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Published: 2019-02-27 02:01:10 +0000 UTC; Views: 738; Favourites: 4; Downloads: 0
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Description
One of the innumerable player guilds in the unfathomably complex game “t3nnis”. The Flightwinder Guild is a composed of many unrelated creatures uniting under a common code of conduct emphasising group work, architectural prowess, and swarm tactics. Though it is not directly named after social insects, the FlightWinder Tribe shares tremendous reverence for the bee, and incorporates some of its aesthetic. All true members of the Tribe have yellow and grey color schemes and often alter themselves mechanically or organically to more closely resemble their intepretations of bumblebees, wasps, or other black and yellow Hymenoptera.Unlike the Bugsmashers Guild , the Flightwinder Guild doesn't seek and destroy creatures that deviate from their lifestyle. They prefer instead to have their actions speak for themselves and adopt a passive "holier than thou" attitude towards the unaffiliated. Flightwinder Guild bases are often immensly tall and intricate, but usually low tech. The most common form of Flightwinder Structure is a tall cube made of a single plentiful resource. These buildings are trustworthy and often quite impressive, but their purposes are often limited to storage, sleeping quarters, or some combination of the two. Flightwinder Guild members do not naturally pick fights with other organizations, but their immense demand for new construction materials may put them at odds with other civilizations, and they will beseige any town that dares to steal from their admittedly copious reserves.
Flightwinder Guilds, ironically, do not have a matriarchy or even patriarchy. Instead, each Guild location is headed by an oligarchy of roughly 4-6 leaders. Said leaders are those who have proven themselves useful one way or another, and continue to be leaders as long as they continue to benefit the Guild. Leadership in the Flightwinder Guild equates to a title of respect more than authority, and most leaders serve a figurehead purpose and have only some roots in the guild's collective actions. To abuse one's power as a leader is to lose the position. At the same time, to refuse a direct request by a leader is considered very bad form.
In battle, Flightwinders are fond of ambush manuevers and shock tactics, often attempting a total, sudden, and complete blitzkreig of an enemy force. Despite their "we are many" ideology, they all individually desire self-preservation, and will not hesitate to change tactics on a whim. To assault a Flightwinder Guild is to invoke the wrath of every occupant. To assault a Flightwinder Guild with overpowering force is to make every occupant retreat.
STRENGTHS:
Coordinated decision making
Little to no dissent in ranks
Highly adaptable
Self-sufficient; builds their own structures
WEAKNESSES:
Can be blinded by arrogance
No centralized power (or powerful member)
Few alliances; only truces with other civilizations
Easily cowed by dangerous odds
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Comments: 2
detectOplasm In reply to littleboyfood [2019-02-27 03:00:35 +0000 UTC]
Individuals whom'st aspire to le wasp
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