AU: Retold Flames

A world of stories, similar yet changed. Under the Mountain, Cruelty is less. Along the shores, Kinship is made. Within the Rains, a duty must be taken. Among the blinded night, salvation is found. Upon the sun's kindness, may kins love rebound. 
Retold Flames: Story (Old) 
== Animus Magic ==
====== Rules ======
# Animus magic cannot be used to create an enchantment without the intent to use animus magic as well as needing to be in physical contact with the object you want to enchant. (As a result, you can’t just create accidental enchantments, and someone can even go their entire life without knowing they have animus magic.)
# Animus Magic can be used to create two kinds of enchantments, physical enchantment and mental enchantments.
# Physical enchantments can cause transformations, the movement/animation of objects and the formation of environments. (When a being has children while under the effects of a transformation enchantment, the children they have while under it will be affected as well. Things such as enchantments that can negate transformations and turn off conditions to their parents transformation enchantment can affect the children as they manifest the heritage of their parents true form with multiple generations being less affected.)
# Mental enchantments can cause the alteration of memories, senses and give commands. (Memory based enchantments, along with animation enchantments, can eventually become sentient and form a consciousness.)
# Enchantments have a cost to create them with physical enchantments costing a piece of one’s own body to cast and mental enchantments costing a piece of the mind such as the loss of memories and the emotions for something. (The amount of one’s self that is lost as well as the importance of what is lost to the enchantment creator can influence the potency of the enchantment created.)
# An enchantment can have three parts to it with an activation cause, a single enchantment effect and a deactivation cause. (An enchantment can do multiple things so long as they can be considered the same single effect such as having memories replaced by something else.)
# An object can only directly hold one enchantment at a time with multiple enchantments being only possible indirectly, such as wearing enchanted objects. (Multiple enchantments can be placed on a single object so long as each enchantment specifies what part of the object each is on and that they don’t overlap with one another.)
# An enchantment can be removed from an object by overwriting it with another enchantment. (Enchantments can be made permanent by tearing off a piece of one’s own body like a scale or clump of hair and pushing it onto the object one is intent on enchanting, this causing the torn off piece to fuse into the now enchanted object.)
# An enchantment can be affected by the desires and perceptions of the Animus that created said enchantment. (This can cause an enchantment to form a personality from those perceptions and desires. This has a lesser effect on sentient enchantments as they experience more of existing and form their own personality.)
# Physical enchantments cannot be created if the creator cannot be physically damaged while mental enchantments unable to be created if the creator’s mind cannot be altered. (While an animus is able to restore what was lost when creating enchantments, lost memories and emotions require an exact knowledge of how they were or else they won’t come back as they were if at all with physical restoration of the body tending to be quite painful and the damaged part of the body needing to not be healed over to actually be restored.) 
# Animus Magic Can be genetically passed down as a trait. (One can be enchanted to be able to use animus magic as a transformation enchantment.)
====== Animus Distortion ======
Enchantments can cause a distorting effect with physical enchantments being able to alter the surrounding environment and mental enchantments causing shifts in psyche, this becoming more apparent with animus magic users as creating a numerous number of enchantments can lead to them having a few screws loose in the head due to the strain of animus magic. (In moderation this won’t have a major effect, so long as an animus gives themselves time to rest between enchantments.)
====== Distortion Link ======
When two or more beings with animus magic cast an enchantment together with their magic it can both amplify the effects of the enchantment to require less cost and cause the enchantment casters to become more mentally and emotionally more connected, forming a peculiar intimacy that can escalate into being something more.
== Dragon Biology ==
=== Genetics ===
When a dragonet hatches, they will have a mix of traits from their parents with the traits from the mother being more dominant. Dragonets can rarely hatch with traits that appeared in previous generations with traits becoming less likely the further back. The farthest back a dragonet can have traits appear from is their great-great-grandparents. Traits that can be inherited include different shades of color, patterns/types of spots, potential physical traits and different physical sizes.
====== Tertius Sac ======
Draconic organ inside a dragon's body that allows them to use their breath-based abilities as well as other abilities. The abilities a Tertius Sac can give depend on the species of dragon. Dragon eggs can only produce a single Tertius Sac with rare eggs that have twins having only one of its dragonets bearing a Tertius Sac.
==== Twin Egg Dragonets ====
When a dragon egg has twins it requires a longer period of incubation, causing the dragonets inside to become altered. The dragonet with the Tertius Sac will have it fully formed when they hatched with a greater potency while the dragonet without a Tertius Sac becomes a subtribe variant. Altered abilities cannot be inherited, though their physical characteristics can be as well as being more likely to have twin eggs. Twin dragons will be the same biological gender.
====== Claw & Wing Tribes ======
Dragons are generally categorized into groups known as tribes, each tribe having distinguishing abilities and visual appearances. Each dragon tribe can be distinguished into one of two types of tribes; Claw Tribes, dragon tribes that lack the ability to fly; And Wing Tribes, dragons that have the ability to fly.
====== Dragon Subtribes ======
Subtribes are dragons that are distinct variants of an existing tribe. If these subtribes physically deviate enough from their main tribe enough, then they will be considered a tribe of their own. Variants include non-Tertius Sac twin dragons, and certain transformation enchanted dragons. 
====== Hybrids ======
Hybrids form when a dragon is hatched from the coupling between dragons of two different tribes/subtribes or with at least one of the biological parents being a hybrid. Hybrids can either can be considered part of one of their parents tribe or have enough mixed traits to be considered part of a hybrid subtribe. Hybrid subtribes consist of a dragon having a mix of traits from different tribes, the subtribe usually gaining its wing name once they bear a small population. The abilities of a hybrid’s Tertius Sac can function as one of their parents or as a fusion of both their parents abilities. Continuous hybridization between different tribes can lead to the formation of a new unique tribe that can’t be considered a subtribe of another.
====== Dragon Aging ======
From the moment a dragonet hatches to the point they fully become an adult dragon they will go through three stages of physical growth. The first stage is their youth, from the point they hatch to when their Tertius Sac fully comes in. The second stage is their growth, from the full formation of their Tertius Sac to the point where they reach their adult size. The third stage is their maturing, from the point they reach their adult size to the point when they can have eggs of their own. Each dragon species will go through these stages of physical growth at different rates, having minor growths over the course of their life after reaching full maturity. Additionally, a dragon is considered a hatchling until they are a year old where they are considered a dragonet until they are considered an adult with the latest point of this being when they reach full maturity. Dragons will generally live to 150 years with old age.
====== Average Dragon Head height ======
Hatching = 0.3m / 13 in. - 0.6 m / 27 in.
Year 3 = 1.4 m / 4 ft 8 in. - 1.7 m / 5 ft 7 in.
Adult Size = 3 m / 9 ft 10 in. - 4 m / 13 ft 1 in.
====== Average Adult Head Height between Tribes ======
Extra Tall (3.8m / 12 ft 6 in. - 4m / 13 ft 1 in.): Skywings / Crocwings
Tall (3.6 m / 11 ft 10 in.  - 3.8m / 12 ft 6 in.):  Female Sandwings / Mudwings
Moderate (3.4 m / 11 ft 2 in. - 3.6m / 11 ft 10 in.):  Male Sandwings / Nightwings / Female Rainwings
Short (3.2 m / 10 ft 6 in. - 3.4m / 11 ft 2in.): Icewings / Male Rainwings
Extra Short (3 m / 9 ft 10 in. - 3.2 m / 10 ft 6 in.): Seawings / Ternwings
=== Skywings ===
Dragons of powerful fire and soaring heights, the Skywings are one of Pyrrhia's fiercest dragon tribes.
==== Basic Physical Description ====
Body consists of a long and slim head with a beaked snout bearing a nose horn, having goat-like ears and horns that can grow and curve into varying shapes. Have a long neck with a row of ridges along the spine of the neck that continue down the back and across the tail. Have a layer of square patterned scales that will line the sides of their ridges that will expand across over their forehead and beaked snout with a line of these scales giving the form of brows above the eyes. These scales also line the front of the limbs with the shoulders of the arms and wings being connected to each other and go up to the fingers, toes and a digit extending from the wing wrist where these scales will fully cover. Have a layer of plated under scales that go along the throat, going down along the chest, stomach and underside of the tail as well as from the elbows to the palms of the hands and from the calfs to the soles of the feet as well as form a thin line of scales along the side of the mouth like lips. Have a layer of feathers that will molt into scales as a dragonet going along the sides of the neck, body and tail as well as over most of the head, arms, legs and wings with the upper digits of the wings being covered by a tough skin instead. 
Have hands and anisodactyl feet that walk in a digitigrade form with hooked talons. Eyes consist of a horizontal slitted pupil with the iris taking up most of the eye, sclera barely visible when centered. The wings have a membrane that connects from the shoulder of the wings to over the thighs with additional membranes going across the front of the wing limb. Male Skywings have smoother horns while females have ridges on their horns with Skywings of royal descent having an additional pair of horns behind the ears.
==== Color Palette ====
Under scales and wing membranes are generally varying shades of yellow and lighter shades of orange with their molting scales and feathers being shades of orange and red, feathers being plain and or laced. Their pattern scales come in shades of red and crimson while their horns, talons and ridge spines commonly are in shades of brown but can also be rarer shades of black. The eyes irises can be in shades of yellow, orange and amber while their sclera is white.
==== Potential Physical Traits ====
Some Skywings can keep a plumage of feathers along their lower jaw that can point down or forward as well as have a mustache of feathers along their upper jaw that can extend backward like wisps. Can have black markings over where their square patterned scales were cut into due to their Tertius Sac liquid.
==== Skywing Physical Abilities ====
Can rotate their eyes, primarily to adjust for visual movement and to focus in on further objects as well as use their wing digit to help move around when walking around and hanging off stuff. Their nostrils can let off smoke, usually to let off excess heat. Can fly without rest for extended periods of time.
==== Heated Scales ====
A Skywings Tertius Sac will produce a warm liquid that will combust when exposed to air. This Liquid will flow through their pattern scales to distribute warmth through the body and cause a burst of flame to occur when said scales are pierced or cut and cauterize the openings made. 
==== Focused Flame Breath ====
Skywings can release their Tertius Sac liquid from the back of the throat when exhaling to produce a crimson flame. Constricting their throat can cause this flame to funnel into a hotter orange flame. 
==== From Egg to Adulthood ====
Skywings will have 1-2 eggs per clutch, being oval and in shades of orange and red that will give off a gold tint when fully incubated. During incubation the eggs are placed in a nest of warmed ashes near a fire, kept inside a cavern or room of some kind away from the elements of nature. Once fully incubated they will hatch with a layer of feathers to help keep warm in the cold mountain tops.
A Skywing hatchling is generally carried on the back of their parents to help keep warm and until they learn to fly. They will begin to learn to fly during the latter half of their first year of life, becoming fully capable of flight by the time they’re two. At this point of being a dragonet their Tertius Sac will have fully formed with their feathers beginning to permanently molt away, fully being replaced by their molting scales by the time they are three to four years of age. They will reach their adult size at seven years of age and reach full maturity at nine years of age.
==== Nesting ====
Skywings generally take rest in nests of their own making, formed from trinkets of their past. These nests will generally hold themselves, expanding to hold their partner should they have any. Hatchlings will generally stick to their parents' nest until they’re at least dragonet, forming their own nest when old enough.
==== Fire Scales ====
Hatched from a Skywing Twin Egg, will not have feathers or molting scales with the area where they would be being covered by their square patterned scales. The liquid produced by their Tertius Sac is much hotter and causes their pattern scales to let off such an intense heat that they will burn whatever touches them, their flame breath creating a hot orange when exhaling with constrictions of the throat allowing them to form a beam of golden flames with enough control. The area around a Firescales Skywing will be warm while their scales let off a glow like heated embers that will be more visible in the dark. Their irises are in shades of blue.
==== Featherwings ====
Non-Tertius Sac subtribe of Skywings, absent of flame breath and pattern scales. Their feathers take the place of pattern scales and will be kept through their life, not becoming molting scales. As a Featherwing ages their fluffy feathers will harden and molt away to new fluffy feathers that will eventually harden to repeat the cycle through their life, the physical properties of the feathers changing to be more metallic when hardening. Their feathers are also quite heat resistant, especially when hardened. Their under scales have a paler shade while their feathers are commonly in varying shades of brown with rarer shades of white and can have a shiny tint that will give off a different color under different lightings with gold during mid-day, bronze at sunrise/sunset and silver-blue under moonlight. Their feathers can also be checkered and spotted as well.
=== Sandwings ===
Traversing wind shifting deserts under heat blazing days and chilly moon lit nights, the Sandwings are one of Pyrrhia's more ambitious dragon tribes. 
==== Basic Physical Description ====
Body consists of a short nose horned snout and small horns that curve upward. Have a moderately long neck with tough skin going down the throat of the neck, center of the chest, across the stomach, between the legs, the underside of the tail up to the barb at the end of said tail as well as the soles of the feet and the palms of the hands up to below the elbows. Scales, with the exception of where tough skin is, lines the neck, arms, legs, front of the snout, limbs of the wings, back and the top side of the tail. Has a sail of hair along the spine, tapering off at the nose horn and near the end of the tail. The shoulder of the wing partially connects to the shoulders of the arms with the webbing connecting to the body from the shoulder of the wing to the thighs.
Have thick digits on their hands and feet that they will use to walk in a digitigrade fashion with their toes in anisodactyl form, having thick and sharp talons that act as extensions of the digits. The eyes consist of small vertically slitted pupils with the sclera taking up most of the eye, a brow being formed from a scale plate that extends over the forehead and ending at the base of the horns. The shoulders of the wings are partially connected to the shoulders of the arms. Bear large oval ears that extend outward, halfway passed the horns with a small spike below each ear that extends from the back of their long upper jaw. Have a rough black tongue as well.
Female Sandwings on average are larger than males who tend to have a slimmer frame and longer tails. Female Sandwings are also difficult to distinguish from males in private, being similar to female spotted hyenas. 
==== Color Palette ====
Scales and Skin come in shades of pale yellow/gold and light-sandy colors with the tough skin having a creamier hue with additional possible shades of white-gold and off-white. The scales along their hair sail tend to be shades of yellow gray/brown with the sail itself commonly sharing the same shade of color as their lighter scales but can also have the same shade of color as their darker scales. Their hair can become whiter and or grayer with age. Their barb as well as their horns, claws and wing webbing commonly share the same shade of colors as their tough skin but can share the same shade as their scales. Their eyes have black pupils with irises being in shades of black and or brown with possible shades of blue. The eyes' sclera are in shades of gray with Sandwings of royal descent having obsidian black sclera.
Scales can have natural markings that are in shades of black and brown. Markings include diamond/triangle patterns and speckles. Their tough skin and webbing can also have markings in the form of freckles that tend to be a darker shade.
==== Potential Physical Traits ====
Scales on the front of the snout can have the same color shades as their darker scales. Jaw spikes can be longer and curved as well. Floppy ears. Can have varying lengths of hair as well as ombre hair, fading into lighter colors. Small sensitive hairs can form on the barb with hair also being able to form on the lower jaw and front half of the upper jaw with the exception of where their scales are.
==== Sandwing Physical Abilities ====
Able to dig into the sand and ground using the claws of their hands and wrist of their wings. Can swing around their prehensile tail with force to sting with their barb as well as coil their tail so as to not accidentally sting with said barb. Have a tough and fire-resistant mouth and tongue so as to not injure themselves when igniting their fire. 
==== Stomach Sustainment ====
A Sandwings Tertius Sac functions similarly to a kidney, filtering out waste and extra water. The Tertius Sac can store its waste and filter out any remaining nutrients for extended periods of time and allow them to go without eating for up to a week on a full belly. Along with that the Tertius Sac helps distribute and regulate heat through the body, their large ears helping relieve their body of excess heat. 
==== Blue Flame Breath ====
Sandwings can expel the waste from the back of their throat with force, quickly flicking their tongue across the roof of their mouth to create a spark to ignite the waste into a burst of blue flames that leaves behind water that was expelled from the Tertius Sac as well. This process can be used by a Sandwing to warm and rehydrate themselves by expelling their Tertius Sac waste into their mouth, ignite the waste while keeping it in the mouth, exhale the created smoke and then swallow the remaining water and residue to be filtered again. 
==== Death by Barb ====
Sandwings can inject their Tertius Sac waste as venom through their Tail Barb, potency depending on the concentration of the waste. If injected into the bloodstream the waste venom will kill if not drained/burned out of the body and or neutralized with Brightsting Cactus, the time it takes to kill depends on the distance from the point of injection to either the brain, lungs and or heart. Injections from the tail barb can be prevented by putting enough pressure on the tail to stop the flow of Tertius Sac waste.
==== From Egg to Adulthood ====
Sandwings will have 1-2 eggs per clutch, having a brown oval shell when laid. As the eggs are incubated the shell will break away to reveal a yellow shell that sometimes has brown speckles underneath, the brown shell fully chipping away once fully incubated. During incubation Sandwing eggs are generally kept in the parents burrow bed that are kept warm during the incubation period, the parents brooding the egg while resting. Once fully incubated the eggs are uncovered from the sand to hatch.
When hatched their tail barb won’t be fully developed until their Tertius Sac fully comes in at three years of age. Control of their tail barb is generally learned around two years of age with flight around three. Will reach their adult size at seven years of age, reaching full maturity at nine years of age.
==== Burrow Beds ====
Sandwings tend to sleep mostly buried, digging up the ground and mostly burying themselves in the hole made with their snout sticking out to breathe. Generally, they prefer to bury themselves in sands though they use dried earth in the process as well, using their flame breath to make their sandy/earthy bedding dry and warm for the cool nights of the desert.
==== Bile Flame ====
Hatched from a Sandwing twin egg, having a tougher barb and thicker hair. Their Tertius Sac waste is more concentrated, leaving a lingering flame that will stay until the waste fully burns away and cannot be extinguished with liquids. Will have greater difficulty in stopping when injected through the barb as venom as the waste is less affected by brightsting cactus and will internal burning when ignited.
==== Cactwings /'Kak-twings/ ====
Non-Tertius sac subtribe of Sandwings, absent of venom and the ability to produce venom as well as only being able to go for a couple of days without food on a full stomach. Their hair sail only going up to the upper neck with their tail barb being thicker and hooked with a ring of hair around it like flower petals. Their snout has a row of smaller horns as well as sensitive whiskers that look like cactus needles that also run along the end of the tail that help them navigate when burrowing. Their Claws are thicker and help them more effectively burrow. This helps them in hunting by burrowing themselves and leaving their snout out to breathe and tail out as bait, pulling prey hooked onto their tail barb underground to suffocate.
Their scales can be in shades of green and gray with possible tints of purple and blue, their tough skin having lighter shades of green and gray. Their hair can be in shades of yellow, orange, red and pink. Their tail barb can be in lighter shades of yellow and gold as well as let off a sweet. Aroma.
=== Mudwings ===
Dwelling among marshes and siblings, the Mudwings are one of Pyrrhia's more resilient dragon tribes. 
==== Basic Physical Description ====
Body consists of a Flat snout having the nostrils on top with a square jaw and short wavy horns that curve upward. Have a short and thick neck with a muscular body and a layer of under scales going from the neck going down the chest, over the stomach, between the legs and most of the tail. Have a thick top layer of armored scales going from the top of the snout up the forehead, down the back of the neck, going over the top of the arm shoulders, continuing to the top of the thighs and over the top side of the tail. Have a layer of retractable scales go out from under the top layer scales along the throat. Have patterned scales going along the arms, legs, most of the tail, the upper jaw and the limbs/digits of the wings. The wings webbing is connected to the from behind the wing shoulder.
Have lobate digits on their hands and anisodactyl feet that will walk in a plantigrade style, having short and curved talons that are good for gripping things. Eyes have vertically slitted pupils with the iris overtaking the eye, no sclera visible with a set of top layer scales forming eyebrows. Ears are moderately large, reaching about halfway up the horns and circled with the top of the ear being flat with rings lining the inside of the ear. Bear square patched scales that go along the limbs and digits of the wings and toes of the feet.
Have ridges going along the top scale layer up to behind the horns with male Mudwings having one row with those of royal descent having three rows while female Mudwings having two rows with those of royal descent having four rows.
==== Color Palette ====
The scales are generally more earthy shades of brown, gold and amber with the under scales having a creamier hue and the top scale layer having a darker and duller brown hue that become grayer in old age with ridges, talons and horns having a darker shade of the top scale layer. Patterned scales and retractable scales generally have a more amber hue to them. The lower jaw and wing webbing can bear the same shade as either the under scales or their retractable scales while their patch scales can bear the same shade as either their ridges or their pattern scales. Pattern scales along the tail can have the same shade as the under scales. The eyes irises are in shades of brown and gold with rarer shades of amber and brownish gold.
==== Potential Physical Traits ====
Pattern scales are commonly squared and or dappled but can also be hexagonal with the size of the scales varying. Teeth can rarely protrude along the upper and or lower jaw. Top Layer scales can go down the front of the snout on the upper jaw and or lower jaw, giving the appearance of lips. Patch scales can line the lower jaw.
==== Mudwing Physical Abilities ====
Have sharp retractable talons that come out when flexing the digits and a layer of retractable scales that enclose around the throat and allow them to change the pitch of their voice, with practice allowing them to control which scales move around. Can hold their breath for extended periods of time, from nearly half an hour to over an hour with training. Have immense strength that allows them to lift things with ease. Use their wings as an additional limb to move on the ground, having their wrist talon retracted when doing so, and allow them to free up their hands for other uses while moving. Can use their top scale layer as camouflage as they mostly submerge themselves in mud/water with the top of their snout sticking out to breath. They are able to swallow rocks, helping grind up food in their stomach as well as allow them to more easily submerge themselves in water.
==== Heated Healing ====
Mudwings can quickly heal themselves by covering themselves in heated mud with those hatched from blood red eggs able to intense heat by itself such as from fire. Their healing can only really go skin deep as if the wounds are too wide and or too deep then a gaping scar of tough skin will be left behind, lost scales can take years to fully grow back because of this or never at all. If the scales and skin are dried and not properly moisturized then their healing will not be as effective and their scales will become stiffer as well, becoming more difficult to move around.
==== Heated Flame Breath ====
Mudwings Tertius Sac acts as an additional lung and can store heat to keep the body warm. When hot enough the air in the Tertius Sac can be ignited to produce a greenish-yellow flame. This is done by closing their retractable scales around their throat to tighten the space in their windpipe to produce the pressure needed to ignite when exhaling, giving off a high-pitched sound.
==== Flight Propulsion ====
Air in the Tertius Sac can be released with force from vents under their top scale layer, allowing them to lift their hefty bodies into flight and maintain altitude. Their top scale layer vents will stay closed when not releasing air. When heated their released air will be warm and help give extra lift to their wings as the warm air rises under the webbing.
==== From Egg to Adulthood ====
Mudwings will have 5-7 eggs per clutch, these eggs will be oval and will be in darker shades of brown that will take on a more green or amber hue with rare cases of becoming blood red when fully incubated. During incubation the eggs are mostly submerged in a nest of warm mud under sunlight, the eggs being watched over by a Sibtroop tasked with the job of watching over eggs and using their heated flame breath to warm the nest’s mud for incubation. Once the eggs are fully incubated they are pulled from the mud with a layer of dirt having formed over the submerged portion. The first to hatch will generally be the largest in the clutch and help the other eggs hatch.
Once the eggs hatch, the Sibtroop that watches over them will help teach the hatchlings up until around five years of age. Their Tertius Sac will fully come in at two years of age, at which point they will begin learning to fly. Will reach their adult size at eight years of age due to their massive physique, reaching full maturity at nine years of age.
==== Sib-Troops ====
Mudwings generally don’t do parenting, instead having their dragonet clutches form a Sib-Troop that raises themselves. Sib-Troops are led by the largest in the Troop known as a Bigwings, making sure the Sib-Troop learn well and are in excellent health. Will bond in shared activities and often take up the same professions in adulthood. A Sib-Troop is only considered an Adult Sib-Troop when there are none in the Troop that can be considered a dragonet, this being due to Adult Sib-Troops mingling together during monthly breeding nights.
==== Unsibs ====
Mudwings who have lost their Troop are known as Unsibs and will tend to either join a Troop that has lost sibs of their own or form a new Sib-Troop troop with other Unsibs. Non Mudwings can join a Troop and will be considered an Unsibs.
==== Mellophone Communication ====
Using their retractable scales, Mudwings have formed a language using various pitches and tempos to communicate with each other.
==== Eternal Flames ====
Hatched from a Mudwing Twin Egg, noted for having their retractable scales being fully grown over their throat and unable to be moved. As a result they naturally have a higher pitched voice. They can breathe through their Top scale layer vents, having more control over them. Will constantly breathe fire when exhaling through the mouth with stronger breaths producing a more intense light-blue flame. Scales have a darker lining, giving the impression of stripes.
==== Crocclaws ====
Non-Tertius sac subtribe of Mudwing that is generally larger, absent of the ability to produce flames and hold their breath for extended periods of time. Lack retractable scales and have no Top Scale Layer, their wings acting more as additional webbed hands. Their Underlayer goes over their back with ridges of its own, pater scales going over the tail. Their pattern scales and the scales going over the back can be in shades of green, grey and brown with the under scales having a creamier olive-green hue. The eyes irises are in shades of orange and yellow, illuminating red in the dark due to their night vision. 
=== Seawings ===
With shining scales to light the depths of the sea, the Seawings are one of Pyrrhia's more daring dragon tribes. 
==== Basic Physical Description ====
Body consists of a rounded snout and short horns that curve downward. Have a short neck with gill scales with the scales closest to the head acting as part of the ear as there is no visible ear. Have a top layer of platted scales going from the snout, over the forehead, continuing along the spine and up to the end of the tail as well as going along the front of the wings going from the wrist of the wings down to where the shoulders of the wings and arms connect. Have a under layer of scales with a central bioluminescent patch on each scale that go along the throat of the neck, across the chest/stomach, underside of the tail, front of the arms up to the where the shoulders of the arms/wings connect, front of the legs up to the thighs and the underside of the wing limbs up to the wrists of the wings. Have a third layer of scales on the rest of their body where their other scales aren’t. Third layer scales are on the head, the main body, limbs, digits and tail. 
Have webbed hands and syndactyly feet that take a plantigrade form, digits bearing hooked talons that are also on the wrists and digits of the wings. Has a fin sail going along the spine from the neck to the end of the tail with another fin on the underside of the tail’s end, Seawings of royal descent having their sail extending onto their forehead. Wing webbing connects from the shoulder of the wings to the thighs with an additional membrane on the front of the limb of each wing. Have barbels on their face that have bioluminescent tips. The pupils of the eyes take on a U shape, expanding into a circle in darker environments.
Female Seawings have a pair of ridges on their forehead while male Seawings don’t.
==== Color Palette ====
All their parts can be in varying shades of green, blue, gray and indigo with the under-layer scales and webbing generally being in lighter shades and top layer scales, horns and talons generally being darker shades. Bioluminescent scale patches and barbel tips can glow in shades of white, blue and green. Their webbing as well as the tips of their horns and barbels can be in shades of pink and yellow-green.
==== Additional Physical Traits ====
Fins can be spined and soft rayed, the spine fin even able to extend onto the head. Can form parallel pairs of barbels in varying numbers along the mouth and over the snout and chin. The fins on the tail can be connected and form a round tail fin or be split and form lunate tail fins. Can grow strands of green algae from the edges of their scale gills like a beard with Seawings of royal descent growing red algae.
==== Seawing Physical Abilties ====
Can use their Tertius Sac to store water when on land to keep their gills moisturized, also using it to help quickly adjust to different water pressures when swimming. Can use their talons to help give momentum when underwater by pulling themselves across surfaces, helps latch onto prey as well. Physical wounds can be more quickly healed when in water.
==== Flashing Scales ====
A Seawing can discharge electricity stored in the tissue of their Tertius Sac into their bioluminescent scales to make them brighter and light up the surrounding area.
==== From Egg to Adulthood ====
Seawings will have 2-3 eggs per clutch, these eggs can be in shades of blue and green that will be striped and swirled when fully incubated. Seawings generally incubate their eggs in warm underwater hatcheries, the eggs have a heavy so as to stay anchored in position and not drift around. Seawings also have one of the longer Incubation periods so the dragonet inside will have the physical strength to break out of their shell.
Will hatch with axolotl gills and finlets that will grow into fins. A Seawing’s Tertius Sac will fully come in at one year of age, their axolotl gills fully transitioning into Scale Gills around three years of age. Reach their adult height at six years of age and full maturity at eight years of age.
==== Drought Instinct ====
Seawings can get a dry gills condition known as Drought Instinct, this causing them to not get the proper moisturization for their brain. This condition can be cured by proper moisturization of the gill over a prolonged period of time, the effectiveness of this changing depending on what stage of the condition a Seawing is in. Stage one Drought Instinct is the mildest with dry irritated gills and mild headaches caused by a lack of proper moisturization and can make a full recovery. Stage two Drought Instinct is noted for the loss of logical thinking and forgetfulness caused by gills being dry for an extended period of time, can make a partial recovery with a full recovery requiring an extended period of time that can take months if not years. Stage three Drought Instinct, a highly unlikely condition as most Seawing with stage two Drought Instinct die of dehydration before they get to this stage, is noted for the affected to lack mental functions and being in an animalistic state. While there is no known cure to properly treat stage three Drought Instinct, some of their logical brain function can be somewhat maintained with proper moisturization of the gills.
==== Flash Language ====
Seawings have a language where they flash individual scales in varying patterns to communicate, using gestures of the neck, arms and wings in tandem with their flashing scales to convey more complex messages.
==== Shock Scales ====
Born from a twin egg, having bioluminescent fins. Will hatch with gills in the middle of transitioning into their gill scales from their axolotl gills, fins also partially grown in. Have electrical static that lingers in their bioluminescent areas that cause them to keep a faint glow, being able to release a discharge in a powerful shock when lighting up. Can release water in their Tertius Sac in a beam of water that can be electrified.
==== Reefwings ====
Non-Tertius Sac subtribe of Seawings that has a lack of fins, instead having a tough shell that gives the imitation of coral over their back and the top of their wings with algae growing over the shell in time. While they lack the ability to fly, they are quite strong and deal a nasty blow with massive, hooked talons on their wing wrists. Generally, stick to the seabed when swimming and will have water stored in their shell for when they go on land. Will keep their Axolotl gills that will give the imitation of coral, their gills and shell being in shades of brown and gray with algae that can grow on their shell when moist giving various shades of blue, green, purple, pink, orange and red. These algae colors can even give off a glow. Like all Seawings they will generally prefer to sleep on the seabed underwater, keeping themselves moisturized. Will use their wings to cover themselves while sleeping, especially when in deeper waters to hide themselves from predators.
=== Rainwings ===
Swinging among jungle branches with color changing scales, the Rainwings are one of Pyrrhia's more elusive dragon tribes. 
==== Basic Physical Description ====
Body consists of a slender head with a rounded and beaked snout with a small horn, having frills that act as the visible ear below their horns that curve downward and curve up at the tip. Have a long slender neck, body and tail with a layer of under scales going along the throat across the chest/stomach, the back of the arms/legs going down to the palms/soles and the underside of their prehensile tail. Have a row of ridges going along the spine from the neck to the end of the tail with a line of scales going along the ridges of the neck, expanding over the forehead and down across the snout with a ring formed around the eye. Have a row of square patterned scales going across the front of the legs, arms and wing limbs with the shoulders of the arms and legs being connected, the patterned scales tapering out at the wrists and ankles. Have a layer of light absorbing scales over the rest of their body with some scale spots being along the side of the neck, body, arms, legs and tail.
Have curved gripping talons with the talon on their wing wrists being quite movable, having a plantigrade from with the feet being pamprodactyl. The wing's webbing attaches from shoulders to in front of the thighs, having an additional membrane along the front of each of the wings. Dragonets additionally have feathers over their bodies helping keep them camouflaged until they can change their color scales, at which point they will start to molt away. 
Female Rainwings are generally larger with sharper spine ridges while males are smaller with smoother ridges. Female Rainwings are also physically similar to female binturongs.
==== Potential Physical Traits ====
Ear frills can be attached or detached from the horns. Give off bird sounds instead of roaring, these bird sounds vary between Rainwings. 
==== Rainwing Physical Abilities ====
Can release their blood as venom through their fangs by either injecting it when biting into organic material or shooting it out in a stream, more skilled Rainwings being able to launch their blood in short bursts. Can shift their toes to have all facing forward for walking or have the two side toes facing back for climbing. Can learn to imitate the sounds of other beings. Can use their prehensile tail to help swing/climb around and pick things up. Claws are semi retractable.
==== Corrosive Blood ====
A Rainwing’s Tertius Sac functions as a gland that produces an enzyme that can break down organic material and will flow through the bloodstream, giving their blood a green color and causing said blood to become corrosive to organic material. A Rainwing isn’t affected by their own corrosive blood and close relatives can use each other's blood to neutralize the corrosive effects on organic material.
==== Color Changing ====
A Rainwings body will be in shades of green with the horns being darker and the scale sports/under scales being lighter, mixing with feathers in shades of browns and greens to make a camouflaging pattern. When a Rainwings light absorbing scales do absorb sunlight, they energies the blood and allow them to change the color of their body to be varying shades across the color spectrum. When a Rainwing doesn’t get enough sunlight, their scales will be more dull and lack of sunlight can lead to their scales not being able to change color and revert back to being just having their original green shades. Rainwings can change their scales to match their environment, making them appear invisible to the eyes. Scars on a Rainwing will be visible unless they are focusing on changing their colors or are experiencing intense emotions or senses around the scarred area. 
==== From Egg to Adulthood ====
Rainwings have 1-2 eggs per clutch, laying pale, smooth and white oval eggs that become more rainbow colored when incubated. During Incubation, Rainwing eggs are kept under sunlight in a humid nest with other Rainwing eggs to get warmth for incubation.
When hatched they are raised communally, eventually being able to change their colors with their Tertius Sac fully coming in around two years of age. Their body will reach adult size at six years of age but won’t reach their full length in their neck and tail until seven years of age, reaching full maturity at nine years of age.
==== Emotional Reflection ====
When a Rainwing can change colors, their body can show their emotions and feelings of the senses through different colors. Emotions visualize on a Rainwings light absorbing scales with more intense emotions spreading across the rest of the body. Feelings of the senses will affect the area where the feelings are with more intense feelings causing a wider effect. A Rainwing can learn to control their color changing and prevent their emotions and feelings from physically showing on their body with more intense emotions and feelings being more difficult to stop from showing.
==== Sun Time ====
While Rainwings get energy from sunlight during the day, the shade of the rainforest and along with it raining for most of the year makes it difficult to get the sunlight their scales need. Due to this Rainwings will rest during the middle of the day when the sun is at its highest and brightest, giving them the energy needed from sunlight. Rainwings that get constant sunlight during the day won’t really need to do a Sun Time.
==== Melting Scales ====
Hatched from a Rainwing twin egg, having a larger number of scale spots. Tertius Sac enzymes help form their saliva, being able to quickly break down organic and non organic material.
==== Mosswings ====
Non-Tertius Sac subtribe of Rainwings that can’t change their colors, blood lacking corrosive enzymes as well but can still shoot it from their fangs, allowing them to keep the feathers they have as a dragonet into adulthood. Their blood is also red as a result, causing their scales to have a faint red shaded tint to them while having no scale spots as well. Has a symbiotic relationship with moss that will grow from their light absorbing scales. The Mosswing provides carbon dioxide, moisture and some visible sunlight to the moss while said moss will give excess energy as well as give greenery camouflage to the Mosswing. As a result of this symbiosis, Mosswings have more energy to use in physical activities and have less of a need for sleep with only needing around two to four hours of it each day. Mosswings can begin to have smaller plants and grasses growing from them in old age, eventually becoming sort of a walking garden when they pass away.
=== Nightwings ===
With star lit wings and moon touched eyes, the Nightwings are one of Pyrrhia's more mysterious dragon tribes.
==== Basic Physical Description ====
Body consists of a head with bat-like ears and a flat snout, the mouth having a long, forked and tough tongue. Have a moderately long and thick neck with a layer of tough skin going from their lower jaw, across the front of the neck, over the chest/stomach and the underside of the tail as well as on the palms of the hands, the soles of the feet and wing limbs. Have a layer of plated scales that cover their forehead with a bow forming from them and across the back from the topside of the neck to the topside of the tail, having plated scales on the front of the limbs with the shoulders of the arms and wings being partially connected and the wing webbing going from the shoulders to in front of the thighs. Have small scales on the arms, Legs, shoulders and the upper jaw. Have a row of spines that go from the forehead to the end of the tail with two lines of thin scales along the sides of the spines on the neck.
Their talons are short and curved while the feet are plantigrade and in an anisodactyl form. Their eyes have black and vertically sliced pupils with no visible sclera. Have a pair of straight horns above their ears that slightly curve at the end with male horns curving upward while female horns curve toward each other. Nightwings of royal descent have a leaf shaped snout, similar to a bat.
==== Color Palette ====
Their scales, spines, horns and top side of their wings are generally in shades of black that can give off a tint under light that can be in darker shades of silver, blue, purple and rarer green. Their tough skin and the underside of their wings can be in darker shades of black, gray blue, purple as well as rarer green and brown. Small star-like spots can form on the tough skin and the wings underside while the spots can be lighter shades of white, silverish-white, bluish-white, yellowish-white and rarer orangish-white. The iris of the eyes can be in darker shades of black, blue, purple as well as rarer green and brown.
==== Nightwing Physical Abilities ====
Have excellent night vision. Can blend into shadows and dark places. Primarily nocturnal.
==== Vile Bite ====
Have a combustible saliva with enzymes produced from their Tertius Sac that can cause a numbing effect when injected through the bloodstream by biting. These enzymes also function as food for Tertius Sac Enzyme eating bacteria, forming a symbiotic relationship with the bacteria causing a Nightwing’s saliva to become venomous and afflict nausea, difficulty breathing and a fever when injected into the blood stream.
==== Violet Flame Breath ====
A Nightwing can flick their forked tongue like a whip to produce a spark that can ignite their combustible saliva and produce a burst of purple flames.
==== From Egg to Adulthood ====
Nightwings have 1-2 eggs per clutch, these eggs are black, and will gain white starlike spots when incubated and be completely covered with them when fully incubated. Nightwings generally incubate their eggs under moonlight, providing warmth in a nest of small, heated rocks. When ready to hatch the eggs will be taken to a high area in clear view of the moon so they can hatch under moonlight, their powers coming in at this point.
At around two years of age their Tertius Sac will fully come in, reaching adult size at seven years of age and full maturity at nine years of age. 
==== Lunar Blessings ====
When a Nightwing egg is hatched under moonlight, they will gain power based on which moons they were hatched under. That amount of moonlight they were under will affect how potent their powers are along with if the moon is a blood moon of a lunar eclipse, giving a more potent ability as a result.
==== Imperial Desire ====
Hatched under the light of the largest moon Imperial, having white horns. Can feel the present emotions of others as well as their present desire. Sense the desire of others and their emotions. These sensed emotions and desires can be mistaken as one's own if one isn’t careful when experiencing them. When hatched under an Imperial Blood Moon they can relay the emotions they are experiencing onto others. Dragons with Imperial Desire can experience a heightened mental growth, becoming more mentally mature than other dragons at a younger age due to sensing and experiencing the emotions of older dragons.
==== Oracle Sight ====
Hatched under the light of moon Oracle, having white pupils. Can perceive different possible future events involving them that could happen as visions with more practiced Nightwings being able to actively focus on what futures they see in visions. Continuous use of future visions can lead to one having memories and experiences from future versions of themselves. Those with Oracle Sight can give a prophecy where their body will act on its own as it gives a prophecy with the eyes glowing during this process, the color of glow varying from prophecy to prophecy. Prophecies have a high likelihood of happening compared to visions in their varying chances. Those hatched under an Oracle Blood Moon can have visions of phenomena such as weather and natural disasters with clarity.
(Some say that those with Oracle sight can see visions of their true love or even know how they will die when they are first hatched. They're old stories though, but I wonder if they in some way true.) 
==== Thought Perception ====
Hatched under the light of moon Perception, having silver teardrop scales below their eyes (Animus bloodline Nightwings are noted as having an additional pair of eyes instead of teardrop scales). Can perceive the present thoughts of those around them, forming words as words and or pictures. Perceived thoughts are usually jumbled and difficult to understand unless focused on with practice to block out other thoughts, especially in a crowd. Nightwings with Thought Perception can relay their thoughts to one another with those hatched under a Perception Blood Moon being able to relay their thoughts to those without Thought Perception. A being can be aware of when their thoughts are being perceived as a feeling, even if they don’t realize that is what is happening. 
==== Star Sight ====
Hatched from a twin egg, having starlike spots on their plated scales. Have an additional pair of vertically situated eyes in the place of spines on their forehead, forming a four-pointed star with teardrop scales from having Thought Perception. Their saliva is no longer combustible, instead producing a numbing effect to the body when injected into the blood stream with excessive injection causing an extremely fatal paralysis to the afflicted. When a being consumes the saliva of a Star Sight Nightwing with Imperial Desire then they will experience the senses of each other.
==== Shadowings ====
Non-Tertius Sac subtribe of Nightwings originating from twin eggs, lacking flames and any starlike spots. Have an adaptable immune system that makes them resilient against diseases. Those hatched under the light of a Blood Moon have a peculiar ability to submerge themselves in dark surfaces, where to is unknown as all who have submerged themselves to look have never returned.
=== Icewings ===
With frost touched powers and a chilling history, the Icewings are one of Pyrrhia's more persistent dragon tribes. 
==== Basic Physical Description ====
Body consists of a narrow diamond shaped forehead with a long snout, large ears and a pair of straight horns that tip down. A moderately lengthy neck with a thick layer of blubber going along the front of the neck, down across the chest, stomach, thighs and the underside of their short tail. Has scales going over the topside of the tail, along the back between the wings webbing, the back of the neck, ate the base of and between the horns, going over the forehead ending with an extra-long scale going from the forehead to the snout. Scales are also on the front of their bulky arms going from the biceps to the back of the hand, on the shin of the back legs going down to the talus of the foot as well as the limb of the wing with its first digit. The shoulder of the wing and the shoulder of the arm are disconnected from each other with the webbing of the wing connecting to the body from the shoulder of the wings to the thighs. 
Have rough Palms and Soles on their wide hands and feet with all their toes facing forward in a digitigrade form, each with thick serrated Talons. The talons along the digits of the wings are short and straight with the talons on the wing wrist being straight and serrated. The eyes consist of small vertically slitted pupils with a rounded iris, visible sclera and an additional clear eyelid over top. Ears bear a triangular shape, only extending out to a length equal to the base of the horns.
==== Ice Layer ====
Due to an Icewings Tertius sac they will have a layer of ice over the scales along their back, this layer will be frost until their Tertius Sac fully comes in. As an Icewing ages this layer of ice will grow icicles, this commonly being the top back of the neck, along the spine, at the end of the tail and as a small icebrow above the eyes. Male Icewings will generally have icicles drooping down the side of the neck with female Icewings having icicles growing over their forehead and at the base of their horns. Icewings of royal descent have a layer of ice on their horns, able to form icicles that can be like thorns or even antlers.
When in a humid environment, frost will form on the ice. When the body is losing its internal body heat, a layer of snow will form on the Icewing as they enter a state of hibernation until their body returns to a normal temperature. This hibernation can last for at least a week and even go on for over a month.
==== Color Palette ====
The Blubber bears shades of gray and white with the scales being in shades of blue, gray, silver and white. The color of the Sclera commonly consists of lighter shades of gray but can be shades of blue and white with the Iris being shades of blue and gray with the rare chance of them being silver. Talons are commonly in shades of gray and white but can be in shades of blue and silver, same as with their wing webbing. Their blood and tongue are blue.
The Ice Layer of an Icewing is commonly shades of white and gray with possible blue tint but can also be in rarer shades of purple, blood red and emerald-green with a possible pink tint. The Ice Layer can also bear stripes with the ice becoming grayer with old age. Ice can range from translucent to opaque as well.
==== Potential Physical Traits ====
Additional Icicles along their scale ice. Additional set of scales along the lower jaw that can form beards of ice and icicles along them. Ice expanding down from their head scales onto their upper jaw, able to form additional drooping icicles and mustaches of ice. White speckles/spots along the blubber, scales, webbing and face. Slitted, curved, shorter and rippled Icicles. Icicles forming at the base of the ears and growing out towards the tip.
==== Icewing Physical Abilities ====
Can hold a bipedal stance that they can walk around in (a kilt is worn to cover up). A resistance to bright lighting and can see underwater due to their additional eyelid. The ability to purr. Can float in water thanks to their blubber and ice. Can slide around on ice when on their belly. Can survive extremely cold environments but become physically irritated in hot environments. Most Icewings are bisexual with Icewings that are straight or gay/lesbian being able to switch between the two at will.
(Ever seen an Icewing walk on two legs? Nether have I but I have heard they kind of walk like scavengers when they do so.
==== Internal heat ====
Icewings are externally cold, absorbing the surrounding heat into their Tertius sack that uses this heat to keep their internal organs warm and cause the cryogenic liquid produced by their Tertius Sac to enter a gas state. When the Tertius Sac has a lower internal temperature such as when an Icewing is sick or hibernating as the heat is distributed through the body or when they lack heat in which they will go into hibernation as well, the cryogenic liquid in their Tertius Sac will freeze and cause their chest to expand. This ice is very durable and is not easily breakable.
==== Ice Breath ====
Icewings will quickly vibrate the muscles in the throat to heat up said throat as well as the mouth. This is done so as to not let the cryogenic liquid stored in their Tertius Sac freeze while it is exhaled in its gas state, freezing into ice on contact with solids and liquids once launched. The gas is released through a pair of vents on the roof of their mouth. The ice formed will be quite sturdy and encase the object the ice is formed on or seal up the space the ice is in, a fact that Icewings have used to create casts out of their Ice for themselves. Other dragons can use these casts of ice themselves in a warm environment as prolonged physical exposure will cause the touching object to become cold as its heat is lost, becoming brittle with organic material to be inflicted with frostbite. Intense heat such as fire will cause the ice to melt into a liquid state.
==== From Egg to Adulthood ====
Icewings will have 1 egg per clutch, these eggs are tough and round and will be shades of white and blue that become spotted once fully incubated with the dragonet ready to hatch. Most of this incubation is spent inside the mother until the last month of incubation at which point the egg will be laid. To incubate an egg during this final month an Icewing will use their warmed tongue to give heat to the egg, holding said egg close to their chest blubber to retain heat in the egg. Traditionally this last month of incubation will have incubating Icewings stick to a bipedal stance to make carrying the egg easier though a satchel to carry the egg around the neck is generally used as well. Once fully incubated and spotted the egg is placed in a nest made from Ice Breath where the heated eggshell is quickly cooled to make it brittle and allow the egg to properly hatch, the egg can still hatch if not made brittle but has a much less likelihood of succeeding.
Will hatch with a layer of frost over their scales and will have chubbier blubber, generally keeping close to their parents for warmth. Around two years of age the Tertius Sac will fully develop, their frost layer will become their ice layer and allow them to maintain their body heat alone with their icicles coming into the ice layer around three years of age. By they reach their adult size at the age of seven their blubber will have smoothed out and become thicker, their icicles fully coming in. Will reach full maturity at nine years of age.
Icewings generally will begin to learn to fly and the use of their ice breath once their ice layer has formed.
==== Ice Layer Preening ====
As an Icewing grows so will their ice layer, thickening with icicles growing ever longer. An Icewing will use their claws and teeth to shave and chip down this ice while using their warm tongue and rough palms to smooth out and sweep debris off of said ice. Dragonets are assisted by their parents until they learn to do so themselves.
Icewings will assist one another in caring for their icicles as a form of social bonding between family and close friends, the ice layer itself only really being cared for by Icewings, more common among Icewings of the same gender. Allowing another dragon to use their teeth and tongue to care for one's ice is a highly intimate act for an Icewing, really only allowed by their romantic partner.
==== Purrsonal Communication ====
Icicles can shift in movement due to the tensing and relaxing of muscles, this can only happen to icicles that are growing from points where there are muscles. Feelings of agitation, irritation and pain can cause an Icewings icicles to stand up with feelings of happiness and pleasure causing the icicles to ruffle as well as cause an Icewing to purr. An Icewings tail will aimlessly swish about when content and or in thought. Milder feelings will have looser movement from the icicles and tail. 
==== Aurora Ice ====
Hatched from an Icewing twin egg, known for their aurora tinted ice that requires a much higher temperature to melt. Their Ice Breath will freeze on contact with the air when exhaled, creating an ice that can cause inorganic material to become brittle with extended physical exposure and reflect the colors on an aurora when hit with light. 
Their ice layer will extend over the rest of their scales, creating plated ice. Ice will additionally extend over the digits of the arms, legs and wings, hooking the end of the talons. The eyes will have heterochromia, scalers and iris of each eye being a different shade of aurora colors. Aurora colors from common to rare include pink, green, red, purple, blue and tints of gray and white.
==== Ternwings ====
Non-tertius Sac subtribe of Icewings that is generally smaller and once known as Borealiswings, lacking both their ice layer and breath. Are generally warm-blooded and are highly resistant to the cold. Can have half of their brain sleep at a time in the form of short Power Naps, using this they can go for months without fully being asleep and can even do so while flying.
Blubber and Webbing can be in shades of white, gray and beige while scales are generally shades of white, beige, grayish-brown, and ash gray.  Speckles and spots tend to be a darker shade.
=== Silkclaws ===
==== Basic Physical Description ====
==== Color Palette ====
==== Potential Physical Traits ====
==== Silkclaw Physical Abilities ====
==== Silk Wrists ====
==== From Egg to Adulthood ====
==== Weavewings ====
==== Flame Silk ====
=== Leafwings ===
==== Basic Physical Description ====
==== Color Palette ====
Leafwing a can be various shades of green that become more brown as they age. These shades of brown can be so dark that they are nearly black. They can also have streaks that can be in various shades of yellow, orange, and pinkish-red, usually forming as birth marks and or scars. Their eyes tend to be in shades of green and brown as well.
==== Potential Physical Traits ====
==== Leafwing Physical Abilities ====
==== Root Bed ====
==== From Egg to Adulthood ====
==== Leaf Speak ====
==== Flora Mane ====
==== Coastwings ====
== Scavengers ==
A bipedal species that long ago ruled Pyrrhia before they were overthrown by dragons around the time of The Scorching, keeping their intelligence hidden so they aren't finished off by the dragons. A truth that would stay mostly hidden like their 3 cities buried deep underground, being seen as somewhat intelligent by a number of dragons, but not to their level.
=== Enchantment Conduction ===
A trait that non-magical species of Pyrrhia, particularly Scavengers, hold is their ability to act as a conductor for enchanted objects; Causing their effects to be somewhat more controlled and even have the potential to be amplified. This has a notable effect of causing the body to become slightly physically altered when in contact with an enchanted object for extended periods of time, the physically alteration being similar to an objects enchantment. The physical alteration can be sped up by eating the enchanted object and even cause a slight biological alteration when done so at a young age, said biological alteration being inherited by their descendants.
== Kingdoms of Pyrrhia ==
=== Mud Kingdom ===
==== Monarchy ====
The Kingdom is ruled by a Sibtroop of Kings and Queens with each member watching over one of the Kingdom's Regions, the Troops Bigwing acting as a High Monarch (presently held by High Queen Moorhen) to ensure this is done. The position of the Sibtroop Monarchy is inherited by a Dragonet Sibtroop with one of the present Kings and or Queens as one of their biological parents, positions that were originally just inherited by the High Monarch's children until the Succession Crisis of 4,763 A.S.
==== Regions ====
===== Mud Back Coast =====
Central and most populated region of the Mud Kingdom watched over by Queen Fulica, known for its aquaculture mainly consisting of various fish, beans and herbs; Along with this, the dragons of the region are most prominent when it comes to the act of Troop Unification, a practice commonly mistaken by other kingdoms as simply marriage where multiple Bigwings will unify their troops into a single troop.
the region would generally be seen as a dull place that has nothing really interesting by most of Pyrrhia, resulting in many using it as a place to keep their more unsavory actions under wraps. Something that would result in the region having some of the craziest antics in Pyrrhia, kept hidden by the regions status of not being interesting.
===== Diamond Spray Delta =====
Northern region of the Mud Kingdom formerly watched over by King Ridgeway, prominently being known for being the front lines of the Sandwing Succession War; Causing the region to slowly fall into disarray over the years as the land become more war-torn, especially after the assassination of King Ridgeway in 5,004 A.S. while leading the forces of the Mud Kingdom during the war.
With the end of the Sandwing Succession War; Mudwings, Sandwings, Seawings and Skywings alike would seek a claw hold in the region with the Mud Kingdom Royal Family having no one able to maintain the region, becoming a chaotic mix of various dragon in time. It would not be the uncommon for the forces and Sibtroops of the region to be seen using Glow Wolves, acting as a companion that would commonly be used for traveling on ground at night as well as to help cook. 
===== Tail of Pyrrhia =====
Eastern region of the Mud Kingdom watched over by King Rallus, known for having the largest population of Scavengers in Pyrrhia; The Scavengers of the region are noted as traveling in small groups between their dens spread across the Mud Kingdom, bringing about rumors among the Dragons more curious of these scavengers such as a Dragon killing Scavenger in the Diamond Spray Delta and a Scavenger riding a strange looking Skywing in the Tail of Pyrrhia.
The region is also home to Bush-Walkers, a species of eight vine legged plant that is believed to have originated from the Kingdom of Sea. Normally they will root their vine legs into the ground, only unrooting themselves should the ground be flooded or to dry. These walking plants are commonly domesticated for agricultural purposes by Dragons and Scavengers alike, primarily for their berries that can be eaten and grow more of them as well as for their wood. Wild Bush-Walkers are notorious for hostile to those that disturb them by wrapping around whatever disturbed it and crush it, letting go once that thing stops moving, with Elder Bush-Walkers being notorious for even being able to break the limbs of Adult Mudwings who end up disturbing them. The Bush-Walker is known to live in the regions of the Emerald Plains and areas of dry land in Mud Back Coast.
===== Emerald Plains =====
Southern Region of the Mud Kingdom watched over by King Rail, known for having some of the highest quality grass weaving and clay construction within the kingdom with the most prominent clay construct being the Royal Palace; The region itself would be noted as be one of the few places not directly affected by the war, attributed to the main conflict not spilling into the southern-most regions of Pyrrhia with the area around Jade Mountain being heavily avoided.
A notable location of the Emerald Plains is the Great Emerald Lake, a massive lake next to the Royal Palace that strangely holds ancient Kingdom of Sea ruins that strangely hold the remnants of wooden limbs that have been either shattered and or rotted, something many attributed to an old alliance that has long been forgotten. 
==== Troop Minders ====
Dragonet Sibtroops aren't raised by both their parents, instead they are raised by one of their parent's Sibtroop, usually the mother's. The adult Sibtroop would act as their minders, teaching and raising the dragonet Sibtroop until they full maturity at 9 years of age, at which point dragons are considered adults in the Mud Kingdom.
=== Rainforest Kingdom ===
==== Monarchy ====
The Kingdom is ruled by 5 queens, each ruling over a section of the Kingdom, periodically coming together to discuss issues involving the Kingdom as a whole. Female residents can challenge one of the Queen's to a challenge that the challenged Queen would select, so long as the challenger had support from other residents. Should the challenger fail and not become queen, they would not be able to challenge that specific queen for 10 years.
==== Sections ====
Unlike the other Kingdoms of Pyrrhia, the Rainforest is split into different sections instead of regions, each section being ruled by one of the queens.
===== Northwestern Rainforest =====
Region ruled by Queen Magnificent, the section itself would be known for its abundance of fruit that would feed most of the Rainforest, leading the region itself to be one of the most populated in the Rainforest. Many of the dragons in the section would move to and from other sections, being abundant in trade from across the Kingdom.
A large portion of this trade would take place at night, the kingdom itself being primarily nocturnal. Something that would lead many to believe that Rainwings are lazy due to sleeping during the day, not knowing about their nighttime activities. These nighttime activities would include various games, festivals, and crafting. 
===== Northeastern Rainforest =====
Section ruled by Queen Exquisite, the section itself would be wild with few dragons there, being used as a place those in the Rainforest to collect wild flora for various purposes as well as hunt meat for those who aren't vegetarians. Something that would be trouble to do as Queen Exquisite would make it illegal to hunt sloths in the section and have a reward be given out to those who hunt and kill jaguars, ocelots and harpy eagles, the predators of sloths. An action that has led the ecosystem in the section to be heavily impacted negatively very heavily, causing the section under law to have heavy restrictions on hunting until the section's ecosystem recovers. Restrictions that would be made extreme by Exquisite to the point that dragons that would normally eat meat in the Rainforest would be forced to go through the grueling process of working around the multiple restrictions placed by Exquisite to be able to legally hunt for meat, take a risk and illegally hunt to actually be able to get meat, or give up trying to get meat and go vegetarian as legally hunted meat becomes extremely scarce under Exquisite's rule.
===== Central Rainforest =====
Section formerly ruled by Queen Tamarin, the section itself would be known for its cultivation of various flora, something the former Queen Fruit Bat would use to make an abundance of sweet-smelling perfumes. Something many once ruled by the former Queen would disagree with as dyes, tranquilizer darts, non-sweet-smelling perfumes, and certain medicines that use flowers would be scarce during the rule of Fruit Bat who would have flowers primarily be used to create only sweet-smelling perfumes, seeing dyes, non-sweet-smelling perfumes and flower medicines as pointless.
These dyes and perfumes would be used in the creation of various art pieces and costumes, some of which would be used for various plays enacted throughout the Rainforest. These plays being commonly used to record the history of the Rainforest, telling stories of the past so they may be passed down to the next generation to tell again.
===== Southwestern Bay =====
Section ruled by Queen Dazzling, the section itself would consist of two strips of land split apart by a massive bay, being notably used for various celebrations. One of the more notable celebrations would be the Midnight Sun celebration where during the longest day of the year, dragons from across the Rainforest would gather at the bay to build a bonfire floating on the water, each dragon adding something that can burn. At sunset, the floating bonfire would be taken to the west side of the bay where the sun sets, being ignited once night settles in, shinning across the bay like a sun. From there, the sun bonfire is sent across the bay to the other side, signaling the festivities going into full swing. Eventually, the sun bonfire would land on the east side of the bay, being extinguished and signaling the end of the celebrations as the sun rises with it.
During Dazzling's rule over the region, dragons would be forced to pay tribute to her to be able to live there, the most notable of these tributes being fruit that Dazzling would gorge herself on. So much so that she would be too heavy to fly in her own, requiring the assistance of at least two dragons to do so. Something that Dazzling would only do to travel for royal meetings between the queens every few months or for emergencies. These meetings would be used by the queens to discuss issues that affected the whole Rainforest, coming to a consensus among one another on what they should do with these issues. 
Southeastern Coast: Section ruled by Queen Splendor, the position being temporarily held by Grandeur in her absence due to being kidnapped.
===== Kingdom of Sand Tunnel =====
Located at the border between the Central Rainforest and the Southwestern Bay, the tunnel would connect to the Kingdom of Sand, located south of Blaze's Fortress. Following the Sandwing Succession War, the tunnel would be used as a means of trade between the two Kingdoms, used by Sandwing, Rainwings, and Icewings alike. The tunnel would go in to be carved out and made more spacious, being used as a marketplace and eventually a small settlement that would dig deeper into the walls of the tunnel over the years.
=== Sky Kingdom ===
==== Monarchy ====
The Kingdom is ruled by a Queen with an advisor to aid in maintaining their rule, being succeeded by one of their daughters or granddaughters traditionally through trial by combat. Notably, most of the Kingdom's queen don't take up a king to produce heirs, instead having their advisor or an arena champion father their children to produce heirs.
==== Arena Law ====
Sky Kingdom Towns use arenas to enact a criminal's sentence through combat as well as function as a court of law, being maintained by a town's leader to do so; organizing matches and court cases as well as hiring a Ringmaster and Judge respectively to assist in running things. Another position of the arena is that of an Arena Champion, assisting in enacting punishments of criminals, act as an executioner, as well as help make sure matches are entertaining to those watching matches; Having certain privileges over the Ringmaster and Judge such as being able to accept or deny matches happening as well as being able to act as a Champion Shield (denying a dragons sentence) or Champion Blade (denying a dragons innocence) for an individual on trial, having a match organized and agreed upon by the Town Leader, Ringmaster and Judge that the Champion must fight and cannot deny for them to get what they want for the individual they are acting as a blade/shield for. Dragons may also be hired to help maintain the arena, function as security, as well as provide entertainment such as perform mock battles and plays organized between matches to help lighten the mood; This also extends to whenever the arena is being used for festivals and other big events.
==== Regions ====
===== Winged Coast =====
Northwestern region of the Kingdom, known as one of the most war hardened regions in Pyrrhia, leading the charge in various conflicts with the Ice Kingodm and Kingdom of Sand over the centuries. The War of Sandwing Succession being the most recent one, stirring old rivalries between various Skywing and Icewing families. Rivalries that would lead both sides to claim various treasures from one another as a mark of victory, a number of which have been lost to the waters between the two kingdoms. Something that would lead the region to become home to various treasure hunters, seeking treasures lost to the region's waters.
Among the treasures that would be taken from the Ice Kingdom, one of the most notable would be the Smelting Wolves, an enchanted species of wolves that were domesticated to assist in the process of smelting ores into metals; Usually by consuming the ores that would be later dumped from their bodies as hot metals, a process many would find nasty. Many of these hot metals being noted to litter the base of the various mountains bordering the region, most likely originating from the Smelting Wolves that have gone wild, having taken to inhabiting the caves of mountains as far south as the Hollow Mountains. (Smelting Wolves are short haired and give off a faint glow from said hairs, looking like they can burst into flames at any second. Having teeth that can heat up to the point of being able to bite through rock, giving off a warm ember glow as they do so, their bodies notably giving off a similar heat as well.)
===== Reef Coast =====
Eastern region of the Kingdom, known for its various trades with the Outer Reefs and squabbles with the Deep Reefs of the Kingdom of Sea. Something that would be prevalent during the Sandwing Succession War, illegally continuing trade with factions in the Outer Reefs while fighting with the rest of the Kingdom. These trades include fishing, lumber, and various forms of jewelry, the region being quite known for creating jewelry using gems, metals, and seashells.
During the Sandwing Succession War, the region would be home to the Talons of Peace, a group dedicated to ending the war with Blister as Queen. One of ways they attempted to bring the war to an end was by fulfilling the Dragonet Prophecy, a prophecy engineered by Nightwing Advisor Morrowseer to ensure Blister's victory, creating two groups of dragonets to make sure the job is done. Something that Nautilus, the groups second leader after their first leader Commander Tempest was assassinated, would be reluctant to have the Talons of Peace enact due not believing the prophecy to be a viable solution. The first pair of dragonets would be the Royal Seawing Dragonet Tsunami, the Witty Nightwing Dragonet Starflight, the Bigwing Mudwing dragonet Clay, the Rainwing dragonet of the Sky Glory, and the ever-hopeful Sandwing dragonet Sunny; While the second group of dragonets would be the one-eyed Seawing dragonet Squid, the Future seeking Nightwing dragonet Fatespeaker, the ever-hungry Mudwing dragonet Ochre, the healer Skywing dragonet Flame, and the battle-ready Sandwing dragonet Viper.
===== Snow Tipped Mountains =====
Northern mountain region of the Kingdom, known for being one of the only places outside of the Ice Kingdom to have snow, some of which is able to linger on the highest peaks of the region. Something that the Royal Family, along with more wealthy families, would take advantage of and make homes atop them. The base of the mountains being home to most of the Kingdom's agriculture, primarily with the farming of various species of Goats and Birds that inhabit the mountains as well as some terrace farming, primarily of rye, barley and wheat. Dragons of the region may also have a Glow Wolf, a breed of Smelting Wolf that have been bred to both be able to better traverse the mountain as well as give off a brighter glow; Being trained to assist in the herding of goats as well as provide a light source when traveling caves and the mountain side when it gets dark. (Glow Wolves are larger as well as have a fluffier and thicker coat of fur that glows brighter than their Smelting Wolf cousins. These furs are generally traded with weavers of the Sky Kingdom as well as the Mud Kingdom and Kingdom of Sand when a Glow Wolf sheds them, being seen as wealthy to have cloth made of these glowing furs.)
Many of the region's mountain peaks would be also used for a belief of reincarnation, having religious buildings atop of them where the bodies of Skywings are burned so they may reincarnate in the next life as a Skywing. The belief of reincarnation would be picked up by other dragon tribes who would create their own rituals to ensure they reincarnated back into their tribe with Icewings preserving the heads of the dead in ice so they return with the same face they once had; Mudwing Sibtroops would wrap their dead Sibs in a cloth that would hold the names of them and their troop members, Sibs and Unsibs alike, before burying them so they may all reincarnate together into the same Sibtroop; Sandwings would be buried in sand with their most prized treasure so they may find it again in the next life with the shifting of sands; Seawings would bring their bodies to the depths of the ocean, covered in reef life so they may preserve the reefs of the deep in death; Rainwings would be buried in plant foliage in their favorite position they would take during Suntime; and Nightwings bodies would be put under the light of the moons for a single night before being buried. Beliefs such as wrapping names and treasure burying would be shared among the tribes with hybrids who believe in reincarnation being known to have their bodies be put through multiple of these practices. 
===== Hollowed Mountains =====
Southern mountain region of the Kingdom, littered with numerous tunnels and caverns created from over a millennium of mining. Something that would leave the region with very few dragons inhabiting it, being primarily inhabited by various burrowing species and Scavengers. Dragons that do live in the Hollowed Mountains will generally stay in the caverns lower down the mountain as many of the caverns higher up are very small and or are at risk of collapsing under the force of their weight. A risk many dragons that wish to go into hiding are willing to take, the region holding a number of hideaways used by various groups.
While much of the Hollow Moutains would remain unmapped to dragons, their inner depth would remain a total mystery. One of these mysteries being the Indestructible City, a massive underground city that is thousands of years old, being home to many Scavangers almost as far back as the Scorching with a small portion of the city visibly sticking out of the mountains. The city itself would be ruled by its founder the Invincible Lord, a being that has held defiantly against the Dragons that have sought to destroy the part of the city that sticks out on the surface. Many of the city's inhabitants would believe the Invincible Lord is just a title passed down, something people that known him will say isn't the case.
=== Kingdom of Sea ===
==== Monarchy ====
While the Kingdom is ruled by a Queen, the position being able to be claimed through succession or usurpation by one of the Kingdom's Princesses that are able to have children at 8 years of age; The Kingdom is run by a Royal Counsel that would have its members selected by the present Queen to enact her rule.
==== Regions ====
===== Bay of a Thousand Scales =====
Made up of the Scale Islands and the waters surrounding them, the region would be made up of the Scale Islands and the waters surrounding them; Both parts of the regions being in great contrast to one another with the dragons of the islands bearing a great diversity among them while those of the water hold a strong unity between one another. The region would hold the Summer Palace, a symbol of the unity between the land and sea of the Kingdom as well as a place of diplomacy with other Kingdoms.
Many of the islands of the Bay would have their own ideas independent of the rest of the Kingdom, a sentiment that would grow stronger as the Sandwing Succession War progresses, many of the islands' inhabitants becoming more and more restless as the war progresses. So much so that quite a number of the Bays islands would either cut themselves off from the rest of the Kingdom, feeling abandoned by their rulers, or be abandoned with their inhabitants moving into the surrounding waters to avoid the war's conflict. Leading to a conflict between the Deep Reefs and the Bay of a Thousand Scales that would escalate into a civil war after the end of the Succession War. 
===== Deep Reefs =====
Made up of the deeper waters of the Bay of a Thousand Scales, the region would be home to a myriad of wealthy Seawings and enchanted objects and species. The region would be home to the Deepsea Palace, home of the royal family. The dragons of this region having a strong unity with one another as well as having a deep loyalty to the royal family.
Among the enchanted objects and species would be the Hunter, a strange being made of various wooden limbs that are covered by a cloak with no head. This being is noted as hunting only enchanted creatures, most notably hunting Bush Walkers whenever it seems to have a damaged limb, leading many to believe that it uses their Bush Walkers wood to create new limbs for itself. A strange habit of the Hunter is that they will hunt down and kill any who see creatures known as the beasts of dreams, unwavering in their goal to do so. Something that has led to a particular rhyme being created.
Be wary the Hunter,
For they seek the beasts of dreams,
Creatures of the abyss,
That must never be seen.
But if you see,
The beasts of dreams,
Then the Hunter shall become,
The last thing you see.
It is unclear who created this being, only that they are one of the oldest enchanted creatures in the Kingdom of Sea. 
===== Outer Reefs =====
Made up of the waters north/northeast of the Bay of a Thousand Scales, the region would be considered one of the most dangerous and lawless places in Pyrrhia. Having pirates, turbulent waters, dragons and Settlements disappearing in deer and darker ocean waters, runaway enchantments, as well as the Sky and Mud Kingdoms preventing the region from expanding across the Pyrrhian coastline, it is no wonder the region is also known as the Wild Depths.
A common danger of the region Lurker Eels, a species of enchanted eels long ago to have Shock Scales, being harvested for this particular kind of scale. Due to these scales, Lurker Eels are extremely dangerous to handle, only being seen handle by experience Lurker Hunters and the Royal Family. Lurker Hunters are generally the most common profession of the region, most notably among the more unsavory dragons of the region who interest in the Lurker Eel meat, a food source of the dragons of both the region and those living on the region's shorelines. Lurker Eel meat is known to mentally affect someone when eaten without being properly prepared.
=== Kingdom of Sand ===
==== Monarchy ====
The Kingdom is ruled by a Queen, being seen as worthy by the Eye of Onyx to claim the throne after the previous Queen died. Should a dragon outside of the royal family be chosen by the Eye of Onyx, then they would be married into the royal family. 
==== Regions ====
Five Tail River: Northeastern Region of the Kingdom, the Five Tail River would have some of the most fertile land in Pyrrhia. Something that would lead the region's land to be fought over by the Ice Kingdom, Sky Kingdom, and the Kingdom of Sand on various occasions throughout history. When the region isn't under conflict it would be used as a place for competition between various dragons as well as an area that rulers from multiple kingdoms can meet as a place of neutrality.
Oasis Coast: Northwestern Region of the Kingdom, t
Golden Winds: Central Region of the Kingdom.
=== Sandstar Union ===
During the Sandwing Succession War, the southern regions of the Kingdom of Sand would be affected by a rise in crime with Princess Burn and Prince Smolder focusing their efforts on the war up north, leading many of the Towns from the Southern Scales and Claw of Pyrrhia to come together to deal with those that threaten them, feeling abandoned by their rulers. Something that would lead the two regions to succeed from the Kingdom of Sand near the end of the Sandwing Succession War, forming the Sandstar Union. The Royal Sandwing Family unable to do much with them focusing on rebuilding after the damage done by the war as well as dealing with crime running rampant in the Golden Winds. 
==== Regions ====
Southern Scales: Central Region of the Union, scattered with stone ruins, some of which date as far back as the Scorching. Many of these ruins would be used to form small clusters of homes for Dragons and Scavengers alike. These clusters of homes would surround an oasis to form a Den Town, these towns being places of various kinds of work such as Stonecraft, Glassblowing, Excavating, Agriculture, Aquaculture, Healing, and Weaving.
Claw of Pyrrhia: Southwestern Region of the Union, home to Old Night Kingdom, many of its ruins having sunk into the sea. 
=== Ice Kingdom ===
==== Monarchy ====
The Ice Kingdom is ruled by a Queen, succeeded by an heir of her choosing from the royal family. While a dragoness of royal descent can challenge the throne, they can only claim it if there isn't an heir already selected or are a cousin of the present queen. Should there be no dragon to take the throne then a male dragon of Icewing Royal Decent would be selected to wear the gift of heirs and take the throne as queen. Dragons of Icewing Royal Decent include royal family and the 4 noble houses of the Ice Kingdom, each house holding power over one of the Kingdom's regions at the behest of the crown. 
===== Regional Lords =====
Position of power held by dragons of at least second circle ranking. A lord will rule over their region, being chosen by and answering to the queen. Their duties include maintaining/creating regional laws and the maintaining records of dragons in the circle rankings; said records being sent to the Great Ice Palace for safekeeping. The lords of the regions meet with the Queen every other month, having a trusted diplomat sent in the event of a lord being unable to attend 
==== Circle Rankings ====
Circle Rankings function as a way for a dragon to mark themselves as a citizen of the Ice Kingdom using the Gift of Order, the rank they have determining their social status as well as what regions they can settle down in as well as what jobs they can take with higher standing jobs requiring a higher rank. A dragonet will commonly experience a constant fluctuation in their rankings as they grow up until they are 7 years old where they would be considered an adult, this doesn't mean their ranking can't change as an adult as things such as improving something for the Ice Kingdom and or inventing something beneficial can result in one improving their rank while committing crimes can result in one losing their rank. The most common way an adult rank can change is how they do as parents, the ability for a parent to bring out the best in their children being valued in the Kingdom.
There are seven ranking a dragon can take. 1st and 2nd ranks consist of the Royal Family, the Noble Houses and the Kingdoms more revered dragons; 3rd and 4th ranks consist of a majority of the Kingdom's population, being somewhat well off thanks to countless generations of enchantments that have changed the land of the Ice Kingdom back when they had animus magic; 5th rank dragons are considered the lower class in the Kingdom and is the rank one is given when they become a citizen of the Ice Kingdom; 6th rank is given to those serving a criminal sentence, being given back their previous rank or one lower than it once their sentence is ended; And lastly 7th rank is given to those serving a life sentence, though these dragons do have the possibility of reclaiming their forming rank and losing their life sentence by going through the Diamond Trial, something that only a talonful of dragons have succeeded in completing. 
==== Regions ====
Crown of Pyrrhia: Northern Region of the Kingdom.
Crowned Mountains: Eastern Mountain Region of the Kingdom, having winds so cold that they can make even Icewings chilly. Restricted to dragons of at least the fifth circle. (Originally restricted to fourth circle dragons, being changed in 4337 A.S. as part of an effort to revitalize a population crippled by disease and the Shore-Fire War of 4333 A.S.) The region would be known for its quality metals, the mountains themselves having been enchanted long ago to have lava released from the mountain cool into various metals depending on the mountain. Many of these metals would be used in various tools and even buildings to the point that some mountains in the regions would be covered top to bottom in metal buildings, giving them the appearance of a massive fortress. Something that would lead to the Sky Kingdom waging war with the region at various points of history in hopes of obtaining these metals for themselves, most notably with the Winged Coast Region. 
Storming Evergreens: Western Region of the Kingdom.
Tundra Wastes: Central Region of the Kingdom
==== Surrogate Partner ====
When a couple within the Ice Kingdom officially become mates, they can take in another dragon as a Surrogate Partner. Surrogate Partners are primarily taken in to help produce a dragonet should the mates be unable to do so together due to one of them being infertile and/or both are the same biological gender, as well as to prevent the risk of inbreeding should a couple be closely related. Ice Kingdom mates may also take in a Surrogate Partner for reasons such as taking in another dragon as a mate, legally becoming part of a family, as well as to serve as a god parent.
Category:Alternate Universes
Category:Work in Progress