholar" is the name given to any StrifeWings that work for the Overseer and carry out her orders, either temporarily by commission or full-time. They have no exact job, but are often specialized for one particular topic such as message delivery or determining taxes. While a scholar is working for the Overseer, they are not permitted to fight and must reside in her city unless they are conducting work outside her realm. They collaborate with other scholars regularly. It is illegal to harass or intimidate them.
StrifeWings born in the Overseer's city (especially of scholar parents) are usually trained in prestigious schools to become scholars full-time. Other StrifeWings can apply for these schools, but since they are very hard (and expensive) to get into, outsider StrifeWings tend to only get into them because they were referred to by other scholars or Warlords. The Overseer may appoint a promising StrifeWing to a task part-time and skip schooling them until she determines they need to be full-time.
Scholars are considered to be top class in society. They get paid among the highest wages in the tribe, so they are stereotyped as snobby and covered in bling.
Client seekers are scholars specifically chosen to seek clients and are among the most important jobs in the tribe.
=== Clients ===
Clients, the tribe which StrifeWings are fighting for, have considerable power in their government. While they never directly rule, their demands can influence policy and wealth. They are to be followed to a T until they become unsustainable or against the Divine Code. Clients are treated with utmost respect like a celebrity guest.
=== Divine Code ===
The Divine Code is a set of laws and cultural norms established since the beginning of their mercenary history. The laws must be abided by all StrifeWings, even the Overseer and Warlords, and are unable to be changed.
The Divine Code is below.
# The Divine Code serves to ensure an identity that StrifeWings shall respect. The Code is not to be stuck in its epoch, nor abused by its written wording in present time. The Code shall not be modified when it is finalized in its slate. All StrifeWings shall know its verbage by adult stage. The Code lends itself to distribution to the masses, not exclusivity to the high class, in its only form.
# Our identity is our strength. No tribe shall conquer, control, or otherwise eliminate the StrifeWings. Should anything threaten our populations and plunder our lives, all else is an excuse.
# Fighting unites us and teaches us not be weak. We shall hone these skills to improve the weaker armed who cannot take up such a feat.
# Brothers and sisters must be honorable to one another, as we fight and die together. No StrifeWing shall commence violence against stranger species away from targets, in territory or theirs, lest they then pose a danger to our security.
# This tribe shall be controlled by minimum six (6) Warlords leading armies. Warlords shall be chosen from the first's or previous Warlord's dragonet of choice, or the general if null. Junior Warlords, warbacks, remain reserved for situations if six plus armies must be required.
# A Blood Overseer (1) shall oversee all activity in the tribe and remain exceptionally out of battle unless there be a crisis. She shall share blood from the first Overseer and the power to police her Warlords. She cannot pick her leaders. This StrifeWing is the sole heir of the bloodweed crown. The bloodweed crown may not be replicated and must be reinforced to stand the tests of time.
# All is fair game against our assigned enemy. We spare dragonets and the elderly, and promise not to eliminate other species unless they should prove an eternal threat to our profits.
# We remain true to our word when we deal with other species. We shall not switch sides unless it should be favorable to our resources. We plunder shall there be dues unpaid by the date assigned.
# We are strong. Conflict is careful business. Plundering of blood and land away from a job is strictly restricted by the Blood Overseer unless it shall be to expand the tribe's interests.
# We do not create eternal ties with other species of sapient animals, as sensations prove to make business unprofitable.
=== General laws ===
Besides the Divine Code, Overseers can set general laws for the whole tribe. These override city-level laws. She can really enact laws whenever, with at least a month required after passing before going into effect, but usually consults her legal scholars before she does so. Most laws of this nature are taxation and hybridization—The Overseer hardly passes laws otherwise to let the cities be independent.
=== Economics ===
StrifeWings have a small domestic economy with small crafts and rich cuisine as their predominant trade. Outside of their borders they produce virtually nothing besides their own labor. They use their labor to get what they want, namely natural resources that are sparse on their archipelago like lumber, food, and especially land that they can exploit for their resources. StrifeWings are stingy about trading actual items with other tribes, although it actually isn't illegal, just looked down upon as excessive marketing.
Since the Fathoms Labyrinth is heavily guarded, all wealth in a city descends from what the Warlord provides, which is supported from the Overseer's allocation. Because of this, unproductive years can cause dozens of low-ranking StrifeWings to starve and suffer.
== Language ==
The StrifeWing native language is Avekun, translating to Birdkin in Dragon. It consists of bird-like chatters, chirps, trills, squawks, and whistles produced by their highly developed syrinx. Birdkin is extremely difficult for non-StrifeWings to learn and especially emulate due to its complexity and vocal constraints by the lack of a syrinx in most tribes. Families develop accents that pass down to their young, which are then used to identify their lineage.
Contrary to popular belief, StrifeWings do not understand other bird's calls, although due to intensive bird studies, they have a good idea of what native birds mean by different calls.
Since the start of the mercenary era, StrifeWings are required by the Overseer to be taught spoken Dragon in their city and know select relevant words/phrases by adulthood. Written Dragon is not required tribe-wide, but is required in a couple cities, thus creating an inconsistency in writing fluency. StrifeWings speak words they don't understand by imitating the first time they heard it from someone else and playing it in what they believe to be the proper context.
=== Naming ===
StrifeWing are only formally named once they go through the graduation ceremony. Before this, they go by a basic phrase or word. At graduation, they must amend or change their name to be something that signify their strengths, personality, family, or physical traits. Names are regularly compound and rarely singular.
Since the literal Dragon translation of their names tends to be long or not sound great, StrifeWings may have a name in Dragon reminiscent of their Birdkin one. Ovi-Kaa'Rz, for example, literally translates to "Egg Crusher", but is actually known in English as Ovikkrush. Criminals may be dishonorably renamed to reference their crime (e.g Ave T'nuss, which is "Liar to the Birds").
Two or three part names (not including connectors) are not necessarily read linearly. The name Pro Ovi can mean "Egg Protect or "Protect Egg". Connectors (see below) and hyphens are used to preserve order. Excluding connectors, names of four or more parts are read linearly (T'Ol Ave V'Ske-She is "The Sun Bird of Sharp Heart").
Below is a list of common nouns, adjectives, and verbs used in usual names. These are not the only words able to be used.
Please let Bronze know if you would like a word here or are creating a word.
* Ave = Bird
* Ke = Beak
* Gar = Claw
* Krer = Crest
* Uma = Plume
* Alha = Wing
* Fay = Feather
* Ikk = Eye
* She = Heart
* Ol = Sun
* Un = Moon
* Kuru = Land
* Are = Sky, air
* Onte = Mountain, ridge
* Sal = Grass, meadow
* Ilo = Fire
* Rio = River
* Agos = Lake
* Amar = Scar
* Ovi = Egg
* Tey = Prey
* Gerr = War
* Vizi = Fight
* Filo = Fly
* Wthl = Swim
* Trr = Red
* Ara = Orange
* Aul = Gold, golden
* Ti = White
* Okk = Black, dark
* Li = Bright (as in light, not smart)
* Iror = Rainbow, iridescent
* Tr = Streak
* Toto = Spot
* Makr = Mask
* Toma = Loyal
* Ske = Sharp
* Orov = Brave
* Gri = Great
* Ezz = Smart
* De = Tough
* Pro = Protect
* Mek = Strong
* He = Hope
* Neto = Proud
* Ama = Friend
* Bess = Trust, truth
* Aku = Family
Names can have "connector" words in them or more rarely in front of them. Except for S, these words are followed by an apostrophe (e.g Amar V'Iror which is "Scar of Iridescence"). The first letter of them is always capitalized. Generally, connectors have no space before another word,
Names avoid having two or more connectors next to one another, but it's normal otherwise. Should this happen, the latter connector can have a dash instead of an apostrophe.
* I = and
* V = of, of the
* N = the
* T = to the
* Ii = in
* Oo = out
* F = -ful, full of
* Rz = -or, -er (used as suffix)
* K is used as a comma (e.g De K'Ke-Trr which is "Tough, Red Beak")
* S is used to indicate a plural noun, and has an apostrophe before it instead of in front (e.g Kuru'S).
Below are common words in criminal names.
* Zit = No, none, zero
* Nuss = Lie
* El = Steal
* Ste = Weak
* Bizi = Kill, murder
* Eto = Disgrace, failure, shame, useless
* Irot = Coward
* Emat = Enemy
== Relations ==
=== Mercenary view ===
StrifeWings are extremely unorthodox in relations. Rather than sorting out trade relationships, mercenary work is the heart and soul of the tribe. Instead of engaging in trade, StrifeWings make their living by offering their armies to be used by other tribes in conflict.
Client seekers use the Fathoms Labyrinth to scour endless lands to advertise the StrifeWings' military might in zones where they see conflict. If a tribe comes up to them with interest, their leader is sent through to the Overseer to discuss. Overseers rarely care about what the conflict is, justified or not: If a tribe agrees to pay them resources on a certain cycle and there is no threat of harming StrifeWings in the process, she will engage a city or enclave to take on the problem depending on its size. A tribe that they are working for is known as their client. The operation is the client job. Most deals do not last until a conflict is over, but rather for a certain amount of time in weeks or months to review and potentially reenlist the StrifeWings again, and even then their loyalty can be broken off before this date per the Divine Code. StrifeWings can and often have multiple clients at once—It's rare for them to be entirely at peace and such episodes are short-lived.
The Overseer sees everything at an economic and number standpoint. She prefers that neither side completely decimates the other because if a tribe goes extinct that's less clients in the future. Surrender is more profitable as it means more goods from the victor and the defeated can recoup to become a client down the road. A conflict that requires more manpower than one city has enclaves of another city established and those enclaves sent to quell it. Casualties are a very important statistic to measure: If the majority of StrifeWings being sent die, the Overseer may pull out of the deal. She will refuse to attack tribes that other cities or enclaves are employed in.
Most importantly, any client job's continuation depends on the agreed on funds from the client. The Overseer can tolerate a little lateness in funds if there is a good reason why by the client, but if it's prolonged or occurs without warning, any troops engaged are ordered to pull out of battle. As the lateness gets worse, troops ignore the client tribe more and more until the Overseer gets a payment. After a couple missed payments, troops are given free reign to do whatever is reasonable to get those funds. StrifeWing loyalty to a cause is easily bought out by other tribes if payment is inconsistent. Clients that pay insufficiently and/or in an untimely manner may be in for a nasty shock upon realization that the StrifeWings now obey their enemy.
Deals are not permanent and neither are relations. StrifeWings may get along with another tribe well enough, but ultimately break off as part of their Divine Code rules. Any loyalty they exude toward someone else is always temporary. Real loyalty lies within their own tribe.
=== Approval ===
In spite of their mercenary work and no relations policy, StrifeWings do take a liking for certain tribes that fit their values. They do not go out of their way to defend or help them, but see them as good company rather than that one tribe they once worked for. The following tribes are generally approved of.
* IntriWings — The StrifeWings have visited the IntriWings before and love how seriously they take their militaristic culture. Some StrifeWings will show their support by matching their camoflauge.
== Culture ==
StrifeWings have a culture heavily geared toward bravery.
=== Values ===
==== Fighting ====
StrifeWings take fighting very seriously. A StrifeWing that doesn't know how to fight or doesn't at least train to learn how is seen as useless in their society. They train at least a few times of week, often with friends, to ensure that their skills don't get rusty, as rusty StrifeWings are considered to be irresponsible. Training is a way to become a stronger, better dragon, to protect one another, and to advance the tribe. Training can range from simple sparring to see who gets knocked out of a "ring" first to endurance swimming. StrifeWings try to avoid building "thick" muscles because the size interferes with flying, but some mass is unavoidable. They enjoy training with client tribes to teach them skills or learn their skills.
StrifeWings strive to be good opponents. They don't usually like to "go easy" on anyone, preferring to fight hard and reserve their strength to unleash everything for a united goal. They can and learn to kill, but their size makes doing so difficult on literally anything larger than they are. StrifeWings are much more suited for debilitating opponents and poking holes for larger tribes to take advantage of. They dislike the idea of total war since they see it as hurting future profits, abstaining from targeting young dragonets and nursing mothers, and generally are won't to inflict major resource destruction. StrifeWings straight up refuse to harm others of their tribe. Any deals that lead to this in some way are called off.
==== Comradery ====
The tribe see others of the same tribe as friends. StrifeWings are expected to help one another in daily life, working as one unit for a goal that benefits everyone. They would never seriously harm another StrifeWing on purpose. They are very outgoing, trying to make good ties with everyone. They try to avoid holding grudges.
Sacrifice is reserved to save the tribe, not another individual, and trying to do so for that reason may be looked down upon.
They fully respect support troops, especially medical ones.
==== Competing ====
StrifeWings love to compete with each other when they aren't fighting for a client. In a way, it's fighting without harm. Popular competitions include flying and swimming around an island, sparring to see who gets knocked off a tree or cliff, and eating enormous amounts of food. Drinking games are illegal. They often encourage one another to do more and more outrageous things until something goes hilariously wrong, in which they laugh and start a brand new concept bound to go the same way.
Large-scale competitions exist city-wide, although their date is usually spotty as they are scheduled for when the least amount of cities are fighting.
Even while deployed for combat, small scale competitions are common. They use competition with other tribes as a way to see if they're "cool" or not. Tribes willing to join them in competitions makes StrifeWings more motivated to help them; they may see them as unfun otherwise.
==== Hybrids ====
Many StrifeWings interpret point ten of the Divine Code, worded as being against "creating eternal ties" and "sensations", as also meaning to not mingle romantically with other species. Because of this wording, hybrids are strongly looked down upon as breaking the sacred Code. Cities often have laws prohibiting hybrids. Those that do allow them prohibit or inhibit them from holding jobs, segregating them out of society, and giving them no protection against frequent violence. Hybrids are consistently the poorest StrifeWings, used as cannon fodder against enemies when they are allowed to take a role.
Respectively, Overseers throughout history have had different attitudes. Some have enforced a no-hybrids rule actively searching for and eliminating hybrids and their parents. Others only imprison the parents and/or hybrids for some time with a stern warning not to mingle again. Others may warn against extratribal relations, but won't take action if offspring occur. They never punish the offending tribe in hybrid cases but may ask the leader to issue a warning over not hybridizing with them. Policy may be looser if the client tribe threatens to cut relations in response to hybrid treatment.
Ovi-Kaa'Rz's policy currently prohibits willingly breeding with another tribe, although current hybrids are not punished as long as they were documented before her ascension to Overseer. If caught, the StrifeWing parent is imprisoned and made sterile, while the hybrid offspring are sent out to sea.
=== Customs ===
==== Schooling ====
School is mandatory for StrifeWings, as it's where they are first documented and given their basic fledgling name. The first month is dedicated to learning how to swim, fly, read, and do basic arithmetics. Afterwards, over the course of six months, StrifeWings are introduced to history, literature, anatomy, and are regularly tested on fitness. StrifeWings that consistently underperform may be held back for another month. Every holdback decreases their ability to get jobs in the city.
They have a final test on endurance and academic readiness. StrifeWings that pass graduate through a ceremony where they are marked as completing school, are considered adults, and redeem their adult name.
==== Trying ====
StrifeWings place a large emphasis on trying all that they can in their lives.
== Resources ==
This section holds all relevant art pertaining to the StrifeWings, both official and fanmade.
=== Bases ===
==== Official ====
Official bases (or parts for bases) by BronzeRattle designated for this tribe. This is currently incomplete as it is missing a couple crest lengths and plumes, along with their shaded variants.
You may use these bases as long as you follow the below rules (last updated March 23 2024). Please ask me on my wall if you have questions.
# Credit BronzeRattle from Fandom (by full username, Fandom specificity is not needed on Fandom obviously) and don't claim the art or tribe as yours.
# You may move the BR signature, but ensure it is easily visible. You may edit and accessorize a base to your liking.
# Don't repost bases on their own and don't sell anything made with them for any kind of monetary gain (including virtual currencies).
Lineart is made in Kleki. Main lines are 2 size, smaller details are 1.5, crest details are 1.6 with the sketch tool. Shading is with a pure black airbrush at 2 opacity.
Due to the amount of bases, this is in a collapsible as to not crowd up the page. Click the button below to toggle on and off. Bases, base parts, and extras that I may not have uploaded here can be found at this drive link.
Bases 
StrifeWingBaseMaleShaded.png|Base with male crest length (keep in mind that this length isn't exclusive to males, but is the typical length)
StrifeWingBaseMale.png|Male crest base without shading
StrifeWingBaseMaleShadedPlumeless.png|Male crest base without plume (if you want to make a custom plume style)
StrifeWingBaseMalePlumeless.png|Male crest base without plume or shading
StrifeWingBaseFemaleShaded.png|Base with female crest length
StrifeWingBaseFemale.png|Female crest base without shading
StrifeWingBaseFemaleShadedPlumeless.png|Female crest base without plume
StrifeWingBaseFemalePlumeless.png|Female crest base without plume or shading
StrifeWingBaseShortShaded.png|Base with a short crest (young individual, unusually short, etc)
StrifeWingBaseShort.png|Short crest base without shading
StrifeWingBaseShortShadedPlumeless.png|Short crest base without plume
StrifeWingBaseShortPlumeless.png|Short crest base without plume or shading
StrifeWingBaseShorterShaded.png|Base with an even shorter crest (younger individual, regrowing after an injury, etc)
StrifeWingBaseShorter.png|Shorter crest base without shading
StrifeWingBaseShorterShadedPlumeless.png|Shorter crest base without plume
StrifeWingBaseShorterPlumeless.png|Shorter crest base without plume or shading
StrifeWingBaseLongShaded.png|Base with a long crest (somewhat older individual, unusually long, etc)
StrifeWingBaseLong.png|Long crest base without shading
StrifeWingBaseLongShadedPlumeless.png|Long crest base without plume
StrifeWingBaseLongPlumeless.png|Long crest base without plume or shading
StrifeWingBaseCrestlessShaded.png|No crest base
StrifeWingBaseCrestless.png|No crest base without shading
StrifeWingBaseCustomShaded.png|Base without the top of the head to allow for a custom crest design
StrifeWingBaseCustom.png|No top of head base without shading
StrifeWingBaseRainbow.png|Iridescent neck scales used on the colored example. This should go on top of the color layer and under a base (line) layer.
==== Fanon ====
Unofficial bases made by other users, in alphabetical order. If you make a base, acknowledge that other users will use it and you should specify your TOS in the image description (otherwise it is free to use with credit)
Dragon Model.png|Placeholder for VE
=== Tribal art ===
Main page: /Official Art
==== Fanon ====
If you'd like, you can share any StrifeWing art that isn't a base here.
Dragon Model.png|Placeholder
== Inspirations ==
* Primarily based on birds in design, language, colors, and some culture.
* Design-wise, their stance is largely taken from the greater roadrunner (Geococcyx californianus). Their beak is similar to that of corvids. The tail when flattened resembles hummingbird tail feathers. The wings are very similar to the barn swallow (Hirundo rustica) in structure. Some species of birds possess spurs in a similar fashion to StrifeWings.
** The body scales are similar to flaking tree bark, a minor throwback to their original forest concept.
** The neck scales take after some species of anole that have a brightly colored throat flap to mark territory.
** The older concepts had some turtle and gharial features when the tribe was meant to be more suited for water.
* The name StrifeWings refers to their tendency to cause conflict.
Please ping (@BronzeRattle) BronzeRattle for concerns, as I don't always look for comments.
↑ Up to usage rights
Category:Tribes (Fanon)
Category:Content (BronzeRattle)