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The etheriverse (name not set in stone yet) is an AU by Arthur and the main setting for his OCs. The universe does not follow the canon timeline. Albeit alterations of canon characters might have existed, they are not the same characters. OCs can be made for this, however the AU is not specifically designed for other people's use in mind. Questions are preferably left on the Message Wall over comments to get them answered more quickly, but comments work too.


I still need to figure out how to sort this

Need a name for the mud kingdom

Table of Contents
Universe TechnologyAnimus MagicMoonsNobilityLGBT AcceptanceView on HybridsCommon Occupations
Creatures VampiresSeaserpentsDragonkillers
Dragons Creation Myth
Pyrrhian Tribes IceWingsMudWingsNightWingsRainWingsSandWingsSeaWingsSkyWings
Pantalan Tribes Check Here
Pretarian Tribes tba
Continents Pyrrhia
Pantala
Pretamar
Etheriverse Map 1

Aspects of the Universe

  • Dragons use hourglasses and sundials to measure time.
  • They use a universal currency called scales and claws. They're metal coins like in our world.
  • Clothing exists for dragons. This includes jackets, hats and even pants.
  • There is boats that connect the continents, but getting on those boats is hard.

Technology

Dragons aren't primitive creatures, and possess technology to some extent. Especially noticeable in large cities, dragon possess a lot of fire, steam and mechanics based machines. Those who lost limbs often choose to get robotic replacements. There have even been instances of entirely robotic dragons called MechaWings. Additionally TVs and radios are a thing on Pretamar, however these two are still at the beginning of their creation, and don't necessarily work well, nor are they a common thing to own.

Animus Magic

Users of animus magic are usually called animus dragons, but just animus (pl. animi) may be used too. Magic can do many things depending on how the enhchantment was formulated. To enchant something the animus just has to want to enchant it and either say or think of what that spell should be. Audibly formulated spells typically work better. Where animus magic originated from is unknown, but there is thought to be a common ancestor to all animi, and some think they descend from gods. Animus magic seems to run in families.

Though it is a powerful ability to have, animus magic has its restrictions and limitations. In pretty much every case an enchanted object has a downside. This downside can be minor or major, and there can be multiple. The animus can state what that downside will be while enchanting an object, and if it wasn’t stated Fate will randomly pick something. This can sometimes lead to a simple spell to become entirely useless. In some situations even when a downside was stated another random one may be added. Thus is the law of the World.

Another aspect to animi is that many fall under the category “Mild Animus Dragon”, which is those, who either can only cast spells with specific effects (e.g. only healing spells; spells that change size), cast spells only on specific kinds of objects (e.g. only enchant fruits; enchant earrings), or require a specific object for their spell sort of like a sacrifice. There had been some dragons, whose ability was restricted by certain locations or times of day (e.g. can only cast spells at night; in the ocean; during rainy weather). Some may even have two of those restrictions. Dragons, whose ability is not restricted by one of those things are called “Full Animus Dragons”. Typically animus spells last forever unless the object is broken or an animus removes it, however for a selected few their spells only last for a certain while, and that condition cannot be changed. Weirdly enough animi are commonly aware of their restrictions from early on, usually once they discover their powers. Enchanted objects also cannot be enchanted a second time. It's to be presumed that objects that have two or more effects had been given those in just one spell.

There are some spells, which will never work or come with a specific rebound, making magic users typically avoid them.

  • Animi cannot enchant a dragon to die. They also can’t make an object kill dragons. When they try, the object will go after the enchanter depending on how the spell was formulated. If cleverly done killing spells may remain, but they’ll mutate into something else.
    • An example would be a necklace that kills whoever puts it on. The spell won’t stay that, but rather mutate into something like “The wearer of this necklace will encounter much misfortune” or “The necklace gives its wearer headaches and stomach cramps.” Sometimes that may actually lead to a death, but usually it won’t.
  • The spell of omniscience is naturally constructed to make, whoever it was cast on go crazy. This only applies if the spell gets cast on a dragon, and not an object. So a well that shows you a certain dragon would work. But these objects aren't always save to use.
  • Spells that make a dragon immortal, unkillable, or similar will usually require a body part for payment. They aren't impossible, but they come with a huge prize. Even if it's an object that gives you those properties.
  • Although not exactly equivalent exchange, animus magic may often require a tribute.
  • Bringing back the dead can have horrible consequences.
  • Creating life out of nothing is impossible. It is definitely possible to bring a statue to life or make a dragon bear eggs as in both cases a basis exists.

Known Animus Dragons and their medium

  • Arcane † (Metal)
  • Nightflare † (Hollow Objects)
  • Rook † (Hollow Objects)
  • Rook's father † (Unknown)
  • Moonshard † (None)
  • Fantasma † (Unknown)
  • Prince Hurricane (Water)
  • Princess Turquoise (Unknown)
  • Wishgranter (Sacrifice)
  • Purga (Starshaped objects + Night)
  • Licorice (Plants)

Moons ▼

This world has three moons: a red, a white, and a blue one — the colours being due to different surface material. The moons are all roughly the same size, and orbit around the planet. The abilities of NightWings depend on the full moon they were born under, if they were born under one to begin with. It is unknown why it is like that, and NightWing abilities are still subject to a lot of research. NovaWings are said to live on the blue moon. The red moon is attributed with curses and NightWings born under the full red moon are said to be unusual, however there seems to be no actual proof of this.

Nobility ▼

These are dragons with high privilege. They can be ranked as high as princes, however nobles are not descended from the royal family. Royals will often give their children noble spouses, and commonly they hold some sort of power such as NightWing nobles being eligible for the council. Not each tribe has nobles, such as MudWings, RainWings, and SkyWings. Furthermore nobles are nonexistent in some states.

LGBT Acceptance ▼

In this world there doesn’t seem to be a large scale inacceptance of minority orientations, and there is no problems for same sex couples outside of few bad individuals having the need to be mean to them. Even most nobles are fine with it, though some might find it problematic, when their own child is gay, particularly when they have no other dragonets, resulting in them not being able to have grandchildren and thus an heir for their son/daughter.

However when it comes to trans dragons, there seem to be mixed feelings, usually because it confuses other dragons. Trans dragons are extremely rare (even rarer than in humans), but they do exist. Intersex dragons face similar issues, as they are also extremely rare, and confuse others. Most dragons try to be accepting overall.

Views on Hybrids ▼

Hybrids are a complicated subject. If a hybrid is looking very much like one tribe, they usually do not trouble anyone, and dragons generally accept them as the tribe they mainly resemble. StrongWings are also often treated fairly well. Some may even get particularly special treatment.

However if a hybrid doesn’t fit in anywhere, they may be treated quite poorly depending on the environment and which tribe they live with. It is also important which tribe they are a hybrid of. If they are for instance a RainWing and a SeaWing, they will more likely be not mistreated, while a SkyWing-SeaWing hybrid is less acceptable.

RainWings are the most accepting out of all the Pyrrhian tribes in this issue.

Common Occupations ▼

  • Merchants/Traders - When it comes to the arts of buying and selling merchants are the experts. They buy wares from dragons like fishers, weavers, farmers and other producers at a good price, and then sell those wares either directly to commonfolk or to stores, which further sell the things. It's not unusual for merchants to be wanderers, buying some exotic things and selling those where they might be rare or nonexistent.
  • Fisherdragons - The job of a fisher is simple. They catch fish, which then gets sold to other dragons. During the current timeline SeaWings and IceWings have the only fisherdragons and exports of fish in Pyrrhia. Fishers may use nets to capture larger amounts of fish.
  • Weavers - They make various things out of fabric. This includes ropes, clothing and nets. The most prominent weavers are SilkWings, but other tribes also have their own weavers.
  • Gardeners - They raise flowers (but not crops), and commonly take care of places like parks or certain temples surrounded by gardens. Many gardeners are Rain- or LeafWings.
  • Farmers - Much like gardeners they too take care of plants, but mostly crops, and those plants that produce food. Some farmers raise animals such as camels, cows, chickens, fish, etc to then obtain and sell their meat as well as other things on occasion. Which animals are being raised of course depends on location, SeaWings being the primary fish farmers, while MudWings raise cows and crocodiles.
  • Doctors - Those who are tasked with healing dragons. Some may use magic objects, others rely on herb remedies. There's definitely some healers you can't trust, but most official 'doctors' are actually trained individual.
  • Potion Makers - Some of the medicine doctors use come from potion makers. Many potion makers are RainWings. Sadly not all potion makers want to help doctors and instead use their concauctions for questionable stuff.
  • Builders - Cities don't grow out of the ground. It's the collective hard work of architects, mechanics and builders that allowed for some places to prosper.
  • Mechanics - A rather rare job at the time, that has become more popular in larger cities. Mechanics build all sorts of machinery, especially reconstructing lost limbs, many of which had become victims of war and battle.
  • Scientists - With the rise of scientific advance, more and more dragons become researchers, dedicating their life to understanding the world. But with that comes a darker side.
  • Athletes - Sports are quite popular among SkyWings in particular, and they have many sky racers, but there's also other disciplines such as professional fighting (think boxing), swim races (for SeaWings) and some ball games.
  • Students - Dragonets that are going to school, thought the term may also be used for dragons, who are learning a specific occupation. There are multiple places for education across Pyrrhia - Clover Academy is the biggest out of them all and currently the only one with multi tribal students.
  • Teachers - They are the dragons, who teach the students. At schools that includes math, history, reading and writing, and hunting. Depending on the school the dragon children may learn additional things.
  • Knights - Highly regarded by many, knights play an important role in the protection of the country. Many may be stationed at the palace to guard it, others will be seen patroulling through cities to look out for any crime, and dragons in need. They are armored and usually carry around weapons.
  • Soldiers - The less cool version of knights that usually get deployed during the war. Many of them are minimally trained commoners, who got pulled into something they didn't want to be in.
  • Adventurers/Explorers - Brave souls that discover new things and commonly aid knights in protecting places. They may take jobs from the guilds and do things such as fight dangerous creatures or find lost treasures. Many adventurers are also travellers.
  • Artists - There is many dragons that sell their crafts. These can be painters, stone masons, tattoo artists, poets, playwrights, authors or even musicians and theatre performers. These exist all over the world, ready to share their creativity, however not all of them are equally valued everywhere.

Assassin Criminal Spy Casino Worker Mafia Librarian Store Clerk Clergy

Calendar

  • four seasons but different geographically
  • calculate level of months and zodiacs soon

Alchemy

Tba

Creatures

  • Some fantasy creatures that arent dragons exist but they usually lack intelligence.

Vampires

Seaserpents

Animalistic relatives of dragons. They inhabit the oceans, are serpentine and have many fins as well as gills to breathe underwater. They have similarities to SeaWings, but unlike them cannot walk on land, and they usually don't stay above the surface for long either. Seaserpents are actually much larger than the average dragon, which is why despite their low amount, they still pose a threat to dragonkind.

Dragonkillers

A terrifying species, who is large as dragons, but lacks any kind of intellect. They are probably mammals as they are covered in fur. They are called that for obvious reasons. It seems like their ancestors once ruled over Pyrrhia, but now there is barely any of them left.

  • maybe wear skulls on their heads? (Undecided)
  • also maybe other bone parts

To be elaborated ⚠️

Spirits

Usually when a dragon dies their soul moves on to another place that is easily comparable to what we call heaven. But a tiny minority are not as lucky and may stay behind, while others might leave corporeal imprints which are made up of memories.

For the first, the spirit reflects the dragon at the time of their death although wounds typically are as if they had healed. They usually retain all memories, and to an extent their abilities, but they cannot interact with the real world, besides touching things. Ghosts are invisible to most. As for why these souls stay behind: Most of the time it is a wrongdoer who was kept behind by either their own magic or their sins. Sometimes another dragon might have cursed them to stay behind.

The latter only have memories up to a certain point. The dragon they belong to might even be still alive! These spirit shaped memories look like the dragon during the time they were formed, and usually they never leave a place and perform the same task over and over again. These spirits form out of strong emotions that hold significance to the owner. They can also appear from animus spells, typically at the price of sanity.

Scavengers

A rather clever species of primates, who can be found throughout Pyrrhia, but as they are good at hiding, and are hard to find. They speak in squeaking noises, though it seems like they can also communicate in images and body language. There are dragons, who study them, and attempts of communication have been done.


Dragons

  • Most tribes possess a tapetum lucidum.
  • Dragons with feathers exist in some tribes. This is a rare genetic mutation.
  • All pyrrhian tribes descend from one common ancestor.
  • Dragons do not age at the same speed as humans, however their age will mostly be noted in HY for ease.
  • Dragons do not display sexual dimorphism, however it is not rare for females to be larger and/or bulkier.
  • In most tribes dragons lose their colouration with age, and the scales become duller. SandWings are one of the few where this is barely apparent as the majority already has pale scales.

Creation Myth

There are many theories as to how all the tribes and dragons came to be. A common theory in the science community is that there used to be an original dragon tribe - the ancestors of all the tribes. When this tribe populated Pyrrhia the dragons evolved in different ways depending on their environment. Those living in the snowlands became IceWings. Those on the mountains evolved into SkyWings. SandWings came from desert inhabiting dragons. CaveWings evolved from those that fled into caves. Dragons that found themselves in the bay in the west of the continent became SeaWings possibly because it was easier to live underwater in that area. MudWings adapted to the swamp, and RainWings probably had to do the same to the Rainforest and its climate, flora, and fauna. Only the origins of NightWings seem not well understood. Some assume that they are the ones closest to the original tribe. Some even assume that NovaWings are the original tribe, who came from another world to settle down on this one. The original tribe is assumed to have been able to breath fire.

Another common albeit very little scientific theory is that all tribes were created by the Mother Dragon. Depending on what material she used, a different dragon tribe came out. Water for SeaWings, mud for MudWings, rocks for CaveWings, sand for SandWings, ice for IceWings, fire for SkyWings, and stars for NightWings. Of course many challenged that belief. For example “ice” and “water” are the same, so how did two different dragons come out of those.

Some think the Mother Dragon created only one tribe, which was an amalgamation of all the tribes, and eventually it split. Another theory is that she was that amalgamation, and her children got different traits from her. Many science dragons had tried to recreate that original amalgamation dubbed as "AllWing", though there had been a lot of failures. Most of the experiments had been shut down due to ethical questions.

Pyrrhian Tribes

IceWings

IceWings are a Pyrrhian tribe, that live in the snowy area in Pyrrhia's north-west. They are able to survive in the cold and also breath cold liquid instead of fire.

Biology

  • Often fluffy; fur tends to be silvery but can come in other pale colours
  • Usually pale scales that range from golden to silver to coppery colours
  • Blue eyes and black scleras. Occasionally green or purple eyes
  • Crooked claws to hold onto the ice
  • Spikes on the back and at the tip of the tail
  • Canon frostbreath and cold resistance
  • Blue blood and tongues
  • IceWing eggs are a silvery white colour.
  • Melanism is most common in IceWings out of the other tribes.

Culture

  • Well known fishermen
  • There are also many reindeer herders and they use them for milk, meat and fur
  • IceWing settlements are similar to Eastern Europe and Siberia
  • gonna rework the circles and hierarchy but probably dragonets get to change their circles more frequently while they're under 10 but adults may also change if they perform an amazing feat or do something absolutely terrible
  • IceWings are known to be strict and rather cold. Other dragons perceive them as heartless, prideful and obsessed with hierarchy. They do have a hierarchy and an aristocracy thats even more important than in other tribes with nobility. The stereotypes of IceWings do describe the nobility more than the average IceWings, who may still not be as emotionally open either but they tend to see others as more equal

Royal Family

  • Queen Frostlake
  • Princess Frostquake
  • Princess Frostflower
  • Prince Frostwork

Other Tribe Members

SeaWings

  • All canon abilities
  • SeaWings possess echolocation and electroreception.
  • They are also somewhat resistant cold and pressure. The deeper they live the stronger that resistance. 'Surface SeaWings' cannot live in the deepsea.
  • Deepsea SeaWings do not come up to the surface unless it is nightime due to their photosensitivity. They also have less bright and much smaller bioluminescent scales.
  • Surface SeaWings have regular red blood while their artic and deep sea counterparts have blue or transparent one.
  • Due to their ancestry, some SeaWings can be born with intact fire glands, and thus possess firebreathing. This rare trait appears more within families, where other members still have that skill.
  • The main diet of SeaWings consists of fish, algae, crabs and other sea creatures. They may get the occasional sea gull.
  • A few SeaWings possess poison stingers just like some fish species do. The ability is genetic.
  • All SeaWings produce electrical fields, however in some cases they're more powerful, being able to paralyse small enemies. However, so far only one documented case was able to lethally injure another dragon. This ability seems to be genetic.
  • SeaWing eggs tend to be yellow but there is also occasionally red or white ones.

Royals

Other Tribe Members

SandWings

  • SandWings are ectotherm, and require outside heat to work. Because of that they cannot fly to northern countries without special equipment.
  • The frill on the back most likely is for regulation of heat.
  • Their colours are typically dull yellows, oranges, browns and rarely even red. Some may have black markings, however fully black SandWings have yet to appear.
  • SandWing eyes are shades of yellow, amber, orange or brown. Their sclera is black. Eyes are adapted to sandstorms and bright light.
  • Though the horns are typically long and straight, many specimen possess curved ram like horns.
  • The stinger at the tip of their tail is diamond shaped.
  • The tongue is typically black.
  • They have a lower metabolism than most tribes, and can store nutrients for a longer period of time.
  • Their diet consists of insects, birds, rats, lizards and vegetables.
  • SandWings keep camels. They drink their milk and eat their meat. Camels are quite large and they can in fact ride them.
  • SandWings eggs are pale yellow/brown. They burry their eggs in sand to both hide them and keep them warm.

Royals

  • King Cobra
  • Princess Tigris
  • Princess Cerates
  • Prince Molossus
  • Prince Scutulatus
  • Unnamed dragonets (free)
  • Prince Atrox

Other Tribe Members

NightWings

Royals

  • Prince Lighthunter
  • Queen Prizewinner
  • Princess Sunstriker
  • Princess Truthseeker

Nobles

Other Tribe Members

MudWings

TBA

Tribe Members

RainWings

TBA

Tribe Members

  • Amazon
  • Aster
  • Glee

Culture

SeaWings

Godly Pantheon

History

Unsorted notes

  • seasons in various countries
  • zodiac system
  • still kinda fantasy esque but theres large cities and they have some tech
  • Wings can be summoned because im lazy and dont wanna draw wings
  • elemental powers through magic rocks/animus objects
    • theyre rare but exist
    • some are enchanted by actual deities
  • guilds and missions exist
  • regulations exist
  • elemental gods
  • pantheon is lead by three main deities
  • sun and moon deity
  • fate deity
  • the gods walking around as normal people
  • family tree gonna drop soon
    • wind god and lightning goddess are brothers
    • ocean goddess and weather goddess are related
  • animi are thought to descend from gods (myth)
  • SykWings have feathers?? Maybe its a subtype

Egg colours

  • mudwing eggs are brown
  • skywing eggs are white but get an orange flow as they mature (the fire)
  • rainwing eggs are semi transparent much like a bathroom window
  • nightwing eggs are black but become white in the moonlight
  • silkwings and hivewings have round white eggs
  • leafwings lay brown or green eggs that camouflage with plants

Timeline??

  • DT
  • WoD
  • LS
  • SoP

Endeavour

  • second largest city on pyrrhia
  • very advanced
  • big houses
  • all sorts of tribes live there and are accepted
  • avoids outside conflicts
  • many hybrids
  • ruled by some noble sandwings (its still in sandwing territory)
  • fortress city
  • adventurers guild
  • rather warm
  • History
  • pretamar was discovered long ago
  • there was conflict
  • many of the og tribes disappeared
  • new countries were founded
  • more conflict and bad governments
  • Country [Bergingen?] was founded to oppose tyrannic governments
  • didnt work so well because the chosen leader wasnt good
  • neighbouring nation [Lunal?] was founded to oppose Bergingen[?]
  • in a war Bergingen[?] was destroyed and a new nation came to bloom


SkyWing culture and architecture is more central european with roman influence, sorta like in france or italy.

SeaWings that live in the south and out of water have simple huts similar to that of smaller traditionally polynesian villages, but no specific area, while the ones in the north take more after viking culture and architecture.

RainWings also have polynesian influence, but mixed with south american groups like maya and atztecs. They definitely have weird structures akin to maya temples in their forest.

NightWings are like extremely central european. Despite like being probably more similar to spain climate wise, but the culture is closer to france and the uk.

SandWings have possibly mostly northern african/arabian peninsula mixed influences, particularly the eras of the byzanthine and persian empire, and not modern times.

SeaWings and NightWings are colourblind. Their colour spectrum is limited to allow for better night vision.

SeaWing vision also isn't super great, which is why they have the glow marks to communicate. The light is much easier to see.

On the other side are RainWings who have the best colour vision, and they might have an extra sense that allows them to detect colour without seeing it. Their night vision is rather bad though.

SandWings can detect infrared and body heat.

SkyWings and NightWings are endotherm like birds. IceWings might be mesotherm. All other pyrrhian tribes are definitely ectotherm.

There are birds that clean the teeth of dragons, particularly in the mudwing kingdom they're common. Think of the egyptian plover.

SeaWings possess echolocation which only works underwater though similar to that of dolphins. MudWings in distress cannot hold their breath for as long as calmed ones.

The NightWing peninsula actually has quite the warm climate similar to greece

SkyWings have amphitheatres that other dragons used to visit prior to the war.

Criminal SandWings get their stinger cut off before being incarcerated.

User blog:Winter314/Fantribe ideas User blog:Winter314/Fantribe: ClawWings User blog:Winter314/Fantribe: BriarWings User blog:Winter314/BurroWings

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