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So, I've been considering coming back to Project Eternal Frost, but I know for certain I won't be able to progress it much further than blog posts on this wiki; thus, nobody would be able to enjoy it fully. I really want to continue this, but won't be able to do much with it on this wiki. However, if I were to move it off of this specific wiki, I'd lose almost all of the coding. There are several options, but I'm somewhat stuck at a crossroads and need input. I'm finally drawing references for the tribes and am considering remaking the shape of the continent entirely.

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❄ The Land of Ice and Woe ❄

❄ Information

Far to the north...

Eternal Frost is a concept I've had in mind and that I've been working on for about a year. It's been modified and fixed and edited over that span of time, and though this isn't anywhere near completion, I'm happy with its current state, and I hope you'll all like it.

It follows the story of the northernmost continent on the dragon planet, and the four tribes that inhabit the frozen wastelands. They are notably less advanced and significantly more animalistic than the Pyrrhians and Pantalans, due to the fact that they're based off of prehistoric megafauna, early humans, and the ice ages that our planet has been through. The four tribes are immersed in constant battle, against each other, and against the harsh and unforgiving continent. Eternal Frost is surrounded in a thick, swirling mist storm that makes it nearly impossible for any dragons to get close to the continent, except for a few very lost explorers and one very historically notable colony of IceWings, who raised the GlassWing tribe up from their savagery into something a bit closer to the IceWings' standards.

I'll admit, this is more of a passion project than anything of major importance, so it'll probably get inconsistenly developed, and will likely be pushed aside in favor of whatever currently catches my fancy. But if enough people want it, maybe I'll make a wiki much like our amazing WoF Fanon, but with these tribes and this premise. And without further ado, welcome to the land of Ice and Woe: Eternal Frost, in all its majesty.

❄ Geography

❄ Description

Eternal Frost is, put simply, a very cold continent. Temperatures regularly fall below -150 degrees Fahrenheit, and most tribes that aren't IceWings and/or don't have cold resistance or heat radiation abilities would likely freeze to death. The coldest region of the continent is, oddly enough, in the south; the peninsula referred to as the Ice Talons, which makes up the 'foot' of the continent's wyvern shape, is so cold it is uninhabitable, even for the cold-resistant natives.

The north of the continent is mainly pine forest to the western 'wing' peninsula, with a moderately-sized mountainous area at its very tip. The WarWings live primarily in this area. The northernmost area of the continent (which is actually one of the warmer areas on the continent despite being so far north) is referred to as the 'rock plains' due to their flat openness, and the fact that they're scattered with rocks and sand. The ArmorWings live primarily in this area. Most of the east of the continent is dominated by a mountain range, known as the Goddess's Spine, in reference to the native creation myth of the continent. The mountains are icy cold, and very tall; almost as tall as those of the highest of the SkyWings', with the largest of them housing the GlassWing palace inside. The GlassWings live primarily in this area.

Though there are a number of islands off the edge of the continent, the largest and most notable of them is Feral Island, which is roughly half the size of the Rainforest on Pyrrhia. It is hilly and treeless except for a few scattered conifers, with the eastern side of the island being lower and flatter, and sloping down to a rocky beach. The western side of the island is less inhabited, and considerably harsher. The northwest of the island rises up into a volcano that's been dormant for centuries, and has a large glacier on top. The unofficial 'alpha' of the tribe often lives with his or her group at the foot of this volcano, nicknamed 'Icepeak'. Most tribe rulers forbid the tribe members from setting talon on Feral Island, due to the hostility of the FeralWings. The lichens covering most of the ground turn the island reddish-orange, and from the air, it looks almost like the continent is breathing fire.

The continent is separated evenly into two halves by a forest known as the Lichenwood: a maze of dead and dying pines, covered in lichen and moss. through which no dragon dares to go. Though in theory one could fly over it just fine, most of the very superstitious natives choose to fly around it, either east through the mountains or west over the sea. The Lichenwood is said to house a monster, one so hideous none can--or in terms of those who can, will--describe it. It is forever bound to the old pine in the center of the forest, the only thing still alive. Most don't even go to the southern end of the continent because of it.

The tundra in the very center of the continent is well known for its stark beauty, despite being so open and seemingly dull. Towards the north, there is a lake that produces a thick mist that obscures one's view of the area, and also provides drinking water to caribou herds, thus the area's name (the 'caribou trail'). In the center of the tundra, there is a large rock formation known as 'Wolf Mountain', despite not actually being a mountain. It is shaped vaguely like a wolf laying on its side. Wolf Mountain is widely considered as the continent's only true neutral area, and whenever two moons are full, the ArmorWings, WarWings, and GlassWings all meet here.


❄ Map

Eternal Frost Map UPDATED

❄ The Tribes

Finished banners with information on the tribes can currently be found here

Eternal Frost has four tribes: the fierce WarWings, the tough ArmorWings, the elegant GlassWings, and the animalistic FeralWings. The tribes are all in a constant uphill battle for survival, locked in combat with each other, their prey, the weather, and the continent itself. They're much different than most tribes, whether that be in their physical attributes, such as the fur of the WarWings and FeralWings, or their beliefs and traditions, like the odd native beliefs of the tribes. Each tribe is unique, and vastly different from the Pyrrhians and Pantalans. Enter their realm...

❄ WarWings

WarWings are the dominant tribe of Eternal Frost. They are physically very large, towering over the tallest Pyrrhians, and are extremely muscular. They are built for combat and survival, and are taught to win and survive-- by any means neccesary. They have caribou-like antlers, which grow in at age three, are shed once at six in favor of larger ones, are shed again at twelve, and will then remain as they are. If a WarWing breaks or loses an antler before the final set grows in, the antler will be shed and regrow as normal, but after then they won't be naturally repaired. WarWings have furry coats instead of regular scales covering most of their bodies, which are used to insulate them in the cold. Though their natural fur colors are mostly dull grays and browns, they will often paint them in bright designs, and some choose to paint or drape things around/over their antlers as well.

WarWing culture is centered heavily around combat and war, hence the tribe's name. The tribe is constantly fighting other tribes, their surroundings, and natural predators. Despite their aggression and ferocity, they're a very loyal tribe, and every tribe member is treated with respect and kindness... except, that is, for the traitors. Read more...

❄ ArmorWings

ArmorWings are not a dominant tribe on the continent, though if they wanted to be they easily could. Though they're not the biggest of the continent's tribes, they're still very large, being roughly the size of an average MudWing. Their builds are stocky and strong, with nary a willowy, elegant limb to be seen. Their scales are plated and armor-like, with a rocky texture and pattern that allows them to camouflage among their preferred terrain when neccesary. A rare mutation derived from GlassWing genes, known as 'gem stripes', can cause the ArmorWing to be born with beautiful streaks of color throughout their underbellies and on their other extremeties that resemble veins of ore or gemstone. They have thick, heavy clubs on the ends of their tails, which can easily crack wood, stone, thick ice, or bone.

ArmorWings are a generally quite peaceful tribe, though they're fierce fighters when need be. They're caring and friendly to their own kind, but wary and suspicious of strangers. The whole tribe lives primarily in one small region, in multiple villages scattered around a central bonfire, where the current ruler of the tribe (despite the tribe's ruler holding the title of 'queen' or 'king', the ArmorWings do not have a true royal bloodline) holds court. Most of the tribe, despite being basically unkillable unless one knows their weaknesses, live in groups for protection. Read more...

❄ GlassWings

GlassWings are a rare sight on Eternal Frost. They are the descendants of IceWing colonists, who mixed with a pre-existing tribe called the QuartzWings, who are now extinct. By Pyrrhian standards, they are the most civilized and beautiful tribe. Their scales are silvery, gray or white, tinted with color, and are reflective and have an almost polished look to them. Their wing membranes are transparent and colorful, much like stained glass, hence their tribe name.

By the standards of Pyrrhian and Pantalan tribes, the GlassWings are very civilized. Their society is heavily reminiscent of IceWing society, complete with class divides, a monarchy, and strict control, yet still has a more 'savage' edge to it. Many GlassWings, despite their beauty, are noted to be sadistic and blood-thirsty, taking pleasure in hunting down and killing their prey, which consists mainly of large game but can occasionally include dragons of other tribes, usually FeralWings due to the fact that they view the furred tribe as overgrown cats with wings. Fortunately for the rest of the continent, the tribe is not as advanced as the Pyrrhians are. Read more...

❄ FeralWings

Only three things are known about the attitude of the FeralWing tribe. One, that they're isolated on Feral Island, two, that they're much closer in behavior to animals than dragons, and three, that they're merciless and efficient killing machines. The dragons of this tribe are treated as overgrown big cats, and the other three tribes don't respect their society or ruling system, and don't invite them to gatherings or try to reach out to them. Read more...

❄ Beliefs

❄ Native

The native religion is the main, and most major, religion of Eternal Frost. It is a polytheistic religion, worshipping multiple deities, who represent concepts such as creation, war, and peace, rather than literal things in the enviroment such as water or trees. This religion is by far the most well-documented, with Illustrated Caves, artwork, and a few written scrolls giving shape to the religion's many myths and beliefs.  Read more...

❄ Vandrean

The 'Vandrean' religion is the other major religion of Eternal Frost. It worships the three moons, and the three deities that they represent: Pyrr, king of the gods and guardian of Pyrrhia, Heimmill, a trickster and the guardian of Pantala, and Vandrea, the bitter third sister who was banished to Eternal Frost by Pyrr. The religion was likely spread by early Pyrrhian colonists, but has taken root and has changed over the centuries as the tribes' values and allegiances shift. Read more...

❄ Feral

The FeralWings, due to their isolation and savage nature, do not practice either of the religions found on the continent. Instead, they venerate a single deity: Kas Mi'ar, whose name means roughly 'rock sea-air'. He represents the earth, which is his body, the water, which is his blood, and the air, which is his breath. They believe that this deity is a tyrant, who consumes the souls and bodies of those who displease him, and allows those who prove their loyalty to him to live in paradise for a year, before being forced back to the mortal plane. Read more...

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