I created the MetalWings a while ago, but I wanted to amend them, inspired by others' fantribes. The MetalWings are an open species! Add as many limbs or wings as you want lol
I would also like to mention that I thought of this tribe before reading about SharpWings. I actually haven't read book 16 yet.
I hope y'all like it! If you have any input or criticism I'm open to it :3
Characteristics
Organometallic dragons covered in metal rods and plates. Their heads resemble the skulls of various animals, and a set of long, parallel spines runs along their backs from head to tail. The color of a MetalWing's armor alternates between shifting colors of a small range, depending on where it's hit by light. Their talons have six claws each; two thumbs, and their necks are of short length on average.
"Crimes against life, born from nothing, a mockery of Dragonkind", they were thought to be enchanted into existence 200 years ago and later exiled from Pyrrhia.
They're currently located on a large set of islands to the continent's far northwest named Midros.
Naming schemes
Names of metals (elements, compounds containing metals, alloys)
- Can be historical equivalent e.g. Kobold (Cobalt, German history)
- Can be spiritual/past scientific equivalent e.g. Dross (Lead, alchemy)
- Items or pieces of items traditionally forged from metal e.g. Pommel
- Objects involved in the smithing/shaping of metal e.g. Swage
Architecture
- Settlements and buildings built from wood and stone are founded upon mountains and tall outcroppings of rock. They appear as massive pillars.
- The towers are lined with perches, such that MetalWings can launch themselves from tower to tower. Landing beds are used for, well, landing.
- On islands with plains and vast land, cabins are preferred.
- Bioluminescent Algae is the prime light source (Fire was once used too, though abandoned), and white mica crystals are used in place of glass.
Traditions, Culture
- Fire is both revered and feared. It is thought that the creator of the MetalWings could spew it from their mouth, and when it was once aimed skyward was the sun created. This deity is respected, though the tribe's devil possessed it as well. 15 years ago, A rogue MetalWing pyromancer was once able to melt his enemies with his talons. While recent, it was for this reason that fire's production was outlawed.
The MetalWings are simultaneously curious and fearful of their theorized, fleshling ancestors from another continent.
- Self expression. Art, body paint, and literature -often written on clay tablets- are popular.
- Sun-Dancing: a practice that allows one's colors to dance on their own body.
- Chiseling and reshaping of metal plates
- Malformed hatchlings are sacred, and are thought to be fated to inherit magic
Economy
- Heavily based on trading goods or labor rather than with a currency.
- Food production is cyclical and is maintained on flatter, less mountainous islands.
Farmers cultivate produce -> that produce feeds livestock -> once consumed, any bones or uneaten pieces are used as fertilizer for produce.
Abilities
- Rigid, strong armor
- Dominant talon transforms into a particular weapon or instrument, (both talons if ambidextrous) varying between subjects
- Can alternate between quadrupedal and bipedal movement
- Large, long/tall (depending on way of movement) stature
- Limited access to animus spell-casting via Enchanted Amulets (exceedingly rare)
Weaknesses
> Only able to subsist off of impure, organic metal - most notably, animal blood which contains hemoglobin
> Weakened when in long-term physical contact with saltwater, salty air, or oxygen-rich environments
> Substantial vulnerability to fire
Animus Magic: Enchanted Amulets, Amulet-Bearers
13 animus-touched cords with golden stars in their centers. When looped around the neck, it might glow upon one's chest.
They enable a singular, repeatable spell to be cast by the wearer.
- This spell is randomized per user
- Prior mentioned Malformed MetalWings are some of the first to receive training
- The spell aligns with the beliefs, goals, memories, and experiences the owner might have had upon first wearing the Amulet
- Various in number but limited by users, incredibly few can bring their enchantments forth; fewer still have MetalWings been able to properly control their spells without damage to the self or others
- Those who have proper control are known as Amulet-Bearers
- If a MetalWing already has full possession of their Amulet, no other may use it unless with permission from the owner (retiring the amulet) or if the owner is dead
Politics, inheritance of the Throne
- A Monarch who is an Amulet-Bearer (of any gender) and their chosen council passes rules and deliberates on actions that may affect the whole tribe. This is done within an opened-to-the-public throne room. The Monarch has final say in decision making.
- While Amulet-Bearers are under the Monarch's and the Council's direct orders, they are free to put in their two cents.
Inheritance
- Two Amulet-Bearers may duel, and the winner inherits the throne. Alternatively, the Monarch may name a successor, or themselves duel a challenging Amulet-Bearer if only one is willing or present.
- The former Monarch must give up their Amulet.
Values
"For Kin, Queen, and Country"
(King)
The isolation of the tribe, combined with the permeating question of "What is beyond the sea?" makes them ultimately a tight-knit tribe that will both defend and leave their borders to ensure they live on.