whats ur opinion on dragons having different houses bc of class or tribe? i love dragon architecture </3
I'm such a fan of dragon architecture oh my god. One of my biggest worldbuilding gripes (besides the lack of clarity around food/cooking) is that the actual housing arrangements of the dragons are so vague????? Like towns are a thing but also Tui seems to imply most dragons sleep in caves even though it makes no sense for any of the other tribes???? like ma'am most of your dragons live in swamps, jungles, or deserts where the hell are they even finding them
Basically, we have functionally no point of reference for anyone who isn't royalty (Winter, Turtle) or grew up in such specific circumstances that don't reflect back onto broader dragon society to the point where their input is rather moot (Moon, the DoD, Peril, Qibli). Qibli is the closest thing we have but the Scorpion Den is a combination of a shanty town and refugee camp that makes it harder to draw conclusions for the rest of the population. (We're also not counting Darkstalker bc. well. 2000 years)
For my writing, my stance is usually that dragons are primarily nomadic. Dragons who live in/around towns stay there primarily for reasons like child-raising, business, injury, apprenticeships, or just laying low/blending into a crowd. Like with how dragons don't need to cook their food to eat it, dragons are not dependent on housing and are able to comfortably sleep and live outside (barring extremes such as the central desert or really the entire Ice Kingdom). So, the exact permanence of a dragon's stay in town is situational and tribe/job-dependent more than anything else.
As far as the tribes go, Icewings and Nightwings are the most home/town oriented tribes- both tribes have the rarest approach to housing in that almost all members of both tribes live and sleep primarily in one home location that they return to for the majority of their life. For Icewings, this usually looks like multi-generational families that split off into new homes/houses only once there's a real need for it. On the other hand, Nightwings living on the volcano lived primarily together in caves/dormitories divided by age- even though this no longer exists, most Nightwing towns and houses involve many shared buildings and resemble something more like tight clumps of houses or caves.
For the majority of the tribes (Skywings, Sandwings, Mudwings, Rainwings), most dragons will have multiple houses that they move between as needed or wanted. While outliers exist, most dragons have at minimum two homes/dens: one in a more populated area that might operate as a job homebase or a place to receive guests, and a more isolated, private home that exists for the dragon in question to stash any items of importance or valuables, as well as eat and sleep. For more nomadic dragons, banks exist in towns to hold treasure, freeing up their secondary/non-work den to be little more than a shack or burrow with sleeping arrangements. More houses usually equals more money/class power, up to a certain point, where you start to see buildings more akin to Vulture's mansion or even the Royal Palaces, where one building or collection of buildings is large/grandiose enough to host other people's jobs and living spaces (on a related note, gardening is a very stereotypical high class hobby to have, as it shows both an abundance of leisure time and of space).
Between these tribes, Skywings are the most town and home oriented- Skywings often live primarily in towns and only leave for what is essentially a nesting den, as without rudimentary flight skills, Skywing towns are borderline unnavigable and occasionally hazardous for dragonets. Even with their relative isolation, nesting dens in the past have often been located near other nesting dens, creating something of a nesting village for Skywings parents to socialize and raise their hatchlings. Queen Scarlet's reign did irreparable damage to this style of collective child-rearing and nesting dens as a whole. With her breeding programs, most Skywings were forced into partnerships for the sole reason of producing more future Skywing soldiers, and the majority of eggs were instead stored in mass hatcheries until their hatching day.
On the other hand, Mudwings are the most isolated and nomadic, in part due to the structure of sib groups creating a situation where most Mudwings hatch into life with a social network already established. The Mud Kingdom is also temperate enough that housing isn't always necessary, and most Mudwings only congregate in towns for business or seeking a mate.
Finally, Seawings are almost entirely nomadic, and will usually move between a territory, with small dens and hoards scattered within. These territories can hold many multiple families, or they can exist for a single dragon- Seawing property laws are almost nonexistent and mostly maintained by honor and frequent patrolling of the territory to maintain order and mark it as lived space. These territories aren't uninhabited land either- Seawings will grow seaweed and herd schools of fish on their territory, and many take a certain landscaper-esque role, shaping the terrain into something aesthetically pleasing or useful to the inhabitant and helping signal to other Seawings that the land is occupied. One of the few times Seawings will settle in one den or space is for a hatching den- this lasts from the laying of the eggs until the hatchlings become able to swim well enough to keep up with their parents.
I've been pretty burnt out on WOF writing for a while, but this was honestly a refreshing change of pace from what I've been working on recently. Thanks for giving me an excuse to ramble about dragon housing !! I'd love to hear what other ppl think, the more headcanons the merrier :>
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WOF tribe Merchant/Trading booth concepts:
Hey folks! This one was the recent winner of this WOF poll, so here’s my concept art that headcannons trading in Pyyria.
Read below cut for close-ups of the individual booths + the thought process / headcannons behind the design choices: 👇
Skywings: The Sky Kingdom’s mountain ranges provide plenty of pasture for raising sheep. As such, Skywing shepherds benefit from traveling to sell their wool, dyes, fabric, and woven tapestries. Many of these merchant tables also include herbs grown exclusively in the mountains, or ibex drinking horns that can be strapped on a dragon’s shoulder & carried in flight.
Along with goods, Skywing merchants may offer sewing services to fix tears, burn marks, or other fabric damage. They are sought out for their quality clothing, and most fabric across Pyyria originated from a Skywing’s talons.
Mudwings: Mudwings’ abundant food & cooking skills are envied almost anywhere in Pyrria. Their swamps have fertile soil, responsible for hosting diverse crops which can be purchased as produce at merchant stalls. For those lucky enough to find a traveling Mudwing merchant, the promise of a delicious dish can be whipped up and served at the stall in no time. Along with produce goods, Mudwings sell weaved baskets, spices, and cooking ware.
Sandwings: Sandwing booths offer luxuries of the desert: It’s most common to find accessories such as gold carved jewelry or musical instruments such as drums, lyres, & mandolins for sale. Though, even more sought out across Pyrria is Sandwing tattoos/piercings, which are done within the merchant areas. Ink etchings on papyrus paper are stationed outside their tents to showcase designs. All which can be selected, and poked into the skin with a tapping stick and plant dye ink by a trained talon.
Seawings: SeaWings sell a variety of ocean related goods; taking a share in the fish market with Icewings. Outside of food, there are den decorations like driftwood carvings, accessories such as seashell & pearl jewelry, and rope nets weaved by expert Seawing sailors. Some Seawings even sell fishing equipment, canoes, or offer sailor knot tying instructions to curious dragon buyers.
Nightwings: During the war, it was near impossible to find a Nightwing merchant. Most refused to participate in merchant territory, mostly as a way to keep up with their tribe’s mysterious nature.
Though in the more shady, unground parts of the market you can buy from a huge selection of obsidian weaponry, the sharpest in Pyyria. No one knew initially how Nightwings smithed so many weapons, or why, until their secret volcano kingdom and the intention to invade the rainforest was discovered. Then forging armor & weapons became clear. Along with a vast armory, for the right price, some Nightwing merchants offer Prophecies & Nightwing Literature (not always guaranteed to always be reliable) and assassin services as well (very reliable).
Rainwings: Though Rainwings haven’t been part of Pyyria’s trading for years, they have a vast hold on dragon medicine. An apothecary of herbs, salves, and remedies are all offered for various ailments due to the rainforest’s abundant resources. Along with medicinal goods, many Rainwings are fruit vendors, promising to any hesitant meat-eating dragons that such an array of flavors isn’t to be missed. Though, their fruit selling pitches often fall flat to most other predominantly meat-eating tribes.
Icewings: Icewings have everything a dragon could need to brace the cold, with a selection of goods only found in the most frigid regions of Pyyria. Furs, bone jewelry, and fresh fish (thanks to frost breath) are served on ice. Though Icewings themselves don’t require fur to withstand the cold, it’s considered fashionable and common in upper ranks to wear fur as a status symbol. Since metal is hard to smith without fire & in cold temperatures, fur and bone are more accessible to Icewings for clothing statements.
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dragon religion is an idea i think that is rlly awesome. i hope tui goes over it in the guide, anyway. if u have any specific religion ideas / hcs for dragons.. would they have jobs ?? like dragon priests orrrr idk tbh. sorry if this question is annoying im obsessed w the idea of dragons having religion and religion-based jobs
Originally I had like. a whole "series" of like. ideas for each tribe's religion and mythology, but in the interest of actually replying I'll do like. quick bullet points here and I'll try to fill in more later on ^^;;.
I have like. a lot of abstract feelings n concepts because I've always found it interesting how,,, little religion there is in wof at all. There's barely even really "magic", with only really animuses. wof's characters are occasionally superstitious, but all their superstition is based in like- historical events, like Darkstalker or Queen Oasis's murder, and not like. magic. so I want to keep some of that true because I think it's really fitting for a setting of dragons (who have historically usually *been* the gods, rather than the worshippers !!!) and it's also a rare opportunity to like. get into society without religion (this is a hostile zone for the great ice dragon, I'm sorry I Do Not Care About You and your One Off Mention, God Bless)
ANYWAY. Posting this under the cut bc it's kind of massive, read at ur own risk lol (cw for talk of death/funeral rites but that's really it)
Skywings:
Skywings for me have always been the clearest as like. focusing on historic figures as "saints" (though ik that's a pretty christian concept and word, just hang in there I prommy it goes places)
Point being- I've written about it before here, but for Skywings, the sky is alive and holy in its own right. They view it as the foundation of life and believe themselves (and all dragons, though the other tribes abandoned their way of living) as children of it, originally like birds.
It has some slight. monarchist overtures to it with how the sky itself is like an omnipresent parent, and its moods and shifting currents can be seen as a reflection of Skywing culture. When the sky is angry and casting out its children, there is a lesson that needs to be learned, and it is the collective punishment of all Skywings until the problem is fixed.
But past that, Skywings who achieve remarkable things can be recognized as local guardians and figures of protection- when Skywings die, they return to the sky in the form of clouds. Some Skywings also believe birds to be reincarnated Skywings, especially the spirits of those who rebuke the sky and strike off on their own (which is not an inherently bad thing, but a symbol of independence in its most neutral)
Some Skywing patrons I was thinking of were: the patron of duty- the first Skywing soldier, the patron of children/joy- the first kitemaker, the patron of guardians/parents- the lamplighter, and the patron of Skywing excellence/patriotism- the stormchaser.
Miners who die in Skywing tunnels also achieve something akin to a martyr status- spirits of those who bravely sacrificed their time in the sky to keep the caverns safe and protect those who would follow them. Not one patron, but the collective protection of spirits trapped underneath the ground
Sandwings
Sandwings are similar, but different: where Skywings have patrons who have been given a certain holy power, Sandwings have two kinds of spirits: the family spirits and folk heroes
I swear to god I wrote a Sandwing headcanon post, but I genuinely can't find it at all I don't know where it went. FOUND IT WHILE LOOKING FOR MY ICEWINGS POSTS. READ IT HERE. anyway tho starting with house/family spirits: Sandwings tend towards multigenerational homes, moreso than many other tribes, and remembering your family becomes increasingly important when there's so many of you
Most Sandwing houses keep a small shrine or altar for their dead relatives and their family history- some households have patron animals or spirits that they invoke for a little extra boost of fortune but these aren't like family crests as much as your family's,,, collective mythos
The Sandwing creation myth involves the First Sandwing tricking each animal into giving them a piece of themselves- the stinger and venom from scorpions, the quickness and wit of jackals, the resilience and scales of the lizards, and finally just snatching the wings and size from dragonbite vipers who used to rule the desert, who were reduced to their small snake status and have hated every Sandwing since. So if you want to pay special homage to your family being intelligent, the jackal might be your patron
This creation myth varies WILDLY- it can include many different animals or different exact retellings on what the original Sandwing tricked the animals into giving them, so patrons can vary and can be very house-specific
(I have a little draft, somewhere, of Thorn teaching Qibli her family history post-adoption/rescue and it being one of the moments that Qibli really starts to view her as family and not just the next Cobra)
Sandwing folk heroes are also super varied- I subscribe to Sandwings having a heavy oral storytelling tradition and general,,, art culture, so I'm not gonna write every single possible story you could tell with Sandwing folk heroes, but most of them embody those original Sandwing virtues- resilience, intelligence, and quick adaptability to come out on top
Mudwings
Mudwings already have their own dedicated post !!! yippeeeeee !!!! you can read it right over here :>
Mudwings are also big big oral storytellers but unlike Sandwings the gods are a more active part of these stories and the focus is rarely on individual Mudwings as much as the dynamics of the gods' dynamic as a sibling troupe.
Rarely,,, "worshipped" in the way Skywings will venerate their patrons or Sandwings will maintain their shrines, but passively appealed to and celebrated as like. the broadest encapsulation of what it is to be a Mudwing- the way they're moved by the seasons and their families moreso than anything else
Icewings
I wrote more lists originally about Icewing superstitions, which are right here, and I stand by basically all of that. I don't really know how to incorporate gods into that but I think a lot of Icewing superstition is just. vague cultural paranoia about Things Out There
Icewings have the strongest death beliefs/rituals out of any of the tribes imo- Icewing bodies need to be properly buried or the souls don't get to return to the soil, and become stuck on the ice.
Icewing funerals depend on if you live inland or on the coast- burials at sea are common for Icewings on the coast to allow the body to be taken by the water and allowed to disperse that way (though only when the ice isn't frozen over, as otherwise it may become trapped), and Icewings inland prefer open-air/sky burials that allow the body to decompose in nature.
Winter deaths are seen as bad luck, and are given extra caution and work (which also ties into Winter's role as a black sheep in the family- it's a bit of a dark name to give your child, especially as the youngest/least wanted heir of the family)
Great Ice Dragon,,,, I have no ideas for, I imagine just the source of all Icewings and their father who ensures that, despite it all, they can survive.
Seawings
least religious lets goooooooo
Seawings are just. straight up vibing. They're the most down to earth about being alive in the sense they're just animals like everything else (though they still have their own mixed feelings about dolphins from canon)
Seawings do put a lot of stock into destiny and fate though- almost as much as Nightwings, and they have a healthy stargazing culture and track the changing of seasons and time through the stars more than anything else.
Some Seawings think of themselves as fallen stars- scales still glowing from their core of starlight. Seawings who die return to the sky and come back in the form of comets, it's especially good luck to be born under a meteor shower.
Another common superstition is a Seawing's personal star- this can be as serious as knowing exactly where it is in the sky, or as lax as pointing to one and declaring it yours. This is the star that determins your destiny and is your personal guardian, you can look to it for good luck (plus if you pick right it can be a neat way to teach your children how to navigate).
Seawings LOVE tall-tales though. Almost everyone has a story of the time they 10000% saw A Sea Monster or a dolphin spoke to them in riddles, etc etc. Half the words out of a Seawing sailor's mouth are lies, and the other half are exagerrated beyond all reason (except of course,,, for the ones that are true)
This drives other tribes insane btw, especially the more devout ones like Skywings and Icewings. How are you going to make that shit up every time pls be serious for one moment (never)
Nightwings
The other least religious, but this time for complicated cultural reasons of. well. volcano.
Nightwings love science until they don't, essentially. Everything has a reason except the things we don't understand which are mysteries from beyond the pale that we just have to hope will one day become clear.
TL;DR: SO MANY GHOSTS. EVERYTHING IS HAUNTED.
Nightwings are like the closest to a lot of real world agnosticism- it could be real, but we just don't know yet. Lots of ghost sightings though and subtle signals from the universe. It's a bit of a collective coping mechanism for the loss of their powers + the amount of dragons, like Fatespeaker, who were born under the full moons but without a clear sky and thus only left with confusing powers.
(slaps the side of the canon Nightwing art) These bad boys can fit so much victorian ghost fear in them <3
Mastermind has and 100% would again drink absinthe to perform a seance to Nightwing seers of the past, prove me wrong
I think in older Nightwing mythology, there would have been lots of smaller gods and domains- complicated webs of connected esoteric spirits who each vied for power over the material world through their domains and contact with dragons.
The heart of it all is the Moons though- the three sisters of chance/luck, destiny/death, and soul. Something akin to the three fates but each in collaboration with each other over life.
In ye really olden days, some sects thought these spirits worked through scavengers. These guys are pretty broadly considered a strange cult though, and the history is scant at best.
Clearsight and Darkstalker would've grown up aware of these gods but given special privilege due to their powers- mostly as people exempt from the gods due to their connection to the moons as something surpassing the petty whims of spirits. Priests and priestesses would be preferred as powerless, as a clear head is needed to communicate with the gods fully.
Rainwings
Souls !! lots of souls !! Rainwings believe everything has a beating pulse and could be slash is alive in their own unique way.
The Rainwing gods are serpents- wingless but capable of moving through the trees as though they were flying, their scales a constant mass of brilliant colors. Names and identities are a WIP for me, bear with me as I flesh out these guys ;U;
Rainwings are big storytellers as well, and tend to create their own ideas and religions, in a sense. Being a puppeteer and performer especially is the closest to being a priest that a Rainwing can get- by embodying other things you are essentially changing your soul to align with them
Rainwings also aren't. super religious as much as just committed each to their own truth over a collective myth or story. Each Rainwing builds their own unique sense of mythology from the rainforest.
No gods no masters only fruit >:3c
I have some wips for each of these, some of them fics, some of them elaborations and continued myths, but I hope y'all enjoy them !!! All feedback welcome, as always.
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