Some examples of fireworm names are: Caldera, Manticore, Eruption, Coast, Pumice, Ash, Tropic, Equator
If a Clan does not have a minstrel of their own, it may reach out to a neighbouring Clan for assistance. For minstrels, conducting this ceremony is part of their duty to all fireworms, and should they be asked they will always agree to sing at the funeral, even if their Clans are rivals. It is perhaps the worst possible offence to hinder a minstrel on their way to carry out this sacred duty and considered unforgivable by all fireworm Clans.
Stone is chipped away at using claws or glove-like tools. The exact layout of a Clan's home varies greatly, but they usually have a nursery for eggs and youngsters, quarters for Clan members, a common area for socialization, and a few places for storing food and valuables. The nursery is often in the deepest part of the caverns to keep the eggs safe, dry and warm. Depending on the Clan’s size and resources, each Fireworm might have their own private quarters or share with their mate and family.
Due to their lack of hands, fireworm architecture tends to avoid doors; if privacy is needed it’s more common for a Clan to put up curtains over archways than a door with a handle, and if security is needed it’s far easier for them simply to shove a large rock in front of the entryway.
Larger Clans may have an audience chamber and quarters for guests from other Clans should they need to engage in diplomacy, or even underground gardens and farms where crops and livestock can be tended to safely.
These homes are valued highly and seen as an integral part of a Clan’s identity. To destroy or attempt to steal another Clan’s home is an unforgivable offence and is the cause of quite a few long-lasting feuds.
Their lack of hands makes visual arts difficult, to say the least; sculpture is one thing they can practice without too much difficulty, and they decorate their homes and territory with everything from massive monuments to intricate patterning. They are fascinated with weaving and painting, and those Clans who are friendly to outsiders are happy to trade for such goods.
What they are best at, however, is singing. Fireworms have a strong bardic tradition, and pass on their histories through music; each Clan has at least one minstrel whose job is to memorize the songs of their heroes and write new ones as time passes. Most Clans do not have written histories. It is considered a terrible thing to kill another Clan’s minstrel, especially if they have not passed their knowledge on to anyone else, as it is like destroying the memory of that Clan.
The Third Brother
A song viewed with scrutiny by most, but popular with the Viper Clan. “The Third Brother” tells of the younger sibling of the Brothers of the Flame, born during a cold spell on the island after a large eruption. Like his siblings, he was abandoned by their mother at hatching, but failed to find a Clan willing to take him in for many years until he encountered the Two Brothers and reunited with them on a hunt.
It is an alternate telling of the Legend of the Two Brothers where an Iceworm brother also took part in the defeat of the goddess Firemaw. He not only aided his older siblings, but was instrumental in countering her fiery rage, freezing lava floes before they could threaten the homes of the Clans.
After the fighting was over, the brothers lived in peace for many years. After the ash cleared and the overwhelming heat of the Island of Fire returned, the Third Brother, unable to handle it, fled far north. Without his presence Iceworm eggs withered, and hatchings were born sickly, accidentally cursing those who had once carried his blessing.
The song goes on to promise the Third Brother’s return and the breaking of the Iceworm’s curse.
The Basalt Clan and others who are friendly with outsiders are an exception to this rule; they often trade precious metals and gemstones for services such as piercings and tattoos, and hoard jewelry despite the difficulty of putting it on and taking it off.
Different Clans have their own preferences for clothing/jewelry and visual motifs they adorn themselves in; see the Fireworm Leadership page and the sections on each major Clan for more information.
Most fireworms prefer spicy foods, as they have weaker tastebuds due to the thick layer of protective skin in their mouths to keep them from burning themselves when they spit lava, and can't taste anything that isn't strongly flavoured. Many extremely spicy peppers can be found growing across the island, and fireworms are famous for chowing down on them as a 'delightful snack' without even blinking.
Small Clans and lone fireworms in desolate regions are always at risk of being robbed by larger Clans and are even more possessive of their resources. They normally gobble down their food raw, not even bothering to cook it for fear that it will be taken from them.
Clans take care of their own. They hunt to feed eachother, share resources, and care for the sick, injured, and those too old or young to care for eachother. Most Fireworms live in Clans, but those unfortunate enough to be exiled or otherwise be deprived of the protection of a Clan have it a lot harder.
Most are forced to live in the Clanless Valley, a desolate place that any sane Fireworm would leave well enough alone, and thus the Clanless are free from the bullying of Clans. It is a savage, everyone-for-themselves sort of existence, and most Clanless die young.
There is hope, of course; Clans are made up of families, and thus need outsiders to join so that they can produce the next generation. A Clanless dragon who can charm a mate or impress a Clan with their skills will often be invited to join.
There is no formalized priesthood for these gods, and each Clan honours them in their own way - although the minstrels of the fireworms are viewed as having a unique connection to the gods and a responsibility to ensure that their stories are passed on. The Brothers are loved and revered, whilst Firemaw is feared and hated by most.
The Brothers of the Flame are the gods of fire and ash and bring warmth and light to the Island of Fire. Due to their influence, twins and fire-related imagery are considered lucky, and cold or winter-related imagery is considered a sign of bad times to come. It is believed that they were raised by ancient fireworm Clans long ago, and to protect their adoptive parents, challenged their mother, Firemaw, and put an end to her path of destruction.
Firemaw is the goddess of destruction, feared by most fireworms, trapped long ago beneath the surface of the Island of Fire by her twin sons to prevent her from attempting to destroy the rest of the Realm. It is said that the eruptions and violent noises that follow are her angry cries, and earthquakes her writhing and digging beneath the surface to try to break free and get revenge on the fireworms and her sons.
Other folk beliefs on the Island of Fire are:
- The cragsnatchers - creatures said to dwell in the forgotten caves and crags of the Island of Fire. Although they are shy around groups, should a dragon wander off alone near unknown caverns, they might be stolen away by the cragsnatchers and never seen again. Minstrels often sing tales about them to their Clan’s hatchlings to discourage them from wandering off on their own.
- The smokewalkers - sometimes, when flying through clouds of ash or smoke or steam, fireworms claim to see strange figures flying with them, even when they thought they were alone. These are called the ‘smokewalkers’, and considered to be an encounter with the souls of the dead making their way from their past life to their new one. A run-in with a smokewalker is believed either to be a sign of good luck or misfortune to come.
- The steamriders - invisible creatures said to be responsible for hot water geysers. Playful and harmless.
- The salamanders - reptilian, glowing creatures said to dwell deep within the Island of Fire in pools of magma, leaping up into the air in a brief flash of glowing brilliance before vanishing again. Minstrels have many tales of their world-beneath, a wondrous land made from liquid fire, and all the strange powers and skills salamanders are said to possess. Seeing a salamander is believed to be good luck. The songs of minstrels often feature ancient fireworm heroes seeking out salamanders for their blessings and receiving wondrous gifts.
- Ash and Soot, a pair of tiny, dragonlike creatures. Tricksters who are often blamed for small misfortunes or when something you lost turns up in a place that you swear you didn’t put it.
- The deadly Wintersbreath, a wild and dangerous iceworm abandoned in the Clanless Valley as a hatchling, said to strike at lone fireworms who stray too far from their clan’s protection. Most likely just a myth.
At the start of each year, the Song Clan’s members hold a ceremony known as the Changing of the Winds, where every clan member may volunteer - or abstain from participating - in what is essentially a song ‘duel’ conducted over the next week. Each night the clan votes on a favourite between two contestants, and by the end of it, only one individual remains; they will be the clan’s Singer (leader) for the rest of the year and are responsible for directing the clan’s votes on issues and counting votes.
Gamesday (first Saturday of February)
A day of celebration, Gamesday is awaited with great excitement by fireworm hatchlings each year. It is an occasion celebrating the young and a time when the members of each Clan set up elaborate and entertaining activities for the children around them. The day is usually ended with a large meal of the local hatchlings’ favourite foods, and minstrels singing exciting songs of the Clan’s heroes.
Debtor’s Day (June 25th)
Celebrated by all clans, Debtor’s Day is, as the name might suggest, a time to pay one’s dues. This typically manifests itself in fireworms giving gifts to parents, mentors, and leadership figures in their life to show gratitude for the individual’s hard work... but may also take the form of tracking down those who have wronged them to get revenge.
Stormswell (first storm in April)
The Island of Fire’s storm season lasts from April to November, a period where violent tropical cyclones can form, bringing with them heavy rains and strong winds. Most of the clans make preparations and establish shelters further inland to flee to in case of emergency… but the Storm Clan awaits the deadly season with excitement, and celebrates Stormswell during the first major storm of the year. They coast the dangerous winds by wing, singing praises for the storm and its deadly strength.
Embersday (first Saturday of December)
A celebration of each clan’s elders and those who have departed to their next life, Embersday is a quiet occasion where the needs of the oldest and most vulnerable of the clan are treated with respect. Younger members of the clan help them clean their dens and listen to their wisdom, remembering that their elders will not always be there to guide them and that one day they will take their place.
- Clan guard
- Clan minstrel (keeper of oral histories)
- Caretaker for children/the elderly
- Clan healer
- Clanless rogue
- Scavenger
- Sculptor
- Hunter/Fisher
- Forager
- Trader
Once a fireworm is of age (at least twelve) they’ll begin an apprenticeship with an older, more experienced member of their clan. Their mentor is responsible for educating them in all the skills required for their future job, be that building, hunting, or even the skills of a minstrel.
Courtship among fireworms is on the more casual side; spending time with the individual who’s caught their affections, giving gifts of colourful flowers or gemstones found on the island, and even singing together.
Their lack of understanding of the concept of legal marriages can at times cause confusion and conflict in relationships with non-fireworms.
Clanless hatchlings, on the other hand, rarely make it to adulthood. Clans who come across these young dragons will often offer to take them in, though unless their parents have some valuable skill, the invitation rarely will be extended to them.
Fireworms do not have a concept of marriage or illegitimacy. While some may enter into monogamous relationships that last a lifetime, it’s just as common for individuals to have numerous romantic partners over the years or even to engage in polyamorous relationships.
The only time the issue of parentage is a problem is when Clans squabble over the hatchlings of two of their members. Because of this, Fireworms are discouraged from relationships with dragons from Clans of equal size without coming to an agreement on what is to become of any hatchlings, as wars between Clans have been started in the past over which one the children should have membership in.
As a whole, the fireworms do not know much of either runesmithing or alchemy, and Clans from deeper within the Island of Fire who have little contact with outsiders may not even know of the existence of such forms of magic.
Lastly, familiars are the subject of many legends passed down by fireworm Clans and are believed by many to have been crafted by the mythical salamanders.
Coulée is a surprisingly musical language, lacking a written form, where changes in pitch and the length one holds notes for forms words and sentences. Those unfamiliar with the language often describe hearing a group of fireworms talking sounding as though they’re listening to a flock of songbirds chattering with each other.
Land of Rivers
Springsingers
Sundrakes
The sundrakes keep well clear of the more hostile clans after an incident involving a few scorched merchants at the edge of Firemaw Clan territory.
Meros
More insular fireworm clans are extremely disdainful of human contact and look down upon the Basalt Clan for engaging with them, but their expanding wealth and importance in the world gives them little reason to care, and has swayed other clans away from being as unwelcoming to outsiders.