
Welcome to Patheon
Welcome! Here you'll learn all about this mysterious continent to the east of Pyrrhia containing three tribes and many mysteries. Enjoy your journey!
Important Resources

Empress Setaria's Palace
The palace belonging to the royal family of Grasswings. It's not large, but it's fancier than the usual Grasswing residence.
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Grass Villages
Villages densely populating the Land of Grass, around the forests, rivers, and fields.
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Farmlands
Smaller more scattered villages that take care of farming and crop growth.
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Forests
Thick forests surrounding the villages. some houses and smaller villages have been constructed within these thickets.
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Great Vallies
Vast vallies to the east of the city, used for hunting and agriculture. A very good place for horses to graze as well.
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Lush Delta
A simple delta bordering the Great Vallies and forests. This area is a little more muddy, but much more fertile.
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Obsidian Temple
The first structure built by grasswings after The Great Eruption. A pyramid-like structure made of dark stone with a large and beautiful inner center full of carvings and statues recounting the events of The Great Eruption and the Grasswings upbringing. The carvings and murals are beautiful. This is the main place for worship of Obsidian, and the heart of the Ember Festival.






Field of Bones
A rather desolate field of nothing but grass and dirt. This area has been incredibly overhunted for the past few generations, and life is scarce here.
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Tribemaster Ravage's Stronghold
The stronghold (or fortress) of Tribemaster Ravage. This is an incredibly large structure that houses many stonewings.
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Villages
Villages that surround the multiple strongholds and fortresses. These areas are densely populated.
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Mountainous Forests
Forests that wrap around small hills and mountains north of the Stronghold. Smaller villages are within these trees.
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Rivers of Spines
Rivers used for water sources and fishing. Further from the densely populated areas, but a few villages are close to here.
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Twisted Tails Peninsula
A small thin peninsula on the edge of the nation that's been stripped of all its resources. It's a wasteland of dirt and rocks.






The Underground World
The gigantic system of tunnels, caverns, and caves below the Peaks of Granite. This is where the Mountainwings have been living for the past centuries.
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Underground Schools
The series of caves and tunnels where young Mountainwings are taught everything they need to know. Writing, reading, hunting, combat, and foraging.
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Market Caverns
Large caverns used for selling things and general socialization. Get-togethers are very common here due to the size and many small caves and platforms along the walls.
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Residential Caves
Caves, caverns and tunnel systems covered with small caves for living space. Many of these caves are rather small but can fit at least six dragons. There are some larger caves for larger families.
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Underground Hatchery
A series of caverns where multiple containment areas for clutches of eggs. Hatcheries aren't commonly used, unless the parents either don't want the eggs anymore or have no room for them in their living area. Orphaned eggs are raised by the hatchery until they're moved to a surrogate parent(s).
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Sparkling Rivers
A long and winding system of rivers that the mountainwings use to gather food and water. This is the only way to possibly exit the underground world; any exits are heavily guarded.


Farmlands
Smaller more scattered villages that take care of farming and crop growth. (Chicken, horse milk, rice, oats, carrots, potatoes, various fruits, etc.)
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Obsidian Temple
The first structure built by grasswings after The Great Eruption. A pyramid-like structure made of dark stone with a large and beautiful inner center full of carvings and statues recounting the events of The Great Eruption and the Grasswings upbringing. The carvings and murals are beautiful. This is the main place for worship of Obsidian, and the heart of the Ember Festival. This is also where Sagewing Royalty lives most of the time.
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Sage Villages
Villages densely populating the Sage City, around the forests, rivers, and fields.
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Great Vallies
Vast vallies to the east of the city, used for hunting and agriculture. A very good place for horses to graze as well.
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Forests
Thick forests surrounding the villages. more dense villages remain in these forests, along with marketplaces, restaurants, bakeries, horse stables, residence, tailors, and much more.
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Armed Outskirts
The outskirts of the Sage Lands and shorlines that are lined with soldiers with armed weapons. A line of on-the-guard sagewings remain here at all times, with a system of large horns that are signaled when an incoming attack is detected, which span from the edge of the land to the dense cities.
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Marketplace
The market area of the dense villages within the more open areas of the kingdom. Many things are sold here like bread, silverware, cheese, chickens, clothing, jewelry, art, flowers, and whatever else you can think of.







Tribemaster's Stronghold
A very strong and fortified stronghold that houses the Tribemaster and many of her trusted and respected allies.
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Hatchling Camp
The camp where Stonewings of 1-3 years old reside. This camp functions more like a nursery, but still teaches and encourages violence and the killing of others around you.
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Dragonet Camp
The camp for Stonewings of 4-7 years old. This is the camp where actual training begins. Combat training and basic tribe history education is the goal of this camp. Once a dragonet completes this camp, they will go through the Carving Ceremony where a symbol is carved into both cheeks with a heated blade.
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Intermediate Camp
The camp for Stonewings of 8-11 years old. Dragonets are taught about the continents geography, Sagewings, Dirtwings, dragon anatomy, and more in-depth history.
When dragonets within the camp turn 9, The Granite Trial is held. All stonewings in this age range is given a challenge to fly to the Dirt Lands, and have 3 nights to kill a dirtwing and return with it. The first dragonet to return with a successful kill is automatically moved to the final camp, and a small celebration is held where their dirtwing is cooked and served. The winner is also given an obsidian pendant as a sign of their accomplishment.
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Final Camp
The camp for stonewings 12-13 years old. This camp focuses more on education than killing, but it is still encouraged. This is the last camp before a stonewing moves into adult society, and they will choose the job they want before graduating. All things that weren't taught before are taught in this camp.
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Open Village
The section of the Stone Villages that remains in the open area. More marketplaces are in this spot than the wooded section.
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Twisted Archipelago
The collection of small islands to the far northeast of Stonewing territory. Few dragons live here, but it is sometimes used for large-scale fishing, similar to Claw Island.
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Bone Mire
A more muddy part of Stonewing land, where some dragons call home. The river spanning throughout and the lower ground level keeps the terrain consistently damp and gross.
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Grave Digger's Huts
The small collection of huts that house the tribe's grave diggers. A diggers job is never done considering at least 10 stonewings die every day.
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Ash Graves
A field that spans as far as the eye can see, littered with stones poking out of the ground, all with different amounts of lines chiseled into them according to the number camp the deceased was at when they died. This terrain is very soft and uneven due to the constant digging and burying of bodies.
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Claw Island
A less alive part of the land covered in sandy grass. Some stonewings use this area for mass fishing, but it's been less effective in the passing years.
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Stone Villages
The dense villages within the thick northern forest, housing all the stonewings who have made it to adulthood.
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Marketplace
The area of the Open Village where Stonewings will sell their wares. Animals hides, bone accessories, art, weapons, armor, etc.













Wingtip Island
The wingtip peninsula of the Dirt lands, this area rarely sees any dragon life. Other than the occasional sick, soon to be dead dirtwing who's trying to get as far away from the dense collection of dragons as possible. This area can be seen sparsely strewn with old and new Dirtwing skeletons.
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Eagle Mountain
The largest mountain in the continent, with the densest collection of Dirtwings in the land. With countless caves, tunnel systems, dens and cliffsides, it's perfect for the average dirtwing. Completed with incredibly strong wings that only dirtwings have adjusted to, it makes it much more difficult for the other two tribes to fly in.
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Spring River
A long and winding river spanning from the edge of the east side of the land to the center of the Peaks. It sparkles like crystals in the moonlight, and its water is incredibly clear near the end of it. Perfect for drinking.
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Granite Forests
The thick boreal forests to the southeast of the Peaks, where very few Dirtwings reside considering how many Stonewings frequent this part of the territory for food and Dirtwing hunting.
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Granite Hills
The less steep and intense range of hills to the northwest of the Peaks of Granite. Many dirtwings still live here, but not as many. More ponds and trees in this area make it more desirable for Dirtwings raising their young.
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Peaks of Granite
The winding and dense mountain range where most Dirtwings reside. These mountains are filled with winding cave systems, cliffs, ravines, trees and ponds.






PE = Pre-Eruption || AE = After EruptionScorching Occurred in 1,086 AE
8,000 - 7,000 PE Pre-Scorching, Dragon Ancestors Migrate
Creatures that would soon evolve into dragons migrate to an eastern landmass due to overcompetition and aggression from other species.6,700 - 3,000 PE Dragons Evolve
Dragons of the land evolve and construct the first civilizations on the land, naming it Patheon, and naming themselves Prongwings. The dragons rapidly progress in technology, civilization, and culture.3,000 - 0 PE Prongwings Prosper
The Prongwings continue to evolve and advance. Very few tensions arise between the tribe and it stays mostly stable, minus a few small criminal gangs and outliers.0 AE The Great Eruption
A colossal eruption in the center of the continent destroys almost all of the Prongwings’ kingdom, and kills almost half of the population in the process. The continent splits into three pieces, and creates gorges between the breaks that last for thousands of miles.0 - 5 AE New Tribes Established
Prongwings divide into three separate civilizations that reflect on how each reacted to the tragedy.- One third of the tribe dedicates their existence to appeasing the god they believed to have caused the eruption in the first place. This god is dubbed Obsidian. These dragons renamed themselves as Grasswings. -- The other third, who fought back against the eruption and tried to protect their history and tribe, divulged into an angry group of dragons who renamed themselves Stonewings. A tribe hellbent on being superior to their old ways and conquering the whole continent to become one single kingdom again, with them as the leaders. -The last third of the tribe fled to the northern mountains quickly abandoning their old history and identity, Dubbing themselves Mountainwings, they focused their future on remaining hidden and protected. -1,086 AE The Scorching Occurs in Pyrrhia
Patheon has no contact or knowledge of Pyrrhia, so this event has no effect on their continent.6 - 1,788 AE Three Tribes Evolve
The tribes begin to evolve separately, their appearances growing different and separate from each other and their prongwing ancestors. Tensions between tribes rise.1,890 - 1,979 AE War Tensions Rise
The threat of war between tribes escalates and makes everyone uneasy. Stonewings are threatening the other two tribes with war, and neither want to engage. Grasswings try to form an alliance with Mountainwings, but they remain dismissive and isolate themselves even more. They refuse to engage with the other tribe even if they’re friendly.2,103 - 2,176 AE Stone/Mountain War
The Stonewings enact war against the Mountainwings, as they view them as pathetic and a disease on the Continent. The Mountainwings refuse to fight back for years until their numbers begin to go dangerously low, and are forced to defend themselves and go into hiding.
2,269 AE Birth of Ravage2,285 AE Beginning reign of Tribemaster Ravage
Ravage kills her mother, Harrow, and gains the title of Tribemaster.2,301 AE Legends Time
Grasswings are advancing quickly, and reaching out to the Mountainwings again, attempting to bring them into their land and culture. Stonewings believe they’ve warded off the Mountainwings for the time being, and are currently planning a way to get Grasswings to surrender to them.2,303 AE The First Sagewing
A runaway Mountainwing falls in love with a Grasswing in their new home, and they have a dragonet. This hybrid is named a Sagewing.2,308 AE The Night of Peace
Tribemaster Ravage executes her perceived destiny, wiping out over half of her tribe in one night. This marks a new era for the tribe and the introduction of Stonewing Camps.2,431 AE Death of Tribemaster Ravage
Tribemaster Ravage dies peacefully in her sleep at the age of 162, her one surviving daughter of the camps quickly taking over her position.2,523 AE Mountainwings begin to come out of hiding
The Mountainwings slowly begin to return to the surface as new royalty's mindset changes. New structures are built on the surface and a new era seems to begin.3,233 AE Sagewings become the majority of the Grass Kingdom
Mountain/Sage hybrids begin to become the majority of the Grasswing kingdom. Over time, pure Grasswings become more and more rare, and the Kingdom is renamed to the City of Sage.3,451 AE Massacre of the Mountainwings
The current Tribemaster fulfills the ancient mission of the Stonewings and manages to nearly wipe out all Mountainwings, leaving their numbers in the low hundreds. The remaining Mountainwings try to maintain some form of society in the form of small tribe systems, but it's looking bleak.3,976 AE Mountainwing Society Degrades
Mountainwing numbers dwindle over time through continuous scattered attacks from the Stonewings. Mountainwings become solitary dragons as their intelligence begins to degrade.4,097 AE Royal Seawing Massacre
This event is only listed to connect the canon timeline with the Patheon timeline, like the scorching. It has no bearing on Patheon.4,133 AE Sagewing Technology Advances
Sagewings begin to take the threat of Stonewings more seriously and make great strides in weapon technology. (Ballistas, Crossbows, projectile poisonous gasses, etc.)4,944 AE Mountainwings degrade further
Mountainwings degrade to an almost tribal mindset and communicate with fewer words and more sounds.
5,233 AE Mountainwings become Dirtwings
Mountainwings degrade so far from their old ways due to continued attacks from the Stonewings, that they are no longer sapient. They are now simply animals. Stonewings continue to attack every few decades to make sure they don’t bounce back from this.5,352 - 6,023 AE Continued Stonewing attacks against the Sagewings
Stonewings continuously try to attack and overtake the Sage Kingdom, but their technological advances in weaponry serve them well. The rather low population of Stonewings also begins to become their detriment.6,091 AE DoD Born/Beginning of WoF Franchise
This event is only listed to connect the canon timeline with the Patheon timeline. It has no bearing on Patheon.6,098 AE Foreseeable End of WoF Franchise
This event is only listed to connect the canon timeline with the Patheon timeline. It has no bearing on Patheon.7,244 AE Current Time
Sagewings continue with weapon advancements, even rediscovering gunpowder like their Prongwing ancestors. They’re still figuring out how to use it, but have started using it for fireworks.
Stonewings continue occasional attacks against the Sagewings, but their technological advances continue to be too much for them. More plans are made, but their relatively low population is beginning to become a detriment to their potential success.

Basics
Sagewings are omnivorous, peaceful dragons who populate the southern landmass of Patheon, surrounded by lush woodlands, grasslands and fields. They’re known for their rich culture and dedicated belief system. Their most striking characteristic is their religion, which was shaped by The Great Eruption and how their ancestors retold and interpreted the event, documenting all in text which the tribe still follows over 7 thousand years later. Sagewing clutch sizes never exceed 1 at a time. They are currently ruled by Empress Meadow.
Intelligence
Sagewings are a very intelligent tribe, one might argue the most intelligent in Patheon. Their entire civilization is built upon their dedication to their religion and their love for art and self-expression, as well as caring for one another and maintaining a sense of community.
Sagewings love art of all kinds. They’re particularly fond of performance, theatre, and music first and foremost. Putting on a show, dancing, or playing music is the way sagewings have preferred to express themselves and entertain others for thousands of years, but many are also prolific in mediums such as weaving, painting, writing, carving, pottery, architecture, and much more.
Within the last few hundred years, sagewings have ramped up their advancements in weaponry in order to defend themselves against stonewing attacks. Their discovery and utilization of gunpowder is one of the only things keeping them from being overthrown, and engineers are always hard at work ensuring their weapons continue to improve in both effectiveness and resource efficiency.
These dragons have also made countless advancements in terms of technology and other various things. These include; fruit fermentation, creating paper, processing fibers, tapestries, weaving, instruments/music theory, projectile weapons, farming, advanced agriculture, baking, cooking, use of milk, advanced culinary techniques, livestock management, architecture, science, math, engineering, and more.
Sagewings are also familiar with the concept of pets. One thing this tribe loves is horses, many keeping them as pets and having small stables connected to their homes for them to stay in. Being a horse breeder is a job, and those who do so may breed for specific colors or traits to put up for adoption. Sagewings also have strict laws in place regarding horses, being that you can’t take one from the wild unless it’s too injured or weak to survive. The sagewings have a separate captive population of horses they use for pets and livestock. Eating or harming horses is also completely forbidden, but many are used in farms for their milk.
Society
Sagewings are community-centered dragons. It’s believed the best way to live is to be present in your community and help your neighbors when you can. Their religion and practices aid in maintaining this, as sagewings all have worship schedules, making it easier to come together for a common goal. For the last few thousand years or so, the ancient texts of Obsidian's word have been interpreted in a slightly different way than before. The interpretation of The Word of Obsidian has shifted slowly throughout history, so this isn’t a new thing. While focus used to rely solely on appeasing obsidian through sacrifice and selflessness to her and her alone no matter what, the more recent interpretation has become to honor her and appease her through coming together and being selfless to one another. Coming together, caring for one another and bonding is believed to be its own spark that keeps Obsidian alive, and it also makes for a healthier community and, frankly, less tyrannical Empresses.
A vast majority of the sagewing population lives in a large collection of villages and farms, essentially a city, all surrounding the Obsidian Temple. Various schools, nurseries, libraries, stores, food providers, and more all scatter the city. Anything you could need is likely less than a half-hour flight away. One of the centerpieces of the city is the massive stadium where yearly performances and events take place. There are countless other ancient buildings in the city that were built during the age of the grasswings. These buildings are greatly revered and have a very different style of architecture to them compared to most modern buildings.
While interpretations of the ancient texts may have shifted slowly over time, certain things remain concrete and unchanged. One of these being in relation to the use of fire. The only dragon allowed to breathe fire directly from the body will always and only ever be the current Empress. Anyone else attempting to breathe fire is met with a death sentence under the belief that their cycle will end, and their essence will spend eternity in a cold, dark wasteland. However, the average dragon is still permitted to use fire via kindling and other external means under very specific circumstances; Funerals, Ember Festivals, Future Empress Hatchings, Passing of the Crown ceremonies, cooking (if the food is for more than just yourself), and warmth (during the winter, for more than just yourself).
Sagewing beliefs dictate that a dragons’ life is not a singular one-time event, but rather a series of cycles from one death and birth to the next. This is the intended path that Obsidian has laid out for them, and any serious crime against her or the tribe results in the complete stop of your cycle, with whatever remains of your essence being condemned to a cold, freezing eternity with no light.
Customs
Sagewings have countless customs, celebrations, and other various small rules to follow in their society.
Ember Festival
This is by far the largest celebration in the kingdom, outside of the Passing of The Crown. This festival is held for multiple reasons, being the passing of the year, celebrating the longevity of Obsidian, and the largest mass worship the tribe does. Piles of offerings, bloodletting, praying, and more. Special treats and goods are baked, large pots of stew and soup, fresh wild-hunted meat, dancing, singing, theatre performances, group painting, and so much more. The festival is officially begun when the Empress lights the Obsidian Torch with her firebreath, one of the only occasions she’s permitted to use it.
Passing of The Crown
This is the most sacred and widely attended event in all of sagewing civilization. On the day the daughter of the Empress turns 20 years old, the ceremony is carried out. The entire tribe will attend as the Empress leads her daughter to the entrance of the Obsidian Temple, and the daughter will present her wrist. The empress will make a cut in her daughter’s wrist, and drip the blood into a sacred bowl. She uses this blood to mark the royal symbol on her daughter's head. Once this is done, the daughter will light the Obsidian Torch with her firebreath, thereby deeming her the new empress.
The mother will continue to live alongside her daughter and provide assistance when possible, though taking on significantly fewer responsibilities for the next 20 years. If these 20 years pass and the mother is still alive, she will sacrifice herself in order to permit her daughter to have dragonets, continuing the cycle. An empress’s mother and daughter cannot be alive at the same time.
Funerals
Funerals are a time of contemplation and community for sagewings. Family and friends of the deceased will gather at the center pit near the Obsidian Temple. The body will be lowered into the pit, which has been used for funerals for thousands of years. The body is set ablaze, and whatever ashes remain are retrieved and embedded into the dirt. The location can vary depending on the deceased’s final wishes.
Ex-Empress Funerals
When a previous empress passes away, the funeral service is much more grand than any other funeral. A separate fire pit is in place for empresses (again, used for thousands of years) and is lit by the current empress, using her firebreath. The previous empress is covered with soft cloth and flowers, typically each individual flower being placed by a different citizen. Her ashes will be spread to the earth just like any other dragon, but a very small portion will be kept in the Obsidian Temple.
Hatchings
When a dragonet is hatched, family and family friends will gather to celebrate, usually by cooking food for one another, singing, and dancing.
7th Hatching Days
On every sagewing’s 7th hatching day, they are required by law to come to the Obsidian Temple and perform their first bloodlet at the center offering area. A single cut and a few drops into the receptacle is all that’s needed.
Yearly Offerings
Sagewings are required to offer to Obsidian at the temple at least once a year. Offerings can be either food, jewelry, artwork, blood, tears, or other physical things.
Various Other Customs
One of the other smaller customs that sagewings have is that speaking aloud after sunset and before sunrise is forbidden. This is why sign language is one of the first things a sagewing is taught, as it is commonly utilized at night.
Royalty
Empress
The Empress is the sole ruler of the Sagewings and also carries a role similar to a priest. All religious matters are dictated by her, as she is seen as the closest to Obsidian. Any major changes in laws or public programs are decided and executed by her alone. Some empresses in the past have developed councils to help with making decisions, but this is not the norm. When an empress decides she is ready to begin raising her successor, she will have one egg at a time until she hatches a female.
Daughter
Once one female is hatched, the Empress will raise her either on her own or with her partner. The Princess is educated by her mother and the highest scholars in terms of their culture and sacred customs, but most other aspects of education are left to public teaching, as it is important in sagewing society for their future rulers to not be raised sheltered. A good empress grows up alongside her people and witnesses what life is like for them firsthand, but may still have private tutors for more advanced education as she grows. This upbringing also allows her to make friends and find community, which is a key value for the tribe.
Sons
When an empress hatches a son, they are sent to be raised by a trusted surrogate. Empresses will interact with their sons on occasion, but it doesn’t take priority. Sons of the empress are also allowed to interact with their sister when possible, or if they happen to be in the same school or area, as well as being allowed to know that they’re related. They hold no higher stance or title than the average citizen, and are treated like anyone else.
The only difference in how they are treated is the incredibly strict law forbidding them from fathering biological children, as the ancient texts dictate they cannot complicate the most sacred bloodline in the tribe. These dragons are more than welcome to adopt, but if it is discovered they have fathered biological dragonets, the eggs and/or dragonets will be sacrificed. An empress and her brothers typically have a strong bond.
Powers
Sagewings of the Empress’s bloodline are capable of fully breathing fire. All other sagewings are only physically capable of coughing up a few sparks due to the banning of firebreath for thousands of years. Sagewings are also capable of handling much higher intensities of light without damaging their eyes. Their flattened-club-like tailtips also allow for unique combat abilities, as well as assistance in tilling soil. Their long hard beaks also make it easy to break into hard shelled plants and fruits, alongside packing a devastating bite if it was ever needed.
Appearance
Sagewings are lean, graceful dragons with pronged antler-like horns that can twist and curl into almost any shape. The edges of their snouts point down into a long hard beak that can break open many hard shells and materials, and the shape and curve of the beak can vary between dragons. The ends of their tails widen and flatten into a hard shield-like shape. Their faces typically have unique scale patterns and shapes around the eyes. All sagewings have shimmering scales that sparkle and glitter in sunlight like gemstones or fresh snow.
Coloration
Sagewing colors can be any shade or form of Purple, Pink, Yellow, Green, or Pale/near-white variations of said colors.
Diet
Sagewings eat a wide array of foods, typically cooked and prepared with multiple ingredients (i.e bread, cheese, milk, yogurt, oatmeal, stew) but many of these dishes incorporate meat of various types (Chicken/duck/poultry, bison, hog, goat, rabbit, deer, quail, etc.) Many dishes also include vegetables and fruits of various kinds (namely apples, lettuce/leafy veggies, carrots, onions, tomatoes, potatoes, wheat/grains/oats, rice, berries, etc.)
Names
Sagewing names tend to fall under the following themes; Grassland Plants, Woodland Animals, Plant Anatomy, Pleasant/Holy Concepts, Music/Sounds, and Light

Basics
Stonewings are aggressive, carnivorous dragons that populate the eastern landmass of Patheon, which is covered in mires, thick forests, straths, and other rocky/hilly terrain, along with an archipelago. Though, most of them live in the forests and straths. Stonewings are known for their incredibly cutthroat and violent culture. On average, once a stonewing hatches, they have an incredibly low chance of reaching adulthood, and even more so if they prefer to avoid violence or killing. Their worship of violence and proving yourself strong enough to deserve to live can almost be considered cult-like.
This tribe has held a steadfast belief for over 7 thousand years, that being that they deserve to rule over all three lands of Patheon, and have both tribes completely wiped out. Throughout all this time, stonewings have also developed an ancient habit of over-exploiting their surroundings. While it’s not nearly as dire as it was before the era of The Night of Peace, the territory the dirtwings inhabit still suffers due to this fact.
On average, stonewings will lay clutches generally ranging from 12 to 15 eggs. Typically, only one or two will reach adulthood. Any more will be considered impressive, and parents that lay clutches with high survival rates tend to be more highly respected. Stonewings greatly value “superior” genetics and have very strict laws against spreading “faulty” genes. They are currently ruled by Tribemaster Lifetaker.
Intelligence
Stonewings have considerable intelligence on the same level as Sagewings. (But if you asked a stonewing, they’d tell you sagewings were significantly less intelligent.) Their sophisticated system of camps, education, and breeding programs have made them prolific record keepers, among experts in many other fields, highlights being food preservation, history, combat, anatomy, and construction.
Stonewings have a very complex and well-run system in place for their society, and are very good at keeping track of everyone. Names, hatching dates, ages, deaths, who’s related to who, everything is written down somewhere. This system has been in place for centuries, and it’s also applicable to their well-kept history and the way they teach it to dragonets. Their education system is strictly regimented and things are updated frequently. CAMP EDUCATION SUBJECTS CAN BE FOUND IN “CAMPS” SECTION FURTHER DOWN
Stonewings may have a very robust education system and a wide array of subjects that they have great knowledge of, but they also have many advancements, some unique to them. Technological advances that stonewings have made include; the invention of a concrete-like substance using various ground-up minerals along with mouth amber (used for building), the use of ash & spiderwebs to cover wounds, various cooking and food preservation techniques (including but not limited to utilizing animal fat, grilling, braising, broiling, boiling, stewing, smoking, curing (salt/other materials), pickling, fermentation, and drying.)
Stonewings have also been able to cultivate unique grain and plant variants which are more nutrient-dense than natural variants in order to feed their livestock more efficiently. While stonewings have historically been known to over-exploit their surroundings, they’ve adopted a few new methods since then to provide food for their tribe more efficiently and less destructively. Stonewings keep collections of livestock that they feed with food they grow, and are typically kept in enclosed areas or large cages. Though larger land treading animals are kept in fields. Many stonewings have also specialized in meat preparation and preservation and know how to cut animals in a way that offers the best quality. Despite the way these dragons grow up, the adult population takes great pleasure in high quality and tasty food, and it is a significant part of their culture.
Society
Stonewing society can be complex in many facets, but one thing remains true no matter what. Your right to live is not granted. It is fought for, tooth and claw, for the first 14 years of your life. In dragonet/camp society, dragonets are expected to fight one another on a regular basis, often resulting in death. Deaths are far more common in the first two camps and become less frequent as they go on, as the strongest dragonets remain until the end. This is the intended outcome, with only the strongest and most capable dragons being allowed to survive until the end and being granted the right to live in adult society.
Dragonet society and adult society have many stark differences, the way they’re expected to behave and interact being almost night and day. This can make the transition from Final Camp to adulthood jarring for many.
Dragonet/Camp Society
Hatchlings are taught from an early age that survival isn’t a cakewalk. If they want to live to see their 14th hatching day, they need to put in the effort and drive to be able to defend themselves and take lives in the process. If they don’t like or are unable to do either of these things, they’ll likely end up in the ash graves by next week. This is what stonewings are taught by the time they’re 2 years old, and this remains true for the entirety of all camps. Dragonets also commonly learn to not get attached to anyone, at least until they’re adults. This isn’t explicitly taught or stated by teachers, but rather through experience, as many groups/pairs are frequently torn apart by deaths. However, many stonewing dragonets may continue to form groups or cliques purely for the sake of taking advantage or using other dragons, or even betraying them. There are rare cases where dragonets form genuine friendships that last throughout all the camps, but this is rare and typically only happens with well established strong dragonets.
Dragonets also have well-defined social hierarchies amongst their respective camps. Some dragonets are more well-known and respected, not being challenged as often, while others may be more widely disliked and frequently attacked. Being feared and respected by your fellow campmates is most dragonets’ biggest goal, and the highly feared dragonets tend to band together, with similar groups forming for different “ranks”.
This is true all the way up until Final Camp, which is essentially the transition period from camps to adulthood. Dragonets are far less focused on being feared and killing others, and more on exploring and studying subjects they find personal interest in, and learning how they can apply those things to society. Though many will still fight and duel eachother purely to maintain their physical fitness.
Adult Society
When a stonewing officially graduates from Final Camp and is introduced to adult society, one of the first things that is done is the dragon will explore the nation for a few weeks before deciding on where they want to live. Once the location is picked, a large group of adult stonewings will gather to help them build their home. This is an important tradition in stonewing society and represents the cementing of a stonewings place in their community.
All adult stonewings are expected to contribute something to their tribe. Whether that be provision, education, protection, or something else. Many subjects are offered for dragonets to explore in the final camp, and whatever topic(s) they pick is most commonly related to what they end up choosing as their job in adulthood. If you’re seen as not contributing enough, you may be assigned a new role.
Stonewings have dedicated breeding events once a month in order to increase their adult population. This is for various reasons, being to recover from the last attack performed on the sagewings (which took out over two thirds of the adult population), and to increase their army for the next attack. Certain dragons are in charge of tracking who is paired with who, along with if anyone is blacklisted from the breeding program (aka; dragons who have laid/fathered dragonets with deformities or mutations).
Stonewings almost never meet their dragonets when they hatch, nor are they allowed to interact with them unless they’re camp staff, though camp staff aren’t to be made aware of which dragonets are theirs. Parents will be notified if any graduating stonewings are their children, and they may meet if desired. Stonewings can meet another dragon who they care for and want to stay with to have eggs, but they’re still required to participate in breeding nights with other dragons in order to keep diversity. However, permanent pairings are permitted with a limit to yearly clutches unless one or both parents have valuable genes.
Though adult stonewings have more freedom than dragonets, they still have many restrictions they need to abide by. Stonewings are forbidden from leaving their territory/landmass unless given explicit permission by authorities (most commonly the tribemaster). Any stonewing who attempts to leave the land without this is quickly dealt with, apprehended, or killed depending on the situation and reason for wanting to leave. There are also certain topics that are entirely forbidden from being talked about in private or public, that being the idea of rejecting stonewing philosophy and giving all dragons a chance to live, making peace with other tribes, or peace in general. Other topics on this line are seen as taboo to discuss, and are quickly beaten out of young dragon minds. Though, on the rare occasion that a dragon makes it through all the camps while still rejecting their philosophy, and they make it known, the tribemaster will deal with them publicly, slowly, and painfully.
The social hierarchy that camps have does continue into adult society in a way. Stonewings that go above and beyond to consistently contribute to their tribe in a unique or impressive way are often widely respected and known.
Overall, adult stonewing society has far less focus on violence, as all adult stonewings have already proved themselves worthy of living by past bloodshed. Stonewings are expected to contribute to their society at an adequate level, obey their laws,
Customs
Stonewings have various customs and events they hold, both from camps and adult society.
Carving Ceremony
When a dragonet camper graduates beginners camp and turns 7 years old, they are to be brought to the tribes’ current carver (there is only ever one) in which they will cut/carve a shape or symbol into both of the dragonets’ cheeks that they feel matches the dragons’ personality, will, and being. This is done with a heated blade.
Traditional Challenges
Most camp dragonets will often instigate fights and battles with eachother with little fanfare or buildup that may not always result in a death, but an ancient tradition among campers is to officially declare a challenge to another camper, being a fight to the death. If the other dragonet refuses, it’s seen as disgraceful and weak. If a challenge ends with neither dragonet dying for over a half hour, both are seen as pathetic and weak for not being able to kill in an efficient amount of time, and the fight is typically broken up by a camp guardian. However, if both dragonets call it off earlier than that, it’s even worse, and they risk being killed by someone else just from how disliked this action would make them. Challenges are common to see nearly daily in hatchling/beginners camp, slightly less frequent in intermediate (once or twice a week possibly), and nearly entirely absent in final camp. (possibly a few times a year)
The Granite Trial
This trial is one held for intermediate camp dragonets who are turning 9 years old, and it’s often a turning point for many dragonets' lives. Extensive education and practice is carried out for the first year of intermediate camp to get the campers prepared. EDUCATION TOPICS FOUND IN “CAMPS” SECTION
All of this training and practice is to prepare for the Granite Trial, a way campers can potentially prove their skill and strength for all to see. All campers turning 9 are gathered at the west coast of territory at sunrise. When the sun is first visible, they’re all ordered to cross the waters into dirtwing territory. The rules are; whoever can hunt down, kill, and return a dirtwing to stonewing territory first is the winner. This trial lasts for 4 days and nights, and when the fifth sunrise begins, the trial is over and any new returning competitors are disqualified. Methods can vary heavily, and many competitors might also kill one-another during the trial to increase their own chances of winning. Dragonets frequently go missing during the trial.
Whoever wins the trial by arriving first is awarded with a small necklace with a piece of obsidian tied around it. After every trial, all the dirtwings retrieved are then prepared and cooked by high ranking chefs specialized in dirtwing meat, and the winner is served their own caught dirtwing to eat. All other trial participants who brought back a dirtwing are given the same, and extra meat may be enjoyed by the dragons who cooked it, camp guardians, teachers, and other high ranking individuals. Trial winners are also immediately moved to the Final camp and will spend 4 years there until they become 14 years old.
The Masters’ Sacrifice
The most highly regarded event and biggest celebration in the entire tribe. When a tribemasters’ daughter turns 20 years old, she and the tribemaster will stand upon a stone platform in front of a large statue of Tribemaster Ravage, the dragon who started this tradition. The entire adult population gathers to watch as it turns midnight, in which the daughter will cut her mothers’ heart out of her chest with little resistance from the mother. The daughter will raise the still-beating heart into an opening to the night sky, showing the heart to the moons above. When the final beat has passed, she has become the new tribemaster. This event is followed by a week of celebration and recalibration of the tribemasters’ inner circle. Dirtwings are hunted by previous granite trial winners and prepared in lavish ways, fires are lit, public performances are done of impressive physical feats and reading of creative writings, and more.
Camps
Stonewings are brought into the tribes’ camp system from the moment they turn 1 year old, and graduate the final camp and move into adult society the moment they turn 14 years old. Those 12 years in between are filled with trying to prove your right to live by fighting for your life, learning, studying, and countless other challenges.
Hatchery (0 yrs)
Not a camp, but this is where all stonewing eggs and clutches are kept to incubate and hatch. When clutches begin to hatch, they’re given a few minutes to adjust before being moved to the rest of the hatchlings. Eggs are kept separate from hatchlings so they aren’t crushed by others. Hatchlings are also kept in separate areas depending on how many months old they are so they’re given more of a fair chance without the potential of large size and coordination differences giving an unfair advantage. A majority of stonewings will not remember most of their time here.
Hatchling Camp (1-3 yrs)
This is the camp that experiences the highest amount of deaths and challenges, as well as being where dragonets are properly introduced to their culture and how life works, including how they will need to fight for their lives to earn their right to live. Hatchling campers tend to be the most unhinged and violent they will ever be, as most of the weaker dragons are weeded out by stronger ones, and social hierarchies begin to plant seeds.
EDUCATION TOPICS
In year 1, they are taught how to speak the stonewing language, basic combat methods, how to fly, and basic stonewing culture. In year 2, they are taught intro to history (pre-stone/mountain war), and intro to hunting. Year 3 is a continuation of these subjects.
Dragonet Camp (4-7 yrs)
This camp is where proper education and training will begin. Dragonets are taught how to properly engage in battle, look for weak spots, and the general workings of a proper fight instead of archaic slashing and hacking. This is also where dragonets begin to establish their places in the social hierarchy, though things are still incredibly malleable and can change overnight. Physical training classes are consistent. Friendships and groups also begin to form.
EDUCATION TOPICS
Stonewing history that becomes more advanced over the 3 year span (Year 1; Pre-Ravage, Year 2; Post-Ravage/Pre-Mountain Massacre, Year 3; Post-Mountain Massacre/Pre-Sage War), Intro science/anatomy, basic math, spelling, writing, first aid, etc. Also the beginning of instilling stonewing superiority into young dragon minds.
Intermediate Camp (8-11 yrs)
Deaths and challenges are less frequent than they were in the previous camps, but not by a lot. Challenges and kills still occur around once or twice a week, and social hierarchies are close to being fully cemented. The position they leave this camp with is what they will be stuck with for the final camp, so many dragonets are putting a lot of effort into proving themselves worthy of respect and fear. The Granite Trial also gives this goal much more weight and is a tool for many dragonets to gain much more respect if they land a high place, or even win. Friend and rank groups become almost fully solidified but deaths and challenges may still weaken their foundation. Many dragonets may not put as much focus into their social standing as they do their education, but it’s also generally safer to ensure you’re not disliked by your campmates, otherwise you risk being killed out of spite.
EDUCATION TOPICS
Advanced history (Post-Sage War/More Detail on other events), math, biology/health, advanced combat/military customs, adult society customs/laws, geography, architecture, physics, etc.
GRANITE TRIAL TOPICS
sneaking (masking your scent, making minimal noise), extensive flying practice (to build up stamina, is also done while carrying large weights), Dirt Land geography, and more. Education is mandatory, but training is optional.
Final Camp (12-13 yrs)
This is where many stonewings begin to mellow out, but not all. As this camp is seen as a transition period between camphood and adulthood, guardians and teachers make an effort to inform dragonets on what their life will be like from now on, and how they’re able to contribute to it. Focus is put less on proving your strength, and more on learning how to navigate complex social situations and discovering what you want to do with your life. This camp may only last 2 years, but the education, training, and study is more intense than ever before, and is a serious test of mental fortitude and dedication. Challenges and deaths may happen a few times a year, but they’re practically absent in the second year.
EDUCATION TOPICS
Mandatory history teaching (including a detailed account of the last thousand years along with sagewing weapon advancements and old military customs and law changes); though students are allowed to choose specific fields to explore over the next 2 years. Electives include medicine, animal husbandry/fishing, agriculture, dirtwing study, military training, physical training, writing, carving/toolmaking, construction, food work/cooking, etc.
Royalty
Tribemaster
The Tribemaster is the ruler of the tribe as the name suggests. She is in charge of all policies, events, laws, education, and battle planning. Most tribemasters tend to have an “inner circle” of some kind, composed of a typically small collection of trusted dragons that have proved themselves worthy and offering unique skills to her. Though, not every tribemaster will have an inner circle. The tribemaster is the most respected, revered, and feared member of the tribe, embodying what all the stonewings need. A competent leader whose values are set in stone, and will stop at nothing to achieve their ancient goal of conquest.
Daughters/Sisters
When the tribemaster deems it a fit time to lay her clutch, she will do so. The dragonets that hatch from this clutch are quickly taken away from the rest of the hatchlings, and are branded on both thighs with a specific symbol indicating they’re of the tribemasters’ descent. This is to make keeping track of them easier. The tribemaster oversees this process herself in order to ensure nothing suspicious is done, and this is the last time she will see her children until the remaining have graduated final camp.
Daughters of the tribemaster, all being potential heirs to the position, are given extra education, training, and more in-depth teachings about the history of tribemasters and the values of the tribe. Other than this, they go through the camps like any other stonewing.
One thing about being a daughter of the tribemaster is that only one of them is allowed to enter adult civilization. If more than one daughter is left alive by the end of the final camp, they are required to fight one another to the death, and whoever wins gets to graduate and meet her mother for the first time since she hatched. She will live and work alongside her mother for the next 6 years of her life, learning everything about how to interact with her subjects, how to fill the role of tribemaster, and how to be a guiding force for the tribe. When she turns 20, she will perform The Masters’ Sacrifice, and become tribemaster.
Sons/Brothers
Sons are branded upon hatching similarly to daughters, but other than that, they live their lives like any other stonewing dragonet. No extra expectations are put onto them, nor do they tend to receive extra attention for their heritage. Any number of surviving sons are permitted to graduate if they make it to final camp, though typically only one or two make it.
The brothers of tribemasters and their relationship to their sister can vary. Some may take a more active role in her life in an attempt to be of use to her or gain a higher social standing, while others may want nothing to do with her. It all depends on how they grow up in the camps and whether or not they become attached to eachother.
Powers
Fire Breath
Stonewings are the only tribe on Patheon that are fully capable of breathing fire, albeit usually less hot than your average Pyrrhian tribe. Stonewing fire is usually red as a result, but if it’s built up for at least 30 seconds, can reach temperatures we’re more familiar with. Though most stonewings don’t usually have that much time in battle.
Hard Scales
Stonewing scales are naturally strong, hard and thick. Though when a dragon is hatched, they’re primarily soft, and grow harder as a stonewing ages. Scales reach full adult-like hardness typically around age 7, but some may reach it earlier or later.
Strength
Stonewings are naturally physically stronger than many tribes, partially because their muscles are able to grow and strengthen more efficiently than most other tribes. Their lifestyle also allows for fighting to be a stand-in for traditional exercise (though exercise is more common among adults to maintain their physique)
Mouth Amber
Stonewings’ most unique ability is a substance they’re capable of producing from specific glands in their mouth. This substance has been named ‘mouth amber’, and is the stickiest, most adhesive substance known in Patheon. It only becomes sticky once it leaves the mouth, and with great practice, can be aimed. It’s believed this power is something their ancestors passed down. Mouth amber is primarily used for construction and the development of tools and inventions, as it frequently replaces the need for tying things together.
Appearance
Stonewings are large, dark colored dragons with hard armored scales and an imposing, muscular figure. Some of their more distinguishing features are their black scleras, their two long tail tips, razor-sharp claws, their alternating sharp back spines, and most of all, their horns. Stonewing horns tend to be curved or shoot out at sharp angles, and are littered with smaller prongs and spikes like barbed wire or thorny plants. Stonewing horn shapes can vary wildly. Though, aside from their horns, their other most distinguishing feature are the horns that sprout from their forehead. The number of horns can vary (typically from 1 to 4), but one is always the biggest. Stonewing forehorns will always curve backwards towards the tail.
Coloration
Stonewings can come in any deeply dark and desaturated variation of a color (red, gray, brown, blue, green, and purple), but their underbellies are typically lighter and greyer than their main scale color. Stonewings can also occasionally come with lighter or darker unique patterns such as speckling, splotches, or other marks along their neck, back, wings, and tail.
Stonewing eyes can come in almost any color, but are most commonly variations of white, red, yellow, green or blue. Never black/dark grey.
Diet
Stonewings are carnivores. Their primary food source is their livestock supply (Fowl Birds, Fish, Hogs, Boars, Bull), but in extremely controlled amounts and typically for special occasions, they are permitted to hunt wild animals (bears, snakes, moose, wolves, owls, coyotes). Though their most valued delicacy is Dirtwing.
Names
Stonewing names tend to fall under the following themes; Negative Concepts, Harmful Nouns/Verbs, Bones, Body Parts/Organs, and Sharp Rock Formations

Basics
Dirtwings are facultative carnivore dragons that populate the northern landmass of Patheon, which is covered in incredibly rocky terrain, hills, cliffs, mountains, ravines, and scattered thick forests. Dirtwings primarily populate the center mountain range, known as the Peaks of Granite. The mountains contain incredibly complex and expansive cave and tunnel systems, which dirtwings have evolved to easily navigate.
Dirtwings are a unique tribe among the continent, the reason being that they do not have a proper civilization or clear signs of advanced intelligence that one would expect of a tribe. They are incapable of speech, and exhibit many behaviors typically seen in wild animals.
Dirtwings are the descendants of Mountainwings, who officially went extinct just over two thousand years ago, preceded by the near two thousand year span after the Massacre of the Mountainwings. Stonewings continuously hunted Mountainwings down for centuries, driving their numbers and hiding places down until their survival methods had to evolve, and the need for more advanced education and traditional speech became less important than staying alive long enough to reproduce. This is how Mountainwings eventually became dirtwings, and since the shift, their cognitive abilities have changed in many ways, as well as their physical abilities.
The true intelligence of dirtwings has been frequently debated for centuries, but every few decades, discoveries are made.
Intelligence
At first glance, Dirtwings don’t seem much smarter than your average lizard or goat. And in a few ways, they aren’t. But if you look closer, these dragons have a lot more going on under the surface than you’d expect.
While the way their throat and vocal chords are structured may not allow for speech, their body language vocabulary along with the array of sounds they can make does compensate to an extent, but not entirely.
The amount of concepts they’re able to convey to eachother via physical signals, body language, or sounds includes but is not limited to; Most emotions (happiness, sadness, jealousy, spite, fear, anxiety, sorrow, anger, enjoyment, love, confusion, etc.), hunger, thirst, exhaustion, pain, wanting, friendliness, danger/alert, territory, curiosity, etc.
Certain pieces of knowledge about specific things can also be passed down through specific generations (an example being eating grass if your stomach hurts). Typically a dirtwing will experience something, come across something that helped, and pass that knowledge down to their dragonets if it’s helpful for survival. Some things are more common knowledge among many dirtwings, and some things are more obscure, like specific locations serving different purposes. If something especially harmful or distressing happens to a dirtwing due to a specific thing or being in a specific location, the dirtwing will tend to avoid that thing or location for the rest of their life, and often teach their dragonets to avoid the same.
Dirtwings have an excellent memory. They’re able to remember specific things from decades ago if they’re old enough, and can remember certain faces and smells for their entire lives depending on the impact it had on their lives.
Despite their intelligent traits, there are many things dirtwings can’t do. They are unable to understand speech (alongside being unable to speak), they do not make tools, they don’t adorn themselves with materials (accessories), they can’t build complex structures (outside of nests and tunnels), they can’t express emotions through their faces like other tribes do,
Social Structure
Dirtwings are almost never solitary. Most tend to stick with the families they’re hatched into until they find a mate to have eggs with. They find safety in numbers and groups (typically referred to as clusters), and it’s also common for dirtwings who have trouble finding mates to form new clusters of non-familial dragons. Clusters are tightly knit and the dragons within them typically care for the others, and will notice if one of them is in pain or missing, often searching for them by scent. Dirtwings will also mourn the loss of cluster members if a death or disappearance happens.
On rare occasions, dirtwings will either leave their cluster or lack one entirely. These dragons typically have a higher chance of being killed by stonewings, and the reason for their lack of a cluster can be countless reasons, including being kicked out by the others for various reasons, examples being unsafe/aggressive behavior to other members, poor survival skills, sickness, or generally putting the cluster in danger. Being kicked out of a cluster is more common with non-familial clusters than it is with familial ones, but it can still happen to families. Dirtwings may also leave clusters on their own accord for any number of reasons.
Clusters usually have one dragon that takes on most of the responsibility of protecting the others and guiding them. This is almost always the oldest dirtwing of the group. These dragons are typically referred to as pillars. If a pillar dies, the next oldest dragon in the group will typically take charge.
If a familial cluster hatches a dragonet with a disability (typically blindness or deafness), whether the dragonet is kicked out of the cluster or not can be very dependent on the structure of the cluster. If the family is very close and caring for eachother, the disabled dragonet may be kept and taught despite the potential danger they could bring. If the family is less emotionally attached to one another, the dragonet will be removed for the safety of the cluster, and those dragons typically don’t live for much longer.
Behaviors
Dirtwings have various behaviors that are consistent among the tribe. One of the most fascinating is how they behave during mating season.
Mating/Family
When male and female dirtwings are searching for mates, they will gather at the base of Eagle Mountain like all other dirtwings during this time. For a full week, dirtwings will tussle with eachother, either butting heads, fighting, or asserting dominance. Both male and female dirtwings participate in this, as it makes way for the most resilient and strong dirtwings to have time with one another. Being able to hatch dragonets with healthy, resilient genes that gives them a better chance of surviving stonewings is the most important thing. By the end of the week, the most resilient dirtwings remain, with all others either having keeled from exhaustion, or left. The remaining dirtwings go on to the next phase of mating season.
For the next month, various physically demanding activities are shared between males and females. These activities can consist of hide and seek, group hunting, a version of tag, coordinated pair gliding, mock fighting, and more. Not only does this help figure out who’s the most physically fit with the best genes, but it also allows for the dirtwings to form emotional bonds with one another through games and activities, making it easier for mates to choose each other. Certain dirtwings might also come up with or know of more niche and specific games that may be taught through families. Once a dirtwing has picked their mate, those two dirtwings will not separate unless one dies.
Dirtwing nests are typically composed of gravel, plant matter, and dirt. This is where their eggs will be laid, and mothers rarely leave the nest, leaving the father to bring her food. New dirtwing mothers tend to be significantly more protective of their dragonets than seasoned mothers, which also makes them far more aggressive and alert. Dirtwing dragonets tend to be very curious, playful, and energetic. They will frequently play games with eachother which is beneficial for various survival reasons. Mothers and fathers will take equal part in raising dragonets. Family clusters almost never separate, and will sleep in their dens together, the mother typically covering the rest with her wings.
Territory
Dirtwing dens and living areas tend to be within caves and tunnel systems, but are rarely in more open areas. These more open areas must be fought for, especially desirable ones. A dirtwing in a desirable spot must be strong and have enough stamina to establish their territory and fend off other dirtwings trying to take it. If a dirtwing is in an area for long enough, their smell will remain even when they’re gone, allowing other dirtwings to know it’s not free space. Scratch marks in the stone and ground also send a signal that this space is occupied.
A small amount of dirtwings may also take interest in collecting certain things such as leaves, stones, sticks, feathers, bones, and more. An even smaller amount might also dig for gems or shiny rocks to keep in their den, but this is nearly unheard of.
If territory is not available to a dirtwing or cluster but is desperately needed, the dirtwing(s) may begin to dig out their own den in softer ground for a place to sleep and recoup.
Body Language/Touch
Dirtwings have various forms of body language. The slightest gesture or change in posture can mean any number of things. Dirtwings also heavily utilize touch as a way to communicate with one another, especially within their cluster. Brushing wings together is a sign of affection, and touching noses together is a sign of intimacy, as their noses are one of their most sensitive areas. Spewing smoke from their nostrils is the highest sign of aggression and is often met with either immediate backing down or an intense fight. They may also thump their tail on the ground to express annoyance. The louder the thump, the more annoyed they are, which means you should stop doing whatever you’re doing. MORE BODY LANGUAGE INFO TBA
Navigation
Dirtwings are unnaturally skilled in navigating underground tunnels and caves. They seem to have an acute sense of direction at all times, and never get lost. They also seem to be able to tell if an area of a cave is unstable, and know to tread lightly or turn around. Their night vision also makes it easy for them to see where they’re going. Dirtwings tend to have an adequate mental map of whatever underground system they grew up around or travelled the most often, but they can develop new mental maps of other areas if they spend enough time in them.
Dirtwings are not good fliers. They can barely take off from the ground most of the time, but this is due to the persistent, intense winds that the peaks of granite have maintained for thousands of years. They rely on these winds to glide on and travel between mountains and areas, and as a result, their wing strength has decreased over time. If they’re not in a place with wind, they have a very hard time taking flight.
Other
As their name would suggest, dirtwings have a special relationship to dirt. Their territory is littered with bare dirt patches devoid of grass or rocks, and these areas are frequently full of dirtwings rolling and relaxing in them. Not only does dirt help relieve and heal their injuries and soreness, but it’s also a valuable social interaction for them, and a good bonding activity for their cluster. Some dirtwings can even be seen collecting dirt in their mouth and bringing it to a clustermate with an injury on occasion. They’re highly aware of the properties dirt has to them and know how to utilize them to an extent.
Powers
Dirtwings have a wide variety of abilities they’ve evolved over the centuries to better evade stonewings and live in their environment.
Scent
Dirtwings have the most sophisticated sense of smell in Patheon. They’re able to easily follow scent trails of other dirtwings, smell and track prey, as well as sensing if meat is rotten or not. They’re also very heavily wired to detect the smell of stonewings.
Night Vision
Dirtwings have incredible night vision. This is one of their oldest abilities dating back to the time of Mountainwings, and it makes navigating completely unlit tunnels and cave systems much easier.
Air Expulsion
They’re capable of expelling a majority of the air from their bodies in order to fit through small cracks and gaps in tunnels as wide as their head, places where stonewings can’t fit. As a result, they’re capable of functioning without air in their system for up to a half hour. This also allows ease of escape if caves get flooded.
Smokebreath
Dirtwings are capable of breathing out large amounts of smoke as opposed to fire. This is typically used as a last-ditch effort to evade stonewings if all else fails, but it can also be used for various other purposes.
Climbing + Grip
Dirtwings are prolific climbers and have an incredibly strong grip that is nearly impossible to release. This makes it easier to navigate the many rocky structures of their territory, and it makes capturing prey much easier.
Dirt Usage
If a dirtwing is injured, itchy, sore, or achey, rolling around and covering themselves in dirt is the best way to relieve and heal those ailments.
Appearance
Dirtwings are compact dragons with lean muscles, smaller wings, and short tails. They’re covered in thick armored scales, especially on their spine and head. Their snouts are squarish with large nostrils, their teeth are large and sharp, their ears have squared edges, and their tongues and throats have a distinct pale white coloration. However, their most distinct feature is their horns, which curve downward and inwards like an ibex or ram. The amount of curl their horns have can vary dramatically, along with the size and length. Older dirtwings tend to have longer and more curved horns. If a dirtwings horn(s) is broken, it will not grow back.
In terms of size, dirtwings on average are very slightly smaller than most tribes, but not by much. They still grow the same way, that being they do not stop growing in size as they age, the growing just gets slower as time goes on.
Coloration
Dirtwings tend to be colored similarly to the rocks and mountains of their environment, often being light and highly desaturated colors of any variety, but most commonly red, orange, yellow, green, and grey. Dirtwings with colors that are too light, dark, or vibrant don’t tend to live as long, as camouflage is important for survival. Dirtwings can also occasionally have unique patterns, speckling, or splotching on their scales.
Diet
Dirtwings are facultative carnivores and predominantly eat meat/hunt prey (leopards, sheep, rams, boars, goats, cougars, vultures, falcons, eagles, birds, rabbits, hares, marmots, rodents, yaks, fish, eels), but if prey is not available for prolonged periods of time, dirtwings may resort to plants such as roots, berries, and fruits. Though this is uncommon.
Names
Dirtwing names tend to fall under the following themes; Rocks/Sediments, Dirty/Filth-Related Words & Concepts, and Rock-Related Words/Colors
(DISCLAIMER: Dirtwings don’t actually have or give eachother names in canon. Dirtwings are only given names for the sake of character creation.)

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Basic Info
Mountainwings are ram-horned stout dragons who live within the peaks of granite, and the Kingdom of the Mountains. They're a secluded tribe with humble traditions and outlooks on life. They're a naturally very humble, but reclusive tribe. Over the last few centuries, they have lived within the mountains and rarely leave. The only time they would leave would be to catch food, or gather plants. Mountainwings have been stereotyped as cowardly, lowly hermits by the Stonewings.
Intelligence
Mountainwings are fairly intelligent and social. They rely on close bonds and teamwork to stay alive, and families tend to stick together as units. Families typically sleep, hunt, and work jobs together. Moments apart are rare.
Royalty
Mountainwing royalty works in a rather regular way. The Queen has a clutch of eggs and raises them as any normal Mountainwing family, and once her dragonets are of age, she will pick one to rule the kingdom after her passing. Whether that be by age, sickness, or something else. A neck-piece with obsidian embedded into it is passed down from generation. This treasure was created by the first Mountainwing shortly after The Great Eruption and is one of their few prides.
Powers
Mountainwing powers consist of very powerful night vision, strong tails, fire breath (weak, typically a reddish color), and paralyzing venom in their jaws. This venom is very fast-working. They have an exceptional sense of smell as well.
Appearance
Mountainwings are all born with downward-facing horns, with extra prongs coming out of them. Their scales are flat along their bodies, and they have short wide wings, not great for long-distance flying. They tend to be rather short dragons.
Their colorations come in many dusty variations, all warm. A blueish or greenish Mountainwing is rare to see, but still possible. They've evolved to blend in with the rocky terrain around them.
Diet
Omnivores (Primarily fish, eels and fungi) Root/bulb vegetables, moles, bats, snakes, bugs, salamanders
Names
Any kind of sediment, rock formation, or structure.

INFORMATION IS OUT OF DATE - PLEASE WAIT FOR UPDATE/TAKE THIS PAGE WITH A GRAIN OF SALT
Basic Info
Stonewings are thick-scaled, lean, and strong dragons. Though often described as bull-headed. They're a vaguely militaristic tribe with a tendency to over-exploit their surroundings, which has been a problem for centuries. They'll often venture to Mountainwing territory to gather prey or plant matter. With their exponentially growing population, this only continues to become a bigger issue with each passing generation. They view the other two tribes as lowly cowards and merely lizards, while they are the utterly superior tribe of the continent, and are destined to control every inch of it.Their society and community structure are far different from the modern system. Instead of multiple camps that Stonewings must go through throughout their childhood and growth, dragonets are raised by their parents and enrolled in education programs. Within these, they are taught how to fight, how to kill a dragon, the history of their tribe and the continent, and are taught to shun and look down upon the other two tribes with incredible disdain. This system also includes the most immersive and intense combat training program on the continent.All Stonewings are required to start attending this program at age 2 and until the age of 8, and after that, continuation is optional.Their over-exploitation of their surroundings has resulted in the extinction of multiple animal species within the continent. These include; wolverines, bobcats, porcupines, foxes, sables, elk, and beaver.
Intelligence
Stonewings have exceptional intelligence. They have built incredibly large and strong structures, along with an impenetrable guard and soldier system. Their education system is above average and they're capable of decently advanced ideas.
Royalty
Stonewing royalty revolves around the Tribemaster, who is the ultimate leader of the tribe. She will hatch a clutch of eggs, kill the male dragonets, and the rest will grow up normally like the rest of the Stonewings, only with extra pressure put on the daughters to be the best. Once all the dragonets are out of the education program, the daughters will be trained by their mothers for many years. Once they're of age, the mother will pick the daughter she believes will be the best Tribemaster, and allow her to stab her mother in the chest, and rip out her heart. This isn't without a fair fight, though.
Powers
Stonewings have incredibly powerful jaws, fire breath, dangerously sharp claws, and an acute sense of hearing.Stonewing also possesses incredibly thick, viscous, adhesive saliva, which is used for building and trapping prey. They can control when they secrete this type of saliva, and usually only have normal non-sticky saliva. Extra glands in their mouth are capable of producing this super-saliva and are even able to be shot out of the mouth at high speeds. Some have taken a liking to call this ability "Mouth Amber".
Appearance
Stonewings are sharp-edged and spiky dragons. They have black tongues and their saliva is a golden-amber color. They have a frayed tail tip, splitting off into two tips a few inches from the end. Their armor-like scales are lined with extra spikes and split ends.
Their coloration tends to be very dark, and sometimes almost black. Hints of colors are very common but seeing a bright/saturated colored Stonewing is unheard of. They've been compared to rocks in the night. Speaking of which, many Stonewings can blend in rather well in the shadows.
Diet
Carnivores; Bears, deer, moose, snakes, fish, owls, wolves, wolverines, bobcats, coyotes, porcupines, foxes, sables, elk, beaver
Names
Sharp or dangerous things, weapons, body parts, bones, or negative/harmful adjectives.

INFORMATION IS OUT OF DATE - PLEASE WAIT FOR UPDATE/TAKE THIS PAGE WITH A GRAIN OF SALT
Basic Info
Grasswings are a benevolent tribe that focuses on praising their deity (Obsidian) and making sure she is appeased. They believe this way of life will allow them to prosper and be safe from all danger as a tribe in the continent, and feel sorrow and pity for the other two tribes who refuse this way of life in favor of hiding and fighting. They're not as humble as the Mountainwings, but nowhere near as egotistical as the Stonewings.
Grasswings, when reproducing, can only produce one egg at a time. (They're also capable of telling the sex of their egg before it is hatched.)
Sagewings are incredibly beautiful dragons with an inherent belief system and will follow the laws of the culture with their life. The breathing of fire is strictly outlawed due to it being a heavy disrespect to Obsidian, and any Grasswing who is caught doing it is put to death. Grasswings create fire the old-fashioned way whenever they need it. (Cooking, baking, etc.)
Intelligence
Grasswings are very intelligent dragons with rather advanced inventions in their society. (Baking, Bread, soup, candles, wine, etc.) Their culture and beliefs take priority over everything else.They even have annual Ember Festivals, where everyone will gather around the Obsidian Temple and set up parlors, tents, and stands. Things like soup, bread, and other celebratory foods and events are held. This includes a bloodletting circle, the Empress herself igniting a ceremonial fire, and so much more. These are to celebrate the turn of the new year.
Grasswings closely follow The Word of Obsidian and the text heavily influences their beliefs and customs.
Royalty
The Empress of the Grasswings will have one egg at a time until they hatch a female. Males are either killed or raised with surrogate parents, and forbidden from having biological children.
If a prince's biological children are laid, they will be crushed before hatching. If already hatched, they will be suffocated. These hatchlings are still given a proper burial, and both parents will be imprisoned for a certain amount of time.
Powers
Grasswings aren't the most powerful dragons. However, their eyes are capable of resisting bright lights and can see a much wider color spectrum than the average dragon.
They're capable of fire breath, but the use of this is outlawed.
Appearance
Grasswings are rounded-spine-lined, graceful, and lean dragons. Their spines almost look like feathers. but they very much aren't. They have an unusually curved and sharp snout and come with many different beautiful scale patterns. Their wings have also been said to resemble flower petals. They have rounded and kind eyes, and their scales glitter like sequins in the sunlight. They also have double-finned tail tips to assist heavily in flying.Grasswings commonly come in greens, yellows, pinks, purples, browns, and whites.
Diet
Sagewings eat a wide array of advanced food; Cheese, milk, yogurt, stew, cooked meat (rabbit, chicken, bison, antelope) + A large variety of fruits and vegetables; Apples, apricots, blueberries, cherries, pears, strawberries, peas, carrots, lettuce, cucumbers, tomatoes
Names
Types of plants, grasses, lush landscapes, and crops/vegetables.
Basic Info
Nearly all documentation of Prongwings were destroyed in The Great Eruption.
Intelligence
Unknown
Royalty
Unknown
Powers
Unknown
Appearance
Unknown
Names
Unknown
- 6/15/2022 Website Created
Previous update logs missing
- 4/6/2024, 10:03 PM EST - Reformatting
- 3/19/2025, 11:51 PM EST - Reformatting, fixed mobile view
- 9/16/2025, 2:46 AM EST - Additions/reformatting to Map areas, removal of rounded edges sitewide, addition of update log
- 11/8/2025, 3:40 PM EST - Addition of "The Word of Obsidian" to Misc., Sagewing, and Grasswing page. Customs for Sage/Grasswings expanded upon and edited.
- 2/12/2026, 10:54 AM EST - Updated Base links from the stash to the Google Drive
- 2/17/2026, 11:27 PM EST - Completely rehauled all the information for all modern tribes, added a "society" section for sage and stonewings, added a "behaviors" and "social structure" section for dirtwings, removed sagewings' ability to mimic sounds + see a wider color spectrum, removed dirtwings' ability of paralyzing venom, general information update with much more in-depth sections.
Added a button to The Word of Obsidian at the bottom of sagewing & grasswing pages