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Contents

Table of Contents

Rules -
Overview -
Physiology Appearance - Abilities and Weaknesses
Territory Geography - Nests - Landmarks - Defenses
Trade Currency
History Origin - Warring Swarms Period - Middle Ages - Queen Wasp - Postbellum
Government Archkhan - Nest Chiefs - Lesser Officials

Laws - Punishments

Education Institutions - Certification
Culture Names - Language - Religion - Social - Holidays - Identities - Food
Relations Pantalan Tribes - Pyrrhian Tribes
Significant Dragons -
References Gallery - FAQ

Rules

Joke characters and dragonsonas have more leniency in the rules, so they need less permission to make Pyrrhian hybrids or royalty. Do NOT claim a character as a joke/dragonsona just to get permission to make that kind of character.

CentiWing Sigil 2.PNG

And of course, anyone has general permission to participate in roleplays with or write fanfictions about their CentiWing characters. These will not impact the history of the tribe.

* = may require guidelines to be met

  • Hybrids with the canon tribes are free, but
    • require a reasonable explanation of how the character exists, especially if the parents came from different continents
    • should not contradict the tribe's politics. for example, do not deliberately ignore the events of a war in order to make them possible
  • See "Other Fantribes" for the rules on fantribe hybrids.

  • Archkhan and Nest Chief characters must be reviewed first. They will need at least two full paragraphs of developed history and personality.

  • animus CentiWings
  • CentiWings born with flight
  • special subtypes (i.e. leafspeak, firescales, mind reading)

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Overview

CentiWings are a flightless tribe based off of myriapods-- mainly centipedes and millipedes-- and other plated invertebrates with numerous legs. Their armored scales come in varieties of black, brown or grey with a banded or striped pattern. Their primary defenses are their tails-- which have a powerful vice grip-- and their nasty necrotic bites, which contain a nonlethal venom that inflames and blights tissue.

CentiWing culture revolves around individual work ethic and commitment to one's spouse and family, with the bond between child and parent being especially prized. Because of the tribal emphasis placed on duty and merit, adult CentiWings take on the name of their trade, which replaces their assigned birthname.

The CentiWing tribe is ruled by an Archkhan who earns the throne in a free-for-all tournament after the former ruler passes away. The winner is believed to have divinely ordained significance, and must govern by a code of conduct to defend their right to power in the eyes of the deity Hrringa. The current ruler is Archkhan Mapwright.

The tribe has been historically respectful and nonconfrontational with its business partners, but due to its habit of neutrality, it is prone to ignoring neighbors when interference is needed most. The LeafWings are on bad terms with the CentiWing tribe after it hesitated and failed to help them during the Tree Wars, and evidence of the tribe's existence has been censored by the HiveWing government after nearly driving it to extinction.

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Physiology

See References for more official art.

CentiWing Base.PNG

Appearance

CentiWing Colors.PNG

Coloration

CentiWings come in shades of black, gray, and brown (including orange-brown or red-brown). All CentiWings have beady black eyes.

Most CentiWings have bright, warm-colored markings on top of their base color, running in either vertical or horizontal lined patterns down their armored plating. They are not limited to these stripe patterns alone, and can lack markings at all.

Example horn shapes for a CentiWing

General Build

  • Covered in chitinous plated armor
  • Longer and lower to the ground than other Pantalans
  • Prehensile, expressive whiskers protruding from their upper jaw
  • Permanently stunted wings
  • Forceps at the base of the neck / throat
  • Elbowed/bending horns
  • Generally short snouts, but lengths can vary

A molted skin.

Molting

CentiWings molt their skin several times throughout their lives in order to grow. Whenever a CentiWing molts, it leaves behind a transparent skin of its younger body which it later eats, and gains an additional pair of forceps. The process transpires over the course of a week and is precipitated by the dragon's skin appearing more cloudy, their scales experiencing more irritation than usual, and insatiable hunger or moodiness. The frequency of molts exponentially slows down as the dragon ages.

A CentiWing may be considered an adult after it has molted three times, which occurs roughly at the age of six dragon years, and has a special ceremony associated with it.

CentiWing x Pantalan hybrid examples

Hybrids

Hybrids should be created responsibly and kept consistent with the tribe's Rules and lore. Please read Rules and Relations prior to making one.

All CentiWing hybrids MUST have the following traits:

  • underdeveloped wings / incapable of flight
  • cannot inherit special abilities (leafspeak, mind reading, firescales)

Abilities and Weaknesses

CentiWing Hunting.png

In terms of abilities, CentiWings have close-combat defenses.

Abilities (+)

  • Withering Bite

CentiWings deliver a nasty bite that causes ulcers or inflammation in the affected area, usually with spidery patterns of skin necrosis around the bite mark. This is nonlethal to dragons but nonetheless excruciating if untreated. The withering bite is known to paralyze smaller prey animals.

  • Vice Grip

CentiWings' tails are weaponized with strong pincers, allowing them to strike and latch onto enemies at a focal point. While tails can deliver a serious pinching force-- and a clamped tail can inflict worsening pain if circulation is restricted as time wears on-- they are not venomous. Tails are generally used to buy time, restraining dangerous opponents for long enough to administer a few painful bites. CentiWings' tails also strongly resemble their horns in both shape and coloration, so from the air, an enemy dragon might spot them and attack the wrong end.

Weaknesses (-)

  • Flightless
  • No ranged breath weapon

Due to being terrestrial, CentiWings are very vulnerable to ranged attacks and have to rely on their enemies getting close enough for them to strike. Their survival banks on the fact that Pantalan dragons tend to lack effective ranged weapons, while on the other hand the tribe would be completely extinct on the Pyrrhian continent.

Fighting Techniques

Trained CentiWing warriors have a few consistent combat techniques, making it very obvious if a CentiWing opponent wasn't raised in the tribe. While there is variation in each member, there are some congruous tactics across the board.

  • Tail tuck: Begins in a crouch with the tail folded under the stomach. The key is to remain low to the ground and flatten the body to decrease clearance, making it difficult for the enemy to wedge themselves under or flip the warrior. The warrior edges within striking distance, grabs the underbelly or legs of the target by thrusting their pincers forward from beneath their protected belly, and pulls its footing out, dragging the target under them. The CentiWing then goes into a tuck-and-bite where it arches its neck and tucks inward (drawing the target towards its body) after biting, like how a real centipede strikes. This ends with the target pinned.
    • Disengage: Alternatively, the tail tuck can be used to throw an opponent away instead of using it to pin them. Sometimes there is enough momentum from dragging the enemy under to unbalance the CentiWing, causing them to roll forward during the tuck-and-bite. If the CentiWing takes advantage of this and turns it into a somersault, they can release the enemy from their grip at just the right timing to fling them away. The CentiWing completes the somersault and returns to their crouching stance.


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Territory

Northwesterntribecontest.png

Geography

The Harrowing Highlands

The khandom is situated in a semi-arid steppe region known as the Harrowing Highlands-- the extreme hillocks of northwestern Pantala. The maze of windy, arid valleys is blanketed in patchy grass, with inconsistent elevation and rough terrain that rises and falls steeply. Though they maintain arable tracts of land, the Harrowing Highlands rarely receive rainfall and cloud banks move very quickly over them, resulting in periodic droughts every 2-3 years. Most of the tribe's moisture is derived from the river (known as the River Raging) that cleaves through the highlands' center, or from underground aquifers.
Before Queen Wasp exterminated most trees on the continent, the region was sparsely blanketed by dry forests, including mopanes, African teaks, and Vachellia seyal acacias.

Weather in the hillocks is abnormal; the region is frequently visited by hot and ominous "fog banks" which are an optical trick resulting from dense airborne masses of smog and debris picked up by the wind.

The outlying hills create a natural border with the other tribes, and the steep drops in terrain enable certain cliff faces to fall out of view, which protects the nests from being spotted in the air.

Settlements (Nests)

This is a rough sketch to communicate what the CentiWings commons interiors look like

CentiWings are semisubterraneous; they live in densely populated city systems known as Nests, which are gouged into hillsides and underneath the cliffs. The exteriors are fortified with roots and cobbled stones to imitate the surrounding terrain, making them resemble ruins or overgrown outcrops. The vast plains between each of these residential structures are considered resource basins which the settlements can negotiate possession of.

City interiors feature a central commons area from which many smaller chambers branch off, resembling a wheel-with-spokes pattern. The commons area allows for many functions, and is considered a mess hall, forum, market, and occasionally a residential meeting chamber. It's generally cavernous and hollowed into a conical dome shape to maximize vertical space. Its surrounding chambers are dragons' individual lairs, which are open-ended on either side like passageways; one side feeds into the round or hexagonal commons within, while the other provides access to the outside world. Most Nests reserve a few larger chambers for libraries, infirmaries, dragonet nursing, and other public services.

There are 13 Nests in the tribe, each managed by its own chief.

A CentiWing's personal quarters

//Furnishing Sheepskin and furs are a preferred material for drapery, carpeting, and curtains (which hang over either end of one's chamber for privacy), and for protecting stone walls from scratching. Sheepskin is also the main component in traditional tents-- which are used for festivals, markets, or tribe events to sell smaller wares that can be packed easily-- and pelt rugs are the carpeting standard, though the options may also include thatched grass mats in some nests.

Cave lighting is natural and comes from the open-air end of a dragon's chamber, behind their curtains, which can be partially pinned back to allow for a protected view. It is also popular to fill elongated soapstone or granite basins with natural oils and light them using rubbing-sticks.

Potted ferns are very popular decorations, and ferns do well in dim lighting.

The Nests

A map of the Harrowing Highlands with the locations of Nests, giving a general idea of how the CentiWings have negotiated to share the territory amongst themselves

Magnate Spiral


Nest Chief:

Main Industries:

  • subsistence agriculture (legumes and grubs)
  • textiles and fibers
  • fashion
Chiefs elected through:
popular nomination

Nest Chief:

  • [open]

Main Industries:

  • mining (coal, lesser metals, limestone)
  • earthware (pottery)
  • foundational construction
  • military operations (scouting, battlefield combat)
Chiefs elected through:
eligibility test

Commander Clawmark

Nest Chief:

Main Industries:

  • lowland agriculture (nettle, flaxseed, basil, insects)
  • military operations (artillery and field combat)
  • clerical and social services

Chiefs elected through:
popular nomination

History:
During the Tree Wars, the death toll from combat was so great in the Basin that burial services were one of the highest profiting industries.

Nest Chief:

  • [open]

Main Industries:

  • pastoralism and animal husbandry (wool, lamb, dairy)
  • clerical services
  • political science

Chiefs elected through:
popular nomination
Practices/ Local Culture:
Bleak Bluffs was the first Nest to make a working fire code and evacuation plan.


Inspector Sulfur

Nest Chief:

Main Industries:

  • mineral quarrying (granite, sandstone)
  • precious metals
  • fell agriculture (wheat, hare, insects)

Chiefs elected through:
challenge of physical might
Practices / Local Culture:
Dragons who go to Blusterbank often disappear from relevance, making it one of the more attractive locations to retire for dragons who don't want to be found. Half the population lives in an urban cluster of dry terraces in the north, and resource-wise the place is pretty undesirable.

History:
Before CentiWing unification, Blusterbank was independent from the interests of the three largest factions, and was composed of many minority groups struggling for survival on the leftovers of what little land hadn't been taken in the Warring Swarms power struggle. It changed hands many times and was one of the worst-suffering nests from the original collapse of the BeetleWings. When the treaty to unify the tribe was first suggested, Blusterbank was one of the first to sign up, and has prospered enough from the agreement that it remains one of the most patriotic Nests despite its averageness.

Nest Chief:

  • [open]

Main Industries:

  • earth metals (copper, iron) and refinement
  • forging (weapons)
  • finance and treasure management
  • jewelry

Chiefs elected through:
popular nomination

History: During the Swarm Wars, Copper Catacombs was settled by a niche khan whose sole objective was military conquest. It was named because the swarm originally exploited it for its rich supply of copper and created a culture around weaponry, but was eventually conquered in turn for not realizing the importance of using its land resources for food production.

Scrivener Gaunt

Nest Chief:

Main Industries:

  • quarrying (soapstone, granite)
  • mining (iron) and refinement
  • fine arts (mineral paints)

Chiefs elected through:
shared popular nomination


Artillerist Forage

Nest Chief:

Main Industries:

  • cartography and geographic mapping
  • engineering
  • horticulture (basil and related herbs)

Chiefs elected through:
eligibility test


Scrivener Gaunt

Nest Liaison:

Main Industries:

  • botany and agronomy
    • spice and herb farming (cumin, sesame, spices, nettle)
    • tea and refined plant oils
  • medicine

Chiefs elected through:
shared popular nomination


Polymath Echo

Nest Chief:

Main Industries:

  • natural sciences (chemistry, physics and mathematics)
  • culinary arts
  • dairy farming
  • crop cultivation (basil, cumin, nettle, sesame, wheat)

Chiefs elected through:
popular nomination


Nest Chief:

  • [open]

Main Industries:

  • masonry
  • historical preservationism and education
  • military operations (artillery)
  • livestock husbandry (wool, meat)

Chiefs elected through:
eligibility test


Curator Myriad

Nest Chief:

Main Industries:

  • military scouting and intelligence
  • diplomacy (interpretation and language)
  • excavation
  • fell pastoralism (sheep, hare)

Chiefs elected through:
eligibility test


Trail Guide Agrilus

Nest Chief:

Main Industries:

  • services (medical, navigation)
  • transportation
  • earth sciences (geography, biology, astronomy)
  • varied military operations

Chiefs elected through:
eligibility test


Internal Migration CentiWings can cross the territorial holdings of Nests or move into another Nest without punity. No one will flip out if someone from Auric Fields walks over to Balding Basin.

Communal Land The tribe has no concept of land as private property, but CentiWings can obtain the right to exclusively use land if the dragon has a profession involving the use of land for business (i.e. mining, farming) and the land isn't unreasonably far from the jurisdiction of their original Nest. All new business ventures in a Nest's region which concern land use have to be approved by the Nest Chief to make sure that sharing the resources won't pose a significant unwarranted loss to the nest in question.

Landmarks

Khan's Peak

Khan's Peak is a steeply elevated ridge in the heart of the territory. It is the site of the tribe's citadel, as well as a historic hotspot for precious jewels and deposits of metal. The name "Khan's Peak" is used to describe both the geographical formation and the administrative building sitting upon it.

The citadel is shaped similarly to most Nests, but is surrounded by tall stone battlements-- each equipped with a catapult-- and walled off from the outside, save for three arched baluster columns which are palisaded when not admitting guests or permitting residents to leave. The four-story walled capitol features a domed roof tiled with colorful stone shingles, with a standard commons/courtyard on the interior to which all the individual chambers/living quarters have access via climbing down/up a series of tree-root lattice that runs down the balconies of each floor.

//The Pelt Room The Pelt Room is the chief foyer in which the Archkhan and their attendants eat, and is named for its inclusion of exotic pelts on the floor and walls. These are presented in excess to demonstrate how much the tribe values peace between nations, by exhibiting appreciation for the gifts of its allies. The softest varieties of these pelts are arranged like cushions around a shallow sand pit; the CentiWing tribe's officials sit on the floor while eating, discussing tactics and drawing strategies in the sand. To one side of the sand pit is a small rack of maps, for when a general overview of the terrain is too complicated to draw.

In comparison to all other rooms in CentiWing culture-- which are typically chamberlike and meant for one dragon-- the Pelt Room is incredibly wide, in fact horizontal enough to fit seventy CentiWings standing in a row from right to left. The Pelt Room is also markedly breezy and naturally lit by the warped-looking sunrays of the highlands; its entrance from the interior courtyard is an open aperture that is spaced in rows like colonnades by trefoil arches, the length of which runs from just beneath ceiling-height all the way to the floor and the width of which a dragon could walk through. The furthest end of the room is cast in shadow much of the time, but illuminated from the opposite end by smaller stained glass windows positioned at shoulder-level which are maybe four feet in height-- not very large by dragon standards-- colored in cool celadon and pale powder-blue with depictions of decorated warrior-dragons in each.

House of Hrringa

The House of Hrringa is a sacrisanct underground hollow. It is enshrined within a subterranean labyrinth (built by Archkhan Stonecrafter) that is located beneath the main courtyard of Khan's Peak; this labyrinth was specifically designed so that only a dragon guided by Hrringa could hope to navigate to and from the hollow. Because of how difficult it is to find this place, it became an alternative method of succeeding the Archkhan, though only applying under particular circumstances.

The inside of the House of Hrringa is entrenched almost entirely in darkness, with unlit oil lamps positioned around the room which must be lit when conducting the Numenspeech or establishing contact with Hrringa (it is nearly impossible to see otherwise). Relics from former Archkhans are reverentially arranged along the walls on small black granite pedestals, preserved under glass if possible. Important manuscripts, historical documents and personal notes are also archived in small shelves underneath the pedestals of the Archkhans who authored them.

At the heart of the House is a clear pool of water tapped from ancient aquifers, floating in a green soapstone bed and encircled by worn soapstone steps. The bottom of the pool is tiled with a mosaic interpretation of Hrringa.

The ground of the House is carpeted with moist soil, ferns, and decaying plant matter, and the chamber is said to have a misty, earthy smell.

The Forum

The Forum is the site of the Chiefs' Convent and the Tourney. It is a natural formation of slanted limestone slabs at the base of Khan's Peak that have been arranged into public perches, and surrounded by arid fields of stout bushes and gravel. The Chiefs and Tourney organizers hold their meetings in a large tent at the furthest end of the forum that is furnished with granite council tables. During the Chiefs' Convent, the forum is closed to the public, and unauthorized dragons are prevented from loitering.

Defenses

A CentiWing catapult

Artillery technologies were first utilized during the Warring Swarms period. The military wing which handles artillery is known as the Khan's Highland Artillery (KHA).

CentiWing artillery is neither elegant nor known for sturdiness, and the spring force of a catapult decreases the more it is used. Catapults are also very inaccurate weapons, and it is no small feat to hit a flying dragon with one.

Logistics

Usually these structures are delved into a hillside for support and built from wood, with chiseled stone joints and tightly woven ropes for tension. CentiWing artillery only includes varieties of simple catapults with varying arm lengths, which tend to launch large boulders, or are simply fired to hit incoming dragons with the force of the arm.

The catapults use tarp rucksacks filled with boulders as a counterweight at the opposite end of the throwing arm. The payload is inserted into the arm of the catapult, which is tightly bound to a lower wooden rung at the back of the machine. When ready to fire, the manning dragons cut the rope with their sharp horns, which releases the tension. This causes the counterweight end of the throwing arm to rapidly fall and the payload to rapidly rise until it is airborne.

Catapults generally include a sheltered compartment beneath them in the event of emergency fire, enabling the manning dragons to take additional cover. This is not a very large compartment and is a tight squeeze for winged dragons.

Most of these weapons have been destroyed or broken after intensive damage during the battle of the Great Fire and it has proven difficult to repair them with a forest of skeletal, brittle tree remains.

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Trade

The CentiWings often live in periods of economic isolation, so the primary modus operandi of controlling the economy is to control the flow of goods. To do this, the Archkhan builds infrastructure within the tribe's boundaries as they see fit, which is accomplished through the Nests' compulsory payments. This infrastructure is generally placed for the good of the tribe and not the gain of the Archkhan, though sometimes those decisions must be made if funds are low.

Technology

The CentiWings are relatively on par with the HiveWings and SilkWings in terms of civilization and technology. They lack specific inventions such as treestuff and books, and advanced devices like identification wristbands, but this is due to a lack of abundance in the particular resources for making those, rather than unenlightenment.

Agricultural Trends

For hundreds of years, the eastern side of the territory has been greener and more suitable for agriculture (even before Queen Wasp eradicated a significant percent of the tree population) yet it has traditionally been used for grazing sheep and not for growing plants.

  • Sheep tend to take up more space for grazing and can't be raised on concentrated areas of land like drought-hardy crops, which can still make surplus yields on small arable tracts of land.
  • Much of the original farmland has been lost to desertification over time, and modern CentiWings are having to be smarter about this.
  • Recently the western production is related with "laying low" and shifting evidence of farmland out of sight from the HiveWings.

Currency

Before the tribe formally organized itself into its current state (pre-3540 AS) it used a bartering economy. However, this was deemed unstable after the tribe reunited, and it switched over to currency.

Due to the impracticality of depending on foreign money (Scales) while being isolated, the CentiWings currently circulate their own form of currency which is appropriately called Treasure. One Treasure is worth roughly half as much as a Scale, and resembles a small copper square pressed with the royal signature.


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History

Origin/Founding: BeetleWings

CentiWings are directly descended from the BeetleWing tribe, which arrived with the LeafWings on Pantala sometime between 0 AS and 3000 AS. However, unlike the HiveWings and SilkWings, the CentiWings do not share ancestry with Clearsight.

Ancient BeetleWings were not one unified tribe-- they were independent fiefdoms, each ruled by the most beautiful bloodline. The fiefdoms periodically challenged one another for resources or banded together to protect themselves from the wrath of the breath of evil plant. As a result the species was constantly undergoing a period of great genetic recombination, sharing, and culling between the groups. It wasn't until several years prior to Clearsight's arrival that a terrible outbreak of the breath of evil plant wiped out a third of these groups, many of whom were allied with the survivors. In order to protect their ethnic group from being assimilated to LeafWing rule, the BeetleWings reluctantly agreed to work together, and for several generations mended their resentment into a functional society.

The Arrival of Clearsight, 3015 AS

Upon Clearsight's arrival, the BeetleWing royalty was reverent of her clairvoyance and insisted on a policy of intermarriage that she found difficult to refuse, resulting in the future hybrid families that would develop into HiveWings and SilkWings.
After Clearsight passed away, the original BeetleWings began to cede fewer and fewer talons in marriage to the growing population of hybrids, which featured two dominant phenotypes and was in a period of utter chaos while both confusedly tried to organize themselves.
The marriage alliances eventually did cost the BeetleWings their royal lineage, forcing them to resort to a new form of governance by divine nomination. For the first time, commoners were allowed to rightfully rule as queen. As these were generally the dullest and least vibrant members of their species, this laid the basis for one of the first shifts towards becoming modern CentiWings-- grey, black, and brown scales.

Occupation of the Harrowing Highlands, 3114-3440 AS

Over time the HiveWings and SilkWings began to compete with the BeetleWings for land, pushing them out of their original habitat range. The tribe moved to a geographically secure but perilous range of hills just north of Beetle Lake in response. The climate was conducive to advantageous adaptations in the BeetleWings' physiology, but as a result of genetic tweaks and macromutations, this population eventually lost its ancestral gift of flight. Despite each generation resembling the original BeetleWings less and less, they were reluctant to let go of their connections to their progenitor race, and continued to proudly refer to themselves as the BeetleWings.
The tribe was still thoroughly challenged by the demands of the unforgiving environment and weakened by their forced change in diet. Half of the original settlers of the new territory--including the Queen and her retinue-- left to find a different homeland, swearing to return for the others once they did. This party was never sighted again.
Out of necessity, the original settlement had to presume their Queen dead, and swore in her heiress Nightcrawler to lead this new generation.

The Warring Swarms (3440-3540 AS)

A tentative visual of where the main 3 swarms held land in 3530 AS

Because there was no way to confirm Nightcrawler's divine right to rule, the territory became unstable. Dragons doubted the legitimacy of her rule and accused her of using the throne for corrupt reasons. Civil disobedience and rebellion started to erode the power of the Queen.

By 3441, the social structure of the tribe naturally collapsed into an economic sinkhole of competing confederations called swarms, each led by a warlord known as the Khan, who claimed to be the rightful ruler of the tribe. The number of swarms is undocumented and believed to be centesimal, but there were only three swarms with considerable enough territory claims to merit attention.

Lorelorn Crest.png
Lorelorn text.png

Lorelorn

  • Values: Community and compromise
    • Collectivism, predeterminism, integrism
  • Founder: Nightcrawler Khan

Lorelorn was one of the largest of the ancient allegiances, founded on the principles of empathy, discernment, and perspective. Choosing to conquer by first giving its enemies the option for diplomacy before waging war against them, it was an empathic faction mostly bent on picking up the broken pieces of the BeetleWing empire, galvanized into a frenzied state by Nightcrawler's inspirational rhetoric. It was highly religious in alignment but not fundamentalist, rather it used religion in daily application to provide members with the consolation of "doing the right thing" with conviction behind their actions. Its power structure was based on loyalty to Nightcrawler and to Hrringa, requiring its officers to pledge allegiance to their community before taking up positions.

  • Why Dragons Followed

Dragons followed Nightcrawler because she was the rightful inheritor of the throne, the most spiritual and forgiving. Her agreeable personality and willingness to compromise, to her followers, was an encouraging sign that she would be the best at uniting the swarms.

PragmaRegnet Crest.png
PragmaRegnet text.png

Pragma Regnet

  • Values: Power and principle
    • Moral absolutism, political plurality, individualism
  • Founder: Prasina Khan

Pragma Regnet's founder was a sullen upper-class general who seemed stern and unexpressive of her love, but in actuality treated her followers with unparalleled respect and dignity. Because Prasina Khan knew that the factions had an incomplete perspective of why they hated each other, and would never agree to the terms that each wanted, she drew the grim conclusion that the war could only be resolved through extermination. She believed in choosing the options that were reliable and in trusting the dragons who had bought their loyalty through their efforts. As a result, the leadership of Pragma Regnet put stock in dragons who were not superficial about themselves and would punish dragons who failed to tell their superiors important information, seeing those who were not truthful about their identities as traitors. In a way, this made the swarm culture aggressively supportive of all personal liberties but privacy.

  • Why Dragons Followed

Dragons followed Pragma Regnet because they felt that its Khan was the most realistic, decisive, and trustworthy. Her judgment was widely venerated, and the general opinion was that she would be a just, tolerant ruler who held the law and her system of Hrringan-informed values above personal feelings.

  • Customs:
    • Procession of the Burning Bindles - to swear in its officers, the subordinates who would be receiving them carried burning bindles and marched from cave to cave reciting the favorite stories of that dragon, who would often be decorated in paint

Scrumstrider Crest.png
Scrumstrider text.png

Scrumstrider

  • Values: Risk and resourcefulness
    • Materialism, utilitarianism, pluralism
  • Founder: Nezarini Khan

Scrumstrider's leader, Nezarini, was a charismatic engineer with controversial opinions. Before the Warring Swarms period, he came into possession of a vast library of materials and creative resources-- the communal use of which he promised to those who joined him.

Nezarini believed in putting the right dragons in the right jobs, not based on merit or loyalty but on their skills (For contested positions, swarm members were subject to private rivalries, as Nezarini often arranged for competition to motivate his soldiers). The swarm was so successful because it was a hub for the intellectuals of the tribe, and fed off of soldiers' tribal pride, self-confidence, and opportunism. In their eyes, "it logically must be an extension of Hrringa's will to do whatever seems to be the common good of the tribe," and swarm members were drilled to view it as their obligation to protect the tribe from religious absolutism or the eventual obsolescence of antiquated laws. Despite its pride, Scrumstrider was amenable to reason, and saw the practicality of maintaining alliances. It often reached out for help from outside kingdoms, believing that allies and good policy were necessary assets to any empire, but was disappointed by the failure of such appeals.

  • Why Dragons Followed

Dragons within Scrumstrider vehemently argued that Nezarini was the Khan most capable of handling the tribe's prosperity and navigating the risky conquest paths necessary to get there. They cited his mental quickness and progressive attitude as reason enough for his competence, and praised him for showing no prejudice towards less experienced thinkers. Moreover, he had no intention of entertaining "softness" (weakness of will/want of reason), and his supporters thought that his ideals would have made the tribe stronger.


Forced isolationism, looting, and warfare added up to a very costly waste of resources for the CentiWings. Watching the societal ruin from a distance, LeafWings and hybrid populations refused to trade with any of the Khans-- citing the lack of a proper government-- and wisely left them to quarrel amongst themselves.

To the tribe’s credit, the BeetleWings did not fight the entire time-— the bulk of the fighting petered out by 3480, and the actual conflict only dragged on until the sheer expenses of warfare halted them from picking battles with one another. That being said, they never made official treaties of peace, and simply chose to live in relative independence from one another, with no clear administrative power emerging to unite them all until practically 60 years later.

Unification of the Modern CentiWings

By 3538, hopes of fixing the tribe were pretty much dashed— but the independent nests were starting to face administrative issues of their own, because they hadn’t exactly succeeded at claiming divine right themselves. Eventually, Nightcrawler's heir appealed to everyone’s dissatisfaction and proposed that if the different swarms allied, they could negotiate a method of determining divine right for current and future generations.
After a hundred years of fighting (and some strongarming), the confederations met for three days near the base of the tallest peak in the land, where they agreed to unite as one tribe-- the CentiWings-- and gathered around a natural stone formation to discuss what challenges would prove someone to be a true leader. Ruling by those key values, they held the very first Tourney a week later, to continue their rivalries in a less destructive way. They ended the negotiations with a questionable but functional government that has lasted in more or less the same form up until the present.
Led by the Archkhan Stonecrafter, the new tribe constructed the House of Hrringa to protect the tribe from future debates over leadership, and wrote several laws after consultation with religious scholars to establish what could and could not be done by the reigning Archkhan.

Pantalan Middle Ages (late 3000s - early 4000s AS)

The First Archkhan Deposal (3793)

In 3793 the Archkhan Spearmaker was using his officials to maraud dragons who had offended him, which defied the law of the land. There were signs of a famine coming, and it was unanimously agreed by the public that his divine right to rule had been revoked by Hrringa. But in those days, it was technically illegal to oust him from power without angering Hrringa, because killing was condemned under the laws, and there was no other way to break his connection with Hrringa. The tribe didn't have the right to force Spearmaker out of power, so the Nest Chiefs came together in secret and orchestrated a plan.

At the next Chiefs' Convent, the Nest Chiefs did not bring any of their treasure which the Archkhan was entitled to, citing that dragons were protesting and refusing to give up their treasure. The Nest Chiefs suggested Spearmaker should send his Inspectors to help force their nests to comply. Frustrated, he agreed to such a favor, and spread out his Inspectors across the nests in small groups. With his power spread thin, the Chiefs dragged Spearmaker and his officials away and locked them up in prison.
After the incident, the Nest Chiefs decided to revise their laws so that tyrants who ruled despotically could be exiled or sentenced to death. They then had Spearmaker publicly executed for his crimes.

Great Famine (3793-3822)

A great famine lasted for nearly thirty years after Spearmaker was deposed. It was unclear whether any of this was divine punishment for changing the tribe's laws, though everyone could agree that Spearmaker was largely at fault. During this time, the CentiWings leaned on their close allies-- the LeafWings-- for food and aid. The CentiWings thanked them graciously in the form of stonework and precious metals mined from the hills.

  • Treaty of the Sheaf, 3800 AS

Beginning in late 3821 AS, the tribe approached the LeafWings and negotiated an official alliance to protect themselves during the intense heat wave and accompanying famine. This was the first time the tribe had made an alliance since beginning its 350 years of forced isolation.

  • Treaty of the Loom, 3831 AS

The SilkWings were the only tribe to approach the CentiWings for alliance first, believing that the alliance would strengthen SilkWing interests. The alliance wasn't particularly useful for either of the tribes entering it, but the SilkWing ambassadors had a market for weather interpretation and book-binding, so the CentiWings kept them around.

  • Treaty of the Arrow, 3839 AS

CentiWings regarded the HiveWings as the brave warriors of the savannah and were quick to ask for their allegiance. As a gift, the current HiveWing Queen at the time sent for the pelts of many savannah animals, which are still currently presented in the Pelt Room. Included with this generous offering was a donation of HiveWing weapons which are still studied by the CentiWing military to this day.


HiveWing Imperialism (late 4950s AS)

After Queen Wasp rose to power, the CentiWings accepted her divinely ordained reign over the HiveWings. Being unrelated to Clearsight themselves, however-- and not believing the prophet to be a goddess-- they did not see why a divine gift would give Queen Wasp any power over the CentiWing tribe. They politely maintained their alliance and assumed a nonthreatening stance in intertribal politics.

The Assassination of Archkhan Vaultkeeper (4957)

When the HiveWings began conquering their neighbors, the CentiWings first tried appeasement, and brought the Hive Queen many macabre gifts. These attempts at peace seemed to work until one "diplomatic meeting", when a HiveWing noble stabbed the softer underbelly of the Archkhan with a combustible toxin and fled. Needless to say, the encounter ended in bloodshed for the HiveWing ambassadors, and the CentiWings broke their alliance with them.
The Numenspeech was collectively invoked, as everyone knew that Hrringa would not have sanctioned the Archkhan's death. Chosen by Hrringa was a promising young sentry, Watcher Fell, who soon became the Archkhan that would lead them into war.
Unfortunately, Queen Wasp was of the philosophy that those who refused to join her were a threat to her power, and had attempted to create a power vacuum that would bend the CentiWings to her will. This failed spectacularly because she fundamentally misunderstood how CentiWings govern themselves. Instead of declaring war, the tribe decided that if appeasement would not work, then insulating themselves against their neighbors however they could-- be it defending themselves, or simply ignoring the HiveWings-- was the next best option.
The HiveWings, on the other hand, interpreted the deaths of their ambassadors as an "unprovoked threat to their empire". They cited the incident as justification for...

The First CentiWing-HiveWing War (4957-4961 AS)

The HiveWings staged a series of attacks on the CentiWings in private. However, the HiveWing tactics failed, and in order to convince the SilkWings that they must accept inferiority to the all-powerful Queen Wasp, they destroyed any evidence of their military failure, making it seem like CentiWings had never existed.

HiveWing Plan: Weaken the CentiWings by killing their leader, forcing them to submit to Queen Wasp

  • Phase 1- During the negotiations, the ambassador stabs the Archkhan with a deadly poison. The CentiWings will not expect it, buying the assassin some time to retreat back to the hives.
  • Phase 2- Assassin picks the path of least resistance, aka the Northern coast, which requires less inland flying in enemy territory.

CentiWing Response

  • Figure out where the ambassador is going. The CentiWings anticipate that the ambassador is probably flying home and work their way up the river, cutting him off before he can pass the mouth.

Results:

  • The Archkhan Vaultkeeper dies, forcing the CentiWings to name a new leader.
  • The HiveWings use their ambassador's death as an excuse to attack former CentiWing allies / militarily bent them to HiveWing will.

Battle of Khan Peak.PNG
HiveWing Plan: Wholly surround the CentiWing tribe

  • Tsetse Hive soldiers will stall the CentiWings and distract them while reinforcements from Vinegaroon make their way around the coast.
Phase 1- Tsetse Hive attacks from the opposite side of the river mouth, using the harsh savannah weather to their advantage. They cross the river to barrage the CentiWing artillery with attacks and regroup on the other side making it difficult to counter.
Phase 2- Reinforcements from Vinegaroon Hive steadily advance around the northwest coast. A majority of the wing is split off and sent through less-fortified CentiWing passes, to push western CentiWing forces to the east.
Phase 3- The remainder of Vinegaroon completes its circumnavigation and plans to regroup with Tsetse soldiers to resupply.
Phase 4- After regrouping, the rest of Vinegaroon and Tsetse create a united front in the east and close inward, pushing the eastern CentiWing forces west.

What Really Happens:

  • CentiWings destroy the Tsetse Hive supply line, which was intended to keep them busy while Vinegaroon was on its way. Though the CentiWings are not yet aware of the second Vinegaroon front, there is no resupply for the Vinegaroon forces when they arrive.
  • Western CentiWing forces are pushed east like Vinegaroon planned. They take advantage of this and pretend to retreat, but resupply with royal troops.
  • United CentiWing forces circle back and surround the two dispatched Vinegaroon forces before eliminating them.
  • CentiWing military concentrates on the remaining HiveWings at the river, who retreat.

Results:

  • The HiveWings are surprised by their defeat and decide that they will need a more radical ultimatum.
  • Familiarizing themselves enough with CentiWings to recognize that the tribe will not retaliate if left alone, and realizing the issue of the LeafWings was greater than they'd imagined, they take an intermission.

The Tree Wars (4962 AS)

The Tree Wars were an intermission period in the feud between the HiveWings and CentiWings. Queen Wasp stopped rushing the CentiWings to deal with the LeafWing problem on the eastern front, recognizing that it is the CentiWings' accepted practice to only attack if it is in retaliation.
The CentiWings were aware that their LeafWing allies needed help, and Archkhan Watcher appealed to the House of Hrringa for advice on aiding the LeafWings. Hrringa did not tell her to defend Queen Sequoia, so in accordance with her tribe's customs, she was forced to lose the LeafWings' alliance to keep her tribe stable.

The Second CentiWing-HiveWing War (4964-4971 AS)

Fresh from their victory against the LeafWings, the Hives used the lessons they learned from the Tree Wars and attempted to drive the CentiWings to "extinction".

Queen Wasp used new warfare technology like fire and paralyzing gas for minor ambushes, to see what the effects would be and test where the CentiWings' highest defenses were. The CentiWings began developing evacuation plans and strategies.

This tragedy was also known by many as the Great Fire, and was an effective attempt by Queen Wasp to brutally knock down any possibility for CentiWing resistance.
HiveWing Plan: Destroy (or preferably eradicate) the CentiWing tribe in a massive-scale inferno

  • Phase 1- Tsetse, Yellowjacket and Wasp Hive forces are triangulated.
  • Phase 2- All three converge on the mouth of the eastern river in CentiWing territory, forming a blockade.
  • Phase 3- Three "fire team" wings are split off through CentiWing territory to burn down forests and bomb artillery: two of these flank either side of the territory on the north and south, while one flies down the center. The idea is for the outer fire carriers to get a head start so that when the central team divides CentiWing forces and pushes them towards the border, they will be surrounded by a spreading ring of fire.

What Really Happens:

  • The northernmost team of flanking fire carriers is swiftly eliminated, which opens up the coast. Northern CentiWing troops then turn their attention towards the central fire team.

Meanwhile, artillery misses the timing on the southern wing of Hive soldiers, and the lower KHA is overpowered.

  • CentiWing soldiers from the north continue heading in the same direction as the central fire team, putting out fires located near the River Raging.
  • Mountain outposts surround and converge on the central fire team and kill off the bombers, but the southern HiveWing team remains.
Result: Hundreds of civilians are killed, wounded and disarmed in the fires. The remaining southern HiveWing team takes out the artillery left standing and kills off the CentiWings they can spot from the air. The tribe is no longer a threat to the empire.

Postbellum (4980's - today)

Modern CentiWings are currently experiencing a period of industrialization, becoming more adaptive due to their isolationism / resource limitations.

Nomination of Archkhan Mapwright (4986 AS)

Though she sustained grave injuries in Queen Wasp's Charge, Archkhan Watcher held onto life for another thirteen years after the war before she eventually passed in her sleep. She was highly venerated for her service and greatly mourned.
Tribe medics determined that she died early of chronic post-traumatic stress, which led to a debate on whether to use the Numenspeech or the Tourney to select the next Khan. It was eventually settled that, because she had lived thirteen prosperous years after the incident and died peacefully, a Tourney would be the most appropriate way to identify her successor.
The winner of the event was a cartographer, Mapwright Hickory.

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Government

The CentiWings are ruled by a 'divinely selected' Archkhan. It is believed that the god will pick a dragon for their contributions to the tribe, and most trials of leadership involve some contest of skill or luck.

The Archkhan manages their tribe under the guidance of limited laws. Laws measure whether their use of power is contradictory of divine right. An Archkhan can be seriously threatened by unfortunate events such as plagues or terrible weather, which the tribe might interpret as a sign that they are starting to stray from the moral path.

The general population is divided into systems of Nests. Each is headed by a Nest Chief, who has the quarterly responsibility to present their community's interests to the Archkhan. The Archkhan listens to everyone and then makes a choice for them based on what they think is the best decision.

Leadership Systems throughout history

(0-????): independent fiefdoms ruled by their own queens and kings
(3???-3440): fiefdoms are unified into one tribe, ruled by one queen or king
(3440-3540): tribe breaks into swarms (political factions) ruled by khans (warlords)
(3540-present): swarms are unified into one tribe again, with an ultimate khan called the archkhan

The Archkhan

"The Arch Khan of all Centi Wings" - a tapestry hanging at Khan's Peak, circa 3562 AS

The Archkhan is the leader of the CentiWing tribe, responsible for ruling over the Harrowing Highlands. Similarly to a Queen, they have virtually unlimited rights; they can assign roles to the appropriate dragons, oversee diplomatic relations inside and outside the Highlands, make mandates, and possess significant control over the tribe's military forces. What differentiates them in concept is that their command over the tribe's many different Nests and Chiefs is only justified by the theory of earning divine right. Their leadership is contractual; to remain in power, they must issue only commands which obey the ancient written laws and the will of their patron god Hrringa.

Archkhans may settle issues using their own judgment, or by accessing their sacred connection to the god Hrringa to ask for divine help (when necessary). Archkhans are the only ones who may enter the sacred inner chamber of Hrringa's temple and speak with them. In the rare event that Hrringa gives them a command, the Archkhan must do it expediently and without question.

That is not to say that an Archkhan must do all of this by themselves; Archkhans live with a group of qualified advisors and guards who assist them in their campaigns (territory management, financials, paperwork, infrastructure, etc).

Becoming Archkhan

There are two ways that a CentiWing can become Archkhan, but neither of these involve killing one's own tribemates. New Archkhans are only nominated after the previous one has died, and will lead their tribe for life.

The Tourney.png

Tourney

If the previous Archkhan died naturally, then the new one will be chosen through a contest of character and skill known as the Tourney. This process of succession is formally won by proving oneself to one's tribemates and to Hrringa.

The Tourney is known for lawlessness, roughhousing, and fierce competition among the participating nests. Nonetheless there are several rules governing who is allowed to attend and under what conditions.

  • The following groups are expressly forbidden from competing:
    • dragonets
    • prisoners
    • dragons without CentiWing blood
  • If no dragon manages to complete a challenge, points shall be awarded to the last /closest one standing.
  • No minor challenges based on physical appearance may be held, nor any challenges which would give an unfair disadvantage to members of a certain swarm.
  • The Tourney shall last exactly seven suns (one week)

Each day of the Tourney has one of the following Trials:

Trial of Points Earned Procedure
Delegation Up to 5 pts (1/each challenge)
The Trial of Delegation requires CentiWings to select individuals and divide them up for a variety of strength and intellect challenges. This is considered by the public to be the most entertaining of all the trials, because it is largely dependent on public participation.

Examples of challenges:

  • marathons or foot races
  • tail-wrestling contests
  • horn sparring
  • swimming against the River Raging from Point A to Point B
  • drinking / eating
  • writing the fastest (has to be legible)
Flexibility 3 pts
Dragons have to cross two miles of terrain. Every so often, one action which they've been performing is spontaneously banned (not including breathing, eating, drinking or other such essentials), and they will have to find an alternative method. Each dragon is given a few of the same tools for this challenge, but the rest must be improvised.
For example, if a dragon starts using rope to cross a dangerous pass, and using rope is banned after time has elapsed, then they will have to find an alternative method. Supposing they didn't make it across the pass, they'd have to cut the rope and swing or leap over.
Forethought 3 pts
Dragons are guided to the center of a dark cave while blindfolded, then left alone and given trivial detail-items to escape the fastest; the dragon who sees the big picture and chooses only the items which will most effectively accomplish the task is a leader who best knows how to judge articles based on their relevance. The dragon who solves the puzzle the quickest will be awarded points. Each dragon is given a separate turn to find their way out, similarly to the Numenspeech; they are not all left in the cave at once.
Generosity 3 pts
Competitors must prove themselves by seeing who is willing to sacrifice the most of their material wealth. For example, some dragons might have the largest flock of sheep, or bring the largest precious stone collection. Each dragon is allocated an area where they may pile their hoard into a giant heap.

At the end of the day, the challengers are forced to observe the entire tribe loot their piles in a massive free-for-all, meaning that the entire endeavor is an enormous economic loss for them.

It's a common saying that the best way to win the Trial of Generosity is to boast not the greatest material collection, but the greatest crowd of supporters behind oneself, which would prove how much the individual is respected by society for their actions. The more dragons are willing to vouch for a candidate, the larger a treasure hoard will be.
Patience 3 pts
The Trial of Patience places the candidates on top of a hill under scorching sunlight, only permitting them to move if they follow the cues of three colored banners (white, black, brown). At the signal of the white banner, no one can move; at the signal of the black banner, movement is permitted. The brown banner is designed to confuse, as it is very similar to the black banner.
The test tries dragons' commitment to becoming leader by enduring physical pain and waiting calmly for the right opportunities to move. If caught moving outside of the given cues, they are immediately disqualified from receiving points for that trial..
Humility 3 pts
Competitors travel from Point A to Point B (anywhere from 2-3 miles) while being harried by their tribemates; they are publicly dishonored through mockery, personal attacks on their character, and physical bucking (when close enough). The Trial is designed to break their wills and force them to stop running. The contending dragon cannot turn back and defend themselves either verbally or physically, and breaking down at any point on the path will result in no points being awarded for that trial.
CentiWings prize the resolve to face one's responsibilities and failings without utterly succumbing to the intoxicating habits of social deference or self-inflation (making one too strong and overbearing to listen to others). Humility and resolution are related.
Persuasion 3 pts
This trial is always done on the final day. Competitors are sealed into a private chamber and forced to deliberate amongst themselves why they should win the throne. Until all dragons sealed in the room can agree as to which individual has the noblest and worthiest cause, none may leave-- and as there is no food and water in the room, the process of selection is incentivized. If a dragon has made it this far in the trials, they should be civil and clever enough to know when to concede.
The Trial of Persuasion requires dragons to possess the empathy to appeal to others and the diplomacy to make a solid argument built on foundations other than slander. Violence is not permitted in this exercise; it reeks of an underdeveloped leader and forfeits this round's point opportunities for that individual.
Numenspeech.png

Numenspeech

If the previous Archkhan was slain in battle, then they died before it was time for their souls to depart, and so they will need to pass on their Providence to the next Archkhan through a two-part process called the Numenspeech. Fallen warriors who are trapped between the afterlife and mortal world reside in the House of Hrringa until a member of the tribe voluntarily comes forth into the House with them and partakes in a respectful ritual to take their place.

However, this is not a straight shot: the House of Hrringa is located inside a dark, subterranean labyrinth under Khan's Peak, and is supposedly constructed to be so unnavigable that it can only be found with divine guidance. This means that whichever dragon succeeds in reaching the end has already been favored by Hrringa to succeed the former Archkhan.

The ritual half of the Numenspeech commences upon entering the House. Around the room are positioned oil lamps; the dragon must locate and light each of these, casting a warm, dim light across a reflective pool in the center. To prove to the rest of the tribe that they have been to the House, the contending dragon must return with one of the lamps afterwards.

After lighting the lamps, the dragon chants selected poems to free the numen (soul residing in a place) of the former archkhan.

Nest Chiefs

Each nest is organized to have its own community representative referred to as the Nest Chief. This is the most respected, informed, or powerful individual living in that nest. Once this title is conferred upon them by the popular favor of their nestmates, they may then assume the role for life, unless they choose to step down or are answerable for enough heresy to be stripped of it.

Nest Chiefs are entrusted by both their nestmates and their Archkhan with certain responsibility for the Nest and its surrounding region. For example, they are allowed to make transient agreements on how to share the resources/territory around their nests, and though the Archkhan can rewrite these land-laws, they are generally left to their own devices in doing so.

Nest Chiefs are also required to attend tribal meetings between themselves and the Archkhan as part of their allegiance to the khandom. These are known as the Chiefs' Convents, and they coincide with four regular events on the annual lunar calendar, but may also occur whenever the Archkhan calls one into effect.
To every other Convent, the Chief pays fealty with a small offering of the Nest's earnings.

Becoming a Nest Chief

Nests have inconsistent and diverse methods of selecting their chief across the board, but historically the process involves some form of a public census, like a headcount. In recent times, however, many have made the voting process more anonymous due to the real likelihood of public brawling.

Because of this inconsistency, Archkhan supervision is necessary to verify the selection of new chiefs, to ensure that the victors truly won whatever competition was decided upon.

Due to the irregularity of the life term, there could be a matter of weeks, months, or years before a nest's chief is replaced.

Chiefs' Convent

Nest Chiefs gather quarterly at the Forum for a meeting to exchange information, debate, and request resources from each other. These are scheduled based on four events in the year's lunar calendar, but the Archkhan, who oversees these meetings, can also call one into effect before the regular quarter has elapsed.

To ensure that a hearing of 13+ dragons doesn't devolve into utter chaos, the Convent works like this:

  • Each Nest Chief gets a turn to report the current state of their nest, and to propose their solutions to any issues.
  • If the matter concerns any of the other chiefs, those dragons may raise
    • one talon to contribute their assent or
    • two talons to suggest a counteroffer / make a statement representing their end of the issue.
      Once a dragon who proposed a counteroffer has reached an agreement they are satisfied with, they put one of the two talons down so that they are only holding up one-- or continue to hold up two until they have reached an agreeable solution.
      This goes in order of seating.

Khandom Officials

Inspectors

Most khandom officials belong to a subgroup of Inspectors. Inspectors are entrusted with determining whether the Nests are being administrated to the Archkhan's standards. The Inspectors' duties include stewardship of prisoners, policing domestic behavior, and presiding over lesser tribunals, but most of them specialize in just one of these duties.

They can be handpicked by the Archkhan, but generally are trained for the profession through study.

These officials meet in the Forum if they need to coordinate, and are typically scattered in small groups around the nests, keeping their forces spread out for surveillance purposes.

Military

The CentiWing military is responsible for defending the tribe from outside threats and for protecting the Archkhan. It includes three main wings: the Khan's Highland Artillery, the Khan's Army, and the Khan's Guard. They have their own ranking system which does not apply to politics, and their own combat training programs.

High-ranking officers are expected to make sure the Khan's military orders are carried out but may use discretion in how the military arrives at the execution of those orders, unless the Khan overrides their decision.

Advisors

The Archkhan appoints a few dragons to temporarily serve on their personal advisory panel if they have experience in a profession relevant to an ongoing issue. Though lacking lawmaking power, these temporary additions to the khandom retinue are valued for their counsel. They carry no distinguishing titles during their advisorship, and are humbly clerks and secretaries vital to helping the khan make decisions.

Punishments

Tribunals

In the event that an individual commits a crime, the Nest Chiefs with jurisdiction write a report of the incident based on information collected from witnesses in their nest. The offender is then brought in for a tribunal in front of two or three Inspectors who have been summoned.

A tribunal procedure begins with the Inspectors reading the reports word-for-word out loud and asking the offender to defend or refute the statement with their own explanation of the events. The accounts are measured against each other for inaccuracies.

All further questioning of both the reporter and the defendant is done by the Inspectors. Since reports are submitted by authority figures, the tribunals usually favor the Nest Chief.

The Tribunal concludes when it can be proven whether or not the offender committed the crime, not whether or not their actions were justified.

War criminals are not given a formal tribunal and are held in prison without trial unless someone from their tribe negotiates enough for their release.

Imprisonment

CentiWings found guilty of a crime are usually held in prison-- the most acceptable punishment for even an egregious crime. During their time in this chamber, prisoners cannot earn money, and are not permitted any luxuries. Most prisoners are reeducated during their terms, to prepare them for returning to society (should this ever happen).

Especially dangerous prisoners, including prisoners of war/other tribes, are kept in their own secret dungeon, which the tribe refuses to disclose the location of. They do not receive special reeducation privileges because they are unlikely to be introduced to CentiWing society.


Laws

A condensed, and convenient, compilation of tribe laws.
*Indicates laws added after the tribe was founded

Topic Laws
Leadership
  • The Archkhan can only gain their position in accordance with Tourney law.
  • War can solely be declared by the Archkhan, and only if the patron god allows it.
  • The Archkhan will have direct control over the tribe's armies and councils involved with justice. Additionally, they may take any advisors for themselves who are willing.
  • Nests must surrender treasure to their Archkhan according to the agreed-upon schedules, and their Chiefs must answer to any summons.
Crime and Punishment
  • Any dragon who ignores the law will not be protected by the law-- not even those with power.*
  • Killing, gravely injuring, and physically violating fellow tribemates are crime(s) warranting execution, based on the discretion of a tribunal.
  • Theft is a crime unless the item is returned to its original owner / both sides can come to an agreement.
  • Prisoners of war found to be reasonable or strategically useful should be respected for the efforts they made to serve their tribe, and should not be tortured or starved for their crimes.
Tribunals (Court Trials)
  • Members of the tribe may be given a tribunal to deliberate whether or not they committed a crime.
  • Prisoners cannot be killed, tortured, or starved after being allowed by tribunal to keep their life.
Assets
  • Treasure will be the standard currency, and it must be acceptable anywhere.
  • Possessions given to a dragon by the tribe can be revoked for a crime.
  • Each nest needs at least one public institution.*
  • Nests may decide amongst themselves where to draw territory borders.
    • The Archkhan may change these borders as they see fit, but should hold council with the Nests it concerns first.



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Education

Institutions

//Libraries In modern times, each Nest possesses at least one library with required readings (law, history, culture, language, mathematics, and natural sciences). Some are better maintained than others.

//Schools Starting at age 2, dragonets are instructed in the required subjects. These lessons are held in the library for at least two hours every day, and allow for a brief recess between each hour.

The tribe's curriculum promotes social skills, learning strategies and development programs which draw from some religious philosophy to teach dragonets how to behave appropriately, but religion is not force-fed.

CentiWing education only covers the first seven years of primary school. Afterwards, dragons are expected to find a mentor who can train them in their desired profession and give them an examination to assess their competence.

The Nests work together to provide each other with instructional material, including books of residence information for artisans certified in any craft of choice. This gives young dragons the necessary supplies and teachers to embark on their own journeys of self-discovery.

Reward System Instead of being given scores for their performance on assignments, CentiWing dragonets who behave well and put forth the required effort are rewarded with a single-use trinket. The trinket can be exchanged in any shop at the nest's market, and the value the trinket carries will increase depending on the number of questions the student answered correctly. However, once it has been exchanged at a shop, it cannot be given back, including any amount left on it. The trinket enables the dragonet to buy anything that would be obtainable with Treasure. The whole system exists to encourage dragonets to participate in society.

Certification

A vocational license certifies that the dragon has completed their secondary education and is capable of participating in the tribe's market. It is traditionally earned through examination. Dragons do not need a new license every time they change professions, it just acknowledges that they've completed secondary education. Once a dragon has one, they can legally offer their own goods and services, and will be able to live outside the guardianship of their parents.

Vocational licenses are generally printed on thin metal sheets.
Khandom officials can revoke a vocational license from dragons who repeatedly violate the laws.

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Culture

Naming

Each CentiWing has two names-- one assigned by their parents at birth and another chosen by themself after coming of age.
Only one of the names is used in conversation, dependent on who one is speaking with.

Birth names are used to distinguish dragons between others in the same profession, such as in the workplace. Closer mutuals or relatives may also choose to use a dragon's birth name instead of their adult name if they have a close bond.

Centi Name Examples.png

ADULT NAME EXAMPLES
  • Fisher
  • Fletcher
  • Carver
  • Scrivener
self-given vocational titles providing a quick profile of the dragon's job in society.
  • These can be more specific based on a particular branch or niche of the career, or based on the dragon's rank in their vocation.
BIRTH NAME EXAMPLES:
  • Crawl
  • Gallivant
  • Pounce
  • Silver
assigned birth names describing their color, behavior, or a physical attribute (i.e. size and shape).
can also be a noun, i.e. "hammer" might describe the dragon's strength, or the dragon might resemble a certain animal and be assigned that name.

Changing Names Dragons lose their adult name if they leave the profession dishonorably or adopt a new primary profession.
If still in the same trade but between jobs / unemployed, this doesn’t happen.

Languages

Langts cie et latth.png

// Dragon CentiWings are insistent on teaching Dragon to their young, because it is the modern language facilitating communication all across Pantala.
// Centipese Centipese descends from the form of Pantalan that the continent used before Clearsight's visitation, so most of its core vocabulary evolved from the Pantalan language tree. However, it borrows several rules and words from Dragon. (For example, "Pragma Regnet" comes from ancient Pantalan words, and "Lorelorn" uses Dragon words, which is why these phrases jarringly sound like two different languages)
It plays a similar role to the real-world language of Afrikaans.

...

Centipese Soundbank
Consonants b

b

ɕ

c

k

k

x

kh

ʈ

tth

ɢ

g

ɦ

h

l

l

ɭ

ll

m

m

n

n

p

p

ɹ

r

ʀ

rr

s

s

t

t

v

w

Vowels ɐ

a

ɛ

aa

e

ɨ

i

i

ie

o

ʊ

u

ʉ

uu

Vocabulary Examples
Splinterfall >> Spletthrie hwallt (damagedtrees falling)
Treeharm >> Tthriehorrm (treethreat)
Twigheart, Twigheartlot >> Twegrrt, Twegrrtlatth (dragon, dragon-tribe)

Religion

CentiWings worship the single god Hrringa, a genderless personification of the natural universe whose dreams are responsible for the wandering of fortune and power. They are an amalgamation of gods from the old "pagan" pantheons of Pantala, which over time merged into one concept.

Deity: Hrringa

The symbol of Hrringa

Hrringa is the patron of hope, and the influencer of fortunes. They unconsciously control the flow of all luck and power manifest in the world-- be it malevolent or beneficial-- and because of a number of factors (mainly the myths surrounding them) they are elementally associated with things concerning the interaction of earth and sky. Symbols of their might can be found in dragons, mountains, weather, or natural disasters.

Despite the indiscriminate nature of their powers, it is generally believed that Hrringa would care greatly about mortal life if they were fully awake. Sometimes Hrringa awakens in moments of clarity, often in cataclysmic times, to endow the tribe with mysterious instructions.

Unfortunately, Hrringa cannot lucidly participate in the same reality as mortal affairs, because they are entranced indefinitely by the maintenance of holding together the planet as dragons know it. Instead of actively perceiving history as it unfolds in present time, they stand casting a magical field around themself in an eternal state of daydreaming, causing their magic to wander around the world unconsciously. This is the explanation for why Hrringa can never give a plain answer when dragons come for their help, or why they give very arcane advice to the tribe.

Philosophy

  • all power and luck has an ultimate source (Hrringa)
  • Hrringa designed these forces as transient to bring about existential meaning (hope and consequence)
  • dragons' fortunes are purely chance by default, but since luck is a causal ebb and flow in the grand scheme of things, they have some influence over their own destinies
    • attempting to contact the subconscious of Hrringa can sometimes improve one's fortunes
    • good fortune in the present, such as finding something valuable, may indicate a calamity in the future that one is being prepared for
    • killing creatures for sport reflects poorly on one's fortune
  • constants such as control, duty, and responsibility must exist to prevent this transience from overpowering the gift of hope and creating despair; Hrringa would not want dragons to be tortured by a lack of structure or consequence
    • profession and family are important compasses in leading a satisfied life

Origin Myth

Hrringa's coils have flowed through the primordial void since the distant past. It is unknown where the great Hrringa came from, only that they were not always alone; supposedly it once smothered a great bright rival whose remains are now the countless tiny stars. All dragon life began, however, with the story of the sky and earth-- when Hrringa decided to bring a lesser speck (the planet) into being.

The sky and the earth were joined as one, before Hrringa blessed the planet with the gift of hope, enabling it to grow. With this, the sky and earth each became self aware and threatened to partition themselves from one another. Their hope to be apart was so full of hate that it brought Hrringa great emotional distress. To keep the earth and sky from drifting completely away, Hrringa cast an aura of power around themself which met the earth and sky together again at their seams.

This turbulent aura also created terrible plagues, swarms of insects, and most life on the planet, and eventually these settled and culminated into Pantala. Hrringa's aura of turbulence is therefore believed to be the parent of all living creatures, virtuous and destructive properties alike, and because they were formed out of the seam between earth and sky, each creature contains gifts from either side of the world-- particularly Souls.

Souls

In CentiWing culture, each dragon has two souls:

  • Vitality - given to them by the earth and passes down through their ancestors. It contains their physical health and traits, and is associated with determination, heart, loyalty and family.
  • Self - given to them by the sky and is unique to only them. This flows into them with their first breath and contains their special gifts and personalities, and is associated with the dragon's cleverness, intellect, problem-solving and inspiration.

Some dragons are blessed with a third soul, borne of Hrringa's magic itself:

  • Destiny - given to them if they are bonded in the egg with a fragment of Hrringa's magic. A soul of this kind is elusive and rare, bringing extraordinary fortune or misfortune.
    • This divine intervention endows Archkhans with the right to rule and is a religious explanation for the existence of the innate magical skill found in prophets, leafspeaks, and flamesilks.
    • As might be surmised, Destiny transcends the CentiWing tribe.

Priests

Any certified, well-educated dragon who believes in Hrringa can be a priest. Priests of Hrringa do not have direct dialogue with their patron deity like the Archkhan does; however, they are more knowledgable in the conduct of rituals, and possess certain skills which even the Archkhan does not have. For example, a certified priest is guaranteed to know doctrine, and could act as a professional fortune-teller or counselor.

Rituals

//Funerals CentiWings perform an important funerary ritual of returning their loved one's soul of Vitality to the earth, to be reborn in future descendants.
If not already, they curl the deceased into a serpentine position so Hrringa will recognize it, and draw whorling patterns and runes in the earth around them. The mourners then tightly wrap the body in a cocoon of wet fibers or leaves-- thought to be the dragon's final skin, and thus sealing the shedding process for good-- and begin a traditional chant called the Cairn Chorus. It is appropriately named this because those in attendance must pile rocks on the deceased as they chant, to make absolute sure that the body will not be swept up by the wind or eaten by scavenging animals.

Other tribes, who have only ever witnessed the aftermath of such rituals, are confused by these burial sites. This led them to the erroneous conclusion that CentiWings are prone to being crushed by rocks.

Social Norms

Greeting One Another

Once they reach maturity, dragons are expected to rename themselves after choosing a profession; failure to do so will either result in simply not being addressed by others in formal greetings or insultingly receiving the informal title of "you".

Molting

Most CentiWings toss out or devour their own molted skins in order for favorable molts to continue in the future. These become special-occasion meals, especially in the Third Molt Ceremony.

Third Molt Ceremony

CentiWings come of age once they have molted three times, which occurs roughly at the age of six years. The corresponding coming-of-age ceremony with this molt is the most important ceremony in a CentiWing's life-- it determines their future career, their adult name, and is the day when they can occupy their own private chamber all to themselves.
The coming-of-age technically occurs over the span of a week--which is how long the dragon spends molting-- and begins with an enormous feast to satiate the shedding dragon's hunger swings.
On the day that the Third Molting is completed and the dragon emerges, members of different professions come to appeal to the grown dragon, bringing gifts to win over their interest. The individual declares their profession by accepting the corresponding offering, even though they may favor one of the other gifts more. After the selection, the individual declares their name for everyone, which is repetitively chanted as many times as there are legs present in the room.

Parenting and Mating

CentiWings do not usually mate for life-- they stay together long enough to raise their dragonets to adulthood and then amicably part ways for the time being. In fact, the CentiWing tribe has very few-- if any-- marital traditions, with the exception of a few swarms. As a rule the tribe doesn't complicate the concept of love, so they don't legally or formally bind themselves to one another-- they simply form close relationships with a few dragons and nurture those relationships for as long as enjoyable.

The tribe's culture is more celebratory of the act of creating a dragon than the act of loving a dragon. CentiWings relish having an intelligent being of their own creation that they can teach all of their knowledge of the world to, and are proud of their custodial responsibilities. It should come as no surprise that many CentiWings have closer bonds with their parents than their "significant other(s)". Of course, families can also become incredibly bitter with one another when it comes to occupational choice, since parents may try to encourage (or maybe even coerce) their children into learning a skill that runs in the bloodline.

CentiWings are very protective parents and naturally curl around eggs in a uroboric position-- encircling the nest with their legs, tail and underbelly for protection. When not being incubated by a dragon, the eggs are wrapped in wool to maintain warmth. Eggs are laid and kept in the community nursery until they hatch, after which they are returned to their parents' custody. A CentiWing may coparent with as many dragons as they like, of any sex or gender, as long as the other dragon's company is welcome.

Very rarely, the nursery will have to rear a dragonet due to changing circumstances, such as when biological parents decide they don't want to raise the dragonet together. This doesn't happen very often, however.

Tribe Holidays

Faire of Reconciliations

The Faire of Reconciliations is a seven-day celebration commemorating the anniversary of the first Archkhan (and consequentially the tribe rebuilding itself from societal collapse). It is basically a tribe-wide Renaissance festival where the Nests rehearse folk traditions such as selling classical wares and dressing in ancient clothing, allowing the younger generations to share in blood culture and learn of the warring swarms' histories.

There are only a few rules to the Faire, with the most obvious of these being that any overt threats or act of aggression are strictly prohibited. Because the Faire celebrates the dawn of the tribe's golden age, it is also the only instance in which the tribe returns to its bartering economy and Treasure cannot be exchanged for goods.

Swarm Identity

See here for the three main swarms.

Modern swarms could most accurately be described as a fellowship of dragons who come together over an extinct nationality, whether this enthusiasm is based on connections in the bloodline or on identifying with the ancient swarm's creeds. Most Nests once served as a swarm's stronghold, which may or may not result in a majority of the nest's population being related to its swarm counterpart.

During the century of the Warring Swarms, the tribe was divided into a multitude of ancient factions, each guided by a founding khan and a set of creeds or traditions that set them apart from the other groups battling over supremacy. All modern swarms are descended from one of these ancient factions. Though manifold in their goals and names, there were three main ones which held sway: Lorelorn, Pragma Regnet, and Scrumstrider.

Swarms have not been cohesively unified by any sort of overarching bureaucracy for centuries, and simply exist at the local level in their separate nests, serving the valuable purpose of connecting dragons from different professions to one another and bringing them outside of their narrow circles. This is part of why the swarm model has survived for so long: modern swarms serve as venues of political discussion and intellectual discourse among members of a nest, while also contributing to historical preservationism and reenacting many of the ancient traditions to keep them alive.

Food

Native Ingredients

  • (dairy) butter, chevre, whey
  • (grains) millet, sesame, wheat
  • (legumes) cowpea, lentil
  • (meats) lamb, hare, rennet, tallow
  • (insects) locust, mopane worm, wichetty grub
  • (spices) basil, cumin
  • (teas) nettle

Recipes

  • (Chitin Potage) = served exclusively on the final day of the Third Molt Ceremony in some nests; chitin potage is a stew made from the dragon's molted skin after being softened in boiling milk and sesame oil. Most recipes will also include basil and sesame seeds.
  • (Haggis) = a meat pudding made from sheep organs mixed with cereal
  • (Kashk) = fermented buttermilk porridge, churned by flask and dried into a paste with cereal grains over a period of weeks.
  • (Manti) = lamb-meat dumplings steamed in a pot

Feeding Habits

Members of a Nest gather in the commons to buy or prepare foodstuffs during meal hours. There are two main feasting hours in each day: mid-morning and deep evening. Between the two meals, CentiWings often eat lightly filling snacks to keep their energy up.

Meats aren't typically eaten raw unless properly preserved, though CentiWings eat enough variety meat that other cultures might consider their diet raw. CentiWings also avoid leaving perishable foods outside, as the heat is prone to create spoilage.


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Intertribal Relations

The CentiWings began as an isolationist tribe for 350+ years of their history before their sixth generation ruler managed to arrange an alliance with everyone in the span of less than thirty years. CentiWings, as a rule, only choose to deal with other tribes when necessary, making them very inactive when it comes to helping out. Despite drawing up alliances, they sit on these agreements rather passively and are practical and non-confrontational with their neighbors. That means that these alliances are often moot and therefore long-standing.
At the beginning of the Tree Wars, the SilkWings forfeited their sovereignty in declaring allegiance to the HiveWings, which invalidated the treaty they had made with the khandom. Later, the HiveWing embassy assassinated the Archkhan Vaultkeeper, provoking the CentiWings into killing the ambassador and withdrawing their alliance with the HiveWings. This incited a miniature war that the HiveWings singlehandedly fought and altogether dropped to deal with the LeafWings, who were their main priority. After the HiveWings burned down most of the remaining forests on the continent and led an attack on the Poison Jungle, the LeafWings withdrew their alliance with the CentiWings for refusing to help them. Having lost its allies and sustained damages from the war, the CentiWings retreated back into isolationism.

The tribe continues to live in relative isolation, but occasionally sends individuals or small groups to attempt to find a route to the LeafWings.

HiveWings

The CentiWings were once great allies of the HiveWings before the Tree Wars. CentiWings regarded the HiveWings as the brave warriors of the savannah and were quick to ask for their allegiance shortly after emerging from isolation, which was generously granted with gifts of pelts and offerings. The HiveWings found CentiWings to be profitable neighbors because they had all sorts of interesting stones and there was great demand in their tribe for HiveWing goods, so they remained friendly for a long time and held an open border.

Now if a CentiWing finds a HiveWing in the motherland, it will kill them on sight.

When the HiveWings began conquering their neighbors, the CentiWings first tried appeasement. This seemed to work, at least until one "diplomatic meeting", when a HiveWing noble stabbed the softer underbelly of the Archkhan and fled. Needless to say, the encounter ended in bloodshed for the HiveWing ambassadors, and the CentiWings broke their alliance with them. Though CentiWings are capable defenders, they are not ruthless warriors; instead of declaring war, the tribe decided that if appeasement would not work, then ignoring their neighbors was the next best option.

The HiveWings, on the other hand, interpreted the deaths of their ambassadors as an "unprovoked threat to their empire". They cited the incident as justification for waging war on the CentiWings (who never actually declared war back, and just repeatedly defended their home from invasion) in private. At first the HiveWing tactics failed, and they destroyed any evidence of their military failure (and of the CentiWings) so the SilkWings would forget that the CentiWings ever existed, accept their roles as inferiors, and hail Queen Wasp.

It wasn't until a brief intermission that the HiveWings realized the power of fire and used it to secure a devastating victory over their former friends, which was written off as another LeafWing battle. They flew north to raze the CentiWing motherland, succeeding in scorching the trees and driving crucial species to extinction. The CentiWings survived the harsh fire and in their vulnerable state would like the HiveWings to believe they are dead. So far, they have done everything in their power to give every indication of extinction while they rebuild.

The HiveWings are semi-aware that the CentiWings are still alive, but no longer see them as a threat and don’t find them useful enough to conquer. Instead, they find it far more useful to leave them be, lest someone ask questions about the mysterious increase in soldiers or even sight a CentiWing.

LeafWings

In the years that the CentiWing tribe has existed, LeafWings have changed the least, and are considered by the CentiWings to be the oldest living Pantalan race, as well as their oldest friends. Back when trees still covered the continent, they had great respect for the LeafWings' stories and culture, and often visited to barter for food and resources. However, when Hrringa did not give the CentiWings the right to go to war against the HiveWings, the Archkhan had to obey her divine connection to keep her right to rule and was unable to risk their tribe's safety to protect the LeafWings. Feeling betrayed, the LeafWings broke communications with the CentiWings.

CentiWings and LeafWings have not had contact with each other since the burning of the trees, as they are on opposite sides of the continent. The Archkhan Mapwright has made it very clear that she wants to renew their alliance, but the CentiWings have worried that the LeafWings may reject their aid-- or that they might be caught by the HiveWings in the process.

SilkWings

CentiWings have a vague understanding that SilkWings are distantly related to Clearsight because they had to have emerged around the same time as HiveWings. However, having been good allies of the HiveWings and not caring to dispute some of their social Darwinist beliefs, CentiWings theorize that the SilkWings came from the most beautiful members of the original BeetleWing nobility, but bred so much amongst themselves that they retained less of the NightWing genetics than HiveWings, which made them inferior.

The SilkWings were the only tribe which approached the CentiWings themselves to form a treaty. The tribes' early connection was tentative and largely in response to a bunch of embargos the other tribes had charged the trading SilkWings with. The problem was that SilkWings' silk-related goods were higher in quality than everyone else's and inflated as heck, which was a major problem for everyone except the tribe that had virtually no supply of silk and a sudden spike in demand (aka CentiWings). When the craze ended, the CentiWings and SilkWings remained on decent terms, but didn't have much to do with each other; after exhausting the demand for silk, the CentiWings really didn't benefit from anything that the other tribe offered, and usually ignored whatever problem of the day the SilkWing Queen tried to bribe them to help with.

The tribe still supported the HiveWing empire at the time that the SilkWing queen surrendered to Queen Wasp, but was unaware of the official surrender of power until some SilkWings began to blame the cold-shouldered CentiWings. This royally infuriated the Archkhan, who now had to begrudgingly accept that his wealthiest allies and his most insufferable trading partners were now one and the same.

Later, the HiveWings turned on the khandom, and CentiWings began to mutually take out their anger on the SilkWings. The CentiWings are currently angry at the SilkWings for not being strong enough to resist HiveWing rule, and the SilkWings were originally mad that for all their complaining the CentiWings didn't exactly stand up to her themselves. After the Great Fire, however, Queen Wasp eradicated any evidence that would indicate to the SilkWings that CentiWings still existed, and gradually used her influence to erase them from history, so the disdain is now very one-sided.

The CentiWings are not particularly motivated to liberate their SilkWing neighbors from the HiveWings' tyranny when they so willingly walked into it. Most believe that the SilkWings' own poor leadership led to their subjugation, and unless proven otherwise, the SilkWings are conspirators with the HiveWings.

CentiWings have occasionally sighted waylaid members of the Pyrrhian tribes who ended up very far from the coast of Pyrrhia, or were blown to Pantala by storms.

NightWings

CentiWings assume that the majority of dragons on the far-away continent are similar to Clearsight.

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Significant Members

Archkhans

  • Nightcrawler, founder of the new BeetleWing settlement and khan of the Lorelorn swarm
  • Stonecrafter Oxbow, earliest archkhan and creator of the labyrinth under Khan's Peak
  • Spearmaker Tramp, despotic leader who led to the introduction of the death penalty for Archkhans
  • Vaultkeeper Maunder, assassinated by Wasp's embassy; whose death is the cause of conflict with HiveWings
  • Watcher Fell, led during the Tree Wars
  • Mapwright Hickory, current leader

Nest Chiefs

Lesser Officials

Inspectors

Advisors

  • officials here

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References

Gallery

Official Art (made by FourFlames)

Community Art

Supplementary Material

Troubleshooting & FAQ

What are some [valid occupations] for my CentiWing?
[Why are they called CentiWings if they can't fly?]
[How did you make your tribe official?]
The pictures aren't working for me, where can I find [the PSDs?]

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