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Post by Administrator on Feb 1, 2011 19:55:46 GMT -5
Selenitas Pets List AviansCap'n, male, owner Raebeli Ilea, female, owner J'ash FelinesSpice, male, owner T'san CaninesAzrain, male, owner Ruliana Heimdall, male, owner Samael Path, female, owner N'rik Pippin, male, owner Olivia RunnersRazorclawsGawain, male, owner Iskierka Nefertiti, female, owner Maximillian Raven, male, owner Cr'oph Shira, female, owner Merridan Thross, male,owner E'rro
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Post by Administrator on Feb 1, 2011 19:48:36 GMT -5
The Selenitas Legacy Founding Weyrleader Sh’men of bronze Zygoaith :: Founding Weyrwoman Selenitas of gold Elliarth History -- Turns 2672-3008 (I)2672-Elliarth(2) and Selenitas(16) found Selenitas Weyr (II)2722 – Gold Xianth Impresses to Selena(30) 2724 – Selena(32) Senior Weyrwoman (III)2732 – Gold Ryth Impresses to Seleran(18) 2744 – Seleran(30) Senior Weyrwoman (IV)2747 – Gold Myateth Impresses to Sierra(12) 2762 – Sierra(27) Senior Weyrwoman (V)2781 – Gold Dimaeth Impresses to Sylvarra(14) (VI)2804 – Gold Kishreith Impresses to Sieveye(19) 2825 – Sylvarra(58) Senior Weyrwoman 2828 – Sieveye(43) Senior Weyrwoman (VII)2843 – Gold Dryth Impresses to Simonyeva(22) 2844 – Simonyeva(23) Senior Weyrwoman (VIII)2861 – Gold Igaleth Impresses to Sirayuan(13) 2876 – Sirayuan(28) Senior Weyrwoman (IX)2890 – Gold Tygreth Impresses to Serava(17) (X)2930 – Gold Yuith Impresses to Seirayan(14) 2931 – Seraya(58) Senior Weyrwoman 2952 – Seraiyan(36) Senior Weyrwoman (XI)2968 – Gold Fath Impresses to Sera(16) 2971 - Sera (19) Senior Weyrwoman 2986 – Seresta born to Sera(30) (XII)3006 – Selenitas line broken when Aslath Impresses to Shmee [/i][/color][/size]
Selenitas Weyr Written by Ember Founding of Selenitas Weyr: 2672-3008Selenitas Weyr was founded by Selenitas and Sh'men, a break-off goldrider and her Weyrleader from another southern weyr. The jungles around Selenitas river provided a challenge that the absent Thread no longer could. Fifty turns into the founding of Selenitas Weyr, Selenitas' gold Elliarth finally produced another gold. This gold Impressed to Selenitas' only daughter and so the Selenitas Line was born. The single gold of any generation continued to be born to Selenitas' descendants and under their power the weyr was respected and those beholden to it were wealthy. Selenitas remained well loved and was working towards settling the growing fued between Benden and Fort until Serava Impressed. She was pulling the strings behind every weyr and controlling the southern Holds by breeding and releasing felines into the jungle once more. Corruption ruled Selenitas and the Holders grumbled about the Selenitas Line until the day it was broken. Gold Aslath Impressed not to Seresta but to Shmee. Seresta committed suicide and he promised Weyrleader, R'anatar of Bronze Wereth, went to Fort to join the war. Thread began to fall once again, Sera and Fath passed on, and Shmee came into power. The immature young woman was left to support Selenitas Weyr largely by herself. A new age for Selenitas Weyr had been ushered in and only time would tell what would happen. The New Age and a Strange Arrival: 3009Oh the things time did tell. Little did Selenitas know, the arrival of Goldrider Kaegan and Millieth from Benden would attract the attention of the northern weyrs and culminate in their unwilling participation in the war. Kaegan told tales of queens being drugged at Benden Weyr under the iron-fist command of C'leon of Bronze Morsrath. Selenitas Weyr was further shaken when Fath's final clutch hatched strangely deformed dragons. Absent from the Hatching Feast was Weyrwoman Shmee. She later returned from Benden Weyr shaken but with new resolve. This resolve came none too soon because C'leon crashed Aslath's maiden flight. In desperation to avoid Morsrath and Selenitas Weyr's subjugation to Benden Weyr, Aslath chose bronze Salenth and S'rei became Weyrleader. Aslath's clutch hatched safely and without any deformities. The Shadow Games: 3010The next turn brought about a series of dark events involving a lot of underhanded trickery. It first started with the poisoning of Shmee committed by a traitor who paid for his treachery with his life. Following that was the Weyrling Massacre agents from Benden carried out. As if that wasn't bad enough, Selenitas Weyr was privy to the formation of High Reaches Weyr following the escape of Fort's Junior Weyrwoman. She brought news of D'loro and Kamerai's deaths at the hand of C'leon and sought assistance. Selenitas refused so the junior weyrlings and candidates were kidnapped. Following that Selenitas Weyr was further destabilized when both of its leaders went missing - Shmee was kidnapped and S'rei took a wing to find her. Shmee turned up in Benden's custody when C'leon attempted to have both Weyrwomen killed. S'rei also returned but too late for Salenth to win Aslath's flight. Weyrleadership transferred to Ka'rys of Ciceroth and a new goldrider, Savitri of Gold Hepaticath, Impressed at the subsequent hatching. The End of an Era: 3011Compared to the turn before it, 3011 was quiet. T'rid's bronze Corinth caught Aslath and so the Weyrleadership changed once again. The turn did, however, mark the end of an era - that of Shmee as Senior Weyrwoman. The tithes were poisoned and many became ill or died. Shmee was among the casualties. Kaegan stepped up as the Senior Weyrwoman and Millieth was caught later that turn by K'roi's bronze Gareth. Siege of Selenitas: 30123012 proved to be one of the darkest turns of Selenitas Weyr's history. Benden launched an all out attack on the weyr that came to be known as the Selenitas Siege. At the time many out Selenitas' outbuildings had been made of wood and were burned. The infirmary exploded, set aflame to smoke out the Junior Weyrwoman and those that protected her. Benden also attacked the weyrlings and lost their Weyrsecond to the group protecting them when C'leon was killed by Kaegan with some assistance from Arga of Gold Baith. With the deaths of its leaders, Benden's attack failed and Baith ordered her dragons home. Still reeling from the attack from Benden, Fort showed up demanding the appearance of the Weyrleaders to determine the whereabouts of Bronzerider J'lorin and his wings. A Benden transfer revealed that the Fort bronzerider had actually taken Benden Weyr the night of the Siege, invited in by Baith herself. The turn left them on a light note as Hepaticath rose to mate. Losses and Almost Losses: 3013The high note was not to last for someone attempted to steal Hepaticath's eggs once they were clutched. Through the combined effort of dragons, riders, and candidates the eggs were kept safe. The mysterious would-be thiefs were correct in their assumption that a queen egg was among the clutch and gold Jingth Impressed safely to Meira. Their happiness did not last long though because people were disappearing at random, never to be seen or heard from again. These disappearances were brought to greater attention when T'rid was killed during a Gather. The mystery surrounding the deaths was nearly palpable, and people began wondering if it was the same odd group that had attempted the egg theft. All that took a backseat when the epidemic struck. It took many victims, such as Weyrleader K'roi, and weakened many others. K'roi was replaced by S'rei as Salenth once again caught the Senior Queen. Under his Weyrleadership an alliance with Benden Weyr was formed. With the alliance came fighters from Benden Weyr to assist Selenitas Weyr. J'lorin also illuminated just who had been behind the attempted egg theft - High Reaches Weyr. The High Reaches Problem: 3014The next turn started with a Hatching, a nice change all considered, until Selenitas River was poisoned with fellis - a direct attack on dragonriders via their bonded lifemates. The turn devolved from there with High Reaches Weyr's destruction by Fort Weyr and Selenitas taking in the remaining refugees. Fort Weyr arrived, demanding that Selenitas hand over the remaining riders, and when they refused the main hall was destroyed, the defenseless were terrorized and the infirmary attacked in order to kill the injured High Reaches riders. Selenitas Weyr rebuffed the attacking Fortians and reorganized themselves in order to better protect themselves in the future. Wasteland Takeover: 3015As part of their alliance with Benden Weyr, Selenitas took in a group of prisoners after they recovered from Fort's attack. For a while those prisoners seemed harmless and the only thing of interest was the dicovery of an old gemstone mine. Little did Selenitas Weyr know that those prisoners were part of something far bigger, a rogue Weyr known as Wasteland Weyr. The rogue weyr was made up of Benden Weyr rejects under Ja'kin's Weyrleadership. Bent on reclaiming their old weyr for themselves, Wasteland took over Selenitas Weyr. This marked the birth of Burimyu Weyr when the Legatus Wing with Meira escaped, bringing with them the Senior Weyrlings and a handful of others. The majority of Selenitas Weyr was unable to escape before Wasteland Weyr secured the Weyr, such as the Junior Weyrlings and the Wherhandlers. Wasteland properly showed its dominance over Selenitas Weyr after Bronze Demotaeth caught Millieth. Wasteland riders culled most of the mutated dragons from Millieth's resulting clutch, resulting in unprecedented tension between the two factions. The Exiles Strike Back: 3016Wasteland continued to subjugate Selenitas Weyr, attempting to merge together in order to take down J'lorin. When their tithes were stolen the Weyr responded by increasing their patrols. Hyphen Hold Gather made their vigilance pay off - Wasteland discovered Burimyu riders at the Gather and managed to kill some of them before they escaped. Wastelanders were not satisfied with this though. Ja'kin had not delivered on any of his promises and so he stepped down and H'nes of Bronze Quarth took over. For the rest of that turn things at Selentias were relatively quiet, if still tense between the natives and the captors. Destruction of Selenitas: 3017Selenitas Weyr had settled into the routine by 3017 fairly well. Natives of Selentias Weyr even participated in a battle against former comrades - admittedly, largely against their wishes - when they caught Burimyu riders in the act of stealing tithes. Any triumphs for Selenitas Weyr were short lived though. An earthquake destroyed the Weyr resulting in their Weyrleader's death. With the infirmary hit as well during the earthquake there was little support once the Wherhandlers helped dig the trapped inhabitants of the Weyr out. With Millieth ready to clutch any day and no Hatching Sands for her to lay in, it was with relieved suspicion that Selenitas Weyr accepted the arrival of a group of Burimyu riders. They offered assistance to the vulnerable and broken Weyr and so Selenitas Weyr - former Wasteland riders and all - merged with Burimyu Weyr to become New Selenitas Weyr.
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Post by Administrator on Feb 1, 2011 19:45:25 GMT -5
A History of Fort Weyr from 2979 to 3119 Originally written and compiled by Requiem. Last years added and reformatted by Rei Of the three weyrs remaining to Pern at the end of the Long Interval following the Ninth Pass, Fort Weyr remained the largest and most integrated with the holders. Perhaps this had much to do with its proximity to Fort Hold, arguably the center of Pern commerce and craftsmen. Fort Weyr had long since adopted the patriarchal mindset of the holdfolk of Pern, if only because conformity was one of the only ways they could possibly ensure their existence. There were few enough things dragons could be called on to perform. Transportation, deliveries, aerial shows and emergency response and relief teams were the most common jobs. Fort Weyr struggled with Benden Weyr to secure these duties in order to sustain itself, and developed a fierce sense of rivalry toward the other northern weyr because of this. Fort also created a strong sense of loyalty amongst its own riders, and what could only be described as paranoia toward outsiders. This paranoia was actually based on an instance in which a Benden transfer sabotaged…ah, but the event is now forgotten. Only the paranoia remains. Turn 2979-2981 The Birth of a True QueenIn the turn 2979, a young woman of seventeen Impressed a gold hatchling on the Sands of Fort. This event became one of the most significant to Fort Weyr, as Grenostith was the only gold daughter produced by the then aging senior gold, Kimensth. Grenostith was a gold after the queens of legend. Strong and regal, powerful to the point that a single kind word would have males falling into line behind her in worship, she became a symbol of the matriarchy long-abandoned. This gold had no need to command; she was well-loved from the beginning. Her rider, Kamerai, appeared to be precisely the opposite, a quiet, mousey creature who followed the whims of men without question. It came to pass that someone at Fort felt that Grenostith and Kamerai would be better choices for the senior goldpair…or perhaps they simply didn’t want two golds, and it made more sense to keep the youngest. For whatever reason, Weyrwoman Illia was found dead under suspicious circumstances, Kamerai elevated to the position right before Grenostith rose in her maiden Flight in 2981. 2981-2997 Political Wars, Stolen EggsOver the next fifteen turns or so, Fort Weyr and Benden Weyr continued to struggle for control of the north, their battles purely political. A rather unfortunate incident involving an influential holder’s daughter and one of Fort’s bronzeriders gave Benden the upper hand toward the end of that time, but the true leader of Fort – the manipulative Weyrwoman who pretended at docility – had arrived at a solution. Unfortunately, before the meeting could take place, Fort’s only junior gold succumbed to a mysterious illness. Fort Weyr was thrown into an uproar. In these times, it was uncommon for a gold to clutch more than one queen, and many worried that this event would spell the end for Fort Weyr. Some riders, in desperation, stole the clutch on Benden sands rumored to contain a golden egg. They were sorely mistaken. Benden’s eggs hatched and Impressed to Fort candidates, the eggs cracking early due to the stress long before Fort Weyrleadership could return them. No gold hatched among them. That turn, 2996, marked the beginning of the Northern Dragon War. Also during that turn, a secret affair between Kamerai and a young Fort wingleader sparked up. D’loro was a man above politics, a bronzerider who remained in a place of power no matter who the new Weyrleader became. He might have been insignificant, but he was a brilliant man, and, from the very beginning, Fort won the victory in any battle in which Fort wingriders had D’loro at their head. It was under Kamerai that the now notorious interrogation methods were first developed, and under her that the Dragonless Slave Trade first came into being. These former riders were already broken, demoralized. Why not use them for labor? It became common practice at Fort to gather all blueriders and greenriders – and any of the higher colors who would not serve in Fort wings – taken prisoner in the wars and execute their mindmates while they stood on helplessly. Benden, too, began using the dragonless as slaves, but without Fort’s superior techniques, their slaves paled in comparison. The tribute gained by the illegal sale of these slaves gave Fort a distinct advantage in the wars. 2998-3001 The Drums of War, A Break for BendenD’loro’s Jrenth caught Grenostith in 2998. What followed was devastating for their Benden adversaries. For four turns, Fort dominated the skies, reducing Benden Weyr’s controlled territory to the immediate area beyond the Weyr itself. It seemed that the war was nearly over – and none too soon, in the opinion of many. But this changed when, in 3001, a rogue bronzerider defected to Benden, bringing with him enough inside information to save Benden from distinction – and prolong the war indefinitely. S’rei’s defection would not have been enough, though, had not Grenostith risen not long thereafter. It was not Jrenth who caught her this time, however. Yeahrwith won the Weyrleadership. Mian’he was competent enough, but he certainly was not the equal of D’loro in pure tactical genius, and the upset of a change in leadership in the middle of the war dealt Fort a staggering blow. One fortunate thing did come of it, however; Gold Tollith was hatched that turn, Impressing to Elaira. 3001- 3006 Hard Times and an Unexpected ReprieveThe next four turns proved to be some of the hardest for Fort Weyr. Already a deeply internalized and strictly militaristic Weyr under D’loro, they became still more closed to outsiders than ever before. Transfers were almost unheard of, and only allowed from Selenitas. No Selenitas bronzerider or brownrider would ever be considered. The one notable exception to this was R’anatar of bronze Wereth, accepted for reasons known only to Kamerai. Fort preferred its candidates to be weyrbred, although it would occasionally go on searches of those Holds proven to be loyal when it needed to pad the candidate ranks for a Hatching – usually only taking holdbred females. Although strict, violence between Fort riders was forbidden, on pain of death. They had enough enemies outside the Weyr without having to worry about such foolishness from within. 3006 marked another major turning point. Threadfall caught all the Weyrs by surprise, and sparked a short hiatus in the fighting. In that turn, Jrenth again caught Grenostith, and Fort Weyr began to gain strength almost immediately. It grew more cohesive, the training more intensive, and many of the riders were relieved…particularly when D’loro’s swift reaction to the reappearance of Thread left them the least devastated of the three Weyrs left on Pern. Fort Weyr reemerged as a dominant force in the war almost immediately, and began sending spies to both Benden and Selenitas. Ka’rys of Bronze Ciceroth, Kamerai’s little-known brother, was one of these, and he reported to the Fort Weyrleaders the Impression of Shmee to Aslath – an unprecedented break in the line of Selenitas. 3008-3010 Stalemate with Benden, The Ending of an EraBy the time Grenostith rose again in 3008, Fort Weyr and Benden Weyr were at a near stalemate. For the first time since Grenostith’s hatching, the same bronze caught her twice in a row. Jrenth’s success also resulted in another gold egg, this queen Impressing to young Liosa. Doryith cemented Fort Weyr’s future, as the Weyr’s major disadvantage at this point was the undeniable truth that Benden had more golds and larger clutches. Even the elevation of Selenitas’s Shmee to the position of senior Weyrwoman seemed quite fortuitous. With Sera and her ‘noble line’ out of the picture, an alliance with the southern Weyr became a viable option. This option then all but disappeared when Fort’s betrayer, S’rei of bronze Salenth, then proceeded to win Aslath’s flight despite Morsrath’s involvement. Fort Weyr chose to wait it out, allowing Benden Weyr to expend resources trying to subjugate Selenitas Weyr while Fort remained solely concerned with the north. Ka’rys’s job became all the more important, as he was the one the Fort Weyrleaders had to depend on to keep Selenitas from falling into Benden hands completely if things got out of hand. Such concerns became unimportant in the face of the single greatest tragedy of Fort’s long history. Grenostith rose again. Jrenth won again. But, on that day in 3010, an unknown traitor admitted C’leon into Fort right before the conclusion of the Flight. Many thought Morsrath emerged from the air to chase, but this was merely a misconception. Morsrath had only one purpose – to slay Jrenth and Grenostith if C’leon was, by some strange chance, unable to reach their human counterparts. Jrenth and Grenostith were too preoccupied to notice his presence, as were the riders when C’leon descended upon them while the other chasers were too overcome with lust to fully understand what was going on. Thus, the deaths of Kamerai and D’loro, and the end of a chapter in Fort history. C’leon did not succeed in taking over Fort, which rallied around their dead leaders and repulsed the Benden attack wings that swooped in soon after. Weyrsecond R’anatar stepped into the role of Weyrleader, and the new senior goldrider Elaira fled with her lover, Z’mast, to the abandoned Weyr of High Reaches, too cowardly to face the war after the slaying of the former Weyrleaders. This left Liosa, still a weyrling, as the senior and only goldrider, and R’anatar’s supremacy was assured. Fort Weyr itself, however, remained too shaken up to play much of a role in any but its own affairs. While Benden busied itself with the assassination of Z’mast and Elaira and the attempted execution of Selenitas’s Weyrwomen, R’anatar began systematically removing those most loyal to D’loro and Kamerai from the ranks of Fort. Bronzeriders with a particularly good Flight record mysteriously began to meet their deaths – after turns of surviving the wars – during infrequent skirmishes with Benden. One notable exception was J’lorin. He and Illumiath more or less vanished from the stage at Fort. Rumor had it that the bronzerider had some affection for Kamerai since his brief stint as Weyrleader over a decade before, and that he’d fallen into a black despair at her death. 3011-3014 Weyrleader R’anatar, J’lorin Escapes, Fort Experiments3011 was ushered in with Doryith’s maiden Flight. Wereth pursued and won her, injuring no small number of other chasers in the process and thereby making R’anatar’s position as head of Fort official. The strict militaristic weyr fell under his thumb with little protest, though some whispered of the odd circumstances that put Wereth in a position of supremacy in that Flight – and of all D’loro’s supporters who had perished over the last turn. Those few loyalists remaining began a quiet exodus from Fort as R’anatar’s fist tightened. He didn’t have the power of C’leon just yet, but those who opposed him tended to meet an unfortunate end somewhere out of sight. Seeing that Doryith and Liosa were overwhelmed by the strength and experience of their male counterparts, J’lorin was finally galvanized into action, enraged by the change coming over Fort under their new Weyrleader. At this rate, Fort would be no better than Benden! He began working behind the scenes. Overcoming his great hatred for all things Benden, he contacted Baith through Illumiath, and thus began the alliance that would change the whole face of the war. Illumiath and a small cell of what few loyalists remained split off from Fort and came to occupy Benden while the other northern weyr conducted the momentous siege against Selenitas in 3012. R’anatar was not at all pleased to learn of this new development, but it served his purposes well enough for the time being. While Benden struggled to pull itself back together under a man they’d been trained to hate, he had time to remake Fort into exactly what he wanted it to be. After all, C’leon had the right idea; men were made to lead, and if you can ensure that your dragon catches the queen every time she rises, why not? In secret, the healers of Fort began to explore the possibility of organ transplants, but as the research continued and they grew closer and closer to a successful surgery, they found themselves running out of recently dead and near-dead riders - as well as prisoners - to experiment on. This shortage was answered by 'harvesting' subjects from the druggies of High Reaches, until it was determined that their organs simply weren't up to par as far as quality was concerned. Must be all that substance abuse. Instead, they turned to reaching into the jungles of Selenitas and waylaying lone riders and weyrfolk there. From this source they eventually procured the first successful organ transfer where both the donator and the patient survived. The donator, Sel'n of Kaaoloth, managed to make his way back to Selenitas. Or some faction saw fit to restore him to the southern weyr. The truth remains shaded. One defected Fort rider to High Reaches later, Fort Weyr took the opportunity to sweep in and eradicate the entire weyr to prevent news of their experimentation from reaching the wrong ears. Seven escaped, however, fleeing to Selenitas Weyr. Fort Weyr pursued them, and when the High Reaches riders and Sel'n were not handed over peacefully by the Selenitas Weyrleader, the two Fort wings attacked. And were repulsed quite soundly, as well. 3015-3019 R’anatar’s Plan, The Death of FortFort remained rather quiet through the turns of 3015 to 3017 while Wasteland flourished in the occupied Selenitas. The reason? The Wasteland takeover was actually orchestrated and put into action by Fort Weyrleader R’anatar himself. It was he who pulled the strings behind the civil war in Benden. The reason for his deceit was simple. If he could weaken Benden with infighting to the point where they could finally be overtaken he could win the war once and for all. Benden simply did not have enough power to wage and win a war against both Fort and a combined Selenitas/Wasteland weyr. And so R’anatar waited and amassed his forces for the final strike against a long time enemy. However fate it seemed was not on the Fortian’s side. Before Wasteland could gear up to make it’s strike on Benden a massive earthquake rocked Selenitas weyr. And literally destroyed it. By the time Fort sweeps learned of the disaster and set themselves to scouting the area Selenitas had literally disappeared. As the search for the hidden Selenitas wore on into the year of 3018 R’anatar reluctantly turned his full attention mostly back towards Benden again. This would prove to be his greatest mistake. In turn 3019 Fort was blindsided in a massive attack by the combined forces of Benden and the reemerged Selenitas. Fort rallied in a massive counterattack but in the end it was not enough. R’anatar was finally assassinated by a small group of black op infiltrators and with him went Fort’s last hope of victory. Fort had finally completely crumbled.
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Post by Administrator on Feb 1, 2011 19:43:38 GMT -5
Background
When J’lorin, a Fort bronzerider, swept in during Benden’s siege on Selenitas in 3012 and took over Benden Weyr with gold Baith’s help, it was inevitable that some people would feel betrayed. Benden was their home. This man had fought as their natural enemy for turns, and he and his wing came in and killed who they pleased. (Even though these people were often the most violent, cruel, or radically loyal to C’leon, that can be easy to forget.) There were isolated pockets of unrest and grumblings until J’lorin’s Illumiath won Baith at the beginning of 3013. Now they were officially under the Fortian’s thumb. It started out as little acts of sabotage: herd beasts let out of the pen, spoiled food, tainted water. J’lorin had little choice but to question anyone suspicious. There was no evidence that he was behind it when one of the riders detained for questioning turned up dead behind closed doors, but there was no evidence against it, either. The grumblings grew.
It is hard to pin down the exact time when the whisper began to circulate through the most disillusioned and disgruntled of the remaining Benden riders. A group was forming to retake Benden Weyr from J’lorin. Some received coordinates on the hush to an abandoned Weyr on the southern continent. Many rumors flew, and they grew in frequency when some reported seeing riders wearing different colors raiding some of Benden’s tithe trains, or attacking a sweep rider. Amongst them was a promise of a gold and a clutch for those who chose to travel south…
Life at Wasteland Weyr
Fomerly Monaco Bay Weyr, the location was chosen due to its desolation. It is a good deal east of Selenitas Weyr and all her holds. Add to that the fact that a volcano recently erupted and destroyed all the vegetation in the near vicinity, and there was no reason for Selenitas riders to fly over the area. It is located on the coast, just enough back to be not immediately spotted from the sea. The ‘weyrs’ are nothing more than sheltered wallows dug into the sands and ash, making it very flexible to accommodate increasing numbers. For food, a resident of Wasteland had to find seafood, venture far to the jungles untouched by the volcano to hunt and gather, or raid Southern supply trains, though never tithes meant for Selenitas.
Further raids were conducted on Benden tithe caravans. These tended to be better organized. Skirmishes with the occasional Benden riders was not unheard of, but rare, and always a matter of defense or opportunity. Wasteland riders did not actively go out looking for fights with them - though that’s not to say they’d hesitate to engage when a good opportunity to kill a Benden rider or two presented itself.
Due to the belief that a gold would be showing up at Wasteland soon, the Wastelanders also began conducting Searches. They biased toward males with some sort of craft experience. Most Searches took place in the north, in Benden territory, but there are a few from Fort territory, too. Southern candidates are extremely rare, and are the result of Searches when the war in the north made it too hot to risk raiding parties or Searchriders from Wasteland.
Wasteland Weyr had been functioning for over two turns by the time July of 3015 touched the southern continent. It was a loose coalition of riders and candidates, where the law of the land was be one of the strongest or have one of the strongest around to protect you. Justice was conducted in house and often decided on by uninterested parties who had enjoyed some level of leadership or responsibility at Benden before J’lorin came. These same individuals usually headed up raiding parties. No official leadership was in place, and discontent at the harsh conditions and no end in sight - no retaking of Benden - made things increasingly unstable.
These factors meant that they were all too willing to welcome Benden’s Weyrsecond, Ja’kin of Demotaeth, into their midst. He brought them leadership. He brought them direction. He promised them a real Weyr, and a gold. And within days of his arrival, he delivered…in the form of Selenitas Weyr. Suddenly, taking back Benden Weyr didn’t seem quite so unreachable after all.
Three Generations of Benden
Generally, Benden riders fall into one of three ‘generations’, so to speak. The first is composed of riders who graduated from weyrlinghood before the turn 3006. These riders saw Benden through the beginning of the war before C’leon began changing the political structure of the Weyr. For the most part, riders of this generation see Fort riders as the enemy. They’ve been struggling with them for survival all their lives, lost many people to them in the wars, etc. C’leon, while not necessarily viewed as a hero, was regarded as a ‘necessary evil.’ Without him, Benden would likely have lost the war to Fort long ago. While reasons for leaving Benden may vary, most of this generation chafes at a Fortian leading them, and that’s usually the driving force behind their joining the Wastelanders.
The second generation is the ‘C’leon’ generation, those who graduated from weyrlinghood between 3006 and C’leon’s death in 3012. These were brought up during the oppression and brutality that Benden Weyr is now known for. They tend to respect little but power and strength (only if they can’t get around it somehow), and have trust issues and more violent tendencies, as a general rule. For this group, the issue is not so much a bronze rider from Fort leading them as freedom. They’ve gotten used to no restrictions and find the new environment at Benden Weyr stifling. Most of your ‘problem’ riders will come from this group.
That leaves the third and last generation. These have been conditioned to respect authority and value all colors under J‘lorin‘s new Benden. Very, very few of these would ever go to Wasteland for reasons of their own, and are more likely to follow someone else who went if they go at all.
(Written by Requiem)
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Post by Administrator on Feb 1, 2011 19:38:30 GMT -5
A History of Benden Weyr from 2996 to 3020 Originally written and compiled by Requiem. Last years added and reformatted by Rei 2996- 3003 The Dragon Wars Begin, Impression of Baith, C’leonThere was a time when Benden and Fort Weyr were not so very different, when one dragonrider of the north was much the same as any other. T’less directed Benden Weyr adequately. He was not the most exceptional Weyrleader, no, but he had a good sense for business, and with the Long Interval as it was, that was a necessity. T’less’s Ximateth captured gold Gilganeth frequently enough to keep him the point of contact for the northern holds that fell under Benden’s jurisdiction. And if the holds were reluctant to support Benden Weyr merely as a delivery service and as an occasional emergency rescue source, support them they did. It was lean turns for Benden…just as it was for Fort. The natural tensions between two half-starved rivals were drawn tight before they finally broke in a wave of desperation when Fort riders - acting independently - stole one of Gilganeth’s infrequent clutches from the Sands in the hopes that it might provide the next gold queen that both Weyrs so desperately needed if they were to continue to exist. Thus began the Northern Dragon War of 2996, which raged for a bit over two decades. Two turns into the aerial war war that most hadn’t expected to last more than a couple sevendays, Benden procured its junior queen in the form of Baith. The gold Impressed to a young, cot holder’s daughter, Arga, after which the pair was summarily forgotten for the most part; golds didn’t have much use before they came to maturity. The majority of attention from that clutch went to Demotaeth, Ja’kin’s bronze, and Baith immediately developed a strong bond with him. Events conspired to make Baith a good deal more important than any had anticipated, however, when the Senior Weyrwoman unexpectedly took ill and died. Then, less than a tenday before Baith’s maiden Flight, T’less and Ximateth were also lost in battle, killed by Fort’s D’loro. Shaken, Benden turned to Baith in the hopes that she would bring them salvation…or at least a new Weyrleader who could match wits against the reclusive genius that was D’loro. What they got was C’leon. The young wingleader was a fierce, ruthless young man, who had no qualms about expending life as Weyrleader to strengthen Benden and win the day. In many ways he wasn’t even close to the equal of Fort’s Weyrleader, but he had a certain charisma that whipped Benden into a frenzy Fort found hard to match. The hatching of a gold daughter, Rimeath, from Baith’s maiden Flight only served to further strengthen the sense that this man was the one meant to lead Benden in their time of need. Still, no amount of charisma can overcome a turn of defeat after defeat, and mutterings began to build against C’leon. Too young to lead, too rash, too quick to enter into a fight before looking to all angles. He should hand over the reins to an older man of more experience. It wasn’t an older man who rescued C’leon from his fall into disgrace, however. No, it was the addition of a new wingsecond, S’rei of Salenth, to C’leon’s wing, bringing with him information on the inner workings of Fort Weyr after defecting to Benden. Add to that the Flight that ousted D’loro from Weyrleadership at Fort, and Benden Weyr quickly regained much of its lost ground while Fort Weyr struggled to adjust. 3003-3006 Benden drug experiments, Mutation culls, Gold Lyratenth, Benden Population BoomBenden now had a small head start on Fort Weyr as far as producing dragons was concerned, but the long-anticipated advantage was not to be; Rimeath was late to Rise, laying her first clutch in 3003. That same turn, Arga bore C’leon’s daughter. Later, some would speculate this was part of some design to bind the goldrider to him, though no one could say how she’d conceived. As far as anyone could tell, Arga avoided the Weyrleader like the plague. Others thought that maybe the child wasn’t his at all, claimed merely for his own purposes. Perhaps in response to how late Rimeath Rose, or perhaps to keep the line between senior and junior gold clearly defined, the first battery of drugs was administered to the young gold in 3004 immediately after Morsrath caught Baith for the third time in a row. If the intent was in fact to increase the clutch size in that initial batch, or that was merely a very convenient side-effect, it’s hard to say. Nevertheless, the same turn that Arga bore C’leon his son, bronze Salenth sired a clutch fully twice the usual size, gold Lyratenth amongst them. Several of the dragons, however, were found to have strange mutations. C’leon had these put down, something that a few people found distasteful…but for the most part it was an accepted decision. If a dragon could neither clutch nor fight he was merely an extra mouth to feed. 3006 - 3010 Thread Returns, C’leon’s dynasty, Kleopath impresses, Assassination of Fort Leaders D’loro and KameraiBy the time Threadfall began in 3006, C’leon had been embraced as the unopposed ruler of Benden Weyr. Those who had misgivings about Baith’s Hatchings only being open to handpicked members of C’leon’s inner circle, or the Flight for the Senior Queen being forbidden to all but Morsrath in this ‘time of great distress’ where Benden Weyr need not ‘struggle to cope with change,’ remained silent. The very walls spied for C’leon, and Benden Weyr looked upon the bloody executions of those ‘disloyal to the progress of Benden’ with morbid delight. As within, so without. Though the holds under Benden Weyr had been treated relatively well, they were growing very tired of supplying this Weyr with extra tithes that went more toward fueling the war effort than protecting them from Thread, as Benden was sworn to do. Riders began to - demonstrate - just why the holds should reconsider in increasingly brutal ways. They also began harvesting the sons and daughters of the holds to supply the candidates they needed for the larger clutches of the two junior golds. Something that promised to become even more of a problem with the Hatching of Lyratenth’s first golden daughter in 3008: Millieth. It was in 3009 that 21-turn-old Pariah Impressed to Baith’s heir, Kleopath, the gold set aside to remain pure from the drug treatments of the junior golds. Baith wasn’t entirely oblivious to the fact that, with another pure gold Rising and Clutching, her position was not assured within a C’leon-controlled Benden. Rimeath died a gruesome death not long thereafter, her insides partially disintegrating mid-Flight. Whether or not this was what spurred 17-turn-old Kaegan to flee with Millieth to Selenitas while they were still weyrlings or not is anyone’s guess, but it turned Benden’s attention inevitably toward the southern Weyr. They continued to fight Fort Weyr, while making several attempts on the Selenitas goldriders’ lives, though the only one they managed to kill was the fledgling gold weyrling produced from Fath’s last clutch. Nevertheless, their efforts weren’t entirely fruitless on the northern front; D’loro and Kamerai, Fort’s current Weyrleaders, met their deaths in 3010, as well as the man who led the group of Fort defects to the long-abandoned High Reaches. 3011- 3014 Seige of Selenitas, Fort’s J’lorin takes over, Picking up Pieces3012 marked the end of the C’leon dynasty, the tyrant meeting his end by the hands of Arga and Kaegan amidst the Siege of Selenitas. Meanwhile, his trusted steward Ja’kin of Bronze Demotaeth, left in charge in the absence of Weyrleader, Weyrsecond and all the fighting wings, openly welcomed Fort Wingleader J’lorin into Benden Weyr. There proceeded a culling of all the closest of C’leon’s supporters, and anyone else known for extreme, unnecessary cruelty, as deemed by Baith. Benden Weyr was turned on its side, nursing a terrible wound, and J’lorin stepped into that gap to reshape the weyr. As best he could. Demotaeth won Kleopath, and J’lorin’s Illumiath won Baith within a sevenday of each other at the start of 3013. Some of the more superstitious claimed this was a sign of the joining of a new era. Other, more practical people worried that the Queens’ next Flights wouldn’t be so fortunate, and the Queens might destroy each other. J’lorin ignored any and all rumors, forming an alliance with Selenitas Weyr as one of his first acts as Weyrleader. He sent several of his riders to teach the Southerners the way of war, as well as promised aid in the future, in exchange for goods that they could not procure themselves. Yet, when Fort attacked Selenitas in 3014 and the Benden riders on loan attempted to call for help, Benden Weyr did not respond… The reason was never made one hundred percent apparent to Selenitas but it was because J’lorin had his own up and coming problems….a whole slew of them. Least of which was the disappearance of Junior Weyrleader Ja’kin of Bronze Demotaeth with a group of Benden bronzes and riders. Why they defected J’lorin wasn’t entirely sure and he didn’t have the resources or time to try and hunt them down right away, being too busy fending off the surge in attacks from Fort. 3015-3017 Wastelander gifts, War on two fronts, Death of Gold Lyratenth, Selenitas EarthquakeTowards the beginning of turn 3015 a wing from Benden was eventually able to capture a group of the defecting rebel forces led by Ja’kin who now called themselves Wasteland. They were held for awhile in Benden before J’lorin deemed such an action to be too dangerous and the prisoners where shipped to Selenitas for holding instead. J’lorin had no idea he was playing right into the enemies hands and, not long after the prisoners were received, the rebel grouping called Wasteland managed to overtake Selenitas weyr using the prisoners there. It was bad news for Benden. They were so busy fighting off attacks from Fort that J’lorin had little hope of being able to fend off both Fort and the Wasteland controlled Selenitas should both attack Benden at once. With not much that could be done Benden battled on and kept some eyes and ears on Selenitas. It seemed that the southern pacifist weyr was not too fond of it’s new masters. If Selenitas could hold on until the battles in the North hit a lull J’lorin was hoping he could do something about Wasteland. In 3016 tragedy again stuck Benden. Gold Lyartenth died mid-flight just as Rimeath had before her. Though J’lorin had put a stop to all the drug testing C’leon had pushed, the previous treatments had finally run their course with Lyartenth leaving Benden with two thankfully pure golds. Sr. Gold Baith and Jr. Gold Kleopath. It wasn’t until 3017 that Wasteland seemed to have enough of a hold on Selenitas to finally make problems for Benden. However before the weyr could be anything of a large threat nature gave Benden a break. A massive earthquake rocked Selenitas and destroyed the southern weyr. Benden found out about the quake late and by the time the wings arrived to survey the carnage the Selenitas refugees had completely disappeared leaving not even a trace or clue as to where they now resided. Unfortunately nothing could be done about the disappearance and though J’lorin was careful to listen to any whispers for information about the whereabouts of Selenitas he hadn’t the man power to pour into a through search. Not if he wanted to keep Fort from overwhelming them. 3018-3020 Renewed alliance with New Selenitas, The Final Battle, Dissolving of BendenJ’lorin didn’t have to wait for more then a turn to get news about the sudden disappearance of Selenitas. At the start of the year 3018 two old Benden riders on loan, Elysia of Onyth and Iskierka of Ioth, returned to Benden weyr with a proposal to start negotiates between Benden and the hidden Selenitas. J’lorin accepted the terms and spent the next few weeks in talks with various members of Selenitas’ council spending more time with some then others as they discussed the matter of Fort. The alliance between the two weyrs was reformed and this time they had a particular purpose in mind. The destruction of Fort, more specifically the fall of Fort’s R’anatar. To that end the Selenitas’ fighting wings joined Benden’s wings in border skirmishes against Fort for the rest of 3018. The Selenitas riders donned the fighting colors of Benden and though there was tension in the wings due to the long history between the two weyrs eventually it faded to be replaced by single minded determination. If Fort was to fall then they had to be one in this, if nothing else, and any war hardened rider knew that in order for Fort to fall they needed to put up a unified front. In 3019 the last massive battle in the Dragon wars began. It was the job of Benden’s main force to meet Fort head on and engage their attention so that Selenitas could flank them from the side. As the large scale aerial battle took place the best of Benden’s black ops forces joined with the black ops wing Legatus from Selenitas and together with the Fort defector M’gnum of Higginth they infiltrated Fort and assassinated R’anatar. They had done it. The combined might of Benden and Selenitas proved to be too much and Fort had been defeated. The battle was not without it costs for any side but it was a victory nonetheless. With Fort defeated Benden sent out it’s own wings to help with the clean up and if they were a little more through in their clean up of Fort then Selenitas was no one made much notice of it. When the Summit was held in 3020 J’lorin and Arga joined the negotiations and Benden’s fate was decided. Though J’lorin was not happy about Benden dissolving he realized the necessity of such an action to prevent further bloodshed and reluctantly agreed to the splitting and merging of the riders as well. And so Benden was incorporated into Selenitas and the new weyr Inverness and the might that was once Benden existed no longer. Benden Weyr now lies vacant and empty. For how long however remains to be seen.
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Post by Administrator on Feb 1, 2011 19:36:52 GMT -5
Selenitas Weyr ClimateSelenitas weyr is built inside a hollowed out mountain and at the mountain's base sprawls a very thick and lush jungle. As such the climate in the area around the weyr is predominately tropical with very hot humid summers and mildly cool rainy winters. In the dead of winter freezes are rare but do happen on the rare occasion. In the highest parts of the mountain range, Selenitas is based in, it does snow on a fairly regular basis. But for the most part Selenitas seems to have two seasons. The entirety of the weyr is nicely thermo-regulated due to it basically being one gigantic cave. The weyr interior stays pleasantly cool in the summers and holds warmth in the winters so residents should be subjected to little in the way of extreme temperatures while actually inside the weyr. Outside in the jungles and mountains surrounding it however it is obviously a different story. LayoutEasily twice the size of the Old Selenitas on the interior, New Selenitas/Burimyu is a very large Weyr. The whole weyr exists inside the base of a mountain, in an enormous, hollow cavern created by endless dripping water. The form of the weyr's living spaces is four stacked concentric circles, surrounding the cavernous weyr bowl, with the largest ring on top. Currently the top three rings of the weyr are in use. The bottom-most, unexplored underground ring (the fourth ring) can only be entered through the extensive library on the third ring directly above it. It is smallest and lowest of the rings and actually travels underneath the weyrbowl, being totally subterranean save for it's entrance. The Hatching Caverns and Weyrling barracks are located on the ring directly above the subterranean ring, like the library. This third ring is level with the floor of the weyrbowl as are the weyrfolk apartments, the kitchens, main hall, and store rooms. These are all located on the ground floor ring, very close to the human entrance to the outside, where tithe caravans and the like would pull in. The wherhandler apartments are located on an off shoot from the weyrfolk apartments on the ground floor third ring. The rider weyrs make up the entirety of the topmost first ring and more weyrs, and the candidate barracks are located on the second ring. Making those two rings mainly solely living quarters. It’s entrances and exists hidden by dense foliage, New Selenitas/Burimyu is nearly impossible to see from the sky; only a carefully trained eye can spot anything out of the ordinary. The ground-level entrance, for use by those on foot, is a short, wide tunnel (big enough to drive a single wagon through) that connects to the main ring directly opposite the waterfall. Dragons enter and exit via several twisting tubes that lead from the ceiling of the weyr bowl cavern to the outside a few dragon-lengths up the mountain from the ground entrance; the area around the tunnel entrances is terraced, making perfect ledges where dragons can socialize and sun, although trees and foliage can grow to obscure the ledges the dragons do not use often for sunning. The inside of the weyr is all perfectly smooth walls: it’s clearly from a day and age when stone carving was a much easier craft. The main parts of the weyr are all smooth and well-finished, despite the confusing layout, but those who follow old abandoned paths far enough might eventually run across more cave-like areas beyond the weyr's actual rooms. The rider weyrs overlook a fairly sizeable waterfall, which flows from deep within the mountain, cascading down the giant steps made by the stacked rings to pool in a lake that takes up the center of the weyrbowl. Even the main areas of the weyr are hard to navigate if unfamiliar, though, and it is advised that people new to the weyr get a ‘buddy’ to move with them everywhere – just to avoid getting lost. This is intentional, as the weyr is meant to be easily defensible, and confused enemies are easier to kill. Tangled networks of streams extend from the waterfall and lake in the bowl and pass out through underground pathways deep in the stone, eventually flowing from the mountains and out to join streams that lead to Blossom Lake. There are also numerous mini falls within the Weyr, (in addition to the main central one), giving it a permanently wild appearance. Lighting comes in the form of a type of glowing fungus similar to what is used in glowbaskets, as well as in 'skylights' of a type where the dragon exits let sun and moonlight filter into the weyr bowl interior.
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Post by Administrator on Feb 1, 2011 19:36:21 GMT -5
Pern, 3023Map by Ruby, updated by Ember
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Post by Administrator on Feb 1, 2011 19:25:06 GMT -5
Razorclaws: Avians with Bite Written by Sym a biography in shortbiologyRazorclaws are small avians. Weighing in at less than five pounds maximum, these are creatures that can easily be carried around; they weigh less, even, than a gold firelizard and an adult razorclaw male will come to the approximate size of an average adult blue flit, while females might be as large as a small brown. Females are the larger of the two genders, noticeably having wider wingspans (which are often longer than human hands) than the males, which helps make them more recognizable. They are descended from Terran Avians, which also makes them stand out among Pernese fauna: they only have four limbs, which number in at two legs and two wings each. They have small, thin legs with three toes each ending in viciously sharp talons from which their name is derived. Their beaks are also hooked and sharp, marking these small creatures as predators. Their bodies are covered in thick feathers that come longer at the tail to balance them; in flight, their tail feathers seem to spread to resemble a fan. Their entire body is catered to being small and deadly fast and these avians are capable of dropping from the air in a full plummet faster than any firelizard could ever hope to; their speed greatly exceeds that of Pernese fauna close to them in size. Their wings are also large enough to catch them from fast drops, allowing them to roll out of falls with ease. Size does not mean not a danger in this creature’s case. Because razorclaws live in familial groups, usually indigenous to a territory, each razorclaw from a certain area will bear a unique marking. Some family groups are primarily brown while others might be more silver, and some may even have heavily white plumage. Most will not mate outside of their collective family, though there have been known to be exceptions to this. There is no gender dimorphism in these birds, save for the size difference: females can be as pretty as the males and vice versa. The family group found near Blossom Hold is primarily silvery-gray with white underbellies and brown edging to their wings, though the individual markings of each bird is different; no two razorclaws look exactly alike. Some might have longer tail feathers, while others might have masking. Most of them also have black talons, though this has been known to be absent in younger generations, particularly in females. The main distinction of this group is that their colors blend well with the mountains that they call home, which allows them natural camouflage from predators like wherries, felines, and even wild flitters and whers. behaviorRazorclaws are extremely intelligent birds. They frequently stay in a small territorial area for hunting and they make their homes on cliff faces high out of the reach of larger predators like whers and felines. They will observe prey for long periods of time before striking, and most razorclaws know their territory well enough to not be easily snuck up on. Though they are territorial birds, this usually extends only to razorclaws outside of their family group and they will often huddle together during the cooler winter months for safety. Most razorclaws are also shy and avoid human interaction; they are also naturally frightened of dragons and will not approach them if they can help it. When food is scarce, razorclaws have been observed to hunt together as a group and share the kill in order to help one another. They are also capable of minor problem solving, things like unlocking a trunk or breaking open shells of creatures like clams are well within their grasp. Avid predators, razorclaws frequently feed on common hold-and-Weyr pests such as crawlers, though they have also been known to kill feline and canine cubs, firelizard hatchings, tunnelsnakes and even in rare cases, insects and fish. Their favored prey depends on the region that they call home and razorclaws are capable of taking down prey significantly larger than they are. Their favorite hunting tactic is to drop from the sky at extremely high speeds, striking from above to use their viciously sharp talons in order to break the neck of their prey. If they can’t carry it off, they will feed right on the ground where they’ve made their kill. Razorclaws spend much of their time hunting, and must kill every day in order to sustain themselves. Though they do not eat a lot in one sitting, they do eat frequently. Until recently, razorclaw interaction with humans was next to unheard of. While runners between holds have periodically seen these Avians in the wild, it was generally assumed that it was impossible to tame them. This has been proven incorrect. Razorclaws imprint upon the first creature that they see, and as a result, most ‘bond’ to their families. It is possible, however, for humans to tame them, particularly when they are around when eggs hatch. Adults have been known to elect to stay with humans who feed them, but this is significantly less common. Even tame razorclaws remain part of their family group and usually wild ones will ‘visit’ them – even going so far as to get past their shyness in order to remain ‘in touch.’ Tamed razorclaws are capable of being trained with simple give-and-take methods; rewarding them for good behavior is usually enough to teach them. There is no intelligence difference between males and females, but rather varying from bird-to-bird with some being more apt at picking up new behaviors than others. When they imprint upon a human (which can happen in adulthood, though it often takes longer to build that level of trust), they form a very superficial connection like a sense of intuition; they almost always know when one another is in trouble, where they are or if they need something. Razorclaws typically make very loyal and faithful pets, so long as they are treated well. Mistreating a razorclaw will make them go wild – regardless of whether they’ve bonded with you or not. To them, relationships with humans are built upon respect. Treat them with it and you have a friend for life. When it comes to communicating, razorclaws do not talk like salamandyrs or flash images like firelizards. They’re simply not that deeply connected to any human or each other. They instead communicate in a fast series of chirps and whistles, in varying pitches and tones depending on the message they want to send. They can hear over great distances and each razorclaw’s ‘voice’ is unique, some being higher pitched while some are lower. Typically these are quiet birds, nothing like the common darters that holders sell at Gathers; if they’re making noise, they usually mean something – even amongst themselves. They communicate more with body language than any kind of sounds, though young razorclaws can also be very demanding. Crr-rrr-reekt is not an unusual sound to hear from young ones begging for food – it’s also the most easily identifiable sound that they make. Handlers of razorclaws learn to understand each noise their pet makes on their own. No two are exactly alike. mating & nestingPerhaps the most unique aspect of the razorclaw species is their reproductive habits. Males outnumber the females, usually on a seven-to-one ratio. When a female goes into season, she will go into an elaborate courtship flight where several males attempt to impress her. This differs from dragon and firelizard flights in the respect that the males and female will exchange gifts of food midflight, ultimately culminating in the female choosing to mate with one male before they move off to build a nest together. Female razorclaws of the same family group go into season often around the same time – within a few hours to days of one another – and when they nest, they will always do so together. Nests are built in an entire cluster together, often of around five or more females clutching at any given time. Females and males take turns protecting the collective nest; while one hunts (and brings back food for their mate), the other watches over the eggs. Razorclaw nests are never left unattended and they are fierce and devoted parents; in the wild, they do not allow anyone near their eggs. Tamed razorclaws will not like this, but will budge… within reason. Razorclaws typically clutch an average of two to three eggs every time. Since the females often lay these eggs around the same time, it’s very typical to have numerous clutches hatching at once. In the wild, razorclaws are devoted parents, hunting to bring back food to feed their babies until they are old enough to fly on their own – typically at around two to three months of age. However, if a human touches a razorclaw hatchling before it has reached this age, the parents will abandon it, meaning that the human will have to feed it until it is capable of hunting on its own or else the hatchling will die. Razorclaws reach sexual maturity at around one turn of age, at which time they begin mating. Typically, they mate once every six months, though this can also be delayed by extreme weather conditions, stress on the avian in question, or injury. Humans raising a razorclaw hatchling will find that it is an extremely demanding responsibility. Razorclaw hatchlings must be fed every two hours with a careful meat mixture in order to remain healthy and they must be kept warm at all times. They also will cry whenever they are away from the one they deem their ‘mother,’ making high pitched and exasperated noises. This can be very exhausting for their new companion as they will have to be carried around at all times, but the end result will be a stronger bond between human and avian. A human who neglects their razorclaw as a hatchling will often cause their hatchling to die – and razorclaws have a very good memory. If someone causes one of theirs to die due to neglect or mistreatment, razorclaws will not allow them to come near their eggs again; such is an unforgivable crime in their eyes, even to the tamed.
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Post by Administrator on Feb 1, 2011 19:15:59 GMT -5
Crafts: General The Crafthalls of Pern are the homes of the men and women talented in one area of expertise: The Crafters. Each Crafthall is located at a different Hold around Pern, in as equal a spread as was possible, their locations often directly related to which Hold first excelled in the Craft. Despite being largely dependant on the Holds at which they are located for protection and supplies, the Crafthalls are recognized as being largely autonomous units, on par with a Weyr or a major Hold, and are expected to show no favoritism to any given Hold or Weyr.
Within each crafthall, the same hierarchy is in place, to make it simpler for those outside each Hall to understand. Youngsters start as Junior Apprentices within a Crafthall, and graduates first to Senior Apprentice, and then Journeyman I, also known as a Junior Journeyman. They move on to Journeyman II (Senior Journeyman), and afterwards a Master. Very few reach the level of Master, and some leave even before they reach Journeyman. Within each Crafthall, the leader (at an equal level with the Lord Holders and the Weyrleaders) is known as a Mastercrafter (i.e. the Masterharper at the Harper Hall; Masterhealer at the Healer Hall, etc.).
Rank is denoted by a complicated series of knots worn on the shoulder, as is typical throughout Pern, and also by seating arrangement at meal-times. Unlike a Weyr or Hold where people typically eat whenever their schedules allow, Crafthalls’ schedules are carefully organized for lessons and therefore, everyone eats at the same time. Apprentices sit together, as do Journeymen, while Masters dine with the Craftmaster. Because of this arrangement, to rise in rank is known as ‘walking the tables’, as a promotion is almost always indicated before meals.
Apprentices are taken into a Crafthall as early as eight or nine Turns of age, especially for the crafts which require a life of learning (such as Healing or the Harpercraft). They remain apprentices for a period that spans roughly five Turns, dependant largely upon how much effort one puts into one’s craft and how much information is conveyed in apprenticeship (i.e. a Fisher apprentice would graduate much sooner than a Healer apprentice). Journeymen are still receiving instruction on their craft, but they may remain journeymen indefinitely, as many are assigned to Holds and Weyrs to practice their craft there. The typical age for walking the tables to become Master is around thirty Turns – though, as always, exceptions have been noted.
The locations of the Crafthalls are as follows: - Vintner Crafthall: Benden Hold - Farmer Crafthall: Nerat Hold - Glasscraft Hall: Ista Hold - Tanner Crafthall: Igen Hold - Beastcraft Hall: Keroon Hold - Woodcraft Hall: Lemos Hold - Harper and Healer Crafthalls: Fort Hold - Fisher Crafthall: Tillek Hold - Weaver Crafthall: Southern Boll Hold - Miner Crafthall: Crom Hold - Smithcraft Hall: Telgar Hold - Lake Dolphin Crafthall: Blossom Hold
Vintner Crafthall Definitely not the lax, contentedly drunk atmosphere that most would attribute to vintners, the Vintner Crafthall is a place of strict hierarchy. The layout of the Crafthall is carefully plotted, but still easy to be lost in, but nobody – the apprentices, Journeymen, Masters – have any patience for something as foolish as becoming lost. The art of wine-making is taken very seriously in the Crafthall, and apprentices are expected to be quick, adept learners. Basic mistakes earn verbal lashings, though for the most part, it’s limited to that. Likewise, experimenting with wines is strongly disapproved of in apprentices, though encouraged in journeymen and over.
In Vintnercraft, there’s no opportunity for specialization – the Mastervintner’s attitude towards the idea is something along the lines of “You can either do it, or you can’t”. Of course, if a Vintner shows a particular skill in a specific wine, they’re encouraged to take part in the making as much as possible, but, at the same time, they’re also expected to be able to produce any other wine passably. The requirements for advancing to Journeyman and to Master are harsh – many apprentices leave the Crafthall still an apprentice, unable to keep pace with the demands, which range from physical labor to rote memorization.
Farmer Crafthall Located at Nerat Hold, the Crafthall mimics the Hold in that the people tend to be much more laid-back, less likely to deliver undeserved lectures, beatings, or anything of the kind. The Famercraft is not usually one that youngsters find appealing, and for this reason, there are no specializations available: Not enough people to fill the spots. Possibly because of this, the Farmer Craft is one of the easiest to learn – made deliberately so by the Masters teaching to encourage more people to come (and stay) to the Crafthall.
Still, girls are not nearly as enthusiastically received as those of the masculine gender. While they’re certainly not mistreated, they are looked down upon – simply because their physical strength, as a whole, does not seem to match up with those of the male Farmers located at the Crafthall, and it’s rumored that a few of the more biased Masters tend to give females more petty or difficult tasks.
Glasscraft Hall The Glasscraft Hall is still not widely accepted as an independent Crafthall from the Smithcraft Hall, being considered by most only an offshoot. Perhaps as a result of this, the Glasscraft Hall takes itself very seriously – and the apprentices are expected to conform. No fooling around is tolerated at all, and the penalties are harsh, ranging from restricting food to week-long social isolation to actually being kicked out of the Crafthall. While females are accepted in the Glasscraft Hall, they must be exceptional – the Masters are even harder on them than they are on the males.
Apprentices in the Glasscraft Hall are encouraged to specialize, even though there are only two main choices and it’s not really difficult to combine the two. Some will opt for creating the more decorative and artistic, such as vases or sculptures, which tend to sell high when done properly; others prefer to create simple things for living spaces – windows, for example, also quite high in demand.
Tanner Crafthall Located at Igen Hold, the Tanner Crafthall was built at a particularly beautiful site, and outwardly the Crafthall seems to maintain a very smooth, steady, workable pace. To most that visit, the Masters are undemanding, if not lazy due to the heat, and the apprentices don’t appear to be beaten or suffering in any way; if anything, they’re even happy at the Tanner Crafthall. Due to this more than anything, the Tanner Crafthall receives a steady influx of apprentices – and once you’re in, there’s no turning back. The act that is put on for visitors is nothing more than that: An act. It’s a truly demanding Craft, and as many as a third of apprentices never even reach the Senior Apprentice level.
Part of the difficulty, of course, lies in that the Tanner Crafthall offers only a few very obsolete specialties, and it’s almost guaranteed that specializing will have no good effects on one’s career whatsoever. Therefore, apprentices are left to learn everything about the craft – and are often punished, if not physically, when they fail to comprehend the many topics that are covered.
Beastcraft Hall Next to Keroon Hold, the Beastcraft Hall does a very good job imitating the rapid pace that Keroon is famous for. At the Hall, it’s swim or sink – simple as that. You either catch onto the craft, or you fall behind, fail to walk the tables, and ultimately, most apprentices unable to keep up with the grueling curriculum simply leave. The Masters are harsh when it comes to both physical labor, tending to give lessons on runner-back for the apprentices starting at four in the morning before moving rapidly onto herdbeasts, bovine, ovine, and avians, covering care, training, handling, and more.
To go further in depth on any specific animal (or one that is not covered in the basic apprentice’s curriculum), apprentices have to specialize – but most prefer not to, as they’ll then be expected to keep up with the specialized work as well as the general, which borders on impossible. The Masters aren’t the most supportive in the world, either. Kind to their runners, harsh to their apprentices, their ‘encouragement’ comes in the form of biting insults and threats – and occasionally on a particularly ornery apprentice, a short horsewhip. There are quite a lot handy, after all.
Woodcraft Hall Located conveniently next to the Hold famed for its impressive array of softwoods, the Woodcraft Hall began originally as a specialty under the Smithcraft Hall, but eventually, following the ease of getting wood more than anything else, became its own independent Craft. Because of its vulnerability to Thread, wood is a precious resource on Pern, and the Woodcraft rarely indulges its apprentices by teaching them how to make trinkets. The specialties attributed to the Woodcraft include carpentry (the making of furniture) and coopering (the making of barrels and vats, as well as wagon wheels). The Woodcraft also includes the making paper and of soap, since the lye in soap is produced by running water through hardwood ash.
Within the Crafthall, apprentices are treated with a sharply edged politeness by their Masters – and as long as they do as they are bid and learn to the best of their ability, the attitudes towards them will remain as such. However, the minute they step out of line…well, the rumors that go around are nasty. Never anything that leaves bruises, but…the Masters have their influences. There are stories of humiliated apprentices outcast due to a crime they did not commit; vicious whispers spread about a single unwitting apprentice with no apparent beginning or reason that drove them from the Crafthall; whole families at the Lemos High Hold who are turned against. Oh, yes, the Crafters have quite a bit of influence at Lemos…
Harper Crafthall The Harper Crafthall still turns out the same talented singers and storytellers that it always has, but no longer is it, necessarily, a perfect place to be. When Camlin was in power females entering Crafthall were treated downright horrible, the Hall was very segregated and sexist. In fact it was almost expected for any female that could even be vaguely considered ‘pretty’ to spend a night (or more) in the Masterharper’s furs in order to gain his favor, as well as the furs of any of their teachers, should they wish for a positive commendation in that class. Even so, females were treated like dirt – completely ignored if they were lucky, beaten if they were not. Since Masterharper Roncin took over the Hall in 3020 that has been remedied to some extent. While females are by no means welcome with open arms they are nonetheless treated a bit better and no longer are open beatings and the like tolerated. He also does not invite students into his furs, nor does he accept the other teachers doing the same. Still habits made under Camlin are hard to break and though Roncin does his best he can’t be involved in all situations at the same time. If brought to his attention however he does what he can to remedy it.
For the boys, Harper Hall is still fine. Things have become a bit less strict in nature but again old habits die hard. You are still treated best in the hall if you are male and heterosexual without question. Roncin still expects all students to know when to hold their tongues, and he still expects any reasonable order from a ranker to be obeyed, without question. He makes allowances for certain mistakes but they are few and far between. There is no doubt that the Harper Hall is still sexist and homophobic, but you can’t expect that all to change in only the course of the few turns that Roncin has been in power. Homosexuals (suspected or proven) at the Hall are still generally treated badly but no more is such a thing an everyday occurrence and it is less tolerated then it was turns ago. Homosexuals still suffer the butt end of ugly jokes, taunting, and occasional beatings sadly. Masterharper Roncin, unlike Camlin, however will step in to stop these attacks if he sees them happen. Those involved will receive punishments but he doesn’t go out of his way to ban the practice of hazing or bullying from the Hall. It makes for people with stronger backbones in his opinion. However Roncin does not ignore needless suffering like Camlin seemed to.
Any student with a problem, that cannot be solved through his teachers, is encouraged to try get an audience with the Masterharper. Though Roncin is strict and expects his teachers to be as well he is not ruthless like Camlin. Nor is he heartless towards his students. In fact he even encourages them as often as he can to take pride in themselves and their Hall. Though the atmosphere in the Hall is not perfect the changes Roncin brings are no doubt for the better and in the long-term things look like they can only improve. Rome wasn’t built in a day after all.
As for specialties, apprentices are encouraged to choose what interests them most. Singing and instrument specialties (strings, winds, etc.) are the most common, but the Harper Crafthall also trains archivists, teachers, artists, performers, and drummers.
Healer Crafthall Though it’s connected to the Harper Crafthall, the Healer Crafthall is an entirely different place – apprentices are accepted without question, be they female, male, heterosexual, homosexual, or somewhere in between. As long as they’re willing to learn, the Healer Crafthall will find a use for them. The Masters at the Healer Crafthall are generally kind – or, at least, strict within reason. There are no beatings, verbal or physical, especially since the latter would only result in more patients for them to take care of.
Apprenticeship usually lasts five Turns, and most people don’t specialize until they reach Journeyman. From there they can choose to specialize in acupuncture, dentistry, geriatrics, herbalist, massage, mindhealing, pediatrics, trauma, or dolphin-assisted healing for dolphineers who cross-train at the Healer Hall. Dragonhealing is not taught at the Healer Crafthall, which focuses entirely on the healing of people. To specialize in dragonhealing, one must go directly to the Weyrs. After all, the Crafthall doesn’t exactly have a lot of dragons handy to practice on.
Fisher Crafthall The one place of order within a rapidly crumbling Hold, the Fisher Crafthall, manipulated by the Masterfisher (who believes the Crafthall very capable of supporting itself) carefully, is almost guaranteed to eventually overtake the Hold completely if things continue on the way they’re going. While it’s true that many of the Master and Journeymen Fishers are at sea, the entire system of careful rank and hierarchy that will not be disputed at the Hall is strong enough that a single man could control it with ease. The apprentices are obedient, quiet, quick at learning and quick at following instructions – if they’re not, they’re molded into it, since most apprentices are taken on early enough in life to still be easily twisted.
When the time comes, apprentices can choose to specialize in either saltwater fishing or freshwater, or neither, and simply learn the basic aspects of both. Given the Hall’s location on the Tillek Peninsula, most opt for the saltwater simply because there’s more of it.
Weaver Crafthall Possibly the only Crafthall that accepts (and even expects) women, the Weaver Crafthall is definitely unique. The girls that enter the Craft are taught as carefully as the boys, though rarely will a girl ever walk the tables, no matter how good she is; most still wear the knots of an apprentice when they’re doing journeyman-level work. The boys, if anything, are the ones that are a tad on the awkward side – it’s expected that a girl, if she wants to be of any use to her family, must learn to weave; why would a male? The Crafthall, in general, is always busy, but in a very casual way: For example, while the higher ranked Crafters are to be respected, the apprentices certainly don’t have to snap to attention before them constantly.
There are no real ‘specialties’ in weaving – at least, none that the Crafthall offers to specialize in. However, in general, once the apprentice finds something that they’re particularly good at, be it a stitch or a final product, they’re encouraged to make that more than anything else.
Miner Crafthall Proudly declared to be the only Crafthall entirely lacking in women (primarily because any woman who wishes to enter the Craft is killed), the Miner Crafthall, located in the harsh Crom region, is an extremely rough Crafthall. The men and boys that live there are antagonistic at best, typically, and fights break out often. Only within the same ranks, of course, though – any apprentice who dares backtalk a man higher in rank than he is almost certainly killed or otherwise humiliated, depending on the generosity of the higher-up.
While most Miners prefer (it’s more masculine, after all) to go down into the mines themselves, there are opportunities to specialize in receiving jewels and the like after they’re mined. Those who prefer to specialize in such will learn how to cut and polish stones and check the grade of firestone and coal.
Smithcraft Hall A very proud Hall, the Smithcraft Hall mirrors the Hold that it’s located at. Apprentices are taught not only the proper Smithing techniques, but also how to uphold their honor and that of the Hall. They’re expected to be courteous to their betters, know how to properly treat those they rank, and the appropriate steps to take in order to defend themselves. Their Masters are hard to please at best – but smart apprentices will find a Master that ‘favors’ them to track their career once they rise to Journeyman, for the Masters are always very proud of apprentices and Journeymen they can claim as ‘theirs’.
Due to the high demand, most apprentices are encouraged (if not ordered) to specialize in weaponry. Some, however, choose to focus on doubling in some Beastcraft, and primarily taking care of shoeing runners, which, in the appropriate Holds, can be quite high in demand.
Lake Dolphin Crafthall The only true Crafthall in the Southern continent, the Lake Dolphin Crafthall has the reputation of being just as cheerful as the rest of Blossom Hold. The Masters are friendly, open, encouraging not only learning but joy of learning – it’s no good if your apprentices don’t want to learn, after all! Perhaps part of the general brightness associated with the Hall comes directly from the dolphins they train and work with, as well. However, because the dolphins at the Lake Crafthall are, indeed, freshwater, the Journeymen, if and when they’re partnered with dolphins of their own, rarely leave the Crafthall.
For the most part, the only dolphineers that leave and still associate themselves with the craft are those who decide to specialize in dolphin-assisted Healing, which requires a short time to be spent at the Healer Crafthall in the North. However, it is dolphin-assisted for a reason, which means that after the short period of time, the apprentices and journeymen almost invariably return. Past dolphin-assisted Healing, however, there are no specialties in the craft.
((Written by Avu, Updated by Rei 5-12-2012))
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Post by Administrator on Feb 1, 2011 19:14:19 GMT -5
Selenitas Territory
Selenitas Hold[/size] Lord Holder Rocest, Lady Holder Asmorn Lord Heir Rosmorn
Easily the largest in the south, Selenitas Hold boasts expansive vineyards that produce rose wine that is said to rival Benden’s during a particularly good turn. The region is one of the most beautiful: grassy fields and plains make up the majority of Selenitas’s core territory, though the edges of the holding have dense jungles with trees so large that those unfamiliar with the area often turn to stare. The climate is mild, due to being closer to the equator, and frequently very rainy. The hold boasts many farms – both those that house livestock and vegetable/grain farms. Altogether a very fertile area, Selenitas Hold is a booming region that provides the majority of Selenitas Weyr’s candidates as well as their food stores. They also host many Gathers that even northerners come to visit, simply for the festivities.
The relationship between Selenitas Hold and Selenitas Weyr is extremely good: the Hold is very supportive of the Weyr, even sending relief workers during times when the Weyr has been attacked. And Selenitas Weyr supports the Hold by providing extra protection and support – it’s a relationship of mutual benefit that the Lord Holder is eager to keep. Over-all everyone is treated as equals at Selenitas Hold, and women crafters are common – this is a favored place for most northern crafters to request because of the treatment of everyone. Most of the population has nice homes and fine belongings – truly, Selenitas Hold is a lovely place to grow up. Firelizard pets are frequent here.
Major Exports: Fruit; vegetables; grains; livestock
Southern Hold[/size] Lord Holder Klanimor, Lady Holder Oli Lord Heir Caristo
Controlling the area in and around the abandoned Southern Weyr, Southern Hold is a sprawling community that enjoys the interface between jungle and sea. The majority of the hold’s profits comes from its logging and fishing industries, both of which are fairly stable from Turn to Turn. The hold is also a port, and since it has access to resources in the jungle and the ocean, as well as those coming in by sea from other holds, it will very rarely struggle. The main hold is also the home of a minor healing crafthall. Though it is much smaller than the primary Healer Hall in the north, it is the largest of its kind in the south and therefore turns out a decent amount of apprentices and junior journeyman. The crafthall also grows herbs and produces and collects other healing supplies, making them an important asset to the Weyr.
Unfortunately, this asset is not a willing one, for while the hold is not openly rebelling against the Weyr, it does take quite a bit of charisma and persuasion to convince them to tithe. The people generally are an honest and hardworking, if very serious, lot, and they seem to take offense to sending their hard-earned products to the Weyr. Their relations with the Weyr might be somewhat boosted by the fact that this hold is the former home of goldrider Savitri, but despite their pride in that, the hold very much prefers to keep the Weyr out of their business. Riders will find stiff civility and probably very little else here, though some individual holders are certainly more friendly to the weyrfolk than others. Southern Hold has few Gathers as well, though they are splendid events on the rare occasion that they are hosted.
Major Exports: Fish; healing herbs; wood Crafthalls: Minor Healing Hall Bloodlines: Cezine of Green Brennath (deceased), Weyrbrat Calerin
Blossom Hold[/size] Lord Holder Tentieon, Lady Holder Kilisto Lord Heir Tenkilion
A relatively small hold in the South, Blossom is noted for its modern architecture, with wood domiciles similar to the original layout of Selenitas Weyr. Flowers naturally grow over the majority of the buildings in trailing vines, offering rich, vibrant color. There are several vineyards at the hold, which produce both true wine and other fruit wines that are sold and traded throughout Pern. In addition to the vineyards, Blossom sports one of the largest lakes in the south and houses the Lake Dolphin Crafthall as a result. In excellent standing with Selenitas Weyr, Blossom is an avid supporter of technological advancement and also peace. This hold frequently holds Gathers. The Lord and Lady Holder are both extremely popular, and the Lady Holder frequently allows her firelizard Sasha's clutches to be shared amongst the children of the Hold.
Of all the holds beholden to Selenitas, Blossom is the smallest. However, the silk produced at the hold is of the finest quality, as are the wines, making it also one of the richest. Blossom holders are generally very welcoming of Selenitas riders and will treat them with utmost respect and courtesy as due their rank.
Major Exports: Wine (Red/Rose/White), silk, fruit, vegetables Crafthalls: Lake Dolphin Hall
Hyphen Hold[/size] Lord Holder Quentian, Lady Holder Jinny Lord Heir Quinnian
Hyphen controls a moderate-sized mountainous region most well-known for its prominent mines. Though their primary exports are Opals and Firestone (the latter being of particular value to the dragonriders of Selenitas), this hold also is well-known for coal and other mineable resources. Hyphen is by far the biggest mining community on the southern continent. The actual Hold itself has a very no-nonsense, work hard and rest easy attitude that alienates it from the more outgoing areas of the South. The relationship Hyphen maintains with Selenitas Weyr is rocky at best, but was improved drastically by Shmee’s Impression of Aslath. The Holders still maintain a lot of tension toward dragonriders and will actually go out of their way to be cold – not impolite, but definitely unfriendly – to any who happen to visit. Dragonriders are not given room and board when they visit Hyphen Hold and tithing is sparing at best – they rarely send anything but the worst of their crops. Only Firestone is sent in bulk but fortunately for Selenitas, that’s exactly what is needed.
People from all over Pern do come to visit Hyphen Hold though for one thing and one thing only: the hot springs that the Hold boasts. Naturally heated waters make these pools exceptional and Hyphen is quite wealthy from northern holders coming to visit solely for these. The Hold boasts numerous guestrooms for just this purpose and combined with the typically milder climate than the rest of the South (it never gets too hot or too cold thanks to the region), it’s one of the most popular vacation spots. Hyphen Hold hosts very few Gathers, but when they do, they’re usually exceptional.
Major Exports: Firestone; coal; metals; jewels
Lighttower Hold[/size] Lord Holder Phraiken
Lighttower Hold gets its name from the massive light towers that edge the coast of the region that Lighttower controls. Roughly five dragonlengths apart, these Lighttowers shed light over the ocean, making the port Hold an excellent place for ships from the northern continent to dock. The entire Hold is “gray” in coloration (and indeed, this is one of the Hold’s colors) and is made up of many elegant towers that make it as an architectural marvel. Even the ground is unique: paved stones in dark and light shades create a gradient that can be enthralling to look at for those who are new to Lighttower. The region itself is a grassy, elegant, fielded area that is highly fertile: grains are a major export of Lighttower. The edge of Lighttower’s territory also is home to very dense forests that make up their wooding industry, but their biggest export comes from the numerous ports that arguably could put any other port city to shame: the docks are internal, similar to the layout of Half-Circle, only on a much larger scale. Truly an impressive sight to behold.
Unfortunately, despite its glory of being the most impressive port Hold on all of Pern, Lighttower is one of the gloomiest places in the South. They have very little contact with the Weyr. Even with Phrenimanst’s death and the succession of his son Phraiken, the young man has much of the same attitude toward Dragonriders that his father had. The attitude toward Selenitas is unwelcoming at best. Though they tithe, begrudgingly, there is otherwise very little contact with dragonriders and they only tithe the bare minimum of their children that is allowed. Their attitude is considerably better about women now, Lighttower allows female crafters into their Hold as well as allows their women to become one, but they still will not tolerate women in a position of power (other than the Lady Holder). Arranged marriages are frequent, but they are always done for the families best. For most Southerners, going to Lighttower is like stepping onto another planet: it’s that different.
Major Exports: Fish; wood; grains
Updated 5-2-2012 by Tashe
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Post by Administrator on Feb 1, 2011 19:13:47 GMT -5
Old Fort Territory
Fort Hold[/size] Lord Holder Kazoreled, Lady Holder Ralirim Lord Heir Kazarim
Fort Hold is still as stern, organized and meticulous as it ever was. Everything is spotlessly cleaned – always – and visitors are always met by the same people: the Headwoman and a pair of men assigned as her wards. Visitors are treated with civil hospitality, which means they are offered shelter and places to sleep. The actual holders are taught from a young age how to fight and a lot of Dragonriders come from this hold; or used to. They are not at all happy with the Summit and the disposal of Fort Weyr. Everyone – women and men alike – is educated at Fort Hold and it is extremely rare to find someone who is not capable of reading. Most also have a basic knowledge of at least one craft as well.
The Lord Holder Kazoreled attained his position shortly after the death of Kamerai and D’loro at Fort Weyr. Shrewd and a businessman, he keeps Fort extremely busy while maintaining an extremely good relationship with both the MasterHealer and the MasterHarper; as a result, Fort Hold is actually one of the more wealthy northern holds, and it receives imports from all over Pern. It’s not uncommon for even the most poor of its cotholds to have extra amounts of food, and virtually every family has their own runners for travel. Weather is mild, leaning toward cold, particularly in the winter, and most of the inhabitants of Fort Hold have significantly paler skin than the rest of Pern. Dark hair and dark eyes are also common features, though fairer combinations are not unheard of.
Attached to Fort Hold are Healer and Harper Halls. The two Halls have radically different atmospheres. It’s rare to find a female Harper in the Harper Hall and most are submissive, meek and shy, mimicking the behavior of women from Benden Weyr rather than Fort territory. On the flipside, the Healer Hall is very progressive and has an almost equal number of both sexes as its inhabitants. Healer Hall trains Beasthealing as well and began to train dragonhealing after the summit decided to limit crafters in the Weyrs,
Major Exports: Healing herbs; grains; livestock Crafthalls: Harper Hall, Healer Hall
Ruatha Hold[/size] Lord Holder Tuhmykl, Lady Holder Ijukah Lord Heir Jumykl
Ever since the War ended, Ruatha Hold has grown with leaps and bounds. Their territory has expanded back to what it once was and their buildings are no longer semi-permanent dwellings that didn’t take much to rebuild. Lord Tuhmykl also has become more aggressive in driving out bandits, aided by the wealth that the Runners were now bringing in again, he has been able to raise a substantial Holdgaurd. With the boom in success, Ruatha now is able to solidly meet the tithing level AND have substantial leftovers to make sure it's people are fed. Although many of the Holdfolk are still slightly mistrustful of Dragonriders, everyone understands the need for Inverness’s protection from thread. So they more than dutifully support the Weyr whenever possible.
Although life has been hard for the people of Ruatha, Lord Tuhmykl and Lady Holder Ijukah (who is the daughter of the Nabol Lordholders) have made Ruatha one of the most progressive Holds in the north. Women and men are treated no differently from one another, this stems from a life where everyone is needed to survive, especially in the coldest months of the Turn. Arranged marriages are uncommon in Ruatha, and the women are allowed to choose what they would like to do, though it is rare to see a woman in any sort of higher position. And, although the uneasy alliance between Ruatha and Nabol continues to exist, Ruatha as stopped sending refugees back to Nabol and instead started simply turning them away.
Major Exports: Runners
Nabol Hold[/size] Lord Holder Geremorn, Lady Holder Quayana
Nabol Hold occupies the center of the Northern continent. The terrain there is quite odd, being very flat, extending in all directions away from the Main Hold, which rests on what is possibly the only hill in the region. However, it’s not grassy in any way, actually being very rocky with only the sparsest, toughest pieces of grass and vegetation surviving the harsh landscape. Not at all pretty, but understandable: Nabol Hold sports a few of the most profitable mining camps on Pern, surpassed only by Crom Hold, but they seem to prefer to mine for coal as opposed to firestone, the latter done only grudgingly and only enough to pass for a decent tithe.
For the longest time, Nabol has been viewed by the other Holds as being despicable, and even now it still is. Even though the Summit had passed new laws, Lord Geremorn almost blatantly refuses to follow any of them. Women are still treated like dirt. They are never allowed to be anything but Drudges and they tend to be so broken by the time they are married off that they don’t protest their existence. Even the Lady Holder of Nabol, Quayana, is not exempt from this, generally ignored or abused by Lord Geremorn. The Nabol bloodline is treated like the nobility they are (outwardly, at least), for the Lord Holder Geremorn is well-known for his ruthless, backhanded killing of anyone who might present the slightest challenge to him; it’s actually safest to be a lowly mine worker.
Within the Hold, it’s almost encouraged for the higher-ranked of Holders to attack and attempt to overtake others; those who served under fallen Holders are usually massacred, raped, or turned into slaves and Drudges. Inverness, unable to deal with both Bitra and Nabol at the same time, have mostly left Nabol alone in favor of straightening out the destitute Bitra. Plans are they will move on to this hold once the other can stand alone and meet the Summit’s laws without much trouble.
Major Exports: Metal; jewels
Tillek Hold[/size] Lord Holder Brilland, Lady Holder Sorellen
Located in the Tillek Peninsula on the West Coast of the Northern Continent, Tillek Hold is a located in quite an advantageous position. With access to a large stretch of sea, as well as relatively fertile land that is usually always occupied with growing produce. A good deal of land is used for grapes to be used to make Tillek wine, though this wine is nowhere near the quality of Benden Hold’s wine, being described as ‘acidic’ by most. However, it’s duly cheaper and sells quite well for those who cannot afford to indulge in Benden wine. This is one of Tillek’s major exports and tithes. The Fishing Crafthall is also located within Tillek Hold’s territory, so fish is also tithed and traded in abundance.
The Lord Holder Brilland and his Lady, Sorellen, are something of an anomaly in the North; most Holders were very much surprised when Brilland inherited Lordship a few Turns ago. Though he was the eldest son of the late Lord Byranid, he was quite spoiled and unaccustomed to Lordship – and, as thus, goes about doing things in a very clumsy, high-handed manner. But ever since the Summit, Lord Brilland has been… well lets say, kicked into shape. The riots that once commonly broke out now happen less and less, making the streets a slightly safer place to be for those who have to be out there daily to sell their wares. Lady Sorellen, emboldened by the new Summit laws, has stepped up to help take back control of the Hold with an ironfist. Lady Sorellen is undoubtabley the most powerful Ladyholder in the Northern Holds, most of the decisions made by the noble pair are hers, like they have always been. Rebuilding their Holdgaurd, crime has been cut back to normal level and women have been elevated to better statuses. Many women Holders look up to Lady Sorellen as a role model. Abuse of animals, children and women has also been nearly abolished. The Hold and all the cotholds have begun to work in sync with one another once again, thanks to Brilland and Sorellen.
Major Exports: Wine; grains; vegetables; fruit; fish Crafthalls: Fisher Hall
Southern Boll Hold[/size] Lord Holder Lodren, Lady Holder Treiana
Southern Boll's tropical climate yields a vast variety of resources - and weather patterns. Though the holding is relatively small in terms of area, it boasts anything from rainforests, to temperate forests toward the central region of the peninsula, to swamplands. The higher class holders within Southern Boll are at an uneasy truce, seeking to gain lands and riches through trade and cunning rather than violence. They are also quick to come together against any outside threat - of which there is little, generally, at least of the human variety. They do often have to help each other during the virulent rainy season, and in the event of a hurricane, which tends to decimate the region. Main exports are cotton and silk, although Southern Boll also produces a vast quantity of spices and rice.
The richness of the Hold is shared fairly equally amongst the higher ranking holders, and even the relative 'poor' generally enjoy a better lifestyle than the rest of the northern continent. Politics and trade rule the day in Southern Boll, and Lord Holder Lordren is a savvy businessman if ever there was one, playing the region neatly so as to keep most of the power in his corner. He also heavily pads the tithes to Inverness Weyr, and Southern Boll enjoys open trade and (relatively) friendly relations with Fort Hold despite their rather standoffish attitude toward outsiders. Because of the Summit, women are allowed to have some voice in Southern Boll - though a woman is considered subpar if she can't weave or cook, and will never become a wife to the higher ranking holders. Daughters are no longer ‘bartered’ as part of business deals, but arranged marriages are still quite a common practice in this wealthy Hold.
Major Exports: Wool; silk; cotton Crafthalls: Weaver Hall Bloodlines: Eikane of Gold Eikask
Crom Hold[/size] Lord Holder Erfakke, Lady Holder Kimilsae
Crom Hold, until about half a century ago ruled by two distinct lines rather than one, was unified with the birth of Lord Holder Erfakke just before the dragon wars began. His hold on the region is particularly weak, and the more powerful of the lordholders beneath him force his hand this way and that to fuel their own squabbles. For several months out of the turn Crom Hold is virtually cut off from the rest of Pern, the mountain passes snowed in with almost perpetual blizzards. Their loyalty to Inverness Weyr is tentative at best, but Lord Holder Erfakke maintains a steady flow of firestone (when the weather permits) just in case. It's his only real contribution to the stability of his holdings.
The supply of jewels keeps the Hold in money, and the Minecraft Hall prefers the location because it grants it relative autonomy from either Weyr, even though they technically fall under Inverness. Notably, this is the one Hold that fully accepts polygamy in the north and even encourages it - accidents are common, and there would be many women (bound to serve out their days by the hearth in abject drudgery) who would die without a husband to provide for them. It is a status symbol, how many wives a man can support in Crom – but because of the Summit Laws, it has become basically uncommon to see women who sport bruises or are treated unfairly in public. But that just means that the men have to be more careful about where they lay their hands on their women.
Major Exports: Firestone; jewels Crafthalls: Miner Hall
Telgar Hold[/size] Lord Holder Derasis, Lady Holder Vaterai
Telgar Hold used to stand as the landward portal between Benden Weyr's dominion and Fort Weyr's. However with the war that time is over as both weyrs now lay abandoned. Igen's deserts stretch at their southern borders and Lemos looms above them to the east. The relatively dry climate is ideal for growing wheat and grain, as well as vegetables that require less precipitation, and wild runners are prevalent amongst the vast steppes that stretch out from the foothills. The Central Hold stands as a great stone fortress, guarding the mouth of the only river that crosses through Igen territory. Controlling the river means relative peace with their southern neighbors. A proud people, the Telgar are known for their unfailing loyalties, their unwavering hospitality, an unhealthy obsession with honor and an emphasis on filial loyalty that goes beyond the mere sharing of blood. The mines they maintain in the foothills yield some of the highest quality metals, and the Smithcrafthall prides itself on turning out journeymen of incomparable skill.
Lord Derthan passed away soon after the Dragon War ended, and was followed in death closely by his Lady Kyriasis, leaving the position to his oldest son Derasis and his wife Vaterai. Lord Derasis is nearly the spitting image of his father in regards to his political beliefs. He adores his wife and, despite the mutterings of his holders, embraced most of the changes the Summit laid down in law. Women are treated better in public, though most of the politeness is often thinly veiled threats. But within the confines of the private rooms it is common practice for men to dote on their wives and train up their sons to do the same.
Men in Telgar are rated by the purity of their bloodlines, the order of their birth, the strength of their arm, their skill in riding runners, and the loyalty they give to the head of their family, who in turn directs that to the Lordholder. To besmirch a man's honor is to find yourself in a duel, and family feuds are commonplace over some slight that has been long forgotten. That much at least, has not changed.
Major Exports: Grain, metals, vegetables Crafthalls: Smithcraft Hall Bloodlines: Zemaren of Brown Zemask
High Reaches Hold[/size] Lord Holder Wurenton, Lady Holder Lyannis
Northern and cold, High Reaches Hold boasts numerous towers as its central feature. Once beholden to High Reaches Weyr, until the Weyr was wiped off of Pern by an attack from Fort, they are now in the control of Inverness. The most prominent feature of High Reaches is that, geographically, it is one of the coldest regions on Pern and visiting it is often unpleasant for those not accustomed to the weather. It snows in the winter and much of the region is covered in ice; summers are mild, but still more chilly than most of Pern. The end result is that the majority of High Reaches’ exports come in the form of fishing and they provide the most fish in the world – specializing in exotic cold water fish that are prized world round. Winter berries and coal are also major exports, the former being unique to the High Reaches region. Winter berry wine is considered an excellent dessert treat by most connoisseurs.
The atmosphere at High Reaches is… bleak and… passive, almost. Most of the Hold is still addicted to the same herbal substances that High Reaches Weyr was addicted to, and the result is the population being an almost zombie state. They are extremely indifferent to strangers, with the attitude of live and let live, often appearing disinterested as a result. It’s rare for people at High Reaches to bother getting joined and most families consist of half-siblings, rather than sharing both parents. Commitment is almost unheard of. Most men will ‘share’ their wives and daughters with one another – simply because women are viewed as property rather than individuals. The Lord Holder is an extremely wealthy man as he controls the drug industry that fuels High Reaches Hold – but all of his wealth is squandered in Bitra, leaving High Reaches as a relatively poor, if blissfully oblivious Hold.
Major Exports: Coal; winter berries
Updated 5-2-2012 by Tashe
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Post by Administrator on Feb 1, 2011 19:13:13 GMT -5
Old Benden Territory Benden HoldLord Holder Tyreminoar, Lady Holder Syrialenai Lord Heir MinoasyrLocated on the East Coast of the Northern Continent, Benden Hold’s territory extends southward until it reaches the Nerat peninsula, having quite a good region that runs along the coast. The seas tend to moderate the climate, making for an exceptional territory for farming. Though many produce is found from the Benden Hold area, the Hold is best known for its wine, boasted as being the best on Pern and producing the common saying ‘Smooth as Benden wine’. This wine, produced in the Vintner Crafthall located within Benden territory, is the main export of the region, and much sought-after by all, as well as being one of the major items tithed to Inverness Weyr. The Lord Holder, Tyreminoar, had he Impressed a dragon, would likely have fit perfectly into the Weyr that his lands are Beholden to. Harsh, high-handed, paranoid, and with a manipulative streak, he’s very much of the opinion that men are the dominant sex. However, with the new laws set down by the Summit, Lord Holder Tyreminoar has become less of a total tyrant… at least publically. He is still high-handed, manipulative and a male chauvinist, but the laws keep his harshness and paranoia in check. His Lady, Syrialenai, is still the meek, mild, and tame woman she was, and continues to keep most (if not all) her opinions to herself. By law, women overall are treated better in all of Benden Hold’s territories, including the Hold Proper itself. Though it will take turns for the misogyny to really start to vanish. Even among the men, rules have been changed, and the ‘higher class’ is no longer allowed to legally participate in murder, rape and thievery without punishment. Hierarchy still depends largely on how close one is with Lord Tyreminoar however. Major Exports: Wine Crafthalls: Vintner Hall Nerat HoldLord Holder Ruahnorne, Lady Holder ArolianaNerat is primarily coastal, though the inland region is blessed (or cursed, depending on perspective) with dense rain forests that produce a large amount of wood. There are dozens of smaller holds throughout the region of Nerat, making up the majority of the population: from wooding communities in the forests to the flourishing fishing industry near the beaches, acting as port holds for exporting to the other side of the continent and to the South. Because the most major exports are wood and fish, which are relatively ‘common’, Nerat would not be described as a very wealthy area, but they manage well enough and individuals from there do not go hungry. The atmosphere at Nerat is perhaps, the closest thing that one might see in a Southern Hold. Their interaction with the riders is relatively slim, due to their woods, this has created a far less ‘oppressed’ community, with women being treated considerably better than elsewhere in the north. While they’re still forbidden from major positions of power, rape and murder is almost entirely unheard of in Nerat, and arranged marriages are far less common. In the Hold proper, women tend to occupy the positions of kitchens staff, babysitter, or drudges. Due to the Summit, females are now allowed to be crafters though in some households it is still looked down on. The changes in laws have given the Lady Holder a voice in the matters of the Hold. The Lord Holder, Ruahnorne, is known for being a womanizer, though in comparison to other Lord Holders, he’s actually very polite. He has only two known children: his daughter with his lady, Ruliana, and a son with a drudge called Rusahre. However now that both his children have left and impressed ( Ruliana very much against his wishes) he is in the process of trying to create a new heir and Ruliana and Rusahre have been properly disowned. Major Exports: Fish, Wood Crafthalls: Farmcrafthall Bloodlines: R'ahre of Blue Ahth - Adoptable, Ruliana of Green Amalath, Weyrbrat Riaren Ista HoldLord Holder Midolan, Lady Holder FiorelaArguably one of the most tropical locations on the Northern continent, Ista is well known for boasting the Glasscraft Hall. The major exports of the Hold are fruits – tropical citrus fruit in particular – and coastal shellfish. Because of its location, Ista has very little contact with the mainland and is considered more of a tropical resort than an actual place of habitation. The inhabitants frequently sport dark tans and most of them are used to extreme heat – cold weather is a foreign concept. The general demeanor is significantly more mild than most of Benden’s territory. There are a lot of indoor gardens that make this hold an exceptionally beautiful one to behold. It is standard practice in Ista for parents to arrange marriages, and women are still raised to expect this. The new Summit laws prevent the selling of daughters, and has put a stop to the culling of infertile women, making it not worth the punishment. The average age of betrothal in Ista is sixteen and women who refuse to be married are looked upon with intense disfavor. If they are just simply a lost cause in the matter, are encouraged to leave the Hold and become a Crafter, at least that way they will still be useful to the family. Although many in Ista still consider men to be superior to women, the overall treatment of their womenfolk has improved to tolerable levels. Major Exports: Fish, Citrus Fruits Crafthalls: Glasscraft Hall Bloodlines: Tenlie of Green Rajnith Igen HoldLord Holder Dyodian, Lady Holder VyriellaSporting a long western coastline, Igen Hold is well-known for being a desert Hold, and indeed the terrain has become immortalized in sayings such as ‘It won’t matter a grain of sand in Igen’. Because of these sands, which cover almost the entirety of the Hold, as well as the scorching temperatures, growing anything is difficult. Instead, Igen’s main export comes from the Tanning Crafthall located there – located neatly in what has to be the hottest region on Pern that lacks humidity. Igen Hold is also known for the sandworms located there, providing some level of protection against Thread should it reach the ground, though there’s very little for Thread to burrow into. The current Lord and Lady Holder of Igen are Lord Dyodian and Lady Vyriella, and despite all the changes with the ending of the war, the atmosphere at the High Hold can still be best described as ‘lazy’. Perhaps it’s the heat, but the Lord Holder simply can’t be bothered to care too much about his Holders, interfering only when necessary. This lack of control leads to two distinct classes of Holders – the powerful higher Holders, and the poorer, lower Holders. Perhaps the only real difference is that the “upper class” women and the “lower class” women are now treated on average, a lot better than they were before the Summit. Women are now protected from rape and beatings, forcing men to either chill out or be punished for their actions. Though arranged marriages are still common. The richer of Holders almost invariably treat the poorer like they are beneath their view, and the sentiment is returned wholeheartedly. Fortunately, the actual scuffles and brawls are few, likely given the heat of the Igen area. Less fortunately, Igen Hold’s state does not seem likely to change, given that the heir, the young Lord Vyollan, is just as lax as his parents are. Major Exports: Glass, livestock Crafthalls: Tanner Hall Bitra HoldLord Holder Raluran, Lady Holder Sirrei Lord Heir DinalBitra claims the smallest territory of all the Holds under Benden's previous jurisdiction. Located in the northwest, just southeast of Benden Weyr itself, it actually is closer in distance to the old Benden Weyr than Benden Hold. Founded by a pirate and always know for gambling, Bitra has begun to slowly turn around from the cesspit it once was. Martial law is still in effect, but there are now laws governing all the gambling and other shady activities that used to run rampant. Unlike Benden or Keroon, there is little to regulate the temperatures of the mountain fastness. Winters are harsh, freak storms are common, and the population is only just beginning to regulate itself again. Though Bitra takes most of its earnings - and pays most of its tithes - through its gambling houses (where Benden dragonriders had always been more than welcome), its small array of mines, and the well regulated brothels that have replaced human trafficking. Sexism is not a problem for Bitra, it never has been, man and woman do what they can to survive. The Hold itself is wealthy, but with all the profit from the gambling houses filtering directly into Lord Holder Raluran's coffers, although now with the Summit’s Laws he is forced to give back to his people. And the human trafficking? Its been put to a stop. Brothels still remain, but have been cleaned up and institutionalized, having such a long history it was decided that the Hold could not simply go cold turkey. Still, little is known of Lady Holder Sirrei, though her children can sometimes be seen with their father; she is rumored to be a woman of very poor health. Bitra hold absolutely hates Inverness Weyr however and only acknowledges the Weyr at all during times of threadfall. Inverness has been working tirelessly since it's founding to improve Bitra hold and cleanse it. However it is a slow and agonizing process mired deep in political drama. As such most parts of Bitra still are destitute and terrible places to reside in. Major Exports: Jewels; coal; firestone Keroon HoldLord Holder Lafelodan, Lady Holder MirialleLocated on the southern coastline west of the Nerat peninsula on the Northern Continent, Keroon Hold is relatively warm for being part of the North. A Terran prairie is perhaps the most accurate description of the terrain there. Think long, waving grasses underneath a bright blue sky and a sun high in the sky. Add a few herdbeasts and runners, and perhaps a fence separating neatly-plowed rows of sprouting greens, and you’ve basically got Keroon Hold. With the Beastcraft Halls located within Keroon territory, this region is well-known for produce, farming methods, their runnerbeasts (which, according to most knowledgeable Beastcrafters, do not quite measure up with the Ruathan stock) and herdbeasts, and taming methods for those beasts, and herdbeasts and vegetables make up both trade and their tithe to the Weyr. Led by the Lord Holder Lafelodan and his Lady Mirialle, Keroon Hold is an odd mixture of Southern and Northern customs; they’re coastal and southern enough to have a few trade routes that take their goods to the South. Lord Lafelodan pushes his Holders to the limit as far as work goes, insisting that they work the land, their runners, and themselves as much as they can. Generally, no slacking is tolerated, even from the women, who are no longer completely restricted from Crafthalls. They are also now allowed to be working outside, though most of the older generations typically stay inside as mothers, drudges, and childsitters. The punishments at Keroon have been changed to fit the crimes, but are strictly enforced. It’s said that some runners feel the whip less than some of the Holders. Exile is usually the worst consequence delivered, though murder of a man will always result in the death penalty. Rape is no longer looked over, and the consequences for it are the same as that for thievery. Justice, but a twisted form of it, to be sure… Major exports: Livestock Crafthalls: Beastcraft Hall Lemos HoldLord Holder Krasoret, Lady Holder EsawynOccupying a very mountainous region to the west of Bitra Hold and Benden Weyr, the Lemos High Hold is located neatly high on a mountaintop, arguably the Hold with the highest elevation on Pern. The reason for its odd elevation isn’t quite known, though it’s thought to be that it overlooks Lemos’s huge expanse of forests. Well-known for their hardwoods, Lemos Hold is home to the Woodcraft Hall, and exports an incredible amount of woodwork, as well as untreated wood, all around the North, though their trading doesn’t reach the Southern Holds. Another of their main exports comes from the mountains themselves; a large assortments of precious and semi-precious jewels as well as rock that can be crafted into weaponry and other useable forms, is found here and tithed along with the hardwoods. The atmosphere at Lemos can still be best described as nauseatingly polite after the war. There’s a good deal of stress placed on common courtesy among men, and women; now that they are considered people too, are expected to be extremely proper in the public eye. All conversations tend to being sickly sweet, bordering on dangerous and offensive while still being uttered in completely polite, conversational tones; those at Lemos Hold learn to be careful, for back-stabbing, public humiliation, affairs, and more are quite commonplace. These manipulative, underhanded techniques come straight from the Lord Holder, Krasoret, renowned in his Hold for being a very dangerous man, even though he comes off as polite, warm, pleasant, even affectionate towards his wife, Esawyn, and their daughter, Eraryet. There is nothing that is done in Lemos Hold without a reason behind it. Major Exports: Wood, stone Crafthalls: Woodcraft Hall Bloodlines: Kaegan of Gold Millieth, Mi'rah of Bronze Kierjaarth, Weyrbrat Kai Updated 5-2-2012 by Tashe
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Post by Administrator on Feb 1, 2011 19:12:41 GMT -5
The Holds of Pern Benden Weyr- Benden Hold - Nerat Hold - Ista Hold - Igen Hold - Bitra Hold - Keroon Hold - Lemos Hold Fort Weyr- Fort Hold - Ruatha Hold - Nabol Hold - Tillek Hold - Southern Boll Hold - Crom Hold - Telgar Hold - High Reaches Hold Selenitas Weyr- Selenitas Hold - Southern Hold - Blossom Hold - Hyphen Hold - Lighttower Hold
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Post by Administrator on Feb 1, 2011 19:10:59 GMT -5
Dragons: Color Specifics Golds/Queens: Pern’s largest and rarest dragons, queens take up less than 1% of the total dragon population at any given time, and, when full grown, range from 38-42 feet in length on average. Golds have the ability to order other dragons to do anything that they wish – and will always be obeyed, regardless of whether or not the other dragon’s rider agrees with the command or not. Dragons forced to obey a queen’s wishes can come from a different Weyr, or be older than the gold in question – regardless, they absolutely must obey. Queens, due to the fact that they’re incapable of digesting firestone, must fly on a lower level “queens’ wing,” with their Riders using flamethrowers to take care of Thread. The eggs from which gold queens Hatch are notable because of the fact that they’re very, very much bigger than the other eggs in a clutch, and usually gold in coloration – which often means that it will receive special treatment from the clutchmother, due to the rarity of gold eggs.
Queens always Impress to heterosexual women, and it’s been vaguely suggested that queens prefer Hold or Craftbred women over Weyrbred, though whether or not it’s true is uncertain. A queen’s rider will often take up the position of Senior or Junior Weyrwoman; the Rider of the oldest, still-fertile queen in the Weyr will be known as the Senior Weyrwoman and in charge of, along with the Weyrleader (who is the Rider of the queen’s most recent mate), the entire Weyr. The Junior Weyrwomen are the Riders of the younger queens, and when the Senior Weyrwoman resigns, or when her gold stops Rising to mate due to age, the next oldest will take over, and so on and so forth.
Bronzes: Bronzes make up about 5% of the population of all dragons. These large males, who, at full growth, reach just under a queen’s size, at 35-38 feet in length on average, are definitely impressive creatures. Their size grants them endurance, though their agility is very lacking usually. Due to the fact that they are usually the only color who can keep up with a queen, bronzes are the typical mates to a queen. Due to the bronze/gold ratio, however, many bronzes also pursue greens, though their size and lack of agility puts them at a disadvantage when it comes to the smaller females. Capable of chewing firestone and belching flame, bronzes usually display leader-like qualities and are, therefore, chosen for the positions of Wingleader and ‘second.
Always, bronzes Impress to heterosexual males. These males typically have some leader-like or king-like qualities, even if they are hidden – arrogant and charismatic are two qualities that are often associated with bronzeriders. Bronzeriders usually occupy the position of Senior and Junior Weyrleaders. The Senior Weyrleader is the man whose dragon Catches the Senior queen, and, because of the fickle nature of some queens, this means the position can change every time she Rises to mate. However, it is typical for a Wingleading bronze to have a better chance at Catching the Senior queen than any other. Likewise, the Junior Weyrleader(s) position is taken by the man whose dragon Catches the Junior queen in her Flight.
Browns: Brown dragons are, size-wise, squarely in the middle. Full-grown, these males, who take up about 15% of the dragon population, range from 30-35 feet in length. They’re basically an all-around dragon: While blues and greens are made for agility, and queens and bronzes for stamina, browns have the best of both worlds, being able to oftentimes keep up in both green and queen Flights. It is, therefore, not unheard of for a brown to Catch a queen, though it is rare – they’re notably smaller in proportion to said queens. Browns occasionally occupy Wingsecond positions, and seem typically content to reside below bronzes as far as hierarchy goes. Capable of producing flame upon ingesting firestone, browns are invaluable in Threadfall, being small enough to avoid Thread easily, and big enough not to be switched in and out of the wing due to lack of stamina – usually.
Browns seem to prefer males, and most brownriders tend to be heterosexual or bisexual, though it’s not unheard of for a masculine homosexual man to Impress to a brown as well; they’re not nearly as picky as bronzes, considering that masculine women can Impress a brown as well, though this is incredibly rare.
Blues: The smallest of the male dragons, blues, when full-grown, average out from 25-30 feet in length. Extremely common, blues take up a good 30% of the dragon population, and are the only males who cannot mate with queens due to the fact that they simply lack the endurance necessary to keep up with the golds. Instead, they mate solely with greens, being able to match their agility easily; indeed, blues are known for their being slender and graceful, though this is a stereotype, and bulkier blues have been known. Blues will rarely, if ever, assume the positions of Wingsecond or Leader, since they’re small enough that some of them will not be able to last a six-hour Threadfall and must be rotated out, though due to their numbers, they play a major part in fighting said Thread.
Blue dragons typically Impress to males – of any orientation; they’re not picky, and homosexual, bisexual, and heterosexual men will all have a chance at Impressing them – but it’s not unheard of for a female – again, of any orientation – to Impress blue. Heterosexual female blueriders are not uncommon, though they do seem to tend towards men.
Greens: The smallest of the five colors, greens at their full growth usually range from 20-25 feet in length, though it’s not unheard of for greens to be bigger or smaller. These small females take up all of 50% of the dragon population, but (fortunately) are infertile, unable to lay eggs. It is theorized that greens are rendered infertile by firestone, which they can chew and use to produce flame, but in reality, they were genetically modified to be incapable of clutching – the reason why green firelizards can clutch, but dragons cannot. Due to their size, and the fact that their strength typically lies in agility, greens will never be able to hold any ranking positions in the wings because they cannot last a full Threadfall; they usually have rotations, two to three per Threadfall, as not to exhaust any of the dragons.
Greens, given the choice, seem to prefer Impressing to girls – of any sexual orientation. However, males are not out of the question, especially bisexual or homosexual males. Personality doesn’t seem to matter in the least to greens, varied as they themselves are.
((Written by Avu))
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Post by Administrator on Feb 1, 2011 19:10:20 GMT -5
Dragons: Basic Anatomy Dragons come in five colors: Gold, bronze, brown, blue, and green. Golds and greens are female, while bronzes, browns, and blues are male, with golds (also known as queens) being the largest at 42 feet when full grown, while greens are considered big at 25 feet when full grown. Beyond their varying sizes, dragons are otherwise much the same where conformation is concerned. Their heads have a primarily equine appearance, with a more or less straight line from forehead to tip of muzzle, which is triangular, and more pointed than that of their firelizard cousins. Their eyes are famed for being multi-faceted, protruding slightly; these whirl and change colors to display the dragon’s emotions, and are protected by eye ridges – bones that grow in a kind of trapezoid-shape above the eye, with the eye being at the base of the trapezoid – and three layers of eyelids, though they lack eyelashes. Dragons are known for their sharp sight, and a dragon and Rider pair is usually able to ‘borrow’ the other’s eyes and see what the other is seeing, even if they’re not together at the time. Head knobs grow backwards from their skull, ending in a bulb, which assists the dragon’s telepathic abilities; just under these, they have a hole that serves as their ear. When full grown, dragons will have 48 teeth; the front teeth are for tearing meat and hunting, while the molars in the back serve for grinding firestone. Eye Color/Mood correlation is as follows: - Blue or green: Contentment; sleepiness; happiness
- Yellow: Fear
- Reddish yellow: Battle
- Red/orange: Anger
- Red: Hunger
- Purple: Lust; love
- White: Danger
- Gray: Pain; death
Dragons’ hides are not scaly; rather, they resemble leather in that they are supple, and require oiling to keep the hide from cracking, a potentially fatal condition if the dragon were to go between. As the dragon finishes growing, oiling can become less frequent, but is still encouraged. The hides also relay how healthy a dragon is: A dragon with a noticeable gleam, or glow, to his or her hide, or if the hide is a very bright color, is usually healthy, while a sick or distressed dragon’s hide will show tinges of gray, become lackluster, and, in extreme cases, feel chalky to the touch. Female dragons also tend to ‘glow’ before they’re due to Rise. As dragons age, their hides will change color: Bronzes tend towards brown, while golds tend towards bronze, etc. Dragons come in all shades of their color (i.e. a green dragon can be pale to the point of white, or dark enough to pass for black, or anywhere in between), and can even have markings unique to them (including, but not limited to, stripes, splashes, freckles). With bones made stronger than that of an average human in order to stand the strain of flight, dragons have ball-and-socket joints, which makes dislocation much less likely. They have ten vertebra in their necks, and fifty-six in the back and tail; along their spine, starting at just behind their head knobs, dragons have a row of neck ridges, which continue down to their tail, which ends in a forked tip. Dragons do not have blood; rather, they have ichor, which is copper-based and is green in coloration. Thus, their mouth and tongues, which lacks pigmentation, are always green due to the ichor, while their muscles are a shiny, silvery-green color. The hind legs of a dragon are almost always stronger than their front for power during take-off, while the front legs are rarely used and a good deal shorter than the hind legs, making for a lopsided gait while walking. The back legs of dragons have three claws, which are not retractable, while their front paws have five claws – which are retractable. Their foreclaws can grasp things as a human can. Wings are built with bones similar to that of mammals. Three main ‘fingers’ are visible, but this is because the first and middle ‘finger’ have been fused together for greater strength during flight, while a smaller ‘finger joint’ is also visible. Membrane is stretched between the finger joint and the shoulder, too, called the ‘leading edge’ of the wing, while the wing ends near the base of the dragon’s tail for stability, called the ‘trailing edge’. A dragon’s wings are usually very large in order to support their weight, but can be folded along the dragon’s back so that they don’t get in the way. Dragons’ internal organs, too, are not the same as humans: They have two stomachs. The first is used to digest food normally, while the second is used to produce flame once firestone is chewed. Dragons also have several hearts, placed, like humans’, in their ribcages. With lungs that are dorsally placed, dragons can hold their breaths for up to ten minutes, and when their lungs are fully inflated, the chests of dragons can inflate to almost twice their normal size. Feeding Habits Dragons’ feeding habits are usually very simple. As a Weyrling, dragons eat voraciously, often demanding to be fed six or seven times a day, though the meals they require are small, and usually will require for their Bonded to cut the meat into chunks that they can manage to swallow. As they mature, dragons will eat less and less often; a full adult dragon will often eat only once a sevenday, and then eat lightly. Younger dragons are prone to gorging – a bad habit, since it invites their hide to crack from overeating, especially if they’re not oiled regularly; if a dragon gorges, their Bonded is required to prevent gorging, limiting them to only what is necessary to take away hunger pangs. Dragons are typically very messy eaters, though occasionally there are fussy, neat dragons; it simply depends on the dragon, but often, the Rider will end up having to bathe and oil a dragon directly after feeding. Dragons are carnivores; they feed primarily on herdbeasts, the equivalent to a Terran cow. Runners (a Terran horse) is also not out of the question, and when dragons ‘hunt out’, wherries, an indigenous, six-limbed creature that somewhat resembles a Terran turkey, are often taken down as well. Hunting out is encouraged in the Weyr, as it doesn’t deplete the Weyr’s resources. To ‘hunt out’ simply means to take the dragon outside of the main Feeding Grounds, to plains, or wherever else wild animals may be found, and allowing the dragon to hunt for himself. This usually only works for fully mature dragons, however, capable of flying their Riders around. Dragons are not encouraged to go between, for meat can sour in their stomachs in between, causing sickness and discomfort in the dragon. Capable of holding their excreta for up to five days at a time in case, for whatever reason, a dragon is unable to go between, where waste is typically released, dragons, once taught how to go between, rarely require to be cleaned up after – though they do throw up firestone after the gases have been used, there is a firestone pit, which serves for this purpose. However, if a dragon cannot go between to release waste, they will eventually go where they must, and in such a case, their Riders will be expected to clean up for them. Weyrling dragons, especially, will depend on their Riders to clean up after them, since they are not allowed between in order to release waste. Flights and Hatchings Though both golds and greens Rise, greens, who were genetically modified to be sterile so that they could chew firestone, serving as a major part of Threadfighting wings, cannot clutch. This leaves golds (who take up less than 1% of the entire dragon population) as the only ones capable of clutching. Because of their difference in sizing, their flights, too, are very different, though the preliminaries are much the same. Most, but not all, females start to act ‘proddy’ before they Rise. The term ‘proddy’ dictates a change in behavior, be it for the worse or for the better; as a rough rule, they’re liable to be more sensitive, preen, care about what males think more, and their emotions may bleed over into their Bonded. They also begin to glow before their Flight, something of a beacon to let the males know that they are, indeed, soon to Rise, and to prepare duly. Flights for both of the female colors will result in their Riders sleeping with somebody at the end as a result of what is typically called “Flightlust”; the dragon’s lust is so great that in Flights, Riders may actually think themselves as being in the air with their mounts, though fortunately, most are aware that it’s necessary to make it to the Flightrooms before the lust fully takes them. The one who Rides the dragon who wins the Flight will almost invariably be the one who sleeps with the green or gold’s Rider, unless something prevents the two from reaching each other, whereupon they – along with the losers of the Flight – will take another person, often without regard to whether or not the person is interested at all in them, called a Flightmoth. Green Risings never ‘force’ any males into Chasing them; blues and browns are their typical mates due to their small size, but it’s not unheard of for a bronze to Catch them. Greenflights are usually short and fast, with the green’s focus being on agility, since that is, most of the time, the green’s strongest point. Very often, greens will use the landscape around them as obstacle courses around which they base their Flight, be it the waterfall, the jungle, or the Weyr itself. Seeing another green Rise doesn’t seem to make the greens around them interested in Rising, fortunately, and since greens’ Flights are so short, they never seen to overlap each other; each green seems to be able to wait till the Flight before them has finished before they go up. Goldflights are unique in that bronzes who are at the Weyr when she begins to show signs of Rising will often refuse to leave, which means that if a bronze rider didn’t want to take part in the Flight, he would have to take his dragon away a time before. Once a bronze bloods (and they do so before the queen Flies, usually, though occasionally they do it at the beginning of the Flight), they will often refuse to leave the queen. Golds will often sleep before they Rise; when they wake, they will wake up hungry, and will attack the Weyr’s herdbeasts: Her Rider must keep her from gorging on the meat, insisting instead that her queen ‘blood her kill’ – to give her the strength to fly hard and fast. When a queen Flies, her emotions are broadcasted widely, and, if there is another gold within the range, she may Fly, regardless of whether or not her biological clock agrees; this will almost certainly result in a fight between the two, since queens are very possessive and may consider the bronzes and browns in their Flight to be ‘theirs’. Queenflights are usually based on stamina, the gold pushing her males to their limit before she chooses the best one, since queens are usually too big to manage any aerial maneuvers. Because it’s based on stamina, bronzes are usually the ones to catch a gold, since they’re bigger than browns are, and therefore have much more endurance. Goldflights always result in clutches. Once eggheavy, queens cannot go between, or even fly after a decent amount of time has passed. She will clutch on the Hatching Sands three months after her Flight – which is in a stadium-type cavern, with Stands surrounding the Sands where spectators may watch the Hatching; sands heated almost to burning spreads in the center, making the entire place almost unbearably hot – but this is exactly the type of environment necessary for dragon eggs to Hatch. Once a gold has laid her clutch, she and, often, her mate, will guard the eggs viciously, protecting the clutch day and night. There are only two times when a queen will let people she’s not familiar and comfortable with near her eggs: the Touching, and the Hatching. The Touching is simply that: When Candidates are invited to approach the clutch, get used to the idea of a dragonet being inside each one. They will often be required to bow and ask permission from the queen, who is allowed to throw a Candidate off of the Sands. On the day of the Hatching, which usually takes place five sevendays after the clutch has been laid, many ranking Holders will gather in the Stands, and it’s likely that the queen will be very agitated, even when Candidates are assembled in a semi-circle around the eggs. If there is a queen egg (notable for its gold coloring: While the other eggs are colored and even have designs and patterns of their own, a gold egg will receive special treatment), female Candidates will be arranged around that instead of the main clutch. Once a dragon Hatches, the first thing on its mind will be to find its Bonded, and then to find food. Occasionally, a frightened Hatchling may maul a Candidate, though deaths are very rare and Healers are on hand to take care of injuries, before it finds its Bonded, contacting them mentally, usually in a demand for food. This link is irrevocable: Once a dragon claims a Candidate, they become a Weyrlingpair. Weyrling Dragons Hatchling dragons who have paired off with their lifemates are called “Weyrlings” – their Riders known as ‘Weyrlingriders’, or ‘Weyrlings’ as well. When they emerge, there is a notable size difference between the colors, and as they grow, this will become even more noticeable. At two months of age, greens usually range from 9-12 feet; blues 12-14; browns 14-15; bronzes 15-16, and golds 16-19. At four months, greens are 12-15 feet; blues 15-18; browns 18-21; bronzes 21-22; and golds 22-24 feet. At six, greens are 15-19; blues 19-23; browns 23-27; bronzes 27-28; and golds 28-31. At twelve, greens 18-23; blues 23-28; browns 28-33; bronzes 33-35; golds 35-39. They reach full growth by graduation, sixteen months, with greens averaging at 20-25 feet; blues 25-30; browns 30-35; bronzes 35-38; and golds topping them out at 38-42 feet in length. Due to their extraordinary rate of growth, dragon hatchlings must be bathed and oiled daily, especially considering their tendency to gorge on whatever food they can – they have very little self-control, and their Riders must be able to control them as far as feeding goes, and must cut meat into chunks small enough for their dragons to consume while they cannot rip and catch their own food; this will be taught to them in Weyrling Lessons. Also taught in Weyrling Lessons is the rules that Weyrling dragon and rider pairs are expected to abide by – a dragonrider and his mount will be in charge of these lessons. Called “Weyrlingmasters”, a Weyrlingmaster is in charge of a Weyrling class; a class is made up of those who Impressed at the same Hatching. Occasionally, a Weyrlingmaster may have to take on more than one class at a time, but usually there is only one to focus on at a time. He, or she, is in charge of making sure none of his Weyrlings get hurt, and will issue punishment as necessary; he or she is also the one who will decide whether or not a Weyrling pair passes lessons and graduates to become a full Rider; missing lessons repeatedly will result in failure, and being forced to retake the entire course with a Junior Weyrling class. Weyrling Lessons will be where dragons are taught how to fly, how to between, how to make straps, and both physically and mentally prepared for the strain of their upcoming responsibilities. Weyrling dragons are both emotionally and physically depend on their Bonded – more so than a full-grown dragon; if for a moment they think that their Bonded no longer wants them, or loves another more than they, they are likely to panic; for this reason, Impressing Salamandyrs is prohibited among Candidates and Weyrlings both, and having sex while a Weyrling dragon is not mature is also prohibited: The attention being taken so completely away from a dragon (who, as a Weyrling, should be the center of their Rider’s focus at all times) may very well traumatize the hatchling, until they’re mentally mature enough to handle it at ten months of age. Though they do not graduate until they’re sixteen months old, Weyrlings start to Rise and Chase as they pass their first Turn (twelve months), though some golds and greens have been known to be incredibly late Risers. Weyrling riders are encouraged to have lost their virginity before their dragon Chases or Rises for the first time, or the experience will usually (but not always) be a frightening, violent one, as well as extremely awkward – and that’s not fair to the dragon, since their maiden Flight or first time Chasing should be cause for celebration or congratulations. Graduating is another major milestone, and afterwards, the Weyrlings will be placed on wings. Usually, newly-graduated Weyrlings are placed on the Queens’ Wing, as it is low-altitude, making the risk of getting Scored or hurt lower, until they are deemed ready to move onto a high-altitude wing. Abilities: Telepathy, Firestone, and Between Dragons are well-known for many of their abilities. These include their mental connection to their Riders, the ability of telepathy, producing flame after chewing firestone, going between places instantaneously, and telekinesis and ‘timing it’ – going between times. The last two – telekinesis and ‘timing it’ are not canon to Selenitas, and will not be played at all unless an admin gives specific permission – this will usually be for a plot, and in such a case, it’s more likely that you will be asked to have your selected pair do ether of the two. Mental and emotional connections to their Riders occurs at the moment of Impression – at their Hatching. If dragons do not find an acceptable Candidate to Bond with, they will sometimes pick someone out of the Stands, and if they still cannot find someone that pleases them, they will suicide – dragons cannot live without Riders. Dragon and Rider pairs can communicate mentally, and their emotions will usually have some effect on the other. If a Rider dies, a dragon will automatically suicide; if a dragon dies and the Rider, for whatever reason, is still alive, they are capable of surviving past their dragon’s death, but the emotional blow is the equivalent of being literally ripped in two: Many ex-Riders prefer suicide to living without their mindmate. Dragons’ love for their Riders are completely wholehearted, unconditional, constant, even if they might argue. Further, they are capable of telepathy – communicating to almost any creature they desire, be it a human that is not their Rider, another dragon, firelizard or wher. Usually, dragons are not fond of contacting other humans or whers; the former would typically only occur in an emergency, or if the dragon becomes exceptionally fond of said human, or if their Rider is fond of them; the latter is even rarer, since dragons are not fond of their nocturnal cousins as a general rule and tend to avoid contacting them if they can manage it. They are capable of sending images of what they see, broadcasting to a general area, and giving other dragons ‘coordinates’ to between to. The ability of ‘belching’ flame depends on two things: Firestone, a phosphine-bearing rock, and the fact that dragons have a second stomach. When a dragon swallows firestone after grinding it between their back molars, a gaseous flame is created; upon ‘belching’, flames emerge – and, flame being one of the few things that destroys Thread, this makes them very well suited to fighting Thread. However, on the downside, firestone can not be digested normally, and must be regurgitated afterwards – which can prove to be very messy indeed if the dragon does not make it to the firestone pit to regurgitate said ‘stone. Dragons also have the innate ability to go between places instantly. Between is basically nowhere – there is nothing to see, smell, hear, feel, or taste, only complete and total darkness. Going between is very dangerous, though; it’s possible that if the coordinates given to the dragon are not good enough, a Rider and dragon pair, as well as anyone with them, will be permanently lost between. However, provided that the pair has trained well, going between can prove to be invaluable – to avoid Thread, to provide instant transportation, etc. Going between comes naturally to dragons, but due to the danger of doing so, they are prevented from doing so until they’re fifteen months or so of age. ((Written by Avu))
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