Game of Dragons (HTTYD + WOF AU)

The Game of Dragons Universe is an alternate reality that is the setting for the How to Train Your Dragon and Wings of Fire fanfiction crossover series. It is part of the main Trials of Sarah story but is its own series (a sub series). Written by AngelLion1234 (aka SnowNadder on Quotev and Fanfiction).
== Series ==
<tabber>
|-|Main Series=
== How to Train Your Dragon and Pokemon (Completed) ==
First series movie: Winter, Shadow and the dragons have become a big part of Sarah's Family, with their strong friendship and love together. However, when the Melemele Island Guardian sends Sarah and her family to their home world in order to end a war against Dragonkind, Winter and the dragons will be forced to confront their origins and their lack of trust in the humans of their world. Together with a village screw up, Hiccup Haddock and his best friend Zenna Fiersome along with their Night Furies, Toothless and Stryka, can Winter, Shadow and the dragons overcome their tough past to help their rider and family bring peace to their war torn world? (Collab with Quang26943 on Quotev)
== Game of Dragons (Completed) ==
With Team Eclipse defeated for good, Sarah, Winter and Shadow can do fully attend their Dragon Princess and Alpha duties in the Barbaric Archipelago. Together, they and the whole family will have adventures with Hiccup, the Vikings Teens and the people of Berk. Keeping the peace between Humanity and Dragons to fully restore the lost Dragonstone Kingdom of Queen Athi and the Bewilderbeast to its former glory. Coming up against the Berkians enemies, Sarah will defend Berk from enemies; human and dragon and take the first steps into becoming the next Queen of the Archipelago. (Includes Dragons: Riders and Defenders of Berk, Dragons: The Nine Realms) (Collab with Quang26943 on Quotev)
== Trials of Sarah: Paldea Adventure ==
Sarah, Race and her Viking friends attend the Uva Academy in the Paldea Region where they meet three new friends; Nemona the Academys' Champion whom encourages them to take on the Gyms and become Champions, Penny - a shy girl with a strange connection to the regions' troublemakers Team Star whom don't appear as what they seem and Arven, the son of Professor Toro and Sada with his own mission and surprising connection to two mysterious pokemon. As the friends attend the academy together, they'll have more adventures with them, their pokemon and their dragons strengthening their friends and stopping some evil plots along the way. (Collab with Quang26943 on Quotev)
== Dragon Knights: Race to the Edge (Future but Completed) ==
Hiccup and the Dragon Knights are finally old enough to fight against the Dragon Hunters in the Northern Western parts of the Kingdom. Now they'll work together with Sarah and the Dragonstone allies to take down the Dragon Hunters including Viggo Grimborn, Ryker Grimborn, the Dragon Flyers and a secret enemy with a deep betrayal
== How to Train Your Dragon and Pokemon 2 ==
5 years have passed since the Berkian Dragons Wars ended and the bonds of friendship between Hiccup, Zenna, Sarah, Race and their dragons will be tested greatly and come into play when Drago Bludvist finally begins to make his move in the Archipelago. With approaching war on the horizon Sarah and her friends set out to stop what befell the Kingdom 1,600 years ago from happening again which leads them to a surprise reunion that no one saw coming and the biggest battle for the future of Dragonkind and humankind in the Archipelago. (Collab with Quang26943 on Quotev)
== How to Train Your Dragon and Pokemon: The Hidden World ==
All seems well on the island of Berk and the Archipelago as Vikings and dragons live together in peace and harmony with the Dragonstone Kingdom finally reestablished. Now with his father retired, Hiccup finds himself increasingly attracted to Astrid, while his beloved dragon Toothless meets an enchanting creature who captures his eye - another wild Light Fury. However, when the Night Fur Killer, Grimmel the Grisly finally appears and launches a devious plan to wipe out all the dragons, including the last Night Furies according to him (Toothless, Stryka, Shadow, Eclipse, Starlight, Cansu, Asra, Zorya and Hawkeye), it'll lead to the final battle to determine the fate of the Archipelago and the Dragonstone Kingdom, Sarah, Hiccup and all their friends must unite both words to fight back while discovering the biggest secret Athi and Blizzard had during their rule....the ancestral home of all Dragons: the Hidden World. (Collab with Quang26943 on Quotev)
</tabber>
== Tribes ==
In this Universe, All of the Tribes have Animus Magic. For why, click History and Lore<tabber>
|-|MudWings=
The MudWings, previously known as swamp dragons and mud dragons to humans, are a Pyrrhian dragon tribe that reside in the Mud Queendom. They are currently ruled by Queen Rivulet.
==Description==
MudWings are large, with thick, armored and plated scales to give them more protection. They come in earthy tones, mostly brown, but grey also common. Sometimes, they can come in colors like gold, amber or even occasionally green, these colors being more visible in natural sunlight. MudWings have warm-colored eyes, such as brown, gold, orange and yellow, sometimes described to have yellow or gold rings around their pupils. Their nostrils are on the top of their snouts, allowing them to stay partially submerged in water or mud for a prolonged period of time, typically around an hour. They have thick, short and slightly curved horns, a broad snout, shoulders and wings, and a large, muscular and robust build somewhat like crocodiles. MudWings are noted to be the largest tribe and can come in patterns such as stripes and dapples.
==Abilities==
===General===
An individual MudWing can breathe fire if they have a warm internal temperature. They can also hold their breath up to an hour, although this varies between dragon to dragon. With their muscular bodies, they are very strong, typically stronger than dragons from the other tribes. They are capable of blending in with mud puddles, swamps and marshes, as well as dirt, and can rest while partially or fully submerged. Mud can help the tribe ease pain and can help treat wounds.
===Special===
Rarely, a MudWing dragonet can hatch from a blood-red egg, giving them partial immunity to fire. 
==Society== 
Less wealthy and lowborn MudWings usually live on the outskirts of MudWing territory, near the Diamond Spray Delta, while the rest live closer to the center of the kingdom. MudWings hatch close to villages, where they learn and pick up the dragon language by going to schools. After hatching, MudWing sibling groups will often follow older groups to pick up the ways of MudWing life. Royal MudWings hatched in the palace are named shortly after hatching, quickly educated, and trained.
MudWings live in large mud bunkhouses, with a big opening at the top, that house several dragons, usually siblings. They also tend to lie around and nap in large mud puddles. MudWings also have not been ambitious compared to other tribes. It has been awhile since they had a queen who was interested in conquering others.
Pairings are not formal, with a breeding night once a month. Neither parent takes part in raising their children, and often the two partners will not know one another or their children in any way. MudWings lay their eggs in well-protected bunkhouses with mud walls and warm rocks for incubation. Eggs are left mostly alone, and oftentimes no adults are present during hatchings. The first MudWing dragonet to hatch is often the largest and is known as a bigwings. They will help their siblings hatch out of their eggs.
MudWings, unlike other tribes, live in troops of siblings, with the bigwings as the caretaker and leader. These sib groups love and trust one another a great deal and work well as units of soldiers. They also protect one another and feel the loss of a sibling deeply. When a sibling is killed or lost, a sib group may take in another dragon who has been orphaned from their own group, known as "unsibs." Several unsibs may gather to form their own troop.
Besides for the bigwings, MudWing troops also have other roles that the siblings fill. This includes a healer who studies the medicinal properties of mud and various leaves, a treasurer who keeps track of the siblings' treasure and provisions, a gatherer who finds additional food besides the prey that is hunted as a group, and a communicator who negotiates with other troops. These roles are assigned by natural skills and personal preference. The bigwings can sometimes be in charge of one of these roles if they have the skills for one of the roles
===Naming===
MudWings are named after multiple things, such as anything involving the earth and swamps (Such as Marsh), shades of brown (Umber, Sepia, Ochre), and flora as well as fauna that exist there (Crane, Reed, Moorhen). In uncommon cases, MudWings can also be named after minerals or even gems of sorts (Such as Asha). 
===Other===
==Diet==
MudWings have a large appetite and will eat almost anything, such as fruits, vegetables, meat and seafood. Usually, since they live in the swamp, they consume animals native to the bogs, such as crocodiles, water buffalo and cows. Due to their larger build and strength, they normally have a big appetite to gain more energy. MudWings also have an interest in farming as well as agriculture in general, and they trade some of their crops with the SkyWings.
Present Queen
* Queen Moorhen
Previous Queens:
* Queen Crane: Noted for her mastery of MudWing combat techniques.
* Queen Cattail: Known for her diplomacy and peacemaking efforts.
* Queen Marsh: Focused on improving living conditions for MudWings in marshlands.
* Queen Sludge: Strengthened MudWing defenses against invasions.
* Queen Damp: Instituted educational reforms and promoted dragonet schooling.
* Queen Bog: Developed advanced agricultural techniques for marshland farming.
* Queen Mire: Known for her advocacy for MudWing healers and scholars.
* Queen Swamp: Introduced reforms to combat social inequality among MudWings.
* Queen Puddle: Championed wetland conservation efforts.
* Queen Gunk: Led MudWings during a period of technological advancements.
* Queen Quagmire: Known for her strategic brilliance in wartime.
* Queen Peat: Negotiated important alliances with neighboring tribes.
* Queen Driftwood: Focused on rebuilding after a major MudWing civil war.
* Queen Trench: Introduced reforms to improve dragonet welfare.
* Queen Salamander: Known for her efforts to expand MudWing influence in trade networks.
* Queen Slurry: Promoted arts and cultural exchange within MudWing society.
* Queen Lagoon: Negotiated an important peace treaty with the SeaWings.
* Queen Silt: Renowned for her exceptional leadership during a devastating flood.
* Queen Soggy: Pioneered exploration of the southern marshlands.
* Queen Muck: Known for her wise counsel and diplomacy.
* Queen Tadpole: Instituted reforms to promote MudWing unity and cooperation.
* Queen Algae: Championed marshland conservation efforts.
* Queen Bracken: Led MudWings during a period of economic prosperity.
* Queen Turf: Noted for her efforts to combat corruption within the MudWing court.
* Queen Fens: Instituted reforms to improve healthcare for all MudWings.
* Queen Delta: Known for her generosity and patronage of the arts.
* Queen Papyrus: Renowned for her exceptional leadership during a major MudWing rebellion.
* Queen Muckwallow: Focused on fostering unity among MudWing tribes.
==Gallery==
File:MudWingBase.png|A typical MudWing, by Joy Ang
File:MudWing Sigil.png|MudWing Sigil, by Platypus the SeaWing
|-|SandWings=
The SandWings, previously known as desert dragons and sand dragons to humans, are a Pyrrhian dragon tribe that reside in the Queendom of Sand. They are currently ruled by Queen Heather.
==Description==
SandWings are the smallest dragon tribe, coming in shades of pale or light golds, yellows and oranges. Brown, red and gray tinted or colored SandWings are uncommon. They have compact snouts, and short, curved horns, as well as a horn on their snout and under their ears. One of the most notable features of the tribe, are the frills (or sails) that run along their snout to about 3/4ths of their tails, which are scorpion-like. SandWings have a dark colored stinger on the end of their tails as well. They can come in a variety of patterns, such as diamond patterns, triangle patterns, and freckles.
==Abilities==
===General===
SandWings can breathe a gold-tinted fire, and their scales radiate warmth. SandWings are also good diggers and can camouflage in the sand. They can go a long time without food and water, longer than any other tribe, and they have a particularly sharp sense of hearing and smell. The tribe also has an enhanced resilience to heat, being able to withstand the extreme hot temperatures of the desert. They are also adapted for long flights and journeys in the desert, not needing to stop frequently. They aren't entirely immune to the harsh conditions of the desert. 
The tribe's most iconic ability is their scorpion-like barb on the end of their tail, which contains a lethal venom. Their venom can kill a healthy adult dragon, although how quickly they die depends on the venom dosage and how close the wound is to the heart. Very young SandWings don't have tail venom, as it starts developing at the age of three, and finishes developing around the age of six. The main ingredient to cure SandWing venom is brightsting cactus.
==Society==
===Living Conditions===
The Queendom is vast and empty, and because of this, most SandWings live in cities, towns and settlements around oases. Many SandWings also choose to be nomads or live alone, often to avoid conflicts and other dragons. There is also a number of SandWings that live in, on the outskirts, or near the Stronghold, regardless of rank. A portion of the SandWing army lives in the walls and barracks of the Stronghold as well. Dragons who have jobs often have to fly long distances to work if their workplace is at a designated location.
As for housing, most SandWing houses aren't built to be preppy, giant or for display, but rather for convenience and built to conserve resources, typically having little hallways, short ceilings and smaller rooms. SandWing housing usually consists of apartment-like complexes in cities, and huts if they live alone. SandWing settlements are often compact, including the Scorpion Den, which has more resources and connections compared to the other settlements.
===Education===
Education among the SandWing tribe varies greatly. SandWings, if they don't live in isolation, will be sent to their town's school where they learn with scrolls and books, and about SandWing history, math, reading, and healing. SandWing schools spend much of their early school years prioritizing holding their tails in a certain position to avoid accidents and spend their time practicing being aware of their tail and everyone else's. Because of this, and their healing classes, SandWing dragonets also learn bandaging and utilizing brightsting cacti in all sorts of situations. 
SandWing dragonets who don't live near a school and live alone with their family, will be homeschooled and taught similar things. Those who grow up near or in the Stronghold will have the best access to education, since there is a wingery in the stronghold and an abundance of educational resources. There are no limits or guidelines about SandWing education currently, although Queen Heather wishes to implement an education system and resources to homeschooled dragonets.
Some areas also have options for secondary education for the tribe, although smaller settlements and isolated residences do not have these opportunities.
===Culture===
The SandWings' kingdom is vast and empty, as many choose to live in towns by oases. Occasionally, some would live and roam around on their own. Living alone helped them avoid conflicts. Many SandWings work as merchants or assassins, especially in the Scorpion Den. They celebrate full moon festivals, and are a surprisingly musical tribe. Duties between civilians can range between garden keeping, kitchen work, teaching, army duties. and patrols such as harvesting brightsting cacti, hunting desert foxes, and destroying dragonbite viper dens. 
Thorn becoming the new SandWing queen is quite controversial within the Kingdom of Sand. Most citizens are, however, quite loyal towards their queen. SandWing dragonets are taught to hold their tails in a certain way to prevent accidents. Young dragons spend a lot of time practicing how to be aware of their tails and everyone else's, and much bandaging and antidote-administering is required for various accidents. Dragonets who live in the palace learn basic things in the wingery until the age of two.
Even in times of general peace, SandWings still had minor skirmishes with IceWings and SkyWings. They also have a reputation among other tribes as sneaky outlaws and are stereotyped as sly and underhanded. SandWings keep armadillos, coyotes, and snakes as pets
===Naming===
SandWings are often named after something desert related, such as something land-related (Oasis and Horizon), flora and fauna (Ostrich and Palm), weather or climate (Sirocco and Arid), fire and heat-related (Blaze, Kindle), and uncommonly gemstones (Onyx), physical features (Six-Claws) and colors (Tawny).
===Other===
SandWings like keeping all sorts of pets, like humans (scavengers), coyotes, foxes, wildcats, and snakes.
==Diet==
SandWings have a light diet, and don't consume much. They eat desert animals, like camels and lizards. The tribe also likes to cook and prep their food, with cookies, bread, dried fruit and roasted lizards, with the highest quality of these coming from the kitchen of the stronghold. They are also open-minded when it comes to other foods and have been noted to consume things that are scarce in the desert, like vegetables, plants, scavengers and duck. They also have elaborate drinks such as cactus cider, and camel and cinnamon milk. They also consume honey, birds and tortillas. 
===Significant Dragons===
Queen
* Queen Thorn
Previous Queens:
* Queen Oasis: Legendary queen who amassed great wealth and power.
* Queen Scorpion: Known for her cunning and expertise in desert warfare.
* Queen Mirage: Negotiated important alliances with neighboring tribes.
* Queen Dune: Strengthened SandWing defenses against invasions.
* Queen Sandstorm: Initiated reforms to improve living conditions in the desert.
* Queen Arid: Led SandWings during a devastating drought.
* Queen Viper: Noted for her political intrigue and espionage skills.
* Queen Cactus: Promoted desert agriculture and resource management.
* Queen Mirage: Instituted educational reforms and promoted literacy.
* Queen Oasis: Renowned for her generosity and patronage of the arts.
* Queen Rattlesnake: Led successful campaigns against the IceWings and MudWings.
* Queen Parch: Known for her sharp intellect and problem-solving abilities.
* Queen Sahara: Introduced trade routes with the RainWings and SeaWings.
* Queen Sandstorm: Focused on rebuilding after a major SandWing civil war.
* Queen Duststorm: Known for her strategic brilliance in military campaigns.
* Queen Sunbeam: Instituted reforms to combat social inequality among SandWings.
* Queen Scorch: Led successful expeditions to uncover ancient SandWing relics.
* Queen Arid: Established SandWing outposts in uncharted territories.
* Queen Drought: Championed desert conservation efforts.
* Queen Sirocco: Known for her wise counsel and diplomacy.
* Queen Cyclone: Instituted reforms to promote SandWing unity and cooperation.
* Queen Mirage: Negotiated an important peace treaty with the IceWings.
* Queen Monsoon: Led SandWings during a period of significant cultural renaissance.
* Queen Gila: Promoted arts and cultural exchange within SandWing society.
* Queen Sahara: Known for her efforts to expand SandWing influence in trade networks.
* Queen Tumbleweed: Introduced reforms to combat corruption within the SandWing court.
* Queen Ocotillo: Led SandWings during a period of economic prosperity.
* Queen Saguaro: Renowned for her exceptional leadership during a major SandWing rebellion.
* Queen Dustdevil: Pioneered exploration of the northern deserts.
==Gallery==
File:SandWingBase.png|A typical SandWing, by Joy Ang
File:SandWing Sigil.png|SandWing Sigil, By Platypus the SeaWing
|-|SeaWings=
The SeaWings, previously known as ocean dragons or sea dragons to humans, are a Pyrrhian dragon tribe that reside in the Queendom of the Sea.
==Description==
SeaWing colors range from blue, green, indigo, cyan and can come in grayish or brownish scales as well. Rarely, they can be any other color, or have highlights and accents of other colors such as pink horns and pink wings. In natural sunlight, they look like glittering aquamarines, sapphires and emeralds, and they can have shining scales or pearlescence. SeaWings, although not small, are short and compact. They have a long and curved snout, with barbels on their jaw. They have dull, webbed spikes going from their necks to the end of their tail, as well as their chests. They also have webbed talons, with sharp, fishhook like claws, and strong, powerful tails. They have gills on their neck, and their tongues can be forked or non-forked. 
SeaWings can come with patterns, such as spiral patterns on their spine and arms. They have bioluminescent scales that are scattered on their body. These glowing scales often come in patterns like stripes and dapples. Royalty have prominent glowing scales under their wings, with spirals, starbursts and talonprint patterns. Other SeaWings may also have talonprint and starburst patterns, but they are smaller and there are no spiral patterns either. SeaWings also have bioluminescent fluid, which is mistaken for blue blood. The bioluminescent scales that were damaged will heal like regular scales, but will appear discolored or dull in comparison to the other scales. 
==Abilities==
SeaWings can breathe underwater with their gills, and use their tails, wings and webbed talons to swim. Their claws are also curved to help them swim and catch prey, as well as latch onto an opponent in battle. They have powerful tails, which can also be used to create waves or hit anyone they're fighting with. SeaWings also catch currents to ride on, and SeaWings typically alternate between flying and swimming when travelling long distances.
==Society==
===Culture===
SeaWings are regarded as intelligent and artistic. They also historically used boats. Citizen duties include kitchen work and enlistment in the army. Most SeaWings work at the palace with jobs such as pearl diving, weaving, carving, hunting, gardening, and caretakers for dragonets.
Coral is a writer whose scrolls are required reading in SeaWing schools, even those that are not of the best quality. Guards have been shown to salute to her, and most of her subjects regard her as a good queen.
The Summer Palace, before its destruction, utilized an advance guard. It was a troop consisted of at least fifteen soldiers whose duty was to keep intruders away from the palace.
In modern Pyrrhia, most SeaWing citizens appear well fed, well-rested, and content. The queen uses a council consisting of selected council members and members of the royal SeaWing family or members that the queen trusts. The Council has frequent meetings. SeaWings keep pets such as seahorses, sea dragons, cuttlefish, and bobtail squid.
===Naming===
SeaWings are typically named after ocean-related phenomena, flora and fauna (Riptide, Coral, Snail), gemstones (Pearl, Sapphire) or physical features or anatomy (Fin, Webs). 
===Other===
SeaWings keep underwater pets, such as a variety of fish, octopi and squids.
==Diet==
The tribe's diet typically consists of seafood, especially if its raw, like whales, squid and octopi. Sharks are also commonly consumed, although young dragonets are taught to avoid them. They also like preparing and making other foods, like sushi, soups and stew, coconut rice, salads. Crabs, lobsters and clams are among the most common foods other than fish. Salads and other elaborate dishes will also include herbs, lemon juice and fruits and vegetables, which are uncommon. Dolphins at one point were forbidden to eat during Coral's era, although they are consumed in modern day.
===Significant Dragons===
Queen
* Queen Coral
Previous Queens:
* Queen Pearl: Famous for her diplomacy and peacemaking efforts.
* Queen Lagoon: Known for her leadership during a major SeaWing civil war.
* Queen Splash: Focused on improving living conditions for SeaWings in coastal regions.
* Queen Bay: Strengthened SeaWing defenses against invasions.
* Queen Foam: Instituted educational reforms and promoted dragonet schooling.
* Queen Surge: Known for her advocacy for SeaWing healers and scholars.
* Queen Ripple: Championed ocean conservation efforts.
* Queen Wave: Introduced reforms to combat social inequality among SeaWings.
* Queen Abyss: Pioneered exploration of the deepest ocean trenches.
* Queen Deep: Negotiated important alliances with neighboring tribes.
* Queen Tidal: Led SeaWings during a period of significant cultural renaissance.
* Queen Marlin: Known for her efforts to expand SeaWing influence in trade networks.
* Queen Harbor: Instituted reforms to improve dragonet welfare.
* Queen Spray: Renowned for her exceptional leadership during a major SeaWing rebellion.
* Queen Torrent: Promoted arts and cultural exchange within SeaWing society.
* Queen Surge: Known for her wise counsel and diplomacy.
* Queen Brine: Instituted reforms to promote SeaWing unity and cooperation.
* Queen Current: Championed ocean conservation efforts.
* Queen Tide: Focused on rebuilding after a devastating tsunami.
* Queen Wavecrest: Negotiated an important peace treaty with the RainWings.
* Queen Fathom: Led SeaWings during a period of economic prosperity.
* Queen Splash: Known for her efforts to combat corruption within the SeaWing court.
* Queen Nix: Instituted reforms to improve healthcare for all SeaWings.
* Queen Ebb: Noted for her generosity and patronage of the arts.
* Queen Riptide: Renowned for his exceptional leadership during a major SeaWing rebellion.
* Queen Tuna: Focused on fostering unity among SeaWing tribes.
* Queen Sprayfin: Known for her love for exploration and discovery.
==Gallery==
File:SeaWingBase.png|A typical SeaWing, by Joy Ang
File:SeaSWing Sigil.png|SeaWing Sigil, By Platypus the SeaWing
|-|SkyWings=
The SkyWings, previously known as mountain dragons or fire dragons to humans, are a Pyrrhian dragon tribe that reside in the Queendom of the Sky. 
==Description==
SkyWings can come in any shade on the warm side of the color spectrum, most commonly red and orange. Their eyes are also typically orange, amber or yellow, with narrowed pupils. They have a lean and long build, with "jewel-hard" scales. Their wings are also large and narrow to allow high-speed flight, and they have two long, curly horns, as well as extra horns on their snouts and jaws. Their snouts are also long and curved.
 
==Abilities==
===General===
SkyWings can breathe the hottest fire of any tribe and are capable of holding it in until it reaches its max temperature. There is often a particular hissing sound that comes before they breathe any fire, although they are capable of this hissing noise on command. They are also the fastest fliers out of all the tribes, being capable of flying for days, potentially weeks due to their enhanced stamina. SkyWings are also considered strong and powerful fighters. They have sharp eyesight, comparable to that of an eagle's, and they have enhanced hearing which is noted to be sharper during flight. The tribe has an enhanced tolerance to the cold compared to other tribes as well.
===Special===
As a fire-breathing tribe, SkyWings can hatch with firescales, especially if it's a twin in the egg. SkyWings are the most common tribe that firescales appear in. They are described with having "too much fire", which said fire is hotter than normal and they can burn anything they come in contact with.
==Society==
===Living Conditions===
SkyWings typically live in remote areas, preferring the peaks and higher altitude than lower ones. However, there are notable SkyWing towns and cities, that are usually located on cliffs and even inside cave systems as well. SkyWing houses are built with bricks, stone and sometimes wood, and are built with a somewhat fancy form of architecture in mind. Their homes are also build to withstand strong winds and storms. SkyWings who live in the palace often live comfortably. During many ambitious and power-hungry queens' reigns, the tribe tends to look unfed and sleep-deprived, such as during Queen Scarlet's reign.
===Education===
SkyWing education is very simple, and most dragonets who live in communities grow up in their local wingery where they learn to fly and fight. Other basic subjects such as reading and writing are not prioritized in comparison. Those who are not schooled in wingeries are typically homeschooled by their parents or other family members.
Because SkyWings don't have a strong education system, many SkyWings like to apply to all sorts of schools, even intertribal schools such as Jade Mountain Academy.
===Culture===
Most SkyWing dragonets are raised in a wingery. The wingery is a place for young dragonets to grow and play. As SkyWings learn flight early in their lives, the wingery contains a place for dragonets to practice.
Most SkyWing families are fairly loose. Not all dragons seek partners, instead they may register themselves in a breeding program to be paired up by the queen. SkyWing weddings are quiet, and involve the two dragons saying ritual words while flying with each other above the clouds and then registering themselves in an ancestry scroll. During Scarlet's reign, weddings involved fights in the arena.
SkyWings have a traditional, ceremonial burial system, which consists of wrapping a deceased dragon's body in white cloth or silk and offering it to the sky for seven days before being burned. This allows the dragon's spirit to fly free, reincarnating into a SkyWing instead of a dragon from any other tribe. The ceremony may have been stopped during the war, but it carried on in Ruby's rule. A cave near the peak of Jade Mountain is a notable location where SkyWings have held this ceremony.
Before Queen Firestorm, there was an old tradition called the Clash of Claws Tournament that the SkyWings would hold every seven years. SkyWings from across the kingdom would come to the palace to compete in a weeklong competition to prove themselves to the queen, tribe, and kingdom. If they won, they were granted glory, fame, and a seat at the queen's table of advisors. There were seven challenges that were done over the seven days of the tournament.
List of the Clash of Claws challenges
* Flame: Competitors compare intensity, precision, and heat of their fire.
* Endurance: Competitors fly to the tallest mountain in the kingdom to collect a token and race back to the palace to test their speed, stamina, and resistance to the cold.
* Strength: Competitors fly as high as possible while carrying a heavy boulder then throw the boulder as far as they can.
* Cunning: Competitors go through elaborate mazes with secret rooms full of treasure that they must acquire while avoiding snares and other traps.
* Guile: Competitors race to find a scavenger and bring them back to the palace alive and unharmed.
* Wit: Competitors must correctly answer a series of riddles crafted by the queen and her advisors.
* Speed: Competitors fly in a race to determine who is the fastest in the tribe.
===Naming===
SkyWings can be named after creatures that live in the mountains, mostly birds (Kestrel, Hawk), something fire or heat related (Firestorm, Flame), shades of red and orange (Scarlet, Carmine), gemstones and minerals (Pyrite, Ruby) and something landscape-related (Cliff, Canyon). 
==Diet==
SkyWings, while omnivores, prefer eating meats. They eat anything that lives in the mountain landscapes, such as (but not limited to) scavengers, birds, goats, foxes and squirrels. They also typically roast and cook their food and they grow their own crops. SkyWings don't really have an emphasis or a particular interest of making dishes, preferring to eat simple, quick meals.
===Significant Dragons===
Queen
* Queen Ruby
Previous Queens:
* Queen Carmine: Fierce and ambitious queen who expanded SkyWing territories.
* Queen Scarlet: Infamous for her ruthless rule and gladiatorial games.
* Queen Flame: Negotiated important alliances with neighboring tribes.
* Queen Ember: Strengthened SkyWing military and defense capabilities.
* Queen Sunfire: Initiated reforms to improve living conditions for common SkyWings.
* Queen Talon: Led successful campaigns against the IceWings and SandWings.
* Queen Blaze: Presided over an era of economic prosperity and trade expansion.
* Queen Phoenix: Known for her fiery speeches and charisma.
* Queen Sear: Led SkyWings during a period of intense volcanic activity.
* Queen Scorch: Expanded SkyWing influence in the northern territories.
* Queen Spitfire: Instituted educational reforms and promoted dragonet schooling.
* Queen Flare: Developed advanced fire-breathing techniques.
* Queen Radiant: Introduced SkyWing cultural festivals and celebrations.
* Queen Wildfire: Focused on rebuilding after a devastating plague.
* Queen Inferno: Noted for her strategic brilliance in wartime.
* Queen Ash: Known for her diplomatic skills and peacemaking efforts.
* Queen Burn: Conquered additional territories and established SkyWing dominance.
* Queen Flashfire: Instituted reforms to reduce social inequality among SkyWings.
* Queen Kindle: Pioneered SkyWing aerial combat tactics.
* Queen Blazeheart: Championed dragonet education and development.
* Queen Flamestrike: Strengthened ties with the SeaWings and RainWings.
* Queen Swift: Implemented reforms to improve dragonet welfare.
* Queen Emberclaw: Led SkyWings during a period of technological advancements.
* Queen Sunburst: Promoted arts and culture within SkyWing society.
* Queen Stormfire: Renowned for her stormy temperament and fierce loyalty.
* Queen Sunblade: Instituted reforms to combat corruption within the SkyWing court.
* Queen Flamestorm: Successfully defended against NightWing attacks.
* Queen Blazewing: Known for her wisdom and long reign.
* Queen Firestorm: Pioneered exploration of the southern islands.
* Queen Flamecrest: Promoted exploration and colonization beyond Pyrrhia.
==Gallery==
File:SkyWingBase.png|A typical SkyWing, by Joy Ang
File:SkyWing Sigil.png|SkyWing Sigil, By Platypus the SeaWing
|-|IceWings=
The IceWings, previously known as arctic dragons or ice dragons to humans, are a Pyrrhian dragon tribe that reside in the Ice Kingdom.
==Description==
IceWing scales are sharp and typically shiny, and come in pale or silvery shades of blue, purple or even greens and pinks, blending into their tundra environments. IceWing scales are often compared to the moons, and they are described as at least half as hard as diamonds. They also uncommonly come with patterns, such as freckles, stripes and whisker/fur like "tufts". IceWings also commonly have blue eyes, often with a dark sclera and barely visible pupils at times. The tribe also have forked tongues. 
They have a long, thin and lean build, with a cluster of long icicle-like spines on their neck, and long spines running along their back. These spines are very sharp, and they can poke other dragons if they touch them. These spikes ruffle up when they panic, or they are angry. They have sharp, serrated claws for gripping the ice. IceWings have blue blood.
==Abilities==
===General===
IceWings can withstand extremely cold and subzero temperatures and bright light. They radiate a cold chill from their scales, which freeze humidity and water drops. The tribe haas sharp, serrated claws evolved for gripping the ice, their claws being notorious for their sharpness as dragons describe it as being clawed multiple times in the same area at once, and they can cut easier and deeper into a dragon's scales. IceWings also have sharp eyesight and hearing, and they are noted to be able to fly long distances. IceWings also have frostbreath.
Frostbreath looks like glittering mist or sparkling smoke and can cause limbs to fall off due to frostbite. Frostbreath will cause a dragon to feel a freezing pain, before the area goes numb. Dragons can also loose consciousness or go into paralysis. Firescales cannot be affected by frostbreath and frostbreath can be weaker if an IceWing has too warm on an internal temperature. Frostbreath being shot down a dragon's throat will immediately kill them, unless they are a fire-breathing dragon, which will allow them to survive for a short period of time. Staying in an constant heat source like lava is the only way they can survive, otherwise they will freeze from the inside out. It can put out fires, and forms ice crystals when coming into contact with dirt and form ice chunks when in contact with rain. 
===Special===
IceWings can hatch with frostscales, which is like an inverted version of firescales; Born with too much ice. Frostscales freeze any moisture and water in the air around them, giving them a frosty or ice-covered appearance. Because of this, sometimes they appear to glow. They radiate a chill much colder than their fellow IceWings, and freeze almost anything and everything around them. They cannot be affected by fire.
==Society==
The tribe's living conditions vary greatly. A majority of the tribe live in towns with ridiculously long names, which often consists of schools, courthouses, libraries and statues of IceWing mythological figures. IceWing towns are also small and spread apart. Many also choose to live alone or travel, similarly to SandWings. Those who live in cities or near and in the palace live fancy, comfortable lifestyles without the worry or need for travel or face the challenges of rural settlements. IceWing houses are typically small, but fancy, and they follow a nuclear family; Mother, father and children living in the same household. Dragonets were commonly kicked out of their parents' homes once they were six or seven. 
Those who live in or around the palace varies from time to time, depending on status or job opportunities. IceWings often hunt for themselves, fetch water for themselves, and buy things for themselves from a very young age.
===Culture===
IceWings are sophisticated, strict and typically have a superiority complex. Even though the circle system was eliminated, IceWings still have a noticeable hierarchy, although many queens emphasize diversity and moving away from the past. They also tend to be perfectionists and have a strict "code of conduct". Many traditional IceWings are extremely harsh and strict on dragonets, believing that the only way to make a dragonet stronger is to expose all of their weaknesses, shame them, treat them cruelly and never reward them. These same IceWings also view their dragonets as property, even into adulthood. 
IceWings also value appearance and the way they present themselves, speak and what aura they give off. They often polish their scales or roll in snow and dive in freezing water to maintain this look. The tribe also has talent shows, and festivals, celebrating hatching days and coronations, as well as other occasions as well. They like to work hard and share things with others, such as recipes for food, songs, literature and jewelry. 
IceWings are very religious and spiritual, believing in a god who is commonly known as the "Great Ice Dragon". They also believe in spirits and souls, as well as ancient spirits trapped in ice. IceWings swear on the Great Ice Dragon's name numerous times, and even pray to him in times of distress. IceWings also believe in snow monsters, as well as mythological figures and heroes. IceWing villages have bards and travelling librarians, who go and spread the stories of IceWing mythology to others both in and outside the tribe. Bards are chosen by memory and performance skill, and usually every dragonet wants to be the bard of their village.
===Naming===
Before Queen Snowfall, IceWing names were chosen by the family member with the highest Circle rank and the names had to be approved by the queen. This is no longer practiced. 
They can be named after ice formations like Glacier and Icicle, arctic animals (terrestrial or aquatic) such as Lynx, Narwhal, and Ermine, words for "white" in various languages such as Alba and Hvitur, polar landscapes such as Tundra, polar weather such as Hailstorm, and after mountains such as Changbai. They can also be named after blue and white gemstones such as Crystal, Diamond, and Opal, as well as cold seasons like Winter.
===Other===
IceWings keep pets such as arctic foxes, wolves and large cats native to the tundra. 
==Diet==
IceWings enjoy eating frozen or raw foods, particularly meat. They often prepare their meals in bowls, often filling them to the brim. Creatures native to the Ice Queendom are popular choices, and humans are rarely consumed, as they are rare. Seals are considered common and a food for the lower classes because of the Gift of Sustenance. IceWings also like prepping and making dishes, such as popsicles, salads and ice cream. Usually on big occasions, elaborate dishes will be made, featuring frozen fruits and cream, shark heart, kelp, large salads, soup with moss, polar bear meat, and scavenger liver for example.
Queen (Current)
* Queen Snowfall
Queen (Retired)
* Queen Glacier
Previous Queens:
* Queen Diamond: Infamous for seemingly going mad after using her Animus Magic more than one time.
* Queen Frostbite: Known for her diplomatic skills and peacemaking efforts.
* Queen Hailstorm: Strengthened IceWing defenses against intrusions.
* Queen Icicle: Initiated reforms to improve living conditions for IceWings in the tundra.
* Queen Crystal: Led successful campaigns against the NightWings and SeaWings.
* Queen Frost: Noted for her sharp intellect and problem-solving abilities.
* Queen Avalanche: Championed IceWing exploration of the northern reaches.
* Queen Tundra: Focused on rebuilding after a major IceWing civil war.
* Queen Blizzard: Known for her strategic brilliance in military campaigns.
* Queen Frostbite: Instituted educational reforms and promoted literacy among IceWings.
* Queen Glacial: Developed advanced ice manipulation techniques.
* Queen Snowstorm: Promoted arts and culture within IceWing society.
* Queen Arctic: Negotiated important alliances with neighboring tribes.
* Queen Freeze: Known for her efforts to expand IceWing influence in trade networks.
* Queen Frostbite: Instituted reforms to combat social inequality among IceWings.
* Queen Snowdrift: Led IceWings during a period of technological advancements.
* Queen Hail: Known for her diplomatic skills and peacemaking efforts.
* Queen Frostbite: Pioneered exploration of the southern glaciers.
* Queen Iceberg: Renowned for her exceptional leadership during a major IceWing rebellion.
* Queen Snowflake: Focused on fostering unity among IceWing tribes.
* Queen Glaze: Known for her love for the arts and artistic expression.
* Queen Winter: Instituted reforms to promote IceWing unity and cooperation.
* Queen Frostbite: Championed conservation efforts in the icy tundras.
* Queen Crystalize: Known for her wisdom and long reign.
* Queen Hailstone: Led IceWings during a period of economic prosperity.
* Queen Snowfall: Renowned for her exceptional leadership during a major IceWing rebellion.
==Gallery==
File:IceWingBase.png|A typical IceWing, by Joy Ang
File:IceWing Sigil.png|IceWing Sigil, By Platypus the SeaWing
|-|RainWings=
The RainWings, previously known as rainforest dragons to humans, are a Pyrrhian dragon tribe that reside in the Rainforest Kingdom.
RainWings can come in any shade and color with compact and rounded scales can change color as well. The tribe is described as having blue, green, yellow or brown eyes. They are usually vivid and bright in color, and the tribe prefers keeping their scales these colors. Their scale colors also change based off of their emotion, but they can also change color on command as well. If one wanted to, they could also change their scale colors to camouflage and blend in with their environment. 
RainWing scales can somewhat mimic the texture and appearance of scales from the other tribes, giving them an uncanny appearance when mimicking and disguising themselves as the other tribes. RainWings develop their color-changing scales in the egg, and their default scale color is green or lime.
RainWings have a slender and long structure, being on the larger side of dragons, with prehensile tails and feathery ruffs behind their ears and horns. They flare these ruffs in anger or as a sign of aggression. The look like chameleons, and they also have dot patterns on their neck, back, tail and arms. They have a circle of scales around their eyes, and wide, thin wings for gliding.
==Abilities==
===General===
RainWings can change their scale color at will. They change by bending light, and their scales can change depending on their mood or emotions. Strong emotions will "break through" a chosen scale color. They can also absorb sunlight, which is vital for developing their abilities, including their venom. Absorbing sunlight gives them energy and makes their scales prettier and it betters their mood. RainWings have a designated "Sun-time", where they sleep in the sun for a few hours when it's at its highest. RainWings who don't absorb sunlight frequently may seem moody, have dull scales, and in rare cases, lose the ability to change scale colors. RainWings can typically spot other camouflaged dragons, as they develop this skill through hide and seek. They can also practice changing their scale colors and blending in as well. Blind RainWings can't change their scale color on command, and if a RainWing is mind controlled, the controller can't change their scale color if they don't know how.
The tribe also have an acidic venom, and two fangs that extend upward towards their target. This venom is extremely corrosive and toxic, and only affects organic things like plants and animals. The venom will painfully melt away a dragon's scales, and the venom is deadly if it gets into the eyes or bloodstream. The acidic effects of the venom can be neutralized if a blood relative's venom comes into contact with it. Dragonets also don't have fully developed venom, and adult dragons can shoot their venom further. RainWing venom leaves scars that make the scales (or skin) appear warped or disfigured. 
RainWings have prehensile tails to help them balance, glide through the rainforest and swing from tree to tree. Their wide, thin wings also help them glide through the rainforest as well. Because of this, RainWings aren't adapted to fly long distances or be in the air for long periods of time, and they are not used to having to compete for resources and food shortages, making them more susceptible to hunger and dehydration. RainWings don't have remarkable eyesight, but they can see in the dark quite well. They can also mimic bird calls and can identify flowers and other plans solely based off of their smell. 
==Society==
===Living Conditions===
RainWings live peaceful, comfortable lived in the rainforest. Their communities are closely connected to one another, and in each community and village, is everything a dragon needs. Each community has a chief, even though they are still ruled by the queen. RainWings are also social, and its nearly unheard of for a dragon to live alone. Multiple families often live in the same household, and dragonets often travel out and about in their town.
===Culture===
RainWings are a pacifist tribe. They do not like getting involved with conflicts, and they are a very diplomatic and lenient tribe. RainWing families may or may not be formal, depending on what part of the rainforest they live in or what they believe in. However, there are many laws and an emphasis on protecting and caring for eggs. RainWing families will keep and even guard their eggs in their own home, and a parent of a dragonet whose parents paired up informally will take the egg with them and protect them. RainWings also have many orphans and adoption centers, however, due to some RainWings still not respecting the laws regarding protecting eggs or their future dragonet as a whole.
They have merchants selling both fruits and potions to the other tribes.
RainWing dragonets are generally playful and are conditioned to be welcoming and social. RainWings find a comfort in the rainforest and are oftentimes very connected with where they grew up, their community, family and habitat. The tribe was originally intolerant to other dragons who are different from them, although, over the years they learned to accept different dragons too. Dragonets are sometimes raised in wingeries where they learn their necessary skills, and dragonets less than a year old could mimic another dragon's scale color perfectly.
RainWings have an exclusive and pacifist royal challenge. Rather than a princess killing a queen, RainWings hold contests which test certain skills. Challengers have the option to pick and choose dragons to compete with them. These royal challenges were made by an Queen Jacaranda, so the tribe's strongest dragons didn't keep dying during challenges. 
The RainWing tribe has an army, all of which are armed with tranquilizers, spears and poisons. Most other military branches don't have armor due to their camouflaging abilities. RainWing spears are modeled after NightWing spears and use the same type of metal as they are, and tranquilizers have different darts with different poisons with different danger levels. They use their tranquilizers for a range of different things, such as unfamiliar dragons entering a community unwelcome, assassinations (In rare cases) and games.
===Naming===
RainWings can be named after rainforest plants and fruits (Mango, Mangrove, Orchid), rainforest animals (Kinkajou, Tamarin) and positive adjetives (Glory, Exquisite and Dazzling).
RainWings have a list of names they cycle through.
===Other===
RainWings keep pets, a vast majority of said pets being sloths.
==Diet==
RainWings are vegan, meaning they don't eat anything that comes from animals, although some do catch and eat rainforest critters. They don't eat sloths, as that is frowned upon, and eating furry animals such as sloths give them indigestion. Fruits and vegetables are the main components of a RainWing diet, and when it comes to foreign fruits and vegetables, the tribe is open-minded to trying them. They don't eat frequently, as they absorb much of their energy from the sun, which gives them half the energy they need to survive. Currently, and in ancient times, it was acceptable to eat meat. 
Queen
* Queen Glory
Previous Queens:
* Queen Dazzling: A charismatic queen known for her dazzling coloration and skill in diplomacy.
* Queen Fruit Bat: Famous for her botanical knowledge and the creation of the RainWing venom.
* Queen Tropic: Expanded the rainforest territories and established alliances with neighboring tribes.
* Queen Orchid: Celebrated for her artistic abilities and the development of RainWing camouflage techniques.
* Queen Leaf: Focused on rainforest preservation and biodiversity.
* Queen Liana: Strengthened ties with the NightWings during her reign.
* Queen Scales: Known for implementing efficient defense strategies against intruders.
* Queen Cobra: Elevated the status of RainWing healers and scholars.
* Queen Rainbow: Pioneered advanced methods of color manipulation and camouflage.
* Queen Fern: Instituted educational reforms and promoted intellectual pursuits.
* Queen Ripple: Negotiated peaceful trade agreements with the SeaWings.
* Queen Hummingbird: Noted for her swift decision-making during conflicts.
* Queen Sunbeam: Popularized RainWing festivals and cultural celebrations.
* Queen Jungle: Established the first official RainWing royal court.
* Queen Radiance: Successfully repelled a major invasion from the IceWings.
* Queen Bloom: Promoted artistic expression and creativity.
* Queen Nectar: Advanced medicinal knowledge among RainWing healers.
* Queen Breeze: Initiated programs for rainforest restoration and conservation.
* Queen Splash: Strengthened RainWing defenses against the SandWings.
* Queen Puddle: Negotiated an important peace treaty with neighboring tribes.
* Queen Monsoon: Known for her wisdom and strategic brilliance.
* Queen Mist: Encouraged exploration beyond the rainforest borders.
* Queen Flutter: Implemented systems to combat RainWing diseases.
* Queen Vine: Elevated the role of RainWing scholars and historians.
* Queen Dawn: Focused on fostering unity among RainWing tribes.
* Queen Dewdrop: Instituted reforms to improve living conditions for all RainWings.
* Queen Petal: Established a formal alliance with the MudWings.
* Queen Prism: Expanded RainWing influence in trade networks.
* Queen Twilight: Championed social justice and equality within RainWing society.
* Queen Swiftwing: Renowned for her exceptional speed and agility.
==Gallery==
File:RainWingBase.png|A typical RainWing, by Joy Ang
File:RainWing Sigil.png|RainWing Sigil, By Platypus the SeaWing
|-|NightWings=
The NightWings, previously known as night dragons or shadow dragons to humans, are a Pyrrhian dragon tribe that reside in the Night Kingdom.
==Description==
NightWings are lizard-like and are larger than most of the tribes. However, they are not as large as like and or MudWings. They have black, dark blue, purple, green, gray and red scales, although sometimes they can come in slightly lighter or more vivid shades. Sometimes, their scales will be dull, and grayish. NightWings also have a slight iridescence, like ravens, although many of them are solid and matte. One of the most distinguishing features of the tribe is the fact they have silver or white scales scattered across their wings and underbellies, and these scales twinkle and glow like the stars in the night sky. These patterns are genetic, and can come in the form of constellations, sputtering or like splashes of water. Their underbellies can come in grays, blues, purples, greens, reds and even in silver or white, and can have dapples and spots of silver. They commonly have blue, black, gray, green, brown or purple eyes.
NightWings are described as shadowy and can control how their stars twinkle and glow. Mind readers and empaths have silver teardrop scales in the corners of their eyes, the size sometimes indicating how strong the mind reader is. However, there have been cases of non-mind readers having these scales too. Seers, however, don't have a feature indicating their abilities.
NightWings, even though they are larger, are short and stout compared to other tribes (Although not as much as SeaWings). However, due to living in the rainforest and RainWing culture influencing them, NightWings often strive for a graceful and slender figure. They have straight horns.
==Abilities==
NightWings are a nocturnal tribe that can blend into the night sky and shadows. 
They can also breathe fire, and most modern NightWings have harmful bacteria in their mouths which can poison animals with a single bite. However, it is noted that after searching through the corpses of dead NightWings, there was no venom found in their teeth. They have a strong sense of smell and powerful night vision.
NightWings hatched under one full moon have the power of mind-reading or prophecy, and those hatched under two have both. Dragonets hatched under three full moons will have both of these powers, which have been made stronger by the third moon. NightWings once thought that the third full moon gave animus powers, though this was later disconfirmed, as animus powers are passed on genetically. The power of the gifts vary, such as Clearsight having strong foresight.
When the NightWings moved to the volcanic island, knowledge of these powers was forgotten, possibly on purpose. NightWing eggs touched by moonlight will turn an eerie polished silver color, while untouched eggs remain an ebony black.
Mind-reading NightWings can observe the thoughts of those around them. They cannot 'rummage around' in another dragon's head, but hear thoughts as the dragon thinks them, often only picking up on jumbled words, pictures, and emotions; thoughts are louder and stronger to the mind reader when they are touching the former. 
Dagonets are taught ways to block out the minds of others. Mind readers can project their thoughts to one another to have mental conversations, and powerful mind readers may be able to block the visions of prophets. 
Dragons with this power hatched under a blood moon can project their thoughts to any dragon, not just other mind readers.
Prophetic NightWings can see flashes and visions of the future. On occasion, they will have a true prophecy, which will manifest as words rather than a vision in the dragon's head. In the time of Darkstalker, prophets would sometimes take regular visions and translate them to sound like real prophecies. 
Very powerful prophets may be able to look into the future and follow individual timelines. Futures have been described as 'webs', as they overlap and are easily mixed up. Prophets hatched beneath a blood moon can see terrible events and natural disasters with particular clarity. When NightWings deliver prophecies, their eyes glow and their voices become low and shivery
==Society==
NightWing mothers typically named their dragonets. The tribe also functioned nocturnally, usually waking after midday and sleeping at sunrise. NightWings of higher status lived in higher homes in the cliffs, while lower ones lived closer to the bottom, where less desirable homes were. They also appeared to value knowledge and reading, as they had an extensive library and honored the first librarians of the kingdom. In Clearsight's time, the NightWings were famous for their intertribal relations, open trade partnerships, literature, and artwork, which had been sold across the continent. Dragons from all over Pyrrhia brought them new ideas, inventions, and discoveries. Most dragonets started school when they were one year old.
===Living Conditions===
NightWings live in well-made homes, many of which being crafted and designed by the great architect of the tribe. NightWings live in Darkstalker-era homes, with higher class dragons living on cliffs closer to the moon, and lower-class dragons living in valleys or below the cliffs. NightWing homes often blend in with their surroundings and are well-furnished on the inside. Every NightWing home has blackout curtains to block the sun. Libraries are extremely common in homes in the Night Queendom, as well as crafting rooms. Some have rooms of worship to the moons, although this is much less common. NightWings have a nest in their homes that is carved of stone, studded with gemstones, and lined with black fur that they bring out to mountaintops before their eggs hatch. 
===Culture===
NightWings are nocturnal, waking up at evening and going to bed at sunrise. Mothers name their dragonets while they are still in the egg, usually based off of visions if they are a seer. Dragonets commonly play games with small bones and skulls, and also board games as well. They start school around the age of one.
NightWings are still seen as somewhat mysterious by other tribes, and many tribes dislike them for their past. NightWing dragonets often teach themselves how to be secretive, and many conversations are NightWings trying to be more sarcastic and to outwit the other. However, NightWings don't value lies, secrecy and mystery. NightWings value knowledge, reading, learning, and libraries are seen as a place of sanctuary. 
They were the first to write a common written language, although this is debated frequently by historians. They use their powers to protect other tribes in times of need. NightWings, although having some faulty relationships with the other tribes, are well known for trade collaborations, literature, artwork and even potion crafting. They gather dragons from Pyrrhia to come up with new ideas for ideas, discoveries and inventions at a convention every few decades. 
NightWings also take science and medicine very seriously, constantly developing and using things to heal others. Studying geology, biology, chemistry, and other science fields. 
===Naming===
NightWings often have a prefix-suffix name, like Stargazer. They can describe a dragon's personality, (Thoughtful, Listener), a dragon's job (Tunesmith, Battlewinner), something night or darkness related (Eclipse, Starflight), something simple and non-specific (Starclaws, Jewel-eyes) or something that describes their appearance (Bigtail, Strongwings).
==Diet==
NightWings hunt like other tribes. They hunt animals such as birds of prey, bears, wolves and large cats. They also eat smaller critters, such as squirrels and birds. They also eat seafood, such as fish and clams. They also grow crops, and fruits, vegetables and other plants are also fairly common in their diet, even after moving out of the rainforest. They cook their food, such as baking bears, roasting nuts and hawks, and sear fish. 
Queen:
* No Current Queen
Previous Queens:
* Queen Battlewinner: A powerful and formidable queen who ruled during the time of the NightWing tribe's peak strength and influence.
* Queen Vigilance: Known for her strategic prowess and vigilant defense against threats.
* Queen Starbeam: Championed advancements in NightWing astronomy and celestial navigation.
* Queen Shadowflame: Noted for her mastery of NightWing shadow-based abilities.
* Queen Eclipse: Led the NightWings during a period of alliance-building with other tribes.
* Queen Nightshade: Negotiated important treaties and trade agreements with neighboring tribes.
* Queen Moonshadow: Focused on improving NightWing intelligence gathering and espionage capabilities.
* Queen Nocturne: Known for her efforts to preserve NightWing traditions and history.
* Queen Twilight: Instituted educational reforms and promoted dragonet schooling.
* Queen Dusk: Renowned for her exceptional leadership during a major NightWing rebellion.
* Queen Starfall: Pioneered exploration of the northern reaches beyond the NightWing territory.
* Queen Shadowdance: Known for her wisdom and diplomatic skills.
* Queen Starseeker: Negotiated an important peace treaty with the IceWings.
* Queen Eventide: Led NightWings during a period of cultural renaissance and artistic revival.
* Queen Moonshadow: Focused on fostering unity among NightWing tribes.
* Queen Midnight: Instituted reforms to promote NightWing unity and cooperation.
* Queen Shadowfire: Championed conservation efforts in NightWing territories.
* Queen Eclipse: Known for her exceptional leadership during a major NightWing rebellion.
* Queen Nebula: Noted for her innovative thinking and progressive policies.
* Queen Astral: Instituted reforms to improve healthcare for all NightWings.
* Queen Dusk: Known for her generosity and patronage of the arts.
* Queen Eventide: Focused on fostering unity and cooperation among NightWings.
* Queen Starlight: Led NightWings during a period of technological advancements.
* Queen Shadowflame: Championed advancements in NightWing magic and sorcery.
* Queen Moonwatcher: Renowned for her wisdom and long reign as a respected queen.
* Queen Celestia: Instituted reforms to combat corruption within the NightWing court.
* Queen Galaxy: Known for her love for exploration and discovery.
* Queen Luna: Focused on fostering unity and cooperation among NightWings.
* Queen Nightfall: Championed conservation efforts in NightWing territories.
* Queen Starburst: Noted for her innovative thinking and progressive policies.
==Gallery==
File:NightWingBase.png|A typical NightWing, by Joy Ang
File:NightWing Sigil.png|NightWing Sigil, By Platypus the SeaWing
|-|HiveWings=
The HiveWings, previously known as bee dragons to humans, are a Pantalan dragon tribe that reside in the Hive Queendom. They are currently ruled by Queen Velvet. 
==Description==
HiveWings have red, yellow, orange, brown or gold scales, almost always with a touch of black scales, although some are nearly black in color. Some HiveWings also have green tinted scales. They also commonly have stripes, although they can have splotches, dapples, spotting, freckles and triangle patterns as well. Their wings are translucent and oftentimes iridescent. HiveWing eye colors are black, brown, red, orange, yellow, gold, green and amber. Their eyes are also described with a "green-yellow-orange" glow.
HiveWings have a thin, lean, muscular and sharp structure, with four dragonfly-like wings that buzz when they fly. Their faces are somewhat compact and have an axe-like ridge on their face, and another, larger ridge further up their snout. They have long, thick and smooth horns. Some HiveWing have stingers on their wrists or tails.
==Abilities==
===General===
HiveWing abilities are very varied and are genetic, meaning they are passed down, but many of them don't have powers. HiveWing abilities can range from having venom in their teeth and claws and sharp stingers in their tails, wrists and claws. The venom contains a neurotoxin that can immobilize dragons. They can also spray boiling acid from their tail, emit a stench that smells like rotted carrion pickled in sulfur, and they can shoot poisonous darts from their tail.
HiveWing's immobilizing venom is described as "fire burning in every nerve of your body" and "all you want to do is run or fly or even blink, but you cannot move a single muscke until the toxin wears off". The amount of time that a dragon is paralyzed varies between both the dragon who paralyzes and the paralyzed, although generally it's for a little under a day. 
HiveWings have an internal clock so they can tell time and tell when rainy season is coming.
==Society==
HiveWings lived in the forests of Pantala with a preference for cliffs and caves. HiveWings live in cities known as Hives that were formerly ruled by Queen Wasp and her female relatives. They were first-class citizens in their society, above the SilkWings. Wasp's relatives ruled the other Hives around the continent and held the title of lady rather than princess.
HiveWing schools required dragonets to specialize in a subject at a young age. They would get a basic education at academies before continuing their specialized education at one of the nine Hive universities. For most dragonets, their career path was guided by their parents. Each Hive had a university that specialized in a different career set
===Naming===
HiveWings name themselves after insects; Ants, wasps, beetles, bees, weevils, crickets and mantids. They can also be named after annelids, arthropods and insect larvae. They are rarely named after arachnids. 
===Other===
HiveWings keep a variety of pets, from cats, dogs, coyotes, and other savannah animals. Insects and spiders are also extremely popular. 
==Diet==
HiveWings are omnivores, but they prefer to eat meat. The variety of meat they prefer are animals that live on the savannah, such as zebras, lions, antelopes and wildebeest. They like to cook their food and prepare them into dishes. They also grow their own crops and vegetables, grown in giant greenhouses, and incorporate them into their dishes.
HiveWings drink tea, and have a designated teatime in wealthier hives, and they also drink coffee. HiveWings also have fruit flavored drinks, such as lime, lemon, coconut and strawberry flavored ones. HiveWings also have alcoholic beverages as well. The tribe also has a wide market of seasonings and spices, and cinnamon is very popular. 
Queen:
* Queen Jewel
Previous Queens:
* Queen Wasp: Ruthless and power-hungry queen who established strict control over the HiveWings.
* Queen Hive: Wasp's mother, known for her cunning and political maneuvering.
* Queen Honeysuckle: Grandmother of Queen Wasp, renowned for her sweetness and diplomacy.
* Queen Sting: Great-grandmother of Queen Wasp, a fierce warrior who defended the hive against intruders.
* Queen Nectar: Known for her role in developing HiveWing architecture and hive construction techniques.
* Queen Honeycomb: Instituted reforms to improve the HiveWing caste system and promote equality.
* Queen Drone: Noted for his contributions to HiveWing agriculture and resource management.
* Queen Stinger: Led the HiveWings during a period of technological innovation and advancement.
* Queen Buzz: Negotiated important alliances with neighboring tribes to secure HiveWing territory.
* Queen Nectarine: Known for her patronage of the arts and support for HiveWing cultural development.
* Queen Larva: Instituted educational reforms and promoted dragonet schooling among the HiveWings.
* Queen Bumble: Focused on rebuilding after a major HiveWing civil conflict.
* Queen Zephyr: Championed exploration and discovery beyond traditional HiveWing territories.
* Queen Pollen: Noted for her wisdom and compassionate rule over the HiveWings.
* Queen Hive: Instituted reforms to combat corruption within the HiveWing court.
* Queen Drone: Led the HiveWings during a period of economic prosperity and growth.
* Queen Buzzwig: Renowned for her exceptional leadership during a major HiveWing rebellion.
* Queen Comb: Focused on fostering unity and cooperation among HiveWings and neighboring tribes.
* Queen Propolis: Championed conservation efforts and environmental sustainability in HiveWing lands.
* Queen Blossom: Known for her love for gardening and the cultivation of HiveWing flora.
==Gallery==
File:HiveWingBase.png|A typical HiveWing, by Joy Ang
File:HiveWingSigil.png|HiveWing Sigil, By Platypus the SeaWing
|-|SilkWings=
The SilkWings, previously known as butterfly dragons to humans, are a Pantalan dragon tribe that reside in the LeafSilk Commonwealth alongside the LeafWings. They are symbolically ruled by Queen Maple, however, Prime Minister Oakblue is in charge of the tribe.
==Description==
SilkWings are small and can come in any color. Their scales are often bright and the colors of gemstones, although paler SilkWings are common too. SilkWings are also iridescent. They can have darker accents on their scales, and their wing membranes can come in varying colors that are different from their main scale color.
They have a small, thin and slender build, much like the RainWings, but longer. They have furrowing antennae connected to their brow, and their eyes, topscales and horns have ridges, giving them a plated appearance. They hatch wingless but undergo metamorphosis at the age of six where they enter a trance like state and spin a cocoon. They remain in their cocoon for around five days, and it is fairly easy to develop wing defects. Said wing defects are rare because of medical advancements, unless said defects are genetic. SilkWing wings are butterfly-like and moth-like in appearance, and some have "tail-streamers" like swallowtails on their smaller wing. 
==Abilities==
===General===
SilkWings can sense vibrations around them, particularly in the air, with their antennae. They have an internal clock that helps them tell the time and which season it is, and they are great climbers and runners. Around the age of six, they will go through metamorphosis, which is predicted by an impending feeling of doom, fuzziness, and swollen and/or itchy silk glands. After metamorphosis, they can fly with their new wings and spin silk. However, it can take from a few months to a few years to master flying.
===Special===
SilkWings can have special or different types of silk; Most notably flamesilk. Flamesilk is described as silk that is on fire and is used as a heat source and a light source. It can be used to produce glass, but different types of flamesilk are used for different purposes. Flamesilks cannot be burned by flamesilk, but they are not immune to regular fire. It was seen as dangerous and dragons with flamesilk were once stereotyped as bloodthirsty. There are different kinds of flamesilk, such as golden silk that doesn't glow, silk that glows slightly, silk that glows brightly, silk that glows and burns, silk that glows and can melt even stone and metal, and silk that only burns. 
Types of Flamesilk
* Gold Silk: Gold Silk is just like regular silk, only it shimmers with a golden color. It does not glow or burn.
* Firefly Silk: Firefly Silk gives off a little bit of light, "like holding a firefly in your talons", but it does not burn.
* Glow Silk: Glow Silk feels a little warm and glows brighter, closer to normal fire, but it does not hurt.
* Blaze Silk: Blaze Silk can burn and hurt non-flamesilk dragons. Luna thinks that blaze silk is the kind found in most lanterns.
* Sun Silk: It is extremely bright and so hot it can burn through stone. Luna says to put it out, you must drown it in water.
==Society==
SilkWings were tree dwellers who lived in the forests of Pantala. It was common for SilkWings fresh out of the cocoon to take time off of school to explore the continent and decide on a job they wanted to do. SilkWings queens used to pick their successors from their daughters. The queen would meet with the HiveWing and LeafWing queens every few moons to smooth out disputes. The SilkWings allied with the LeafWings to create the LeafSilk Kingdom. This kingdom is ruled by the SilkWing Assembly, a council of two hundred dragons
===Naming===
SilkWings are named after butterflies (Monarch, Admiral) or moths (Luna, Io). In recent centuries, names of dragonflies and spiders have started to come into style.
===Other===
==Diet==
SilkWings are vegan, although they can eat meat. They eat yams, fruits, vegetables, beans and most notably, honey and nectar. They also enjoy all sorts of sweets and candies, like chocolate and honey drops. They rarely prepare dishes as they prefer traditional and simple foods. 
Queen:
* Lady Jewel
Previous Queens:
* Queen Silk: Respected queen known for her diplomacy and cultural advancements.
* Queen Spinner: Mother of Queen Silk, renowned for her mastery of silk production.
* Queen Moth: Grandmother of Queen Silk, championed arts and cultural revival among SilkWings.
* Queen Weave: Great-grandmother of Queen Silk, innovated silk-weaving techniques.
* Queen Larva: Known for her role in developing SilkWing architecture and hive construction.
* Queen Silkworm: Instituted educational reforms and promoted dragonet schooling.
* Queen Flutter: Led the SilkWings during a period of technological innovation and advancement.
* Queen Gossamer: Negotiated important alliances with neighboring tribes to secure SilkWing territory.
* Queen Chrysalis: Noted for her patronage of the arts and support for SilkWing cultural development.
* Queen Thread: Instituted reforms to improve social equality and caste system among SilkWings.
* Queen Cocoon: Focused on rebuilding after a major SilkWing civil conflict.
* Queen Silkspun: Championed exploration and discovery beyond traditional SilkWing territories.
* Queen Flutterby: Noted for her wisdom and compassionate rule over the SilkWings.
* Queen Shimmer: Instituted reforms to combat corruption within the SilkWing court.
* Queen Silky: Led the SilkWings during a period of economic prosperity and growth.
* Queen Drape: Renowned for her exceptional leadership during a major SilkWing rebellion.
* Queen Loom: Focused on fostering unity and cooperation among SilkWings and neighboring tribes.
* Queen Velvet: Championed conservation efforts and environmental sustainability in SilkWing lands.
* Queen Cocoon: Known for her love for gardening and the cultivation of SilkWing flora.
* Queen Silversilk: Current ruler of the SilkWings, known for her strategic acumen and vision.
* Queen Moth: Respected queen known for her diplomacy and cultural advancements.
* Queen Spinner: Mother of Queen Moth, renowned for her mastery of silk production.
* Queen Larva: Grandmother of Queen Moth, championed arts and cultural revival among SilkWings.
* Queen Weave: Great-grandmother of Queen Moth, innovated silk-weaving techniques.
* Queen Flutter: Known for her role in developing SilkWing architecture and hive construction.
* Queen Silkspun: Instituted educational reforms and promoted dragonet schooling.
* Queen Chrysalis: Led the SilkWings during a period of technological innovation and advancement.
* Queen Gossamer: Negotiated important alliances with neighboring tribes to secure SilkWing territory.
* Queen Thread: Noted for her patronage of the arts and support for SilkWing cultural development.
* Queen Cocoon: Instituted reforms to improve social equality and caste system among SilkWings.
==Gallery==
File:SilkWingBase.png|A typical SilkWing, by Joy Ang
File:SilkWingSigil.png|SilkWing Sigil, By Platypus the SeaWing
|-|LeafWings=
The LeafWings, previously known as tree dragons to humans, are a Pantalan dragon tribe that reside in the LeafSilk Kingdom alongside the SilkWings. The tribe once lived on Pyrrhia, however fled with the BeetleWings to Pantala.
==Description==
LeafWings come in green and brown colors, sometimes being nearly black or white in color. They also commonly have gold, red, pink or orange accents and patterns, such as freckles, dapples, stripes and leaf patterns. LeafWing eyes are green or brown in color. 
They are thin and lean, with uneven scales that resemble chloroplasts and plant cells. They have webbed spines along their back that split into individual, leaf-shaped spines, and the end of their tail is flat with a leaf-like appendage at the tip. They also have two long, leaf-shaped wings, which allow them to blend in with the foliage. Their horns are thin, curved and flat, and they have oval scales around their eyes giving them a somewhat plated look. LeafWings are also somewhat transparent, especially their wings and webs, and veins are visible. 
==Abilities==
LeafWings can absorb energy from sunlight, similar to RainWings, and are accomplished gardeners. Most LeafWings appear to have exceptional knowledge over plants and insects, using bugs and plants as weapons against other dragons. Some LeafWings can also swim.
===Special===
A majority of the LeafWing tribe hatches with an ability known as "leafspeak"; An ability that allows a dragon to communicate with plants. Usually this ability is weak and faint, and strong leafspeakers are quite rare. LeafWings with leafspeak can convince plants to grow at an accelerated rate, to grow in a certain way, or to attack/not attack a particular target. Selective breeding and arranged marriages are used to achieve stronger leafspeak dragonets, as an offspring of two leafspeaks will have stronger leafspeak than any of them.
==Society==
 the LeafWings lived everywhere on Pantala where there were trees. They had many libraries and it was suggested that LeafWing dragonets were educated at academies. The LeafWings celebrated an event known as the New Year of the Trees which they continued to celebrate. The LeafWing queen would meet with the SilkWing and HiveWing queen every few moons to smooth out dispute
Literature is important to the LeafWings, especially after the Tree Wars. It was believed by the HiveWings and some SilkWings that the LeafWings could not read. They use jungle ingredients for bookbinding, including sap for glue, tree fiber for threads, and bark with dye made from flowers for book covers. They also use firefly lamps as a source of light
===Naming===
LeafWings have a variety of names. Most commonly, and traditionally, they are named after trees (Willow, Sequoia). A dragon's namesake being after a poisonous plant is also common (Cobra Lily, Sundew). Other LeafWings have resorted to naming their dragonets after regular or extinct plants.
===Other===
==Diet==
LeafWings are somewhat autotrophic, being able to absorb energy from the sun that allows them to eat infrequently. They are omnivores and consume animals in the Poison Jungle, such as panthers, snails, capybaras, frogs, insects, and wild pigs. LeafWings also consume taro, sugared grasshoppers, and chocolate, usually as a snack or treat. LeafWings sometimes cook their food for occasions such as all-tribe feasts. LeafWings are also noted to eat kambu, potatoes, and fruits such as mangos, bananas, papayas, avocados, and dragonberries.
Queen:
* Queen Sequoia: Current eldest LeafWing queen, known for her connection to nature and wisdom.
Previous Queens:
* Queen Hazel: Revered for her deep understanding of plant life and botanical knowledge.
* Queen Sycamore: Noted for her advocacy for peace and harmony among dragon tribes.
* Queen Maple: Known for her mastery of LeafWing camouflage techniques.
* Queen Birch: Initiated programs for forest preservation and biodiversity.
* Queen Fern: Focused on rebuilding LeafWing society after a devastating plague.
* Queen Vine: Championed arts and cultural revival among LeafWings.
* Queen Moss: Renowned for her exceptional leadership during a major LeafWing rebellion.
* Queen Blossom: Instituted educational reforms and promoted dragonet schooling.
* Queen Willow: Known for her efforts to expand LeafWing influence in trade networks.
* Queen Ivy: Negotiated important alliances with neighboring tribes.
* Queen Cedar: Led LeafWings during a period of significant cultural renaissance.
* Queen Petal: Promoted arts and cultural exchange within LeafWing society.
* Queen Laurel: Noted for her wisdom and long reign.
* Queen Grove: Pioneered exploration of the deepest forests.
* Queen Thistle: Known for her efforts to combat deforestation and habitat destruction.
* Queen Acorn: Instituted reforms to combat social inequality among LeafWings.
* Queen Fern: Championed forest conservation efforts.
* Queen Willow: Negotiated an important peace treaty with the RainWings.
* Queen Moss: Led LeafWings during a period of economic prosperity.
* Queen Thorn: Known for her diplomatic skills and peacemaking efforts.
* Queen Reed: Focused on fostering unity among LeafWing tribes.
* Queen Leaf: Instituted reforms to promote LeafWing unity and cooperation.
* Queen Treetop: Championed conservation efforts in LeafWing territories.
* Queen Sprout: Known for her love for exploration and discovery.
* Queen Mossy: Instituted reforms to improve healthcare for all LeafWings.
* Queen Seedling: Renowned for her exceptional leadership during a major LeafWing rebellion.
* Queen Thicket: Focused on fostering unity among LeafWing tribes.
==Gallery==
File:LeafWingBase.png|A typical LeafWing, by Joy Ang
File:LeafWingSigil.png|LeafWing Sigil, By Platypus the SeaWing
</tabber>
== Major Characters ==
* Sarah Tomoe
* Race Konami
* Jay Baruchel as Hiccup Horrendous Haddock III
* America Ferrera as Astrid Hofferson
* Nolan North as Stoick the Vast/Berthel/Dragon Hunter Commander
* Chris Edgerly as Gobber the Belch
* Christopher Mintz-Plasse as Fishlegs Ingerman
* Andrée Vermeulen as Ruffnut Thorston
* T.J. Miller as Tuffnut Thorston
* Zack Pearlman as Snotlout Jorgenson
* Toothless
* Stryka
* Hookfang
* Stormfly
* Barf and Belch
* Kaulu - Zennas' Riolu
* Loki - Hiccups' Pokemon
* Axew - Astrids' Pokemon
* Dratini - Fishlegs' Pokemon
* Deino - Snotlouts' Pokemon
* Seviper - Ruffnuts' Pokemon
* Zangoose - Tuffnuts' Pokemon
* Charmander - Stoicks' Pokemon
* Tranpinch - Gobbers' Pokemon
* Reader
* Cyrus
* Michael Goldstrom as Johann
* Mae Whitman as Heather, a friend of the Dragon Riders, as well as Dagur's long lost sister
* David Tennant as Spitelout Jorgenson
* Alfred Molina as Viggo Grimborn
* James Arnold Taylor as Throk
* Adelaide Kane as Mala
* JB Blanc as Ryker Grimborn
* Hakeem Kae-Kazim as Krogan/Drago Bludvist
== Locations ==
* Barbaric Archipelago (Main Setting)
* Dragonstone Island
* Pyrrhia
* Pantala
== Notable Groups ==
* Talons of Peace
* Dragon Defenders
* Heart Scale Council
* Wings of Protection (Future)
* The Guardians of the Primordial (Future)
== History and Lore ==
* Game of Dragons History
== Dragon Headcanons ==
<tabber>
|-|Family=
* Canyon is still alive before Scarlet placed him in the Arena to die, having his rescued by Rajhu
* The Whole SkyWing Royal Family are known in this AU
** Canyon's Mother and Father are known: Flamecrest (Mother) and Talonstrike (Father)
** Canyon and Scarlet's Two Unnamed Sons and 11 Unnamed Daughters have names, personalities, biography and such in this AU.
* The War of SandWing Successions still occurs 20 years in the past just as it did in the Canon series but it only lasts for about a few weeks thanks to Sol and the Spirits of Harmony.
** Thanks to them aid the Dragonets of Destiny (Glory, Sunny, Starflight, Clay and Tsunami) Thorn is chosen as the SandWing Queen while Blister and Burn are punished for their crimes which is exiled from the SandWing Stronghold
** Queen Scarlet is banished and exiled from the Sky Kingdom for her savage nature and her daughter Ruby still takes the throne
** Thorn adopts Blaze and Smolder (the last two of Oasis' children) into her family making them her adoptive children next to Qibli
*More Palaces Exisit within this AU such as the LeafWing Palace and HiveWing Palace
|-|Universal Head-canons=
These are the differences in my Alternate Universe.
* Animus Magic exists on Pantala too unlike in the Canon series
* Animus Magic is spread through friendship, love and trust versus Genetics in the Canon Series
* The history of Animus Magic appearing will be revealed
** Deeply in depth to the Emerald Empire humans for aiding to save them and their eggs, a strange magical force was created by this. A type of power that allowed a limitless amount of possibilities including moving objects and other dragons while enchanting inanimate objects, plans, animals, and dragons to do whatever they please. This Magic was dubbed Animus Magic.
* The events of the Scorching still occurred but the following events are a bit different
** The Ancient Tribes from 5,000 years ago are known as Primeval Dragons (Freezing RainWings, Boreal SkyWings, Shooting Star NightWings, GemWing, Ancient MudWings, Seaside SandWings, Deep SeaWings)
** Queen Athena and King Snowstorm (Athi and Blizzards Ancestors) were in charged of another Empire back then other than Cottonmouth, Emerald and Diamond Empires, Emerald Empire 
* Pyrrhia and Pantala are closer together versus their long separation in the Canon Series
* New Berk from HTTYD The Hidden World is Dragonstone Island - home of the Dragonstone Clan with Pyrrhia and Pantala on the right (Pyrrhia) and left (Pantala) of it
* The Pyrrhia and Pantala Dragons lived alongside the Archipelago Dragons species before more than a millennia
* The Talon Peninsula and Night Kingdom exists as they were during Darkstalkers Time but with some more elaborate locations for the Night Kingdom
* The Spirits of Harmony act as the Guardians thus quickly halt Wasp and her sisters from performing their nefarious schemes with the Othermind and Breath of Evil
* After Arctic's Death scene Cicada used her paralyzing toxin to paralyze Darkstalker and then makes Fathom change him into a new dragon called Peacemaker with none of the same powers as Darkstalker while Darkstalker's Talismen is secretly kept within Pantala until someone comes along to use it for good.
* The Poison Jungle still remains at the head of Pantala, but also grows Breath of Evil in very very short amounts yearly
* Humans and Dragons still speak their own languages but those whom accepts them can understand dragons fairly easily like Wren and Sky
* Both the Pantala and Pyrrhia Dragons; technology is as advanced as humans in this alternate universe
* Dragonstone Island is positioned centrally between Pyrrhia and Pantala, Dragonstone Island serves as a hub for interactions between dragons from both continents. The island is known for its rich resources and strategic importance, making it a focal point of both cooperation and conflict. Trade routes have developed between Pyrrhia, Pantala, and the Barbaric Archipelago. Dragons like Night Furies and SandWings often serve as messengers and traders, exchanging goods and knowledge.
|-|Culture and Society=
Hybrid Communities: On Dragonstone Island, hybrid communities of Vikings and dragons have emerged. These communities blend Viking architecture with dragon-like features, creating settlements that cater to both species' needs.
==== Architecture and Living Spaces ====
* Blend of Styles: Viking longhouses with dragon perches and entrances for dragons of various sizes are common. Structures are reinforced with materials like dragon scales and bones, which provide both durability and symbolic unity.
* Communal Areas: Central plazas feature large hearths where dragons and Vikings gather for communal meals, storytelling, and celebrations. These areas are designed to accommodate both flying and walking creatures.
==== Daily Life ====
* Shared Duties: Vikings and dragons share responsibilities such as hunting, farming, and fishing. Dragons assist with tasks like plowing fields or transporting goods, while Vikings provide crafting skills and technology.
* Education: Young Vikings and dragons attend shared schools where they learn about each other’s history, language, and skills. Classes on dragon riding, combat, and magic are common.
|-|Festivals and Celebrations=
==== Annual Festivals ====
* Unity Festival: Held on the anniversary of the first alliance between Vikings and dragons, this festival includes a grand feast, dragon races, and performances showcasing the cultures of Pyrrhia, Pantala, and the Archipelago.
* Equinox Celebrations: During the equinoxes, communities celebrate the changing seasons with rituals that honor the elements—earth, fire, water, and air. Dragons perform aerial displays, and Vikings hold traditional ceremonies.
==== Competitions and Games ====
* Dragon Races: Popular events where different dragon species compete in complex courses that test speed, agility, and teamwork between rider and dragon.
* Combat Tournaments: Friendly combat competitions where Vikings and dragons demonstrate their fighting skills. These tournaments are a way to hone skills and strengthen bonds.
* Fishing Competitions: Teams of Vikings and dragons compete to catch the largest or most fish, showcasing cooperation and the blending of human ingenuity and dragon abilities.
=== Intercontinental Trade and Diplomacy ===
==== Trade Goods ====
* Resources: Exotic plants, metals, and crafts from Pyrrhia and Pantala are highly valued in the Barbaric Archipelago. In return, Vikings trade weapons, armor, and unique artifacts like dragon lenses.
* Food and Medicine: Culinary exchanges introduce new flavors and medicinal herbs, leading to diverse and rich cuisines. Dragons and Vikings share recipes and healing techniques.
==== Diplomatic Relations ====
* Ambassadors: Each community appoints ambassadors, including dragons and Vikings, who travel between Pyrrhia, Pantala, and the Archipelago to maintain peaceful relations and negotiate treaties.
* Council of Peace: A governing body consisting of representatives from each tribe and Viking clan meets regularly to discuss issues, resolve conflicts, and plan cooperative ventures.
|-|Cultural Exchange and Integration=
==== Art and Music ====
* Art: Murals and sculptures combine Viking craftsmanship with dragon imagery. Collaborative art projects are common, with dragons using their claws or fire to create unique pieces.
* Music: Traditional Viking instruments like the lyre and flute are combined with dragon vocalizations, creating a new genre of music that is both haunting and beautiful. Festivals often feature these musical performances.
==== Language and Storytelling ====
* Language: A pidgin language has developed, blending elements of Viking speech and dragon communication. Classes in this hybrid language are common, promoting better understanding.
* Storytelling: Both oral and written traditions thrive. Storytellers weave tales of legendary heroes from both Viking and dragon lore, creating a rich tapestry of shared history. Story circles, where dragons and Vikings share tales, are popular social events.
=== Religion and Spirituality ===
==== Healing Practices ====
* Healers: Healers from both species share knowledge of herbal medicine and magical healing. Dragons with healing abilities, like RainWings, work alongside Viking healers to treat injuries and illnesses.
* Healing Sanctuaries: Special sanctuaries provide places for rest and recovery, incorporating elements like hot springs, tranquil groves, and healing crystals.
==== Locations ====
# Dragonstone Island Central Sanctuary
#* Description: Located at the heart of Dragonstone Island, this sanctuary is a tranquil haven accessible to both Vikings and dragons. It's situated near a natural hot spring, which is believed to have healing properties.
#* Surroundings: The sanctuary is surrounded by lush greenery and flowering plants, creating a serene environment. Pathways lined with medicinal herbs and aromatic flowers lead visitors through the sanctuary grounds.
# Cliffside Healing Sanctuary
#* Description: Nestled within the cliffs of the Barbaric Archipelago, this sanctuary overlooks the sea. The constant sound of waves provides a soothing backdrop.
#* Surroundings: Accessible through a series of carved stone steps and wide ledges, the sanctuary features cascading waterfalls and tide pools, adding to its tranquil ambiance.
# Jungle Sanctuary on Pyrrhia
#* Description: Located deep within the RainWing territory of the rainforest, this sanctuary is well-hidden and shaded by the dense canopy.
#* Surroundings: Colorful flora and fauna thrive around the sanctuary, with sunlight filtering through the leaves to create dappled patterns on the ground. Vine-covered pavilions are spread throughout the area.
==== Structures ====
# Pavilion-Like Huts
#* Design: Inspired by the RainWing Village, the sanctuaries feature open-air pavilions with thatched roofs made from large, waterproof leaves. These structures allow for ample airflow and natural light.
#* Materials: Constructed using bamboo, woven vines, and wood, these pavilions blend seamlessly with the natural environment. Each pavilion has soft bedding made from moss and leaves, providing comfortable resting places for both Vikings and dragons.
# Healing Pools
#* Description: Natural hot springs and mineral-rich pools are a central feature. These pools are believed to have restorative properties and are used for soaking injuries and soothing aches.
#* Design: Surrounded by smooth stones and lined with soft moss, the pools are designed for easy access. Wooden walkways and platforms allow healers to tend to those soaking in the pools.
# Herbal Gardens
#* Layout: Carefully cultivated gardens are filled with medicinal herbs and plants from both the Archipelago and the dragon continents. Paths wind through these gardens, allowing healers to easily gather fresh ingredients.
#* Key Plants: The gardens include healing plants like aloe vera, chamomile, willow bark, dragon root (a powerful pain reliever), and fire fern (used for treating burns).
==== Equipment and Supplies ====
# Herbal Remedies and Potions
#* Storage: Shelves and cupboards within the pavilions are stocked with dried herbs, tinctures, and salves. Each remedy is carefully labeled and organized for easy access.
#* Common Remedies:
#** Soothebalm: A salve made from a blend of aloe and dragon root, used to reduce inflammation and pain.
#** Fire Fern Gel: Extracted from fire ferns, this gel is applied to burns to promote rapid healing.
#** Calming Draught: A potion made from chamomile and valerian root, used to calm nerves and aid sleep.
# Healing Tools
#* Implements: The sanctuaries are equipped with tools such as mortar and pestle sets for grinding herbs, ceramic bowls for mixing potions, and woven baskets for collecting plant materials.
#* Dragon-Specific Tools: Special tools are available for treating dragon injuries, including scale scrapers, claw trimmers, and large bandages made from durable fabric.
# Rest and Rehabilitation Areas
#* Description: Separate areas are designated for rest and rehabilitation, featuring hammocks, padded nests, and soft moss beds. These areas are designed to accommodate dragons of various sizes as well as human patients.
#* Features: Shaded by large trees or pavilion roofs, these rest areas provide a peaceful environment for recovery. Gentle streams and fountains create a soothing atmosphere.
==== Practices and Rituals ====
# Training and Knowledge Sharing
#* Workshops: Regular workshops and training sessions are held where Viking healers and dragon shamans share their knowledge and techniques. Topics range from advanced herbalism to magical healing practices.
#* Apprenticeships: Young healers from both species apprentice under experienced practitioners, learning to blend their healing traditions into a cohesive practice.
# Wellness Programs
#* Routine Check-ups: The sanctuaries offer regular wellness check-ups for both dragons and Vikings, ensuring ongoing health and early detection of any issues.
#* Fitness and Therapy: Physical therapy programs, including guided exercises and swimming sessions in the healing pools, help patients regain strength and mobility.
|-|Alliances=
Peacekeepers: A council consisting of leaders from each dragon tribe and Viking chiefs meets regularly on Dragonstone Island to discuss and resolve issues. This council includes characters like Hiccup, Tsunami, Queen Glory, and Queen Thorn, promoting cooperation and understanding. Groups that can use this include the Heart Scale Council, Talons of Peace Organization and Dragon Defenders.
==== Council Members ====
Hiccup Horrendous Haddock III:
* Role: Chief of Berk and primary human diplomat.
* Skills: Ingenious problem-solving, negotiation, and deep understanding of both dragon and Viking cultures.
* Contribution: As a mediator, Hiccup leverages his innovative mindset to propose creative solutions to conflicts. His deep bond with Toothless symbolizes the harmony between humans and dragons.
Toothless (Night Fury):
* Role: Hiccup's dragon companion and symbolic leader of the dragon participants.
* Skills: Stealth, speed, and strategic insight.
* Contribution: Toothless ensures the dragons' perspectives are well-represented, advocating for their interests and helping to maintain peace between the dragon tribes.
Sarah Tomoe - The Dragon Princess:
* Role: Ambassador between humans and dragons, representing a unique hybrid heritage.
* Skills: Diplomacy, empathy, and leadership.
* Contribution: Sarah bridges the gap between species with her dual heritage, fostering understanding and cooperation. Her insights into both human and dragon societies are invaluable.
Race Konami - The Dragon Prince:
* Role: Sarah's husband and co-ambassador.
* Skills: Combat prowess, strategic thinking, and diplomacy.
* Contribution: Race supports Sarah in diplomatic efforts and provides a strong warrior’s perspective, ensuring that the council’s strategies are robust and well-rounded.
Marena - The Dragonstone Clan Chiefess:
* Role: Leader of the Dragonstone Clan.
* Skills: Leadership, resource management, and tactical expertise.
* Contribution: Marena brings a pragmatic approach to council discussions, focusing on resource allocation, defense strategies, and the well-being of her clan and allies.
Queen Ruby (SkyWing Queen):
* Role: Leader of the SkyWings.
* Skills: Leadership, combat strategy, and negotiation.
* Contribution: Ruby's military expertise and commitment to her tribe’s welfare make her a strong advocate for defense and strategic alliances.
Queen Thorn (SandWing Queen):
* Role: Leader of the SandWings.
* Skills: Resourcefulness, strategic planning, and a keen sense of justice.
* Contribution: Thorn’s diplomatic skills and experience in complex political landscapes ensure fair and balanced decisions within the council.
Queen Coral (SeaWing Queen):
* Role: Leader of the SeaWings.
* Skills: Leadership, naval strategy, and cultural preservation.
* Contribution: Coral emphasizes the importance of cultural heritage and maritime security, advocating for the protection of underwater territories and resources.
Queen Glory (RainWing and NightWing Queen):
* Role: Dual queen of the RainWings and NightWings.
* Skills: Diplomacy, camouflage, and venom-spitting.
* Contribution: Glory’s dual rulership provides a unique perspective on managing diverse populations. She focuses on fostering mutual respect and understanding among different tribes.
Queen Moorhen (MudWing Queen):
* Role: Leader of the MudWings.
* Skills: Strength, resilience, and loyalty.
* Contribution: Moorhen’s pragmatic approach and emphasis on unity and solidarity strengthen the council’s resolve in times of crisis.
Queen Snowfall (IceWing Queen):
* Role: Leader of the IceWings.
* Skills: Tactical brilliance, cold resistance, and strategic planning.
* Contribution: Snowfall brings a meticulous and strategic mindset to the council, focusing on defense and the well-being of her tribe in harsh environments.
Queen Sequoia (LeafWing and SilkWing Queen):
* Role: Leader of the LeafWings and SilkWings after Queen Monarch retired.
* Skills: Botanical knowledge, environmental stewardship, and guerrilla tactics.
* Contribution: Sequoia advocates for environmental preservation and sustainable practices, ensuring that the natural world is protected in council decisions.
Lady Jewel (HiveWing Leader):
* Role: Leader of the SilkWings.
* Skills: Diplomacy, silk production, and community organization.
* Contribution: Jewel’s focus on community well-being and economic stability provides a balanced approach to the council’s initiatives, promoting prosperity and social harmony.
==== Council Functions ====
Conflict Resolution:
* The council addresses territorial disputes, trade disagreements, and other conflicts between tribes and clans. They aim to find peaceful solutions through dialogue and negotiation.
Alliance Building:
* The Peacekeepers forge alliances to strengthen their collective defense against common threats, such as Queen Scarlet’s ambitions or Queen Wasp’s HiveWing control. These alliances often include mutual defense pacts and resource-sharing agreements.
Cultural Exchange:
* Promoting understanding and cooperation between different species and tribes is a key focus. The council organizes cultural exchange programs, joint training sessions, and festivals to foster camaraderie and mutual respect.
Crisis Management:
* In times of crisis, such as natural disasters or significant threats from external forces, the council coordinates emergency responses, resource allocation, and aid distribution to affected areas.
Prophecy Interpretation:
* Given the importance of prophecies in the Wings of Fire universe, the council regularly reviews and interprets new prophecies to guide their actions. Starflight often leads these discussions, with input from other members.
Educational Initiatives:
* The council supports the establishment of schools and training centers where young dragons and Vikings can learn about each other’s cultures, histories, and combat techniques. These initiatives aim to build a future generation of leaders who value peace and cooperation.
=== Notable Achievements ===
Prophecy Interpretation:
* Given the importance of prophecies in the Wings of Fire universe, the council regularly reviews and interprets new prophecies to guide their actions. Starflight often leads these discussions, with input from other members.
Treaty of Dragonstone:
* A landmark agreement that established trade routes and mutual defense pacts between Pyrrhia, Pantala, and the Barbaric Archipelago, promoting economic growth and security.
The Great Migration Accord:
* A collaborative effort to manage the migration patterns of various dragon species, ensuring they have safe passage and access to necessary resources without infringing on human territories,
Cultural Festivals:
* Annual events celebrating the unity and diversity of the participating tribes and clans. These festivals include dragon races, combat tournaments, and showcases of cultural heritage.
|-|Dragon Schools=
Inspired by the Dragonets of Destiny, Hiccup and the Dragonstone Clan have established schools where young dragons from Pyrrhia, Pantala, and the Archipelago can learn about each other’s cultures, histories, and languages after the huge success of the School of Dragons.
=== Berk Academy of Dragon Riders (BARD) ===
* Location: Berk, on the edge of the Barbaric Archipelago
* Structure: The school is built around the original Berk village, incorporating Viking halls and open-air arenas. There are extensive stables and dragon nesting areas, as well as training grounds that blend natural landscapes with constructed obstacles.
* Curriculum: Focused on dragon riding, combat techniques, and Viking-dragon cooperation. Students learn aerial maneuvers, combat strategy, dragon care, and bonding.
* Fields of Study:
** Dragon Riding and Combat: Training in riding various dragon species, aerial combat, ground combat with dragon support, and coordinated tactics.
** Dragon Care and Healing: Courses on dragon health, veterinary skills, and the use of herbs and potions.
** Leadership and Strategy: Leadership training for future chiefs and commanders, including negotiation and alliance-building skills.
=== School of Animus Magic ===
* Location: Located on a secluded, mystical part of Dragonstone Island, surrounded by ancient forests and near a powerful nexus of magical energy. The area is known for its high concentration of magical ley lines, making it an ideal place for studying and practicing Animus Magic.
* Structure:
** Main Academy Building: A grand, ancient castle-like structure with high towers and expansive wings. The building is made of enchanted stone that resonates with magical energy.
** Animus Sanctum: A central hall dedicated to the practice and study of Animus Magic. It contains relics, enchanted artifacts, and a repository of ancient scrolls and books.
** Training Grounds: Open spaces and hidden groves where students can safely practice their magic. These areas are protected by powerful wards to prevent accidents and contain any magical overflow.
** Dormitories: Separate but connected housing for both dragon and Viking students, designed with magical enhancements to ensure comfort and safety.
* Curriculum: 
** Foundations of Animus Magic: Introductory courses that cover the history, ethics, and basic principles of Animus Magic. Students learn about famous animus dragons and their contributions to dragonkind.
** Enchantment Techniques: Practical classes where students learn to enchant objects, understanding the delicate balance between power and control. Lessons include creating protective charms, enhancing weapons, and crafting useful artifacts.
** Advanced Spellcasting: Focused on complex spells and their applications. This includes defensive spells, combat magic, and utility spells that can aid in various tasks.
** Magical Ethics and Responsibility: Courses that emphasize the ethical considerations and responsibilities that come with Animus Magic. Students are taught to use their powers wisely and avoid the pitfalls of corruption.
** Healing and Restoration: Specialized training in using Animus Magic for healing purposes. This includes creating potions, casting restorative spells, and understanding the magical anatomy of dragons and Vikings.
** Research and Innovation: Encourages students to explore new uses of Animus Magic, conduct experiments, and innovate magical practices. This also includes studying ancient texts and interpreting forgotten spells.
* Fields of Study:
** Artifact Creation: Training in crafting powerful magical items and artifacts, understanding their uses, and managing their power. This includes both utilitarian objects and items of great cultural significance.
** Magical Defense and Combat: Courses on using Animus Magic in combat scenarios, creating defensive barriers, and offensive spells. Students learn to protect themselves and others using their magical abilities.
** Elemental Integration: Combining Animus Magic with elemental control (fire, water, earth, air) to enhance the natural abilities of dragons and Vikings. This field focuses on creating harmonious and powerful combinations.
** Historical Analysis: Study of historical instances of Animus Magic, analyzing past successes and failures to guide future practices. Students learn from the legacies of renowned animus dragons and their impact on history.
* Housing and Accommodations: 
** Enchanted Dormitories: Rooms and nesting areas are imbued with minor enchantments to provide comfort, safety, and a conducive environment for magical studies.
** Common Areas: Shared lounges, libraries, and dining halls where students can relax, study, and socialize. These areas often feature minor magical enhancements to aid in comfort and convenience.
=== Academy of Diplomacy and Trade ===
* Location: Dragonstone Island, near the central trade hub
* Structure: A grand hall with attached lecture rooms, trade simulation areas, and negotiation chambers. It includes a market plaza for practical trade exercises.
* Curriculum: Focused on diplomacy, trade negotiations, and cultural exchange between Pyrrhia, Pantala, and the Barbaric Archipelago.
* Fields of Study:
** Diplomacy and Negotiation: Training in diplomatic protocols, negotiation strategies, and conflict resolution.
** Trade and Commerce: Courses on market dynamics, trade laws, and economic strategies.
** Cultural Studies: Lessons on the histories, customs, and languages of different dragon tribes and Viking clans to foster mutual understanding.
=== Institute of Craftsmanship and Innovation ===
* Location: The southern reaches of Dragonstone Island, near rich mineral deposits
* Structure: Workshops, forges, and laboratories equipped with advanced tools and materials. There are also outdoor testing grounds for inventions.
* Curriculum: Focused on blacksmithing, engineering, and innovative technologies that benefit both dragons and Vikings.
* Fields of Study:
** Blacksmithing and Weaponry: Courses on forging weapons and armor for both Vikings and dragons, incorporating dragon materials.
** Engineering and Construction: Training in building structures, siege engines, and improving community infrastructure.
** Innovative Technologies: Lessons on inventing new tools and devices that enhance daily life and defense capabilities.
=== School of Exploration and Discovery ===
* Location: Northern part of Dragonstone Island, near unexplored territories
* Structure: An observatory tower, extensive libraries, and expedition preparation areas. There are also maps and navigation training zones.
* Curriculum: Focused on navigation, cartography, and the exploration of new lands and ancient ruins.
* Fields of Study:
** Navigation and Cartography: Training in map-making, star navigation, and the use of navigation instruments.
** Archaeology and History: Courses on uncovering and preserving ancient artifacts and understanding historical contexts.
** Survival and Field Research: Lessons on survival skills, environmental adaptation, and conducting field research in diverse terrains.
==== Student Life ====
===== Housing and Accommodations =====
* Mixed Housing: Dormitories and nesting areas accommodate both Viking and dragon students, designed to cater to different sizes and needs.
* Communal Spaces: Shared dining halls, recreation areas, and study lounges foster a sense of community and collaboration.
===== Extracurricular Activities =====
* Clubs and Societies: Students can join various clubs, such as the Dragon Racing Club, the Historical Society, or the Elemental Magic Circle.
* Joint Exercises: Regular exercises and drills that promote teamwork between Viking and dragon students, such as rescue missions and simulated battles.
|-|Festivals and Competitions=
Annual festivals celebrate the unity between dragons and Vikings. Events like dragon races, flying competitions, and combat tournaments are held, with participants from Pyrrhia, Pantala, and the Archipelago showcasing their skills. Along with the Harmony Crest Festival, other festivals are held.
==== Equinox Celebrations ====
* Spring and Autumn Equinox: Celebrated twice a year, marking the balance between day and night. These festivals honor the elements and the changing seasons.
* Elemental Rituals: Each element—earth, fire, water, and air—is celebrated through rituals. Earth rituals might include planting trees or gardens, fire rituals involve controlled fire displays, water rituals include synchronized swimming displays by SeaWings, and air rituals feature mass aerial flights by various dragon species.
* Competitions: Events include dragon jousting, archery contests, and tug-of-war matches between dragon teams and Viking teams. The competitions are friendly but fierce, showcasing the skills and strength of all participants.
* Bonfires and Storytelling: Large bonfires are lit where dragons and Vikings gather to share stories and legends. This is a time for elders to pass down tales of old and for young ones to learn about their heritage.
=== Competitions and Games ===
==== Dragon Races ====
* Course Design: The courses are designed with input from dragons and Vikings, ensuring they are challenging and fair. Courses often span across different terrains, including forests, mountains, and open sea.
* Race Categories: There are different categories based on dragon size and ability. Categories include short sprints, long-distance flights, and obstacle races. Mixed species races where different types of dragons team up are also popular.
* Prizes: Winners receive handcrafted trophies, rare items from Pyrrhia or Pantala, and the honor of having their names inscribed on a Hall of Fame located on Dragonstone Island.
==== Combat Tournaments ====
* Events: Tournaments feature both individual and team combat events. Dragons and Vikings can compete in hand-to-hand combat, weapon-based duels, and aerial battles.
* Rules and Safety: Strict rules ensure the safety of all participants. Combat is non-lethal, and healers are always on standby to treat any injuries. The focus is on skill and sportsmanship.
* Highlights: Special exhibitions showcase unique fighting styles from different dragon tribes and Viking techniques. These exhibitions are educational and entertaining, promoting mutual respect and learning.
==== Fishing Competitions ====
* Teams: Mixed teams of dragons and Vikings compete to catch the most or the largest fish within a set time limit. Dragons like SeaWings and Tidal Class dragons often excel in these competitions.
* Techniques: Participants use a variety of techniques, from traditional Viking nets and fishing rods to dragons diving and herding fish. Creativity and teamwork are key to success.
* Judging: Catches are judged not only on quantity and size but also on the sustainability of the methods used. This encourages participants to respect the marine environment.
=== Specialized Festivals ===
==== Moonstone Festival ====
* Night Fury Celebration: This festival celebrates the rare and mysterious Night Furies. Held during the full moon, it includes nocturnal activities like midnight flights, glow-in-the-dark decorations, and star gazing.
* Astronomy: Astronomy workshops and storytelling sessions focus on constellations and celestial phenomena. Dragons with celestial powers, like NightWings, share their knowledge of the stars.
* Glow Games: Games and races are held in the dark, with participants and their dragons adorned in bioluminescent paint and accessories, creating a magical, glowing spectacle.
==== Harvest Festival ====
* Thanksgiving: This festival marks the end of the harvest season and is a time for giving thanks. Both dragons and Vikings participate in harvesting crops and preparing for the winter.
* Feasting and Sharing: A communal feast showcases the bounty of the season. Dragons contribute by helping to gather large amounts of food, and everyone shares in the abundance.
* Craft Fairs: Artisans from all over Pyrrhia, Pantala, and the Archipelago display and sell their crafts. Items include Viking metalwork, dragon scale jewelry, and woven goods from SilkWings.
</tabber>
== Dragon Evolution Headcanons ==
These are natural evolutionary traits that can appear within the tribes since they've existed for 1,600 years.
<tabber>
|-|IceWings=
==== Frostbreath ====
Frostcallers:
* Abilities: Possess a refined version of frostbreath that can be controlled with precision, allowing them to target specific areas or enemies without causing widespread damage.
* Role: Often serve as tactical leaders or snipers in IceWing ranks, using their precise frostbreath to incapacitate key opponents.
Glacierlords:
* Abilities: Their frostbreath creates lasting icy structures and barriers, which can be used defensively or to reshape the battlefield.
* Role: Act as defensive bulwarks, using their abilities to protect allies and fortify positions,
Cryoshapers:
* Abilities: Possess the unique ability to shape and mold ice created by their frostbreath into weapons, armor, or other useful objects.
* Role: Serve as craftsmen and warriors, adapting to various situations by creating the tools they need on the spot.
==== Frostscales ====
Frostscales is a rare mutation that occurs in IceWings when their bodies accumulate an excessive amount of ice energy, often due to overuse of their frostbreath or prolonged exposure to extremely cold environments. This mutation manifests as crystalline, icy scales that cover parts or all of the dragon's body.
Effects on the Dragon:
Enhanced Defense:
** Increased Durability: Frostscales are significantly harder and more resistant to physical damage, providing enhanced protection against attacks.
** Ice Reflection: These scales can reflect or deflect certain types of magical or elemental attacks, particularly those involving heat or fire.
* Temperature Regulation:
** Cold Emission: Frostscales constantly emit a low-level cold aura, which can freeze water and create a chilling effect in the immediate vicinity of the dragon.
** Thermal Insulation: The dragon is better insulated against extreme cold, allowing it to survive in harsher, colder climates without suffering ill effects.
* Energy Overload:
** Energy Drain: The accumulation of ice energy can sometimes overwhelm the dragon, causing periodic energy drains that leave it temporarily weakened.
** Limited Mobility: In severe cases, the thick frostscales can impede the dragon's movement, making it slower and less agile.
* Regenerative Abilities:
** Ice Regeneration: Frostscales grant the dragon accelerated healing abilities, especially in cold environments, allowing it to recover from injuries faster.
** Self-Repair: Damaged frostscales can regenerate over time, repairing cracks and breaks without the need for external intervention.
* Social and Psychological Impact:
** Isolation: The constant cold aura and intimidating appearance of frostscales can lead to social isolation, as other dragons may find it uncomfortable to be near them.
** Pride and Status: Conversely, some IceWings with frostscales may be revered for their unique mutation, seeing it as a mark of power and status within their society.
* Combat Advantages:
** Freezing Touch: Physical contact with frostscales can cause frostbite or freezing damage to opponents, making them a potent weapon in close combat.
** Enhanced Frostbreath: The mutation can amplify the dragon's frostbreath, increasing its range, intensity, and freezing effects.
==== Evolutions ====
Frost Nova: 
* This ability allows an IceWing to emit a powerful burst of icy energy from their body, creating a localized blizzard that can freeze everything within a certain radius. 
* This ability is particularly useful in combat, allowing the IceWing to incapacitate multiple opponents at once or create a defensive barrier of ice. It can also be used to create ice bridges or fortifications in their icy habitat.
Thermal Vision: 
* This ability grants IceWings the power to see heat signatures, allowing them to detect warm-blooded creatures and heat sources in their cold environment. 
* Thermal vision is invaluable for hunting, as it makes it easier to spot prey in the snow. It also enhances their ability to detect hidden threats or find warm shelters during extreme cold spells.
Glacial Healing: 
* IceWings with this ability can use ice and snow to heal their wounds and recover from injuries more quickly. 
* This healing power accelerates the recovery process, making it easier for IceWings to survive in their harsh environment. It can also be used to help injured tribe members and ensure the well-being of the group.
Frostbite Venom: 
* Similar to the SandWing venom, some IceWings develop a unique venom that causes frostbite-like symptoms in those it touches. 
* Frostbite venom can be delivered through bites or claws, incapacitating enemies by causing severe cold-induced damage. It can also be used to deter predators and rivals.
|-|MudWings=
==== MudWing Abilities Based on Egg Colors ====
Mud Brown Eggs:
* Enhanced Strength: MudWings hatched from mud brown eggs possess greater physical strength than their peers. They can lift and carry heavier loads and deliver more powerful strikes in combat.
* Camouflage Mastery: These MudWings have an innate ability to blend seamlessly with muddy and earthy environments, making them excellent ambushers and scouts.
Golden Amber Eggs:
* Sunlight Absorption: MudWings hatched from golden amber eggs can absorb sunlight, converting it into energy that boosts their stamina and physical abilities during the day.
* Radiant Scales: Their scales emit a faint, warm glow at night, which can be used to light dark areas or to intimidate foes. This glow can be dimmed or intensified at will.
Golden Brown Eggs:
* Earth Manipulation: MudWings from golden brown eggs have a limited ability to manipulate the earth around them, such as creating small mounds or trenches and causing minor tremors.
* Regenerative Mud: When these MudWings are coated in mud, their wounds heal faster, similar to the fire immunity of those from blood-red eggs. The regenerative properties of mud work especially well on scales and minor flesh wounds.
Deep Green Eggs:
* Poison Resistance: MudWings hatched from deep green eggs are highly resistant to various toxins and poisons, making them ideal for exploring dangerous, venomous environments.
* Healing Touch: These MudWings have a unique ability to use mud to heal others, transferring some of their regenerative properties to their injured companions.
Slate Gray Eggs:
* Stone Skin: MudWings from slate gray eggs develop exceptionally tough, stone-like scales that provide superior protection against physical attacks.
* Geothermal Sense: They have a natural ability to sense vibrations and heat emanations from the earth, allowing them to detect movements and hidden dangers underground.
Clay Red Eggs:
* Thermal Adaptation: MudWings hatched from clay red eggs can withstand both extreme heat and cold, making them highly adaptable to various environments.
* Soil Nourishment: These MudWings can derive sustenance from rich soils, which helps them survive in harsh conditions where food is scarce.
Dark Brown Eggs:
* Burrowing Expertise: MudWings from dark brown eggs are expert burrowers, capable of digging tunnels and creating underground networks quickly and efficiently.
* Muddy Aura: They can emit a muddy aura that creates a thick, obscuring mist around them, useful for evasion and creating cover during battles.
Rusty Orange Eggs:
* Heat Resistance: These MudWings have an elevated resistance to heat and fire, though not to the extent of those from blood-red eggs. They can withstand high temperatures for longer periods without injury.
* Iron Claws: Their claws are harder and sharper than average, allowing them to dig through tougher materials and inflict more damage in combat.
|-|SkyWings=
==== SkyWing Dragonet Twins Hatched from Eggs ====
Fireborn Twin:
* Inferno Breath: This dragonet's fire breath is significantly more intense and can burn through tougher materials. The flames are a bright blue, indicating higher temperatures than typical SkyWing fire breath.
* Scorching Aura: They emit a constant, low-level heat that can warm their surroundings and intimidate enemies. The aura can be controlled to some extent, allowing the dragonet to increase the temperature when needed.
Sunflare Twin:
* Solar Absorption: This twin can absorb sunlight, converting it into energy that enhances their physical strength and stamina. Their scales may glow faintly in the dark after a day in the sun.
* Solar Flare Breath: Their fire breath is infused with solar energy, causing blinding flashes and bursts of intense heat that can dazzle and scorch opponents.
Blazewing Twin:
* Explosive Fireballs: This dragonet can generate and hurl explosive fireballs that detonate on impact, causing widespread damage.
* Heat Resistance: Their scales are naturally resistant to high temperatures and fire, allowing them to withstand their own explosive attacks and other fire-based threats.
Emberheart Twin:
* Molten Claws: Their claws can heat up to molten levels, enabling them to cut through metal and stone with ease. This ability also makes their physical attacks more devastating.
* Regenerative Flames: This twin can use a special type of healing fire that can mend their own wounds and those of their allies. The flames are warm and soothing rather than burning.
Crimson Twin (non-Firescales):
* Wind Manipulation: The ability to control and manipulate wind currents, allowing for more agile and precise flying. This dragonet can create gusts of wind to knock back opponents or to lift objects.
* Thermal Vision: Enhanced vision that allows the dragonet to see heat signatures, making it easier to track prey or detect hidden enemies even in complete darkness.
* Flame Wings: The ability to ignite their wings in fire without harming themselves, creating a dazzling and intimidating display. This can be used to frighten enemies or as a powerful aerial attack.
Amber Twin (non-Firescales):
* Solar Absorption: The ability to absorb and store solar energy, which can be released as powerful bursts of heat or light. This energy can also enhance the dragonet's strength and speed.
* Blazing Roar: A powerful, fiery roar that can create shockwaves and intense heat, capable of disorienting and injuring opponents.
* Radiant Healing: The ability to heal minor injuries and burns more rapidly when exposed to sunlight, as well as providing a healing aura to nearby allies.
Sunset Twin (non-Firescales):
* Lava Affinity: Immunity to lava and the ability to swim through it as if it were water. This dragonet can also manipulate small amounts of lava to create barriers or launch molten projectiles.
* Magma Breath: An advanced form of fire breath that includes molten rock, capable of causing severe burns and creating pools of lava on impact.
* Molten Claws: The ability to heat their claws to molten temperatures, allowing them to cut through tough materials and inflict devastating damage in close combat.
|-|HiveWings=
Venomous Sting:
* Enhanced Venom: HiveWings with this genetic trait have a highly potent venom delivered through a stinger at the end of their tail. This venom can cause paralysis, intense pain, or even death, depending on the dosage and target's resistance.
* Antivenom Production: These HiveWings can also produce a natural antivenom, allowing them to treat their own wounds or help allies who have been poisoned.
Poisonous Claws:
* Toxic Talons: HiveWings with this trait have claws that secrete a mild toxin, causing irritation, numbness, or temporary paralysis in their victims.
* Fast-Acting Venom: The venom works quickly, allowing HiveWings to disable their prey or enemies swiftly in close combat.
Wings of Sound:
* Sonic Screech: HiveWings with this ability can produce a powerful sonic screech from their wings, which can disorient, stun, or even incapacitate foes.
* Echolocation: They can use their sonic abilities to navigate and hunt in complete darkness or dense environments where vision is limited.
Enhanced Senses:
* Night Vision: HiveWings with enhanced vision can see clearly in complete darkness, allowing them to navigate and hunt effectively at night.
* Olfactory Sensitivity: A heightened sense of smell that can detect subtle scents and pheromones, useful for tracking prey, identifying other HiveWings, and detecting danger.
Acidic Spit:
* Corrosive Spit: These HiveWings can produce a highly corrosive acid in their saliva, which can dissolve organic material and certain types of armor. This ability is useful for both offense and breaking through barriers.
* Controlled Release: They can control the intensity of the acid, from a mild irritant to a powerful dissolving agent.
|-|SeaWings=
Sonic Abilities:
* Echolocation: SeaWings can emit high-frequency clicks and interpret the returning echoes to navigate and locate objects or creatures in dark or murky water.
* Sonic Blast: Some SeaWings can produce powerful sonic blasts capable of stunning prey or creating shockwaves to ward off attackers.
Aquatic Healing:
* Rapid Regeneration: SeaWings have a heightened ability to heal wounds when submerged in water, especially in saline environments. Minor cuts and abrasions heal quickly, and even more severe injuries can mend faster than on land.
* Healing Waters: Certain SeaWings can secrete a healing enzyme into the water around them, which can accelerate the healing process for themselves and nearby allies.
Enhanced Senses:
* Night Vision: SeaWings have excellent low-light vision, allowing them to see clearly in the deep, dark parts of the ocean where sunlight does not penetrate.
* Advanced Hearing: Their ears are specially adapted to pick up low-frequency sounds, enabling them to detect distant movements and communications.
Electroreception:
* Electrosense: SeaWings possess specialized organs that allow them to detect electrical fields generated by other living creatures. This ability helps them locate prey and navigate through murky waters.
* Electric Discharge: Some SeaWings can produce small electric shocks, useful for stunning prey or deterring predators.
|-|SandWings=
Poisonous Tail Barb:
* Neurotoxic Venom: The barb on a SandWing's tail contains a potent neurotoxin that can cause severe pain, paralysis, or even death to those struck by it.
* Regenerative Barb: If the barb is lost or damaged, it can regenerate over time, ensuring the SandWing always has a means of defense.
Desert Adaptation:
* Water Conservation: SandWings have evolved to minimize water loss, allowing them to survive for extended periods without drinking.
* Salt Tolerance: They can drink salty or brackish water without ill effects, which is useful in arid environments where fresh water is scarce.
Venomous Bite:
* Paralyzing Venom: SandWings have evolved to produce venom in their fangs that can paralyze their prey or enemies. This venom acts quickly and can immobilize large creatures.
* Variable Dosage: They can control the amount of venom they inject, using just enough to incapacitate smaller prey without wasting their venom reserves.
Burrowing Abilities:
* Seismic Sensing: An adaptation that allows these SandWings to sense vibrations through the ground, helping them detect movement and locate prey or threats from a distance.
Firescales
Firescales in SandWings are an extremely rare genetic mutation that manifests when both parents carry a recessive gene related to fire resistance and thermal regulation. This mutation, though rare, results in a dragon whose scales are constantly ablaze with an intense heat, much like the legendary dragon Peril from the SkyWings. Additionally, some Firescales have taken up roles as blacksmiths and artisans, using their natural heat to craft exceptional weapons and armor, thus contributing to their tribe in unique and valuable ways.
SandWing Firescales have scales that shimmer with a golden-orange hue, often appearing as if they are glowing from within. When angry or excited, their scales emit a visible aura of heat, causing the air around them to warp and shimmer. This heat can become so intense that it ignites flammable materials nearby, making these dragons both awe-inspiring and dangerous to be around.
Abilities:
* Constant Heat Emission: Firescales emit a continuous and intense heat from their scales. This heat is powerful enough to cause burns upon contact and can ignite dry vegetation, making the dragon a living torch.
* Heat Control: With practice, some SandWing Firescales can control the intensity of their heat, allowing them to interact with others without causing harm. This control requires immense concentration and training, often guided by a mentor or elder dragon knowledgeable in fire control.
* Enhanced Fire Breath: Firescales have a significantly more powerful fire breath compared to regular SandWings. Their flames burn hotter and longer, making them formidable opponents in battle.
|-|RainWings=
Advanced Venom:
RainWing's Natural Venom had evolved into various types with unique effects while keeping the usual effects of the venom. Their normal venom only affects organic material, such as animals and plants. Inorganic materials, such as rock and metal, are not affected. It can be deadly if it reaches a dragon's bloodstream or eyes. If a dragon survives a venom attack, it will leave warped, scarred scales or skin. RainWing venom is neutralized by contact with the venom of a blood relative. RainWing venom is black and will dry into glossy droplets (reminiscent of obsidian) after some time exposed to air.
* Paralytic Venom: Instead of causing pain, this venom paralyzes the victim, making it easier to capture prey or defend against threats.
* Hallucinogenic Venom: Causes vivid hallucinations in those affected, disorienting and confusing them.
* Healing Venom: A rare and beneficial mutation where a RainWing's venom can promote healing and regeneration, making them valuable healers within their tribe.
Enhanced Healing:
* Rapid Regeneration: RainWings have an accelerated healing rate, allowing them to recover quickly from minor injuries. Small cuts and bruises can heal within hours, and more serious wounds within days.
* Natural Remedies: They can secrete a healing enzyme from their saliva, which can be applied to wounds to speed up the healing process.
Poisonous Claws:
* Toxic Talons: RainWings have claws that secrete a mild toxin, causing irritation, numbness, or temporary paralysis to those scratched. This is useful for defense and subduing prey.
* Regenerative Toxin: The toxin in their claws replenishes quickly, ensuring they always have a means of defense.
Enhanced Senses:
* Scent Detection: RainWings have a highly developed sense of smell, allowing them to detect the presence of other creatures, ripe fruits, and changes in their environment.
* Hearing Sensitivity: Their ears are adapted to pick up a wide range of sounds, helping them detect distant movements and communication signals.
Fruit Identification:
* Nutrient Detection: RainWings can identify the nutritional content of fruits and plants by touch and smell, ensuring they consume the most beneficial and least harmful foods.
* Toxin Resistance: They have a natural resistance to many plant toxins found in the rainforest, allowing them to eat a wider variety of fruits and leaves without ill effects.
</tabber>
==School of Dragons==
The first School created by Sarah, Marena and the Dragonstone Clan to aid the Berkians and the other tribes in learning the ways of their ancestors to further peace in the Archipelago and aid in restoring the Dragonstone Kingdom
Staff 	Tribe 	Gender	Age 	Powers 	Position
Perseus	SkyWings and NightWings 	Male 	7 years old 	Mind Reading
Animus Magic
Prophetic	Dragon Stable Caretaker
Laurel 	LeafWIng 	Female	29 years old	Animus Magic
Leafspeak	Farming Lands Teacher
Walrus 	SeaWings 	Male 	35 years old	Animus Magic	Dragon Stable Caretaker
Lion 	SandWing 	Male 	29 years old	Animus Magic
SandWIng Venom	Music Teacher
Cotton 	RainWing 	Female	27 years old	Animus Magic
RainWing Venom	Healing Center Teacher
Hail 	IceWing 	Male 	40 years old	Animus Magic
Frostbreath	Training Grounds Teacher
Igneous	MudWing 	Male 	20 years old	Animus Magic
Enhanced Strength	Farming Lands Teacher
Vicious	HiveWing 	Male 	12 years old	Animus Magic
Nerve Poison	Sentry for the School
Silky 	SilkWing 	Female	18 years old	Animus Magic
Flamesilk	Home Ed Teacher
Oak 	LeafWing 	Female	18 years old	Animus Magic
Leafspeak	Farming Lands Teacher
Turmoil	Skywing/NightWing Hybrid	Male 	30 years old	Animus Magic
Foresight	Librarian
Comet 	SkyWing/SeaWingHybrid 	Male 	26 years old	Animus Magic	Healing Center Teacher
Hawkes 	Skywing/NightWing Hybrid	Male 	30 years old	Animus Magic
Mind Reading	Discussion Class Teacher
==Mystical and Magical Elements==
===The Hidden World===
The Hidden World, a sanctuary for dragons originally discovered by Queen Athi and King Blizzard which became their most valued and treasured secret of the Dragon World, now serves as a refuge for dragons seeking peace from conflicts on the surface. Dragons from Pyrrhia, Pantala, and the Barbaric Archipelago can seek refuge in the Hidden World, especially those fleeing conflict or seeking peace. They are free to leave and come as they want to.
===Animus Magic===
Category:Alternate Universes
Category:Inspired by Fiction
Category:Content (AngelLion1234)
Category:Fanfictions (Semi-Canon)
Category:Fanfictions (Fanon)
Category:Fanfictions (Incomplete)