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Guide #1: Tribes (1)

Guide #1: Tribes (1)

Naiads

The Tribe with the second largest population, they’re the center point for trade amongst the other tribes. With abilities that allow them to control water, Naiads inhabit settlements built along rivers or large bodies of water. In the present day, they act as the peacekeeper for the tribes, serving as negotiators or a third-part in negotiations.

The way a Naiad controls water varies with the individual. There is no universal foundation for using their abilities; instead, their ability is formed around their understanding of water. If a Naiad thinks of water as a lifeless substance that flows from one place to another, they can master diverting and using water as a tool. If a Naiad sees water as some sort of living thing, they have an easier time shaping water and using it creatively, but can lose control.

Naiads are often described as graceful, due to their slim physique and natural balance. They’re not as physically strong as other tribes, but they are among the most nimble and coordinated

For the most part, Naiads look human. The key differences in their appearances are their markings, eyes, and hair. Naiads have patches of color that vary from their actual skin tone, kind of like a dusting of powder sugar on a cake. These markings, along with their hair and eyes, have colors that are on the cool side of the color spectrum, most often blue or purple.

Current Leader: Violet Zulest

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Drakonics

The most militaristic out of the tribes, the Drakonics (often shortened to Drakons) have the strongest fighting force in terms of size and prowess. Their status is linked to their occupation and family standings, with soldiers being among the most respected, below only those of the governing body. In the past, they had a discriminatory hierarchy system, but that has diminished and often left forgotten in the present days, thanks to the demands of recent leaders. Even in the present, fighting is seen as the highest calling to the Drakonics, and their loyalty to their service is near unwavering.

Their ability to wield fire is strictly trained, due to it being highly dangerous. Drakons can create flames or control those already existing. Along with that, they can control the heat around them and their own body temperature. Their ability is closely tied to their emotional state. If a Drakon is angered, the air around them can heat up or sparks may appear on their body. If a Drakon is grieving or unhappy, conjuring flames can be difficult.

Drakons are a branch of tribes with extra limbs, being their tails and wings. Drakons’ wings are scaled and leathery, their massive size making them the largest out of any winged tribe. Their scales spread from the base of their wings, covering their shoulders and running down their arms and back until fading away to skin near their elbows and waist. Sometimes, their pupils are slitted or a starburst, but that’s very rare. Their eye and scale color are those from the warm side of the color spectrum.

Physical, Drakonics are some of the largest of the tribes. They’re often tall and wide, making even regular citizens seem imposing. Their soldiers are built for battle, often being the largest members of the tribe and muscular. Due to their wings, they wear shirts or tunics with open backs, or sometimes no top at all. Despite their size, they are very polite and mind their manners with guests or other tribes.

Current Leader: Fireforged Sulpherwing

A/N: The Drakonics used to be called Dragonics, but I liked the slightly different name better, so I changed it.

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Harpies

The Harpies are the most populous tribe, but they are dispersed across their territory. Harpies keep their settlements small, having hundreds of condensed living areas instead of massive cities. The Harpies are the only tribe to have a governing body with three leaders, this being the Wise Trio. Each member of the Trio is appointed to maintaining one main aspect of the tribe’s well-being: Tribal Relations, Resources/Expansion, and General Welfare. The Tribal Relations member deals with matters involving other tribes. Resources/Expansion accounts for the resources that the Harpy tribe currently has at its disposal, how to increase productivity, and spearheading new discoveries. General Welfare is often the most popular member of the Harpies, as they’re the one that deals with issues within the Harpy tribe, including education and financial stability. If there is a topic that seems to land within two ranges of authority, then the two members would cooperate. Take trading with another tribe for instance; this would fall into the control of both Tribal Relations and Resources/Expansion.

Harpies can manipulate the air and wind currents. Their abilities are shaped by their personalities. If they have a big presence and outgoing demeanor, they often lean towards forming large blasts of air and vortexes. If they’re more meek and timid, this Harpy would have more refined control over the smaller details, such as using the wind to move small objects.

Harpies are often small in stature, but some can be tall. They're slim and often clumsier on land then they are in the air. They are the most agile flying winged tribe. Their strength isn’t great, but their ability to move in the open air is unmatched.

Harpies have feathered wings, like those of a bird. Instead of hair, they have feathers on their heads. Like the Drakonics’ scales, their feathers have a similar spread from the base of their wings to their forearms and waist. Harpies have no hair whatsoever. Their feathers can be any color of the spectrum, while their eyes are usually orange, yellow, or green. Other colors can occur but are rarer.

Current Leaders:

  Tribal Relations: Robin Squal

  Resources/Expansion: Crane

  General Welfare: Gray-Eye Toll

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Luc-Luc

This tribe is the most balanced. They aren’t purely militaristic, mediative, or uniquely structured. Luc-Luc have a bad reputation stemming from living in secluded areas, such as canyons or forests. In actuality, the Luc-Luc are one of the friendliest tribes. Their citizens greatly praise creativity and they haven’t had a major conflict in generations.

The Luc-Luc power is one of the two most unique powers of any tribe: Familiars. Luc-Luc can create beings to serve a purpose. And these creatures can be as unique as the user wants them to be. The most common Familiars are those based off of animals, but some are created based on knights and stories or simply from imagination. Familiars disappear if they sustain too much damage or if their creators grow tired. Sustaining a Familiar takes constant energy, and they’ll shatter if their creator doesn’t have enough to maintain them. Most Luc-Luc express their creativity by giving their Familiars markings or patterns. Markings are easy, but actually creating ambitious Familiars is far more difficult. The more outrageous or extreme the Familiar is, the harder it is to create and maintain. That’s why most Luc-Luc keep their Familiars to animals, which are far easier.

When it comes to physical prowess, Luc-Luc are rather average. They don’t have remarkable strength or agility. Some are known to be beyond flexible, but that’s the extent. They’re in the middle, and their body types can range to practically any kind. What they lack in this category, they make up for with their remarkable abilities and wit.

The Luc-Luc are a land-based tribe and prefer places without much sunlight to seek permanent residence. Luc-Luc have scales covering portions of their body, starting from their joints and radiating outwards. Like the Drakonics, these scales eventually pass over to skin. Luc-Luc eyes changed between round and slits based on their current stress levels. They have hair on their heads, but they also have horns, which come in a variety of shapes and sizes. Aside from these, their most notable feature is their lizard-like tail, which is usually slimmer than those of a Drakonic. Luc-Luc tend to have darker colors, most commonly grays and blacks, but can also have undertones of dark shades of purple, red, blue, and green.

Current Leader: Abyss Spinner

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