The Flóff

Description:
The Flóff (F-low-off) are a bipedal race of avian-humanoids that can manipulate the weather and tides across Éordiarx’s surface. Within the books these peoples are shown to have yellowish-tan skin tones (typically), while depicted as being taller than most Únoff there is no standard height given. All Flóff have a single set of wings to their backs, one that does not grow back and does not heal well, though depicted as large, there are no defined wingspans. Throughout the series, wingspan seems to have some relationship to the length of one's arms, as stuns in grow directly affect wingspan and the abilities to fly. It is also shown that the lifespan of the Flóff seems rather long, as those within their forties look to be in their twenties. Along with this, the Flóff skin seems to be rather leathery in texture, with some resilience to both weapons and magic.

Other notable features within the Flóff race are their sharply pointed chin, somewhat upward slanting head, and rather pointed ears. Hair color and wing color also seems to vary depending on the environment in which the Flóff lives, with those near coastal areas taking on light blue or dark blue colors and those within rocky areas taking on reds and oranges within their coloring.

Life Style:
Two main areas make up the most commonly found life styles with the Flóff provinces. The first being strict adherence to a military life, the cornerstone being a ferociously followed code of strength and honor. The second being a life of cloud shaping, weather management, or tide control. Much like the Únoff, the Flóff people can control a portion of the world's magic, most notability through the ability to manipulate the weather. While not fully able to generate storms or dangerous weather patterns, the Flóff are able to direct such destructive events. Though, as shown during the Three Wars (History) tornadoes, tidal waves, and even snow storms can be manipulated as military weapons with enough effort purely on their part. Despite this fact, a clear fracturing between these two groups and the lesser mentioned trading side of the Flóff empire have arisen, the more war bound part of the tribe calling for strict followings of tradition and the newer more peaceful side calling for a role of support.

Interactions With The Other Tribes:
The book series predominantly follows the point of view of the Únoff, with only two books truly following the Flóff side of the story. With that said, the life style of the Flóff are clearly depicted as a xenophobic, isolationist type of people. The Capital, known as Pegpolis is a prime example of this. Many fully controlled settlements of the Flóff are floating cloud structures held up by the Léux. Due to this fact, relations with the land dwelling tribes are often looked at as unnecessary. Before the events and aftermath of the Three Wars the Flóff way of life entailed little to no farming, with fishing and raiding being the primary source of food. When battles could not be won, the Flóff would simply ensure no rain would fall for their enemy's crops (See the History tab). Only under the recent Artésque treaties have the Flóff been forced into a life style of self providing. Of course, with the demand for weather patrols and various protection treaties between the Únoff crown and Flóff Empire the need for farming has still yet to take hold. Within the series, those Flóff not within their own territories often take on a dual role of weather patrol and protection, typically trading their service for food or material. Though, a nation of "sell-swords" the existences of a Flóff trade group known as the Flóff Pact does suggest trade endeavors, most notably consisting of fish.

The Grifón:
While most conflicts between the three main tribes tend to involve the other tribes, the Flóff have found enemies beyond their Únoff and Dẃoff neighbors. Once such enemy is the Grifón, a race of sentient, yet very barbaric race of bipedal-bird people. Unlike the Flóff, the Grifón lack all human like features aside from the simple two legs they walk on. Instead, a fur like rows feathers line their body, similar to that of penguins in how it makes up their "skin". Aside from this, the Grifón have one pair of wings, yet unlike the Flóff, do grow back. Other distinctive features include clawed hands and feet as well as a beaked face. While not magical like the Flóff or Únoff, this race was forged in the outer lands of the Oválll, years of corrupted magic allowing their simple barbarian-like life style to carry them into and out of fearsome battles for territory within the East. While not menacing within the air, the Grifón's large numbers tend to overwhelm the normally smaller, elite trained groups of Flóff soldiers. Due to constant on and off again wars, the Flóff have entered into numerous treaties with the Únoff and Dẃoff, forcing uneasy allegiances in times of crisis.

Religion:
As before, none of the big three tribes have a dedicated religion system. Instead, codes tend to be the most notable set of beliefs followed, while the Únoff have such codes and laws written, the Flóff do not. Instead, these beliefs are shared through tales of bravery, honor, and strength; due to this, no simple belief can be put to paper. Though, such teachings have ingrained a very real sense of honor codes, sadly, as shown throughout the series it is this lack of true law that prompts such friction between the Flóff people. Ultimately, it is the role of the ruling Emperor to properly define the meaning of honor and strength though example. Those who have dishonored this way of life are subject to Dé-flok, which is the removal of one's wings and banishment from all Flóff holds.

Marriages:
Unlike the Únoff and Dẃoff, the use of marriages and family units are non-existent for the most part. Instead, Yiftiñ (Yee-if-tin) the young, are raised via a societal effort with the family unit being replaced with sort of military academy or trade school. Mating also is encouraged only to forge better young, though the concept of mating for joy has been brought up. Typically, mating is deiced via combat, with a single male challenger against a female, if the male (or combatant) is victorious they are presented with a Quétzal feather. All Flóff females are presented to a Quétzal bird once born, the bird is believed to pick off a feather for each "combatant" they will face during their life. While it is more symbolic, while a female Flóff has a feather they cannot refuse a worthy challenger. If bested in combat, the female Flóff must give up one feather until the victor claims what they want no matter what it is. While the feathers do not represent the amount of children one will have, the common tradition is to fulfill the numbers of feathers given with children. Asides from this mating ritual and the replacement of a family unit with that of the government, there still exists a choice. Society for the Flóff while dominated by tradition does not always mean divergence from it results in death or shunning. As such, some Flóff of high status do often raise one child personally, normally grooming them for their inheritance. Of course, typical practices of have children placed within military academies or camps normally resulting in very infrequent, if any relations with biological parents. The main result of this is seen within the names of many Flóff characters. Those who were raised by a parent with some prestige have both a first and last name. If they were raised via a camp (military or trade) they take on the name of said institution.

While education is not as profound as the Únoff, all Flóff are taught basic skills via historical accounts of battles or such skills that would allow them to develop or understand military tactics. Though, as shown in the books, only areas under total control of the Flóff empire (cloud cities) have a formal style of learning. Land based camps most commonly found well outside of Únoff or Dẃoff holds are more sporadic with what their youths' learning. While fighting, war, and the Fra’ha (honor only obtained through battles) are stressed throughout the empire no matter where, camps closest to land dwelling tribes tend to take on some skills or learn some traits that help better accommodate the local Flóff to the hold they either protect and/or control the weather for.

National:
At its heart the Flóff government is headed by the strongest and most capable military commander, taking on the title of Emperor. The Emperor has a council of advisers known as the Avezý, the number of these advisers has varied between rulers, though the number is always left with an odd amount of advisers. While the advisers are heeded, the ultimate decisions are up to the Emperor only. Despite this, war councils are called for large scale military conflicts. While the Emperor has control of the Flóff forces, typically a hand pick commander of the armies are chosen to lead said forces into battle. Interestingly, military commander who have been picked for such task also become diplomats for the Flóff Emperor, leading to a very militarized political climate. This has of course brought about many wars within the tribes and even lead to the current environment of Artésque (History).

Local:
On the local levels, unlike the Jartáls within the Únoff and Dẃoff holds, the Flóff settlements outside of the cloud cities are headed by camps. Within these camps, the a hierarchy is as followed: Alphé, Pexřá, and, Thrće, the Alphé is both picked and/or sanctioned by the Emperor. The Pexřá and Thrće are both positions typically picked by the Alphé, however, as with any position any camp mate may challenge another for their position. Challenges however must be warranted with no question of challengers' honor and ability to lead. This of course becomes more strict as the positions being challenged is increased. At the national level, the emperor can be challenged by any Flóff, though at least one member of the advisory (or a different member of the advisory if an adviser is challenging) must acknowledge the challenger. Because of this, the positions near the top of any level of government tend to be only the strongest or most revered. At the local level, killing within these challenges or the slashing/stabbing of any wings results in the immediate exile of said perpetrator. As a result, the peaceful transition of titles if defeated is to be expected, according to tradition, the defeated party also gives up their weapon.

At both levels, within recent years the system of challenging and fighting for favors and positions has diminished under the rule of the current Emperor, Emperor Gust. The books however have hinted at the fact that this era of peace seems to only be stable so long as Gust is in power.

==== As an additional note, while any Flóff can challenge the Emperor, not just anyone can take on the throne. Instead, if the challenger is victorious they will be taken to the Léux, the source of all power within the Flóff empire (see Márjx) if the Léux does not accept the new Emperor they are killed and the process is continued until a new Emperor is crowd. This however has only occurred once in the history of the Flóff, resulting in the Fall of Blood, several city sized riots in which the remaining advisers waged war to determined a worthy successor. ====