Description: thin, often small; gray, purple, maroon, red, or blue scales; ruff in front of earholes; fins behind legs; long fangs; can be bipedal
Abilities: fairly resistant to disease; venom; hallucinogenic substance in their venom causes dizziness and/or illusions; physically weak
Location: two islands just off the coast next to a far north scavenger den, called Hel'Sar and Fel'Sar. Hel'Sar is the location of the capital, named Centera.
Queen: Queen Jinx
Diet: fish, berries, seeds and seabirds mainly, but richer TrickWings can afford food from all over Pyrrhia.
Alliances: SeaWings, IceWings
Anybody can create a TrickWing, as long as they don't take credit for the idea of TrickWings.
You don't have to ask RimeTheIcewing to make a TrickWing. You can create as many TrickWings as you want whenever you want to, just ask RimeTheIcewing before making a royal figure or an animus TrickWing.
In their natural state, a very thin grey, purple, red or blue dragon with a very large maw often in a grin. They have large-sized frills near their earholes and may or may not have horns. Unlike other types of dragons, Trickwings don't have full ears, only small ear holes behind their frills, the frills being used to channel sounds into them.
On their talons, they have small hooked claws, great for climbing and digging into their prey. Their irises are green, yellow, purple and sometimes red, with a black or light grey sclera.
TrickWings can stand on two legs if needed. They sometimes have patterns on their scales, though such patterns are rarely complex. They have normal sized wings and the tip of their tails always darkens to black unless the dragon is an animus, where it goes to a bright red. In comparison to other tribes, TrickWings are quite small, being one of the smallest tribes, only quite matching the height of other tribes when they stand fully erect on their back legs.
TrickWings have small frills on their ankles and wrists. These are mainly for show, and attract mates, but if they are folded up and pointed out, they can act as tiny blades.
A TrickWing's underbelly is often slightly deeper colored than their main bodies, and have thicker scales.
TrickWings are actually fairly resistant to disease, being scavengers regularly eating half-rotten flesh, but are prone to several common infections. The most common being venom stiffness, a regular, non-fatal condition where the TrickWing's venom hardens, often due to too much salt and not enough water in their diet. This can cause discomfort and some pain. It usually wears off in a few days.
Another common condition is Abnormal Molting Scale Disease (AMSD) or as most TrickWings call it, Blood Flakes, is a condition that causes them to bleed when shedding, an especially painful disease during a molt. The causes are widely varied, but this disease rarely kills a TrickWing on its own, and certainly never a healthy one.
Birth defects are actually quite common in Trickwings. It is one of the sole things that keeps the Trickwing population from booming, as each female can lay over thirty fertile eggs in her life. Most of these are fatal, and if they aren't, often lower the chance of the dragonet making to adulthood. It isn't uncommon to see Trickwings with only one fang, or no tail.
Can create temporary illusions with their venom, breathe weaker hallucinogenic venom and fly quite fast. TrickWings are the weakest physically of all the dragon tribes and generally tend to be quite small. They prefer to hunt in groups with their siblings to make up for their weak physical power and often drive their target to near insanity before eating them, their prey often injuring themselves as much as the tearing bites of the TrickWings do.
They prefer to attack like raptors, jabbing and clawing before retreating or going in for the kill. TrickWing packs move in small numbers, and surround their prey or target before the first runs in to deliver a venomous bite. This bite serves to disorient the target before the rest of the pack emerges to rip them to pieces. If close contact is too deadly, a Trickwing may resort to circling its prey and spitting out jets of misty venom-spittle. These can reach up to five meters away in a cone shape, and if inhaled, induce minor poisoning, making it easier for the TrickWing to close in on their prey.
The venom of the TrickWings is fast acting, effects kicking in after roughly half a minute after injection or inhalation. As it enters into the nervous system, it causes devastating effects on the brain, causing the victim to hallucinate things that are not there, usually distortions of their nearby environment, or subtle manifestations of their thoughts and memory. The intensity of these illusions, and the potential for bodily harm as a result of these are usually based on the quantity of venom in the body. Multiple bites and prolonged inhalation of spittle can lead to intense illusions that can send other dragons into a self-destructive frenzy if not careful.
Most TrickWings have no control over what illusions their victims see, but a rare few have developed a skill known as the Crowtongue. Using a combination of their venom, rhythmic body movements, flashing frills, and a hypnotic voice, the Crowtongue can lure envenomed dragons into a trance-like state, where the Crowtongue has full control over their sight. The most experienced can even cause their victim to hear voices that aren't there. Though the Crowtongue is a skill most TrickWings are theoretically capable of learning, it takes years of practice to accomplish anything more than a blurry image, and all are expected to obey the queen. Any who are found practicing without being a part of the Order Of Crowtongues will be executed on the spot. Plus, due to all the movement involved in Crowtongue, it is rarely a viable battlefield tactic, since it requires the utmost concentration of the Crowtongue to perform the correct steps. It is only really used in one-on-one fights, and even then it is rare.
TrickWings are immune to their own venom, but curiously enough, not the venom of other TrickWings, even siblings. TrickWing venom is near-impossible to neutralize once within the system, but a short rest should give the venom enough time to dissipate. It is rarely fatal. One should be careful not to sleep while envenomed however, as the illusions can carry into the dream.
One of their rumored powers is causing bad luck to non-TrickWings, but this has yet to be proved. Still, many tribes are wary around TrickWings, and many will seek to bless a good bought from a TrickWing before using it, fearful of "curses" that the dragons may have put on it.
For more info on venom intensity and physiological effects, see Trickwing Venom and Gasblows
They often pick names related to folklore and superstition, but have also been known to have names related to luck like Four-Leaf and Rabbit-Foot. They almost always selected their own names due to many of them being born with only their sisters and brothers, the names often based on the legends they hear while traveling the land. If the superstition/mystic object/whatever is two words, they have a hyphen (-) connecting them.
Some example names (feel free to take):
Coin, Evil-Eye, Witch, Lucky, Talisman, Tomb-Curse, Wendigo
Long ago, the TrickWings lived on the mainland, south to the IceWings, and the two groups prospered. However, during the NightWing-IceWing war, the TrickWings refused to help the IceWings, and they were banished from their kingdom for not helping in the war.
The TrickWings, at the time, few in numbers, fled to a small island. It was cold in the winter, but lush with pine trees and wildlife. The Trickwings evolved a bipedal stance to help them forage the berry-bushes of their bright new island, and to catch the plentiful fish that roamed the seas.
Some dragons, of the original royal line, had an ability called Mist-Weaving. They could call upon and shift the mists to their will, at the cost of vital life-force.
A few years after the war, the land of the NightWings fell to the seas, and the NightWings searched for an island. The TrickWings, quite prideful that nobody could or would attack their island, relaxed and created Centera. They never thought that anybody would want it besides themselves.
However, once the NightWings discovered the little island, they wanted it for themselves, and the TrickWings couldn't do anything to stop them, as they were not prepared. As the TrickWings began to die, and the main NightWing force closed in, the queen, Queen Charm, cloaked the island in a chilling fog, and used up all her power, killing herself. The NightWing fleet, lost in the deep fog, was dragged into the ocean and picked off one by one. Only the main ship and a few scout ships made it out.
The Queen's bloodline ended, as well as all Mistwielders, yet the fog still swirls around the island, and only the most daring dragons find their way in. Only recently have the mists started to part, and trade flows freely both ways again.
Today, all Queens take the oath of Charm before gripping the crown for the first time, and she is revered as a hero. The current Queen, Jinx, has been pushing for the TrickWings to go out further into the world, eager to meet other tribes and perhaps, make off with some wealth.
Jinx has, in her reign, begun to shake the foundations of the TrickWing Kingdom after years of stagnation under her family's rule, both by shaking up social order by giving hybrids citizenship to Centera City, and by expanding the TrickWing Kingdom's reach to the shores of the IceWing Kingdom by re-allying with the IceWings and supplying them with weapons in return for shoreline territory. The new villages that spring on these coastlines are often called Mock Dens, after the shabby stone buildings that resemble cavern dens in them.
They live on an island just off the coast next to a far north scavenger den, hidden by fog and illusions, forcing almost all outsiders away. Most TrickWing parents leave their children alone, as TrickWings can care for themselves at birth, like MudWings. In Centera, however, where buildings and towns are, a parent may keep their eggs in their home. Trickwings born on in the capital often take up their parent's trade.
The first to hatch will almost always be male (about 90% male 10% female), as male eggs hatch faster, and will protect the other eggs until they are ready. The TrickWings grow up in packs made of their brothers and sisters, or with their parents if they are lucky. Most packs build their own homes, often from wood or stone, though some choose the more traditional route by using a cavern.
Packs are mainly consistent of young brothers and sisters who do not have mates yet. They will stay in these packs, hunting, scavenging and foraging for food with their family. When the Trickwing finds a mate, it will go to live with them, leaving their pack behind (though occasionally, a sibling or second mate will go with them). Stealing from your pack is considered a grievous offense, and Trickwings have strong sibling bonds.
Most Trickwings cannot survive on their own, especially very young or old Trickwings, so when a Trickwing's mate dies of old age or disease, they might go back to their old pack. Usually, one or two Trickwings never leave the pack, and stay single, as to provide a service for their older siblings. These Trickwings usually hunt for their own food, and are often wandering merchants, selling hides, gems or whatever else they find.
Trickwings who find mates often build their final homes on Centera or the northern coast line, out of hardy materials that can resist the cold. There, they and their mate are expected to take up a trade, working in fields like agriculture, woodworking, masonry, military, jewelry and arts.
There are many careers to pursue. Skinners, tailors and leather workers are always needed. TrickWings often wear thick hides, cloaks or robes, to help them keep warm in the winter. Jewelry often includes amulets, charms and rings, which are believed to protect against curses and "evil-eyed ones". Agriculture, while somewhat limited due to the island's size, is often attempted on the wilder hills of Centera, where goats can roam free. Goats, boars and sheep are the most common animals on these pastures. In the arts, TrickWing paintings are renowned for being rigid and terrifyingly realistic yet oddly coloured. Other tribes may find this off-putting, but many a TrickWing queen is known to deck her halls in art of only a particular hue, or in shades of dusk and dawn. Even trees are drawn in swirling shades of red and purple, despite the near-constant blue, grey and green boreal wilds of Centera and Fel'Sar.
Trickwings are not known for being the most educated of dragons, but elders love to teach younger dragonets the tricks of the trades, and combined with their natural cunning, Trickwings are rather intelligent in gold-keeping, art, speaking to others and building. It is said that a Trickwing could turn any piece of garbage into an object worth gold, whether by lies, or by craftsmanship.
They often visit the mainland to mess around with other dragons and scavengers, earning their title but they rarely do any real harm unless attacked. They just like to fool other dragons and steal food to eat, so they don't have to go on tiring hunting trips.
Sometimes TrickWings will get infected bites like NightWings, due to their poor eating habits, but unless found out right after they got it, they will most likely infect themselves, due to their habit of licking themselves like cats when dirty. TrickWings don't use currency, but rather goods, to pay each other. TrickWings are scavengers mostly, but sometimes they will hunt live prey, and yes, sometimes even live dragons of other tribes, though it is very rare, only engaged in by the most uncivilized and remote packs.
They don't have much government outside of Centera, a trade and military city on Hel'Sar.
TrickWings who are born without siblings, killed their siblings or are cast out of their pack are considered loners, without a pack. They have few hopes of ever surviving if they were born this way, as TrickWings are fairly weak at birth and rely on each other to gather enough food.
A cast-out TrickWing is probably unaccustomed to alone life, and find hunting and stealing harder than they thought. These TrickWings often seek risky and dangerous magical and tech ways to enhance their strength or agility. These TrickWings do tend to live ordinary lives though, if they survive to mating season and/or find their own den.
TrickWings who kill their siblings are seen as monsters, and avoided by any TrickWing who knows what they did. In fact, loners in general are feared because of this minority. These TrickWing killers are most often fully grown, and may be insane, generally cruel or mercenaries. They tend to survive on their own quite well, stealing and pillaging.
Once they were expelled from the IceWing shores, most TrickWings settled on the larger island, Hel'Sar (Home of the Cold). with a single city of TrickWings in the middle, with scattered villages around. This city is known as Centera and is home to the Queen as well as the famous Cornucopia Festival, where food from all over Pyrrhia is exchanged.
The city is mostly made up of medieval-style wooden buildings, home to traders who can afford to live next to the palace, which is built into a small mountain range on the side of the city and is made of stone with beautiful silk hangings on the walls and ceiling, making it look as though it is always night inside.
The columns are inlaid with silver, as well as amethyst and ruby gemstones. The garden outside of the castle is filled with plants that thrive under the cliff's shadow, and elegant flowers that blossom even in the cold. The flowers are animus-enchanted to only be able to be picked by the Queen, and to never wither. Though Jinx, the current queen, prefers gems to flowers, many Trickwing queens of old have adorned themselves with the bright blue blossoms.
This city is the only place strictly governed in the TrickWing kingdom, with thieves and murderers sent to Centera Underground, a dark, damp prison recently dug out. It is full of rats and spiders, more of a caged pit than a proper prison.
The Queen commands the army and makes deals with other tribes, in addition to making the laws. Her advisor, though not with inherently much power, carries great influence over the queen. The Kings have always traditionally served as the head of the army's top pack, as a "big brother" of sorts to the most skilled of warriors. Prince heirs may go on to become nobles, but by Trickwing law, the King must be the one who marries the Queen (so unless there's incest or a mass murder of princess heirs, no princes become kings).
The princesses often kill each other when they are young, leaving the Queen with only around 2 or 3 surviving dragonets when they reach adulthood, where, by TrickWing law, they can challenge the Queen.
However, their tests aren't ones of brute force, but of cunning, intelligence and agility. These are known as the Three Trials. The first one consists of trying to convince a guard to give you the key to the next challenge, a deed they are ordered not to do. This task is assigned to the most powerful of Trickwing Warriors, and it is a great honour to be the "Key-Bearer". Queens and challenger alike often resort to dirty tactics, finding blackmail on the bearer before the match, or outright trying to murder them during it.
The second, a simple riddle from the library of puzzles, a collection made by the first Trickwing Queen, rumored to contain 7000 riddles. This one, although the least dangerous of the trials, is often one of the longer ones, as the first queen, Silver-Tongue, had a pen quite befitting her clever speeches. Those who answer incorrectly are given a notch upon their delicate underbelly, oftentimes hundreds of notches found in the underbelly of new queens, though they light, and fade with time (though the painful memories of that library do not often fade away as easily, and many queens rarely visit it).
The third, the one which most older Queens lose, is a race with many obstacles, deadly ones, in the Hall of Royal Crimson (aptly named for the smears of royal blood staining it's many traps). The one to get to the end first wins, or if the Queen or princess dies, the surviving one. At the end of the Hall, there lies a single scroll, declaring the Oath of Charm. The one who gets there must repeat the oath out loud, for all shall hear that she is Queen.
Though the Queen commands international politics, and carries high sway over what happens on Hel'Sar and Centera, she is not the only power that keeps the wheels of prosperity turning. No, that would be where the nobles and guilds come in.
Each noble is a part of a named house, determined by birth (though adoption does happen VERY rarely, and usually only for unusual dragons like animuses or highly trained scholars) and can only change their house via marriage, in which the male joins the female's house. This is system, a house's power is largely determined by its wealth and influence over the queen, so more powerful houses will often combine to try and attain more power by wedding their dragonets to each other. This is not technically legal, as dragonets must be at least 10 (adult age for a TrickWing) before being wed, but still, a little bribe can go a long way.
These nobles often spend their time lording over traders who work under their company, cooperating with local guilds, or speaking in councils to determine their rank. Families preferred by the royalty take a higher place in the rankings, and high houses often will seclude themselves from the lower ones, preferring to only chat with their higher companions. The highest houses serve at the Queen's table, discussing politics with her, and enacting her will by writing legislation. Higher houses may fall if members selected by the Queen die or are evicted from the table, while others may rise by means of getting the attention of the table and Queen by being excessively wealthy or powerful, in trading, over guilds or militarily wise. Royalty often seeks these assets as their own, and thus works a delicate balance of catering to nobility in order to attain the means to keep the kingdom running, and working their own goals.
Guilds serve the purpose of uniting the common TrickWing. Masons' Guilds, Traders' Guilds, Mongrel Guilds. All serve the purpose of being advocates and meeting grounds for those who would otherwise be ignored. Just like houses, these too may receive noble or royal backing, and this can make a guild widely more popular or wealthy. Guilds organize to demand the needs of the common-folk, and often go on strike or make petitions if they feel their membership are not being respected. Just like anything else in the TrickWing Kingdom, guilds too are prone to corruption, typically by nobility who may use guilds as a bargaining chip with higher nobles or royalty. For example, a lower noble may threaten to bribe a woodworking guild's leader to organize a strike for higher pay in order to get at a higher noble who has been earning a lot recently.
The dominant religion on Hel'Sar and Fel'Sar is known as Nauticanis. Nauticans believe in a grand fate that ebbs and flows as the waves of the ocean do, guided by the countless talons of the sea gods. It is where many of the superstitions that infiltrate all aspects of TrickWing life come from.
Under Nauticanis, there are three main gods. The firstborn, born when the world came to be within the cold tides of the universe, was named Srel. It was she who used the first magics to bind the waters into a circle, thus creating the world. Then, tired from gathering the waters of the universe, Srel curled up into the sky, her sleeping body forming the sun, and the stars. Since she was the first, and thus most powerful magic user, it is believed all animus dragons draw on her powers.
An animus hatching is considered a very lucky symbol, and when a red comet (known as Srel's tail) passes through the sky, it is often heralded as a sign of a soon hatching animus. Her lucky symbols include stars, zodiac symbols, eyes of warding and various gemstones, including citrine, tourmaline and cat's eye. Unlucky symbols are those that are considered to disrupt the sleeping body of Srel, and include roaring when not in honourable combat, evil eyes and spilling spices.
Next came Kil'pela, who was hatched from an egg that incubated within the new world. He was the bravest of the gods, and when he broke free from the shell of the world, all of the land in the world burst out with him. He is the most active god in TrickWing legends, and is believed to have sired many children with mortal dragonesses, his stunning charm and youthful vigor winning them over. However, for his lust and reckless nature, Srel cursed all of his children to be hideous monsters. It is very bad luck to let Kil'pela into your nest, so effigies of Srel's shining skull are often hung over nests in Centera, especially those whose mothers claim to have been visited by Kil'Pela. In addition to being the sire of fertility and youth, he is also the god of earthquakes and fishers. He, in his youthful arrogance, has long attempted to gain the approval of dragonkind by whipping up huge earthquakes to shake fish ashore, though more often than not, even the most delicate touch of Kil'pela is enough to cause tsunamis and earthquakes. He means well, but is often unintentionally destructive, an embodiment of the harsh forces of nature.
Good luck symbols of Kil'pela include rabbit's foot, four-leafed clovers and dolphins. Offers of seal and goat meat, as well as alcohol, are often offered to Kil'pela in times of earthquake or war, in order to calm his anxious nerves and hopefully calm his temper.
The last god, and perhaps the newest addition to the religion of Nauticanis, is the god Lupas, the trickster god of the moons. Legend goes that Lupas caused a massive ripple in the waves of the world on the first brightest night, creating the appearance of a great white beast laying within. When Kil'pela and his children went to hunt the beast at sea, they found nothing. However, catching glimpse of the white light, Kil'pela cast his great spear to the earth, the force so great it threw a rock into the air that blinded Srel. For days, the sun cast dim, and Lupus created his chosen people out of the shadow cast by the great weeping tears of Srel. These were the first dragons, and by obtaining the tears of Srel, Lupus had given his people wings to master the heavens, for he wanted dragonkind to explore the lands of Kil'pela and see the glowing wonders of Srel's body. However, the other gods were not as understanding, and enraged that Lupus had hurt and tricked them, they cast him into the sea to drown.
Lupus did drown, and his spirit fell into the depths of the sea, where Kil'pela's children watched over the damned. Ever the clever, however, Lupus found his way out. Knowing how greedy the forever-children of Kil'pela were, Lupus offered them a thousand glowing, magical pearls for his freedom. However, when the guards let him go, they dissolved to sand in their hands, for the pearls were nothing more than shiny glints of sand separated from the grains. The scattered bits of sand touched by Lupus made their ways into the rivers, where a group of nomads drank of it. They became infused with Lupus' illusions, and became the TrickWings.
Lupus is often worshipped as one who tames Kil'pela with his devious tricks, and lulls Srel back to sleep every night. His good luck symbols are dreamcatchers and full moons. Since Lupus went to the underworld and returned, he carried with him a portion of the death powers laying within. Giving somebody skyfire is considered a sign you want them to die, as the are considered the shed scales of Lupus. Most curious of Lupus worshippers take TrickWing venom as a ritual, believing the illusions they see to be visions from Lupus.
The rest of the races have their own minor patron gods in Nauticanis, but only the sea gods are of much importance in worship, for it is they who control the tides that engulf their world. They weave the fates of the water and of luck, and those who disrespect the gods curse themselves.
Centera is also home to the TrickWing Military, a quite small but talented group of TrickWings sent in small packs to kill single enemies or the entire army to defend Centera or attack others.
They have developed a weapon called a VENOM, or Gasblow, a thick, short metal rod with a button on it. Pressing the button heats up the TrickWing Venom inside by igniting a flame, causing it to evaporate and presses it out and away from the group, firing a stream of highly-concentrated venom at the enemy. This is used to poison enemies from far away, and a TrickWing can refill it with their own venom. Keep in mind that the average TrickWing only produces enough venom at one time to refill 1 or 2 times.
Some Trickwings have developed their own style of fighting that involves a combination of venom poisoning, and, oddly enough, their voices. Trickwings in highly specialized military positions, known as Crowtongues, serve as specialized torturers, live in Blackmist Tower in Centera. They are used to extract information, the most powerful tool of all to a Trickwing.
They scorn the usual Gasblow, instead choosing to use their own fangs for the injection. Once their victim is poisoned, Crowtongues will hold them down, pinning them to the ground or chaining them up.
Chains, shackles and rope are often used to restrain the victim, as the Trickwing flies around their prey in a sort of combative dance. Once the victim is unable to move, the Crowtongue uses their manipulative voices to make the victim envision horrid things in their hallucinations. They whisper, all the while they fill their breath with venom. Common tactics include convincing the victim they are drowning, making them imagine they are bleeding out, or convincing them that the Crowtongue isn't a Trickwing, but something else, often an ally. They are masters at manipulating the visions their venom causes.
Crowtongues are very rare, but all Trickwings with enough venom can become Crowtongues if they train for years on end. The art of speaking is carefully controlled by the Blackmist family, who owns the tower and is responsible for interrogations of enemies. Within battle, Crowtongues can restrain enemies well, but they are rarely lethal, as the Crowtongue is not meant to kill.
They can be distinguished from normal Trickwings by the tattoo of a feather on their tongues, which is the final step to becoming a part of the Crowtongues. Any who are found practicing this talent without a tattoo is sent to Blackmist Tower to become one, or thrown in prison, depending on their wealth and status.
Fel'Sar, Home of The Elders
Trickwing territory covers 2 islands, the second named Fel'Sar (Home of the Elders, or translated literally, Elder Home). The island is the smaller of the two, and is shaped like an eye, with ridges for pupils and ancient glowing trees for irises. The trees, large in nature, have amber leaves that reflect light making them look as though they are glowing.
Fel'Sar was once a home for Trickwings who were too old to hunt/work, who rested upon its bountiful shores. Some criminals were also sent to the middle of the island, where an old prison resides at the bottom of the ridges. This prison used to be known as Hel'Sar, due to the grueling labour most prisoners endured. Most have escaped since Fel'Sar was largely abandoned, and their families continue to live on this island. When the mist was put up, most of the dragons on this island were trapped here, unable to find their way to the mainland.
Fel'sar is now controlled and only inhabited by the descendants of the Trickwings of the prisoners from Hel'Sar, and the descendants of many lost explorers. The spires of cobblestone around the island as old and cracking, and there are many small stone farms all over the island, farming pumpkins, squash and corn.
It had only advanced in tech a little bit since the cloaking of the main island, but the lost explorers did introduce a vast amount of cultures, which sometimes clash. There are an abnormally high amount of Trickwing hybrids on the island because of all the explorers that got lost in Centera's mist and crashed here.
IceWings: The TrickWings still have a shaky, but somewhat nice alliance with the IceWings, but the IceWings still hold a shred of resentment towards them for the war. Ultimately though, they are allies if a time comes when they are in peril again.
SandWings, MudWings: SandWings and MudWings are hesitant to deal with the TrickWings due to their often-cunning leaders and bad reputation with NightWings. TrickWings are known to steal from their treasures on rare occasions, often by trickery and for the more... violent TrickWings, murder. TrickWings are considered little more than criminals.
However, recently in the events of the SandWing war, more TrickWings are being accepted as troops in Blaze's army. Jinx wasn't exactly thrilled, but she offered some of the TrickWing millitary for the war.
NightWings: The NightWings once tried to take over TrickWing Island when their own island began going downhill. They have a very negative relation, with TrickWings being known stealers even from the NightWings, with as little as they had. After the move to the RainWing Kingdom, most TrickWings have no idea where they are.
RainWings: RainWings, hearing the tales from the NightWings, are a bit wary with TrickWings and every so often, one or two will fly by the rainforest, but little effort has been made for any communication with more than those occasional fliers and/or traders. Those the RainWings have found tend to be respectful, if a bit sneaky.
SkyWings: Trickwings are deeply scared of the SkyWings, but harbor enough respect for them out of those aspects alone to not steal or trick them. Most SkyWings are neutral about the TrickWings.
SeaWings: The TrickWings are friends with the SeaWings, and have been for a long while. Before they were banished to the island, it was normal for TrickWings to fly across Pyrrhia to trade with SeaWing shore merchants or see the sights. It was rumored that the first Trickwing animus came from a hybrid of a SeaWing animus and the second queen of the TrickWings, Ritual. Because TrickWings can't breathe underwater, most haven't seen the SeaWing Kingdom in it's full glory, but most TrickWings have enjoyed their visit.
AviWings: TrickWings adore AviWings in a relationship that is not shared both ways, due to many TrickWings coming off as unintentionally creepy. Many cannot help it, as TrickWings are almost natural kleptomaniacs, and the bright feathers of the AviWings are like fluffy treasures to TrickWing traders. It is not uncommon to see a TrickWing with a collar made of AviWing feathers, especially a rich trader trying to display their wares.
DeathWings: TrickWings avoid DeathWings often, even the most brave explorers, traders and soldiers simply flying over their territory. It is unknown to many why TrickWings avoid them. Perhaps it is the DeathWing's belief in the embrace of life or death that drives TrickWings away, for they worship the death-defying gods of the endless sea. Or perhaps it just the fact that many TrickWings see DeathWings as pure bad luck. Regardless, they carry on without interacting much.
On average, a TrickWing lays about 5 eggs per season, and has 3-6 breeding seasons per life. However, cases of up to 8 breeding seasons have been recorded. These seasons typically occur during the spring, where male TrickWings will fan their impressive frills to attract female TrickWings.
TrickWings are not always smart or tricky and some prefer to hunt rather than scavenge and steal. Some are legitimate and trustworthy individuals. Think of it as the stereotype of a grumpy SkyWing, which while it may be true for many, is not for all.
Near the end of winter, there will be a TrickWing festival on their island, where TrickWings will come from all-around Pyrrhia to trade exotic goods. It is called "The Carnival of Fools", named for the frenzied thievery and fighting that goes on in the island during this time. This festival also lines up with the TrickWing's natural mating season, producing a wild crowd of males and females fighting for attention, doing all sorts of acts to catch the attention of others.
TrickWing packs tend to live in one cave together until they have a mate, at which point they will often leave.
TrickWing venom becomes dry and grimy as they grow older, and many very old TrickWings can't create illusions or poison foes.
Queen Jinx isn't related to the original bloodline of queens. She is instead related to an ancient family of advisers, the Whisper-Winds.
Centera TrickWings use last names when addressing formally. These family names usually have something to do with the family's business if they have one. Otherwise, it will probably relate to their appearance or any notable events in their family history. However, TrickWings that live far away from Centera, rarely, if ever, use their last name.
This is where you place your TrickWing Ocs names (if you want to).
(Princesses are closed for now. Princes are still open though.)
- Amulet (Shadewing1)
- Friday (Rain)
- Gamble (Shadowlight the Dragonet)
- Talisman (Beatles Neko)
- Prince Lucksweeper (MKDragonet)
- Prince Extrovertism]] (Warriorcatslovermeow)
- Prince Shatter (Otakuknight 79