Pern: Skies Of Fire

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Pern: Skies Of Fire

Dedication

This Group RP game is dedicated to the memory of the late, great, Anne McCaffrey. May the Dragons soar forever in her skies, and may her dreams continue to awaken the hearts of the people who read her books. You will be missed, and your world has given new life to many people. May you forever be remembered as the woman who gave people wings.

Background

Pern

A series based in a science fiction setting, though if you do not read the starting books you think it is fantasy due to the dragons. Pern is a world of open possibilities, of amazing feats of heroism, or the capability to craft amazing things. This is a setting that can reach to the heavens, and fall to the deepest pits of hell - with the characters and plots it can produce.

The setting is Igen Weyr, the Turn 2822 - 300 turns after Jaxom and Ruth re-found AIVAS. 300 turns after Landing was beginning excavations after so many years of not being known. 300 Turns since Thread was permanently banished due to the power and beauty of the white Dragon Ruth.

This will be a game that requires dedicated players, people that understand the setting - or are willing to learn. I am fully willing to walk people through character creation, and what is and isn't possible in this Pern setting.

Pern has a year (Called 'Turn') lasting 362 days, with a leap year every 6 Turns. The Turn is broken into 12 months lasting 30 days apiece; the two extra days are added in at Turn's End for celebrations.

In the Northern Hemisphere, the Winter Solstice is the first day of the year, 1.1; Spring Equinox is 4.1; Summer Solstice is 7.1; and Autumn Equinox is 10.1. The seasons follow the solstices/equinoxes (i.e. winter is from 1.1 until 3.30).

Plot

After the finding of AIVAS, and the banishing of Thread, Pern could flourish once more. Ruth and Jaxom had made it possible, had made a bright future for the Pernese. Time has passed and many advancements have made themselves within the Pernese communities.

Women and Men can both equally attain ranking and standing within the Craft Halls. Though ages still play a huge factor, so no one under the age of 25 can be a Master in any craft. No one under 40 can be THE Master of a craft. The Craft halls have expanded, and even have a better training course set into place.

Pern is now in what we would consider Earth's Victorian Age. Though we do not wear those silly clothes, the Pernese still enjoy their rather rustic easy to wear garments. Though some more risqué than others. But what this means for the game is there is more medical technologies. They can perform surgery more easily, and effectively - more medical possibilities. But do not go too far in the future, they still do not use X-rays or most mapping technology. Bone setting is done the same way as before, and they only have more sterile blood transfusion processes.

Steam power has happened, and there is small steam rails that run between the Main Holds and Weyrs. These are for the quick transport of goods that are being sent to other locations. No normal person can have access to the rails, as they are still in their test phase and are very expensive. The 'Steam Workers Hall' is relatively new, only 20 turns old. They provide the needed engines for the Steam Caravans, and the Steam ships that cross between the Northern and Southern Continents of Pern.

Pern is advancing on new horizons, but the advancements in Technology has brought a rise of people who fear it. These people 'OldTimers' of a different breed, are dead against the change in Technology. They want Pern to remain as their ancestors intended. As such they have begun tactics that would destroy any new advances in technology.

But the most concerning aspect of this game is the fact that all of the Weyrs have seen a change in the way things are. Recently, in the last Turn, all of their Queens have risen at least once. The clutches laid in the last quarter of a Turn have all contained a Golden Egg. The Harpers speak of the fact that this is a sure sign of the return of thread. A mere few turns away, if that. Dragons are trying to protect the people, but no one wants to believe in the sudden change in dragon clutching. Slowly but surely over the last ten turns more clutching has happened than in the past 200 turns.

What could this mean for the future of Pern? Is thread really returning? What can the Riders, the Crafters, the Holdspeople do about the Oldtimers? What is the true agenda of the OldTimers? And why does it seem like something larger is on the horizon?


What will you choose? Where will you stand?

Pern: Skies of Fire

Basic Game Rules

1. Please follow all of Elliquiy's ToS and Basic Forum rules. If you are found breaking these rules you will be reported to the staff. We love our game and as such we do not want it discontinued.

2. You will agree to join this game with the knowledge that you are going to post at least once a week. We prefer twice a week. Especially if we are in a pivotal plot point. You join knowing that if you become absent from the game, without contacting the GMs to explain why, your characters become the property of the game. This means if you leave the game, especially if you are in the middle of the scene, we can take these characters and finish a scene. We will either put the character as an NPC till you wish to return, or make it an adoptable for other players to have a way in.

Note: It is not the GM or Co-Gms responsibility to check your away threads. If you know you will be leaving for a period of time, PLEASE PM us to let us know. Try to finish up your scenes if you can, or we will handle it for you. But please, I have to stress this, this is the kind of game that only works if you are open and honest with your GM and Co-Gm. If you have an unexpected absence, and you are absent for more than two weeks of posting we will check up on you and look through to see if there is some issues. If you get stuck, we are here to help you figure out what is going on.

3. This is a game that requires working together, but it also requires that you have the ability to write rather well. We require at least one paragraph per character, preferably two paragraphs per character. This is so there is enough for people to work with, as to make the game more enjoyable for others.

4. If you want to play a 'special' character, or wish to discuss a specific style of character - please PM both SweetSerenade and Majere Dreavan. Together the three of us will work out what needs to be worked out.

5. SweetSerenade and Majere Dreavan may at any time restrict certain things in the game. This is because we either have too many of them, or they are 'broken' as one would say. There will be details about what is allowed for each character type, in that character types sub-section.

6. Please PM all profiles to both SweetSerenade and Majere Dreavan. They will review the profiles and see if it is appropriate for the game.

7. SweetSerenade and Majere Dreavan are the final law in the game, if they say no - it is no. But we are not completely cold hearted, we will leave some things up for review if you really wish to fight for something. In such an instance you may have to pass a 'challenge' to prove that you can handle whatever it is you are trying to accomplish, without breaking game rules.

8. Please know how to make a basic character, and how to work with others. If you have an issue with a player in the game, please try to work it out together. If it cannot be worked out, or if a player pushes your boundaries, please take it to SweetSerenade and Majere Dreavan. If they cannot work it out, or the issue escalates it will be taken to staff. We want a fun game, not a game where people are ignoring each other.

9. Do not take IRL grievances into the game. If you do not particularly like someone we will not force you to directly interact unless it is a plot pivotal moment. IE a Hatching or Threadfall. But, if you get upset that you did not get what you wanted, whether it was a character or creature, you are not allowed to take this into the game. Please keep a separation between yourself and your characters.

10. At this time each player is only allowed as many characters as they can handle. We will cap this limit at 8. Because of such a high limit profiles will not have to be as detailed, unless they are a 'special' character. Special characters have to go through more effort than non-specials.

11. The Game rules are set, if you disagree with a rule - we apologize but that is the way it is. We know that some people would really like to have a male on a Gold Dragon or a female on a Bronze - but that is not how Pern works, neither is it how Skies of Fire works. The details will be set.

12. Please have fun, be active, and enjoy the game. If you have any questions please ask about it in the Interest check, or in a PM to both SweetSerenade and Majere Dreavan.

Crafts and Halls

Basic Craft Details

Crafts are pretty easy to understand on Pern, this is how information is learned and passed on. In the Original Pern the Crafthalls were places of learning. There was a large precedence, after the large plague, that females were not allowed into the Crafts. But slowly but surely over time they returned, and by Skies of Fire times they are completely reintegrated and fully important people in their own rights.

Training to be a Crafter can start as early as 8 turns old, but can happen at any time in life. Generally some crafts, Harper Hall and a few others do not accept anyone over the age of 14 for apprenticeship. This is due to that crafts specific training regimens, and the way they work.

Apprenticeship generally lasts about ten to fifteen years. Apprentices make up a good amount of the people in a Craft, but it is actually the Journeymen(women) that make up the largest portion of a Craft Hall. If someone has not made Journeyman by 24 they are generally removed from the craft because of an inability to flourish and progress.

Only a small percentage of Journeymen ever become the next rank, which is Master. Masters are those who have been refining their craft for many turns, and are specialized in their particular craft. There is notably two separate aspects of Masters. There is CraftMaster which are the individuals who have mastered their craft, and then there is Master Craftsmen of which there is only ONE for every craft, at a time, that oversees EVERYTHING that encompasses their craft. (I.E. Robinton was The Master Harper of Pern)

Each Craft will have a sub link that will take you to their basic information, as well as who the current residing Master Craftsmen is. There may also be some details about sub-specialities that some crafts have available.

Masters are the only ones that can teach others, Journeyman are usually the ones dispatched other locations as they refine their craft. Journeyman are capable of finding apprentices they can teach the basics to and then send to the Craft Hall if they show promise.

Furthermore, there is a special new Craft Rank just for this game. We call them Interim. You can only take one Interim craft at a time. You have to take it for at least four turns, before you can leave the courses and pass on to learning something else. This means you will only have the knowledge of a four year apprentice. But you can never attain a Journeyman or Master rank in the craft, no matter how long you are an interim.

Craft Searches

About 200 turns ago, in order to prevent the loss of talented individuals into crafts or holdwork they were unsuited for while having them miss out on the craft they should have been in, a system of craft searches was created, initially by the Harper craft, but all other crafts followed suit.

Specially trained journeymen from each craft now travel between holds, Weyrs and other Halls, administering tests to any eight year olds present. Obviously, the heir to the hold is not eligible for these tests, and unlike dragon search a candidate can be refused by the holder. Visits to other Craft Halls and Weyrs are usually at the request of the Craft Master or Weyrleader, if it is brought to their attention that a child exhibits talents other than those of their craft, or appears possibly unsuited to life in the Weyr.

Those children searched in this fashion are sent to the craft hall that searched them for further testing. Most will be accepted as apprentices into that craft, although it is not guaranteed.

Craft and Hall list

Harper Hall, at Fort
Healer Hall, at Fort
Smithcraft Hall, at Telgar
Minecraft Hall, at Crom
Beastcraft Hall, at Keroon
Farmer Hall, at Nerat
Vintner Hall, at Benden
Glass-smith Hall, at Ista
Fishercraft Hall, at Tillek
Weavercraft Hall, at Southern Boll
Tannercraft Hall, at Igen
Tradercraft Wagon Trains

Several additional halls were established with the rediscovery of scientific knowledge in the Ninth Pass (All the Weyrs of Pern and subsequent novels):

Printer Hall, at Lemos (loosely allied with the harper hall)
Plastic-smith Hall, at Southern
Technicians Hall, at Landing (loosely allied with the smithcrafthall)
Dolphin Hall, at Kahrain
Steamcraft Hall, at Telgar (loosely allied with the smithcrafthall)

Creation of a Craft Character

Apprentices:

Make sure to follow any details listed in a craft, for the creation of an apprentice. Some crafts accept apprentices of any age, while some are quite specific.

For your history, generally an apprentice is an apprentice for at least 10 turns before they walk the tables and become a Journeyman. Keep that in mind when you create your characters.

Apprentices know very little, and are still learning their craft. Keep this in mind when creating them.

Journeyman:

Do not create a journeyman who is under the age of 20, unless you have GM approval and your apprenticeship began when you were 8.

Most people never make it out of Journeyman. Journeyman usually is the end of the line for a Crafter.

Journeyman can teach basic lessons, but they can't MAKE someone a crafter. They can take on a temporary apprentice to test their skills for a few months, then they send the apprentice to the Craft Hall for true induction.

Master:

No one under the age of 38 will ever be a Master in their craft. The youngest a craft hall accepts is someone that is 8 years old, for apprentice ship. You spend at least 10 turns as an apprentice before you walk the tables and become a Journeyman. Then you spend at least 20 turns as a Journeyman before you are seen viable as a Master. This can be waived for good reason, and with permission of the GM and CO-GM - but only with that permission. We will deny any applications turned in, without prior approval, that try to claim Master Rank before 38 turns. Even still, most Masters are over the age of 45.

Master Crafter of Pern:

These are playable characters, but follow the softset rules in the craft they are aligned with. This is not negotiable, period. This is a powerful position, these people will never become a Rider, or a Handler of a Wher. But they can bond to fire-lizards.

Interim Crafter:

This is a special rank for this game. These are people who go to a craft hall to learn some apprentice level techniques for at least four turns. You can only take one Interim craft at a time, and you must take it four turns before you can stop taking that craft. The note about Interim crafts is that you cannot become a ranked crafter, without serious hard work - or showing monumental skill that attracts the Master Crafter of that Hall.

SteamCraft Hall does not accept Interim, period.

Holds

Holds come in a variety of levels. Primarily you have the large Holds that Tithe to a Weyr, These are Generally the name of a Hold that matches the Weyr. Then you have Minor Holds, that usually send their Tithing supplies to the main Hold - so it can be sent to the Weyr. Then beneath Minor Holds you have Cot Holds, these are generally family settlements just outside of a Major or a Minor Hold - There is no such thing as a Cot Hold Lord, they generally have a 'Head of the Family'.

Ranking System for Holds - Lord of -inster Major Hold-/Lady Of -insert Major Hold- > Child of a Major Lord/Lady Holder (Legitimate Only) = Lord/Lady of Minor Hold >Child of a Lord/Lady of Minor Hold > 'Head of Family' In a Cot Hold.

Drudges are not like they used to be, Drudges are a 'servant class' but in the new system of Pern Drudges are people who either picked to be Drudges to pay off a debt - or Criminals forced to work to pay off their debt to society. There is no long such a thing as 'Born a Drudge always a drudge.'


Weyr Towns are a recent development, a place to help house any extra people who want to be part of the Weyr but not live in the Weyr. They handle the Tithes and then make sure they get into the Weyr properly. Weyrtowns have only been around for about twenty Turns. The leader of a Weyrtown will never be searched as a candidate, and is not allowed to attend hatchings. This is to make sure that the Leader of Weyrtown is capable of performing their duty properly.


Northern Continent

High Reaches Weyr Territory

High Reaches Weyr Town - No Lord or Lady, just a 'Community Leader' appointed by the people in the Weyr Town. Takes orders directly from the Weyrwoman/Weyrleader. Community Leader is no younger than 30, ineligible for impression.

High Reaches Hold - Lady of High Reaches, 30 turns unmarried and no children.

Balen Hold - Lord and Lady of Balen (Couple in their 20s and 30s respectively), One child five turns old. No bastard Children.

Fire Hold - Lord of Fire Hold is twenty Turns and Unmarried, no bastard children.

Lewis Hold - Lord and Lady in their 50s, Three children - oldest is female and in her 30s. At least 10 Bastard Children.

Murfy Hold - Lord of Murfy is in his 30s, unmarried, one bastard child that is 10 turns old

Ogren Hold - Lady of Ogren is a Widow in her 50s, four children - Oldest is 35 Turns, male and Heir to the Hold.

Pars Hold - Lord of Ogren is in his 60s, widower, 5 Legitimate children - Oldest is 40 turns and the Heir. At least 15 Bastard Children.

Riverbend Hold - Lady of Riverbend is a woman in her 50s, unmarried - Four Bastard children fighting to find out who will run the Hold.


High Reaches Territory has at least one Minor Hold not listed, and a plethora of Cot Holds.


Tillek Hold - Lord/Lady of Tillek (pair in their 50s) - 5 Children, Oldest is Male and about 17 Turns.

Misty Hold - Lady of Misty (Unmarried 30 turns) - No children

Radhard Hold - Lord of Radhard(Unmarried 25 Turns) - No children

Sattle Hold - Lord of Sattle is unmarried, in his 60s and has no children(Even bastards).


Five Minor holds that are Unnamed, in the Tillek Hold Territory. As well as an unnumbered amount of Cot Holds.


Nabol Hold - Lord is in his 80s, widower. Twelve Children, legitimate, Oldest is in his 60s. 15 Bastard Children.

Keogh Hold - Lord is in his 30s, unmarried, no Bastard Children.

No other Holds in Nabol Territory, except for a handful of Cot Holds.

Fort Weyr Territory

Fort Weyr Town - No Lord or Lady, just a 'Community Leader' appointed by the people in the Weyr Town. Takes orders directly from the Weyrwoman/Weyrleader. Community Leader is no younger than 30, ineligible for impression.

Fort Hold - No Lord or Lady, recent death has left the seat up for Dispute with the variety of people eligible for the position. The old Lord and Lady had no legitimate children, but the Lord had at least 20 Bastards none acknowledged and None named Heir with his death.

Fort River Hold - Lord and Lady of Fort River, recently married No children yet.

Fort Sea Hold - Lord and Lady of Fort Sea (Couple in their 40s and 30s respectively), six children - Oldest is 12 turns. 6 Bastard Children (Oldest is 20 turns.)

Gar Hold (Hold Gar) - Lady of Gar is in her 40s, unmarried, with no Heirs.

High Hill Hold - Lord recently went missing, his widow is in her 50s and they have one child whom is in his 20s.

Peyton Hold - Lady of Peyton Hold is in her 20s and unmarried.

Retallek Hold - Lord of Retallek Hold is in his 40s, unmarried, 8 bastard children (Oldest is 17 turns.)

No other Minor Holds, a plethora of Cot Holds that lean towards whichever Minor/Major Hold is closest to them.

Southern Boll Hold - Lord is in his 60s, bachelor, no children.

Pierie Hold - Lady is in her 20s, unmarried.

Southern Boll Territory has at least one unnamed Minor Hold, as well as a variety of Cot Holds.

Ruatha Hold - Lord in attendance is in his 20s, unmarried.

Plateau Hold - Lady in attendance is in her 20s, unmarried.

Riverside Hold - Lord is in his 50s, unmarried, 12 bastard children (Oldest is 33 turns)

Ruatha River Hold - Lord and Lady, newly married in their 30s, Child on the way.

Ruatha Hold Territory has at least six other unnamed Minor Holds. Not to mention the cot holds.

Telgar Weyr Territory

Telgar Weyr Town - No Lord or Lady, just a 'Community Leader' appointed by the people in the Weyr Town. Takes orders directly from the Weyrwoman/Weyrleader. Community Leader is no younger than 30, ineligible for impression.

Telgar Hold - Lord of Telgar is in his 40s, Widower, One Child - 20 turns. No bastards.

Campbell's Field Hold - Lady of Campbell's Field Hold is in her 40s, widower, two children oldest is 15 Turns. No bastards.

Hilltop Hold - Lord and Lady newly Married, in their 30s, child on the way. No Bastards.

Miner's Hold - As a Mine Hold there is no Lord in Attendance, instead there is a Miner Master in his 50s that oversees everything.

Southern Telgar Hold - Southern Telgar Hold is currently in upheaval as the Old lord died with no true Heir. He also produced no bastards. He was sterile, now the infighting is between his six siblings and their children.

Telgar Hold Territory is not known to have any other Minor Holds, but does have a plethora of Cotholds also home of the Starcrafters Hall (Not available for Play. Meaning no crafters for this for a bit.)

Crom Hold - The Lord and Lady of Crom Hold are recently married, in their 20s. No children yet.

Greenfields Hold - The Lady of Greenfields Hold is in her 20s, unmarried.

Three Rivers Hold - The Lord of Three Rivers Hold is in his 30s, unmarried. One bastard child that is 10 turns.

Crom Hold is also home to the Minecrafthall, and at least one minor hold whose name is not known.

Benden Weyr Territory

Benden Weyr Town - No Lord or Lady, just a 'Community Leader' appointed by the people in the Weyr Town. Takes orders directly from the Weyrwoman/Weyrleader. Community Leader is no younger than 30, ineligible for impression.

Benden Hold - Lord of Benden is in his 60s, widower, Four children (Oldest is 35 Turns), No bastards.

Bayhead Hold - Lady of Bayhead Hold is in her 30s, unmarried. No Heir.

Brum Hold - Lord of Brum Hold is in his 40s, unmarried, four bastard children (Oldest is 15 turns)

Greystones Hold - Lord and Lady of Greystones are in their 40s, two children (Oldest 16 turns), no bastards.

Valley Hold - Lord and Lady of Valley Hold are in their 30s, two children (Oldest is 10 turns), one bastard (12 turns old)

Benden Hold is also home to the Mastervinters who make Benden Wine, and at least one minor hold whose name is not known.

Bitra Hold - Lord of Bitra is in his 40s, widower, remarried 5 turns ago, 3 children with first wife (Oldest is 10 turns) - 2 children with second wife) - 12 bastards (Oldest is 20 turns)

Bitra has several unnamed Minor Holds, as well as several Cot Holds.


Lemos Hold - Lady of Lemos is in her 30s, unmarried, no children.

Far Cry Hold -Lord of Far Cry is in his 30s, unmaried, no children.

Great Lake Hold - Lord of Great Lake is recently widowed, 30s, one child (under 1 turn old, wife died in childbirth), no bastards.

Kadross Hold - Lord and Lady of Kadross are in their 50s, ten children (Oldest is 40 turns), No bastards.

Plains Hold - Lord of Plains is in his early 20s, unmarried, one bastard of four turns age.

Lemos Hold is also home to the Woodcrafthall, and at least one Minehold. As well as several cot holds.

Ista and Igen Joint Weyr Territory

As per an arrangement made 150 turns ago, Ista and Igen made a joint deal to share the Tithe and candidate rights to the whole territory. The new territory, in the case of threadfall, would be patrolled by both Weyrs equally, with assistance given where it was needed. This joint territory is an exclusive thing, as none of the other Weyrs seem to be able to get over their prejudices with the nearby Weyrs to make such an alliance. However, Benden Weyr ceded the Northern part of Nerat to the joint Ista/Igen territory shortly thereafter.

Ista Weyr Town - No Lord or Lady, just a 'Community Leader' appointed by the people in the Weyr Town. Takes orders directly from the Weyrwoman/Weyrleader. Community Leader is no younger than 30, ineligible for impression.

Ista Hold - Lord of Ista is in his 40s, no legitimate children, 20 bastard children (Oldest at 14 turns)

High Palisades Hold - Lady of High Palisades is in her 40s, unmarried, Heir is a one of her younger brothers children.

Lado Hold - Lord and Lady of Lado in their 40s, recently married, child on the way, one bastard of 12 turns.

Red Sands Hold - Lord and Lady of Red Sands in their 30s, no children. No bastards.

Rocky Hold - Lord and Lady of Rocky Hold in their 50s, three children (oldest 30 turns), 15 bastards (Oldest 18 turns)

Sea Cliff Seahold - Lord and Lady of Sea Cliff in their 30s, recently married, child on the way, no bastards.

Ista is an Island Territory, holds no other minor holds, but a small handful of cot holds.

Igen Weyr Town - No Lord or Lady, just a 'Community Leader' appointed by the people in the Weyr Town. Takes orders directly from the Weyrwoman/Weyrleader. Community Leader is no younger than 30, ineligible for impression.

Igen Hold - Lord of Igen is in his 20s, unmarried, one bastard child of 3 turns.

Big Bay Seahold - Also known as Igen Seahold - Lord is in his 30s, unmarried, 3 bastard children (Oldest is 8 turns)

Katz Field Hold - Lord and Lady are in their 40s, no children, no bastards.

Igen is also home to at least six other Minor Holds(By our game time), as well as a variety of cot holds.


Keroon Hold - Lord and Lady of Keroon in their 40s, one child that is 12 turns old, no bastards.

Curved Hill Hold - Lord and Lady of Curved Hill in their 40s, 3 children (oldest is 17 turns), 3 bastards (oldest is 18 turns)

Fork Hold - Lord and Lady of Fork Hold in 30s, one child on the way, no bastards

High Ground Hold - Lord and Lady of High Ground in their 40s, 5 children (Oldest is 15 turns), 7 bastards (Oldest is 18 turns)

High Plateau Hold - Lady of High Plateau is in her 20s, unmarried, No siblings, no children.

Keroon River Hold - Lord of Keroon River is in his 30s, unmarried, 3 bastards (Oldest is 12 turns)

Kimmage Hold - Lord of Kimmage Hold is in his 50s, widower, recently remarried, 5 children with first wife (Oldest is 33 Turns), 3 children with second wife (Oldest is 6 turns). No bastards.

Red Cliff Hold - Lord of Red Cliff is in his 30s, unmarried. No children.

Waterhole Hold - Lord and Lady of Waterhole are in their 20s and 40s respectively (Yes he married an older woman), one child on the way. 5 bastards (Oldest is 4 turns)

Wide Bay Hold - Lord of Wide Bay Hold is in his 60s, no children, never married, no bastards (Likes men). Heir is brothers son (Son is 25 turns)

Has at least seven unnamed Minor Holds, a variety of Cot Holds. Home of the Beastcrafter Hall.


Nerat Hold - Lady of Nerate is in her 50s, widower, 10 children (Oldest is 25 turns), no bastards.

Bent Ridge Hold - Lord and Lady of Bent Ridge are in their 40s, 2 children (oldest is 12 turns), no bastards.

Berea Hold - Lord and Lady of Berea are in their 30s and 20s respectively, recently married, child on the way. 5 bastards(Oldest is 5 turns)

Grethel Hold - Lord of Grethel is in his 20s, unmarried, no bastards.

Half-Circle Sea Hold - Lord Lunaris of Half-Circle is in his late 50s, widower (Wife died 10 turns ago), 1 child (Lunesta of Half-Circle - 22 turns), 47 bastard children (Oldest is 30 turns old)

Loscar Hold - Lord and Lady of Loscar are in their 30s, recently married, no children, 3 bastards (Oldest is 10 turns)

Mardela Hold - Lord and Lady of Mardela Hold are in their 50s, no children, no bastards. Heir is Lord of Mardela's younger brother (20 turns)

Saluda Hold - Lady of Saluda Hold is in her 30s, unmarried, no children.

Waneta Hold - Lady of Waneta is a declared Bachelorette in her 30s, two children (different fathers) (Oldest is 10 turns).

Nerat Hold is also home to the Farmcrafthall as well as a handful of cot holds.

Southern Continent, Western and Eastern Islands

These areas of Pern are not, for the moment, being included in the game. It is therefore not permitted to make characters from these areas. The GMs feel that there is sufficient scope for character creation solely on the Northern continent.

Should the game expand sufficiently to warrant it we will expand this section as appropriate

Holder Character Creation

Creation of characters from Holds is allowed, but there are some things that need to be said.

Craft Searches

About 200 turns ago, in order to prevent the loss of talented individuals into crafts or holdwork they were unsuited for while having them miss out on the craft they should have been in, a system of craft searches was created, initially by the Harper craft, but all other crafts followed suit.

Specially trained journeymen from each craft now travel between holds, Weyrs and other Halls, administering tests to any eight year olds present. Obviously, the heir to the hold is not eligible for these tests, and unlike dragon search a candidate can be refused by the holder. Visits to other Craft Halls and Weyrs are usually at the request of the Craft Master or Weyrleader, if it is brought to their attention that a child exhibits talents other than those of their craft, or appears possibly unsuited to life in the Weyr.

Those children searched in this fashion are sent to the craft hall that searched them for further testing. Most will be accepted as apprentices into that craft, although it is not guaranteed.

All Hold bred children except the heirs will have been craft tested at age 8 or thereabouts.


Making a normal Hold Person

Keep in mind that your hold has been your entire life. You likely had a job there you do. Anything from working in the kitchens, to helping in the fields. Most of a Hold is comprised of Hold Folk.

You can be eligiable for Candidacy and be Searched IF you are between the ages of 16-24, you must be in full sound mind and body. No crippling issues. This means no one that is Deaf, Dumb, or Blind (Even close to blind and using spectacles), No one with missing limbs (A finger or two is one thing, but a missing foot or hand makes you unable to be searched. Dragons will look right over you. This includes any disorders that could make you incapable of flying long shifts, dealing with lots of sun, and anything that effects your mental cognitive facilities.

Making a Child of a Lord or Lady

Make sure to follow the details of the Holds. They will say the oldest age of a legitimate child.

If male you would have been fostered out to another Hold for at least 5 turns, after puberty. If the Oldest male or female, you are NOT allowed to enter a craft or become a Candidate (Only exception is if a Oldest Female is searched as a Queen Candidate). If you are an ONLY child, you are NOT allowed to be a crafter nor are you allowed to become a Candidate. Furthermore, all Lord and Lady children are required to take at LEAST one Interim Craft (4 turns of time spent learning that craft)

Making a Bastard Child of a Lord or Lady

You can do just about anything, because you are not a legitimate child. Go into a craft, become a Candidate, learn to be a Hold Guard... Whatever you choose is yours for the making. Do understand if you are the Oldest Male Bastard, and there is no Heir there is a chance the Lord will dote on you and put all his resources into you.

Making a Hold Guard

You are hired by the Captain of the Guard, Captain of the Guard is not a playable position.To be selected as a Hold guard you need to have at least on Interim term of training in Dance and Defense (Harper Hall Sub-Craft), you also have to spend at lest 10 turns training with a Master of the Guard. Hold Guards are taken on at the age of 16 as recruits (After your 4 years of Harper Training), and you spend 10 years learning the craft and working your way up the ladder to gain rank. Hold guards are not allowed to be Searched, as they are meant to be the protective force for the Hold. Hold guards also work with Riders in keeping the Criminal Drudges in check.

Drudges

Drudges are NOT available for Play. DO NOT ASK.

Weyrs

Igen Weyr

In our Roleplay, Pern: Skies of Fire, we focus on Igen Weyr. It is a Weyr not usually roleplayed in, but it fits our setting quite nicely. It is in the 'middle' of the Northern Continent, and thus can be accessed by a wide variety of People. Weyrs were made to house the Dragons and their Riders, carved out of Mountains using Ancient Technology. A Weyr is a place that is never dull, always bustling and always busy. In this section you will find any details you need to know about Creation of characters within a Weyr (Anything that isn't here you can message SweetSerenade and Majere Dreavan and we can work on details with you), as well as what the duties of Weyrfolk are.

The Weyr has many sections within it, anything from the Riders themselves down to the Creche where the children reside. The Weyr has different standards than the Halls or Holds, and a Weyr is considered the most open minded of places.

Everyone in the Weyr answers to the Weyrwoman, she is the higest static Rank in the Weyr. After her comes the Weyrleader, which is a transient position given to the Rider of whichever Male Dragon Catches the Weyrwoman's gold. The Weyr of course also has another position for Gold Riders, called Jr.Weyrwomen, these are the positions held by the younger Golds. It is an important position because they are almost always assistants to the Weyrwoman. A Jr. Weyrwoman can ascend to Weyrwoman when the Senior Gold retires, at such a time the first Jr. Gold to rise becomes the new Weyrwoman. Because of this Gold Riders are trained extensively for the possibility of becoming the Weyrwoman.

Right after the Jr. Weyrwomen is the Jr. Weyrleaders, the assistants of the Weyrleader - and quite often Wingleaders.

In the Weyr there are several wings of dragons, a Wing is a group of dragons that flies against threadfall - traditionally. In our time the Wings often go out and patrol, or work together to do large deliveries. The Weyrs now act as a sort of Police force, even though Pernese dragons are almost never violent creatures, the Riders are well respected and are often deferred to in issues of Law.

The Weyr also has special positions for those that teach the next generations. There is the Weyrlingmasters, people who train and teach the new riders and their dragons. They sometimes have assistants, and they generally are always busy with their work. A Weyrlingmaster works with the new riders until they graduate at two turns.

There is also a position called Candidate Master, this is a Rider who is in charge of caring for the Candidates that have been selected to be Dragon Riders. They teach the Candidates about what may be expected of them, and they monitor the Candidates life until the Candidate becomes a Weyrling or 'ages out'.


People of Importance

Some are marked Adoptable, some are NPC Adoptable, some are NPC only playable by the GMs.

Belinarol Weyrwoman of Igen Weyr - 56 Turns - Gold Iselith (GM NPC ONLY)

N'rak Weyrleader of Igen Weyr - 40 Turns - Bronze Mserinth (GM NPC ONLY)

Jr. Weyrwoman of Igen Weyr - ??? - Gold Corseth -10 Turns-(Available for Adoption)

Jr Weyrwoman Igen Weyr - ??? - Gold - 5 Turns - (Not Available at this time)

Weyrling Gold - ??? - 1 Turn (Non-Adoptable at this time)

Jr. Weyrleader of Igen - Bronze Toropeth - Adoptable (Temporarily mated to Gold Corseth Of Jr. Weyrwoman Killara)

Jr. Weyrleader of Igen - ?? - Bronze Koranilth - Adoptable (Temporarily Mated to Gold ?? of Second Jr. Weyrwoman)

Weyrling Master M'ran - 45 Turns - Bronze Noralth - Adoptable (GM Approval required}

Assitant Weyrling Master - Position Open and Available

Assistant Weyrling Master - Position Open and Availalbe

Candidate Master Bilarin - 50 Turns - Blue Mirtanath - Adoptable (GM Approval Required)

Assistant Candidate Master - Position Open and Available

Assistant Candidate Master - Position Open and Available

Headwoman Shamar - Position Open and Available


More Positions will be added as they are filled.

Clutches of Igen Weyr

A list of the clutches over the past fifteen turns by the various queen dragons, by turn, with the number of eggs, number of each colour dragon and number of dragons surviving.

2807 clutch

2812 Clutch

2816 Clutch

2817 Clutches

2819 Clutch

2820 Clutch

2821 Clutch

2822 Clutch

Dragons of Pern

Dragons were genetically engineered by the Original settlers of Pern. A woman named Kitti Ping was their creator, and it was her ingenuity that saved Pern from the original Threadfall that plagued them. Though genetically modifying a native sentient life form, Firelizards, she created the Dragons that now safeguard and protect Pern to this day. Most people are unaware of the genetic manipulations used, as that is a technology long lost, and very few people could even begin to wonder how the Dragons came from Firelizards

Information on Dragon Physiology, Psychic Abilities, and Psychology can be found here - http://pern.wikia.com/wiki/Dragons - I expect you to read this, as it holds a lot of basic information that you need to understand the Dragons of Pern. These are not your normal dragons, and there are easy teling points that will let the Gms know you didn't read this.


Gold Dragons

The Largest Dragons on Pern, and some of the rarest. Gold dragons are the only dragons, known, capable of clutching the eggs that create the next generation of dragons. You can always tell a Gold Dragon's egg, because it is often right at the front of the clutch being jealously guarded by it's mother. The Golden Egg, is the only egg that ever hatches a gold. A Gold dragon is capable of controlling any of the lower ranked dragons. Gold Dragons do fight in Threadfall, when it used to happen, by the use of a flamethrower their Rider used. Gold dragons lack the secondary stomach needed to produce flame.

Impression Standards: Heterosexual CisFemales, Leadership Qualities Required.

Statistic: In Traditional Pern Golds make up about 1% of the Pernese Dragon Population

Rising/Clutching Deatils: Rises once Every few turns when there is no threadfall, Rises about once a Turn when threadfall is present. Can clutch up to 25 eggs.


Bronze Dragons

The Second Largest Dragons on Pern, and often the one seen leading Wings and Weyrs. Bronze Dragons are some of the few with the ability to catch a gold dragon, and often you will see mostly bronzes making up a mating flight. Bronze Dragons are built for Stamina and long flights, making them the dragons that fly the longest in threadfall. They can flame, using firestone, and are generally taught early on what leadership qualities are needed for their position.

Impression Standards: Heterosexual CisMales with Leadership Qualities

Statistics: In Traditional Pern Bronze Dragons make up 5% of the Pernese Dragon Population

Rising Details: Will primarily chase Gold Dragons, but will chase Greens when they feel the need.


Brown Dragons

Traditionally considered the Middleman of dragons, they are the steadfast and loyal creatures that can always be relied on. A Brown Rider is almost always someone of impeachable character, and always willing to lend a helping hand. Brown dragons are almost always ridden by someone who has some sort of aiding leadership position. Whether a Jr. Weyrleader, Wingsecond, or even a Weyrlingmaster/Candidate Master. Brown dragons are smaller than Bronzes but larger than Blues, and are built for stamina like the Bronzes. They last long threadfalls, the same as any bronze might.

Impression Standards: Leadership Qualities, Steadfast, Reliable

  • CisFemale - Masculine Homosexual, Bisexual, Pansexual
  • CisMale - Heterosexual, Masculine Bisexual, Pansexual
  • Transfemale - Homosexual, Bisexual, Pansexual
  • Transmale - Homosexual, Bisexual, Pansexual, Heterosexual

Statistics: Traditionally Browns make up about 15% of the Pernese Dragon Population.

Rising Details: Will primarily chase Gold, but has a higher success rate with Green.


Blue Dragons

Blue Dragons are primarily one of the 'speedsters' of the Weyr, though not as fast and flighty as a Green. Blue dragons are known for their capabilities of finding those that are good for Dragon Riding. Blue Riders are often what is called 'Search Riders' and they are very good at their job. Often sent out with Greens to search the holds. Blue dragons can fight in threadfall, and do flame like Bronze/Brown. They don't last a full threadfall, as they are not made of the same stamina base as the Brown/Bronze dragons.

Impression Standards: Creative Souls, Perceptive Individuals, Harpers, Healers, Crafters in General - Blues often Impress them.

  • CisFemale - Homosexual, Bisexual, Pansexual
  • CisMale - Homosexual, Bisexual, Pansexual, Heterosexual
  • TransFemale - Homosexual, Bisexual, Pansexual
  • TransMale - Homosexual, Bisexual, Pansexual, Heterosexual

Statistics: On Traditional Pern, Blue dragons make up 30% of the Population.

Rising: Blues ONLY chase Green, as they are not large enough to handle Gold.


Green Dragons

Green Dragons are the second smallest dragons on Pern, but the smallest on Traditional Pern, they are fast and flighty and make up the largest portion of dragons. Green dragons do not clutch, almost all are now hereditarily sterile. As soon as they chew firestone they have no chance of clutching eggs, all greens are made to chew firestone at about a turn of age - when most are starting to learn about flaming. Green dragons are the largest portion of thread fighters, with low stamina, but they are also the greatest at finding new candidates. Greens are pretty intelligent, but have the shortest memory span of all dragons.

Impression Standards: Greens will impress to any sexuality, Trans or Cis. They will impress just about anyone, and enjoy rather outgoing personalities.

Statistics: In Traditional Pern, Green Dragons make up 50% of the Population.

Rising: Greens start rising at two turns, and rise about four times a turn after that. Primarily caught by blues as those are the ones fast enough for the Greens.


White Dragons

After the subsequent hatching and survival of Ruth - the Weyrs made a standard to crack open eggs that looked like dud eggs. This gave the hatchling a chance at life, and see if they could bond and potentially create a pair like the fabled Ruth and Jaxom. White dragons are the smartest Dragons on pern, and can with hard focus - ignore the orders of a Gold. White Dragons can sense when and where they are, at all times, and they are well known for their mental capacities. Whites are incapable of processing firestone. White dragons are close to the rarest on Pern, as even though you might get one in every clutch that hatches - most do not survive to adult hood. Out of 100 whites hatched only 10 of those will make it to adult hood. Of those Ten only 1 will be female. Whites can be male or female, but neither gender has shown any interest (yet) In rising or chasing.

Impression Standards: If a white impresses you, they impress you. Whites are enigmatic and hard to understand. They do seem to like Holders though, particularly those in higher positions. The colour most prone for 'stands' impression.

Statistics: In Traditional Pern there was only 1 white dragon. Now in current times there are maybe about 10 throughout all the Weyrs. Igen is currently home to One White Dragon Male.

Rising/Chasing: No Statistics Present.

Asexual or Demisexual Characters and Impression

In the instance a character is Asexual or Demisexual, please refer to the following to figure out what your character might impress.

Demisexual/Asexual characters need to add an extra section to their 'sexuality'- we need their romantic alignment. For instance we have a CisFemale whom is Demisexual but Heteroromantic. This means she can impress anything a Heterosexual Cis Female can impress. The same thing falls with Trans characters. TransMale Asexual but Homoromantic - means they can impress anything a Homosexual Transmale can impress.


Trangendered Characters and Impression

Transgendered characters are allowed to impress on Pern, but it needs to be noted that Dragons choose their partners based on hormones. Your characters sex, at birth, is what dragons will use to choose them as a partner. As well as the characters sexuality, and personality. As such, you need to be made aware that even if you have a Transmale - you cannot bond to a Bronze, even if you have a Transfemale - you cannot bond to a Gold. Gold and Bronze traditionally only bond to Cissexual characters.

There is no Gender reassignment surgery on Pern, now is there hormone therapy. Apologies, but your Transgendered character will just have to get by however they can. These options are not available on Pern.


Flights and Hatchings for Skies of Fire

In Skies of Fire we acknowledge Elliquiy's rules for how things are run, and we follow them. Because of this the typical procedures for other Pern Games are not exactly followed here. Flights and Hatchings are very important to the continuation of Pern, but the players comfort-ability is just as important.

Green Flights

Green Flights will happen quite often, with 50% of a Weyr Population being Greens, and Greens rising ever Four Months (On Pern), that means a lot of flights of Greens. Green Dragons Rise Quite often, and as a result we will have a lot of Green Dragons Flights. As a special thing, just for this game I will allow one addendum. Hereditary almost all Greens are sterile, but on Skies of Fire I will do something slightly different. When a Green goes to chew firestone for the first time I will be rolling a dice (1-100) and any number that is 90-100 will mean your Green is allergic to Firestone. This means they cannot chew it, and are thus not rendered infertile like other greens normally are. This is the only way to get a Fertile green, and I will be the one managing it.

On the matter of Flights, Flights are when a Dragon rises to mate. As it stands only Green and Gold Rise to mate, at this time. When dragons rise to mate their lust overrides any of their riders desires. Because this can make some people uncomfortable, players specifically, we have installed a rule to make players more happy. After your dragons first time of rising, your Green will have experience enough to decide if they want the same dragon to catch them over and over again.

How you decide your flight winner can be done a variety of ways, but generally a green flight should not last longer than three rounds of posts. The first round is the arrival of the males, the second round is the first burst into the skies, and the third post is when the green has made her choice. As the Player you can decide on a variety of ways - whomever impresses the green the most, random number generator, or however else you decide you want to finish the flight.

To increase player comfort-ability, if someone of a different gender than your characters preferred gender - is the winner - you can do what is called a 'black out' meaning you do not have to play out the sex scene. After your Greens first flight, you can make flights 'closed' to the dragon of your characters weyrmate. This means other dragons may chase, but their riders are locked out from the flight. Only green riders can do this. (Reasoning is explained in the Gold Rising section).

For those with Greens that are allergic to Firestone, when your dragon rises I will be doing a random number (1 to 10), if the number is 9 or 10 your dragon has a viable clutch coming from it. This number is only done by me AFTER the flight has completed. After that I will sit down with the Owner of the Green and Majere Dreavan, and we will talk about the maxumum eggs that can be clutched. This is not in the Green section because this has yet to happen yet in Igen Weyr. But as a note the most a Green will clutch will ALWAYS be 10 eggs, Half of these will always be green and some of them may not be viable at all. A Green will /never/ clutch Gold. The highest a Green can clutch is maybe ONE of the father color, if they are a Bronze or Brown.

Gold Risings

Gold flights are the lifeblood of the Weyr, they are how the group continues to have clutches for people to impress from. A Gold Dragon can clutch upwards to 25 eggs (30-40 if they are exceptionally large, but that is very rare), and will only produce a Gold egg (Traditionally) if the mate is Bronze or the flight is exceptionally long. When a Gold Dragon rises, the only threat to them is other Golds, this is why the Weyr sends away the other gold dragons when a Gold rises. A Gold Dragon rises once a turn, or once every other turn. So their clutches make for a nice event in the Weyr.

Gold Flights cannot be closed off, unlike other events in the Weyr. Gold Riders are trained with the understanding that the more in sync they are with their dragon, the more likely they are to produce a large clutch, and the more likely a gold egg will come. A Gold traditionally will gorge on blood, to make them lighter and make the flights longer. Gold Flights in the roleplay can last anywhere up to fifteen post turns, where the Gold Riders player will start eliminating males until there is only one left - the winner. How this is decided can be based on what the player wants, how well the males impress the gold - random number generator - or whatever method the Gold Rider decides.

As with Greens, if you do not want to play out the sex scene with the Rider of the Male that wins - you can do a black out scene. Unfortunately due to the nature of Gold Flights and the absolute certainty that eggs will happen, we cannot allow 'closed flights' as we would with greens. The Gold Dragon has to choose whichever male would be the best father of her clutch, and the rider has to deal with the results of it.

As Anne has said "The Dragon Decides, the Rider Abides".

After your dragon has finished her flight the player of the gold and the Gms will sit down and discuss what the clutch may hold. Remember that 50% of a clutch will always be green. We will help you work on profiles, and even help you with choosing who will impress what. You are allowed to make suggestions, but the final say belongs with the Gms of the game.

Clutching on Skies of Fire

You are more than welcome to do a thread when your dragon clutches. It can be a rather large event in a Weyr, as it means new life blood. Remember that Gold dragons are extremely protective of their clutches so almost no one will be allowed on the sands till the eggs are hardened enough to be safe from human touching.

Touchings on Skies of Fire

Touchings are a 'Fanon' Pern event, though they sometimes happened in the books. All of the Candidates are gathered and brought before the Queen, whom they must bow to and introduce themselves too. They must get her permission to touch her eggs, this gives a chance for the candidates to make an impression upon the growing dragonets. Dragonets, or baby dragons, are not capable of speaking at this stage yet, as they are still developing. But they can still search with their mind and figure out if someone is appropriate for them. This is also a time for the Gms to look over candidates, the more candidates are played the more likely they are to get impressed.

Hatchings and Impressions on Skies of FIre

Congratulations! The Largest event in a Weyr is now happening for you and your characters. A Hatching Grounds is usually built in a tiered manner, with the sands on the grounds. Candidates come on to the sands wearing nothing but a pair of sandals and a white robe. NO weapons allowed, no pets allowed, only the Candidate Aspirant and their open mind. Like with the Touching you are to approach the Queen and bow and then take your place among the other candidates. You form a half-circle around the clutch, to give the dragons an easier way to mingle with the candidates.

As a note, Hatchings (Or the threat to a rider) are the only time that a Dragon is known to be violent. Hatchling dragons can be confused, and rather unbalanced. Candidates have been known to be mauled or even killed (Please make sure to tell the GMS if you do not want a mauling of any sort, we need to know these things). This is not the fault of the hatchlings, and it is not done out of any malice.

The Players of Candidates will have to wait until a Dragon speaks directly to your character - the dragon will give you their name and then they will request food of you. This is all arranged ahead of schedule, and the Weyrlingmaster will take all new pairs to acquire food. At the point of impression your new Dragons profile will be posted, as a present from the Gms.

As a Note - putting your character as a specific color only, especially if it isn't green, will probably result in you having to wait several hatchings for a partner - or never impressing at all. This is not because we are mean, but because each hatchling is custom crafted for the candidate it is intended to impress. If we do not have a dragon in mind, at the clutch, for your character, you will have to wait.

We will also allow only two non plot pivotal Stands impressions per Hatching. In order to qualify for this you need to PM both Majere Dreavan and SweetSerenade and explain why you feel your character should make a stands impression. This is not a guarantee, and you have to respect our choice if we tell you no.

Making a Character for the Weyr

Making and playing a Candidate of Igen Weyr

Candidates are the life blood of a Weyr around hatching time. Candidates are chosen from Hall, Hold, and Weyr when they are 16 turns of age. They are brought to the Weyr, if they do not already live there, and they are taught what it will be to be a Dragon Rider.

Candidates have Chores, this is not negotiable. It is to help them gain the focus and teamwork needed as a Rider. When they do become a Rider, they will no longer have chores.

Candidates have Lessons, usually one every day except for twice a week when they have breaks. A Normal Candidate schedule will be something like this:

  • 7am - 8 am Rise and Eat Breakfast
  • 8am - 9am Prepare for your day
  • 9am - 11 am Lesson
  • 11am - 12 pm Rest Period
  • 12pm - 1pm Lunch Period
  • 1pm - 6pm Chores(Whatever you have been assigned, if you finish early you get a free period)
  • 6pm - 7 pm Dinner
  • 7pm - 9pm Free Period
  • 9pm Glows out

A Candidate does not leave their Barracks after 9pm unless it is for a hatching, or an emergency. There is bathrooms nearby, so you don't need to go anywhere else to use the rest room. Consider it to being in boot camp.


As a preventative of losing candidates, candidates are told not to have sex. Pregnant candidates cannot impress, and any male candidate that is the father of a child of a pregnant female will be asked to leave. It is unfair to punish the female, without punishing the male. After the child is born, they are allowed to return to candidacy.

Candidates will be in the age range of 16-24, after 24 you 'age out' and are no longer eligible to stand as a candidate.

Candidates that are searched and brought to the Weyr MUST be in full health, mind and body. Sociopaths will not impress, Psychopaths will not impress. Anyone with a debilitating physical aberration will not be searched, and no one with a debilitating social disorder will be searched.

Creating or Playing a Weyrling on Skies of Fire

Congratulations! You made it to being a Rider, or you adopted a previously clutched Weyrling. As it stands we have a handful of adoptables, will be listed in the Adoptable character section, of Weyrlings clutched in 2821.

Making a Weyrling is pretty easy, if you did not impress and get upgraded to Weyrling, you just make your character based on the previous character guidelines and also make sure that you include your dragons profile.

No Weyrling Transfers, this means Weyrling dragons cannot be brought into the game from other Weyrs. They are only from Igen's Queens.

No Sex until your dragon rises to mate for the first time. This is for Golds and Greens. For Bronze, Brown, and Blue - you cannot have sex till the first time your dragon chases. This is because your dragons are so tied to you mentally that your dragon will feel everything you do, if your dragon is not fully matured it can make them mentally retarded. You will then in perpetual forever have a child like dragon.

Weyrlings have Chores, they are intended to help you boost your skills and teamwork.

Weyrlings have a schedule like Candidates do, but you also now have lessons once a week - and the lessons will go over what you will be practising that week. We will not play every single week of lessons, but gloss over the important facets that are needed.

Weyrlings that were crafters will have to put their craft on hold while they are a Weyrling, at least until your dragon is old enough that you can continue to do your Craft.

Weyrlings, like Candidates, have lights out at a certain time. Weyrling Lights out is 10pm, but you still have to be up by 7am. Remember the more sleep you get, the more sleep your dragon gets - the healthier your weyrling dragon will be.

You do not have any rank other than Weyrling, till after you graduate at two turns.

As a note, not all dragons survive Weyrlinghood. Especially in threadfall times. Most dragonlings are lost in Firestone training and in their first /between/ lessons. When we get to training if you want your character injured, you need to let us know. When we reach Between Training, you can make the option of having your character not make it. This means that your character and dragon are lost, and it opens up a character slot for you. BUT I note this, if you are using it to kill off dragons you did not feel you wanted to get - we will take note on how many times it is done, and we WILL make sure you never get rare dragons.


Creating or Playing a Dragon Rider on Skies of Fire

When Creating a Dragon rider please take the numbers in the game into consideration. You are more likely to be approved for a Green dragon, since they make up a larger percentage of all dragons.

Remember to make sure your Sexuality, and Gender(Whether Trans or Cis) match up to the Dragon Color you are bonding to. We will not be moved on this, do not try to slide it passed us.

Currently as it stands we have a clutch from 2817(Which is now 5 turns) and a clutch from 2812(which is now 10 turns). These are the only 'young' dragons in the Weyr, that are fully graduated dragons.

We will accept transfers from other Weyrs, but only for positions that are needed - or if they are Older Dragons/Riders. We will not accept transfers for any dragons under 8 turns of age, as these dragons have not yet learned everything they can from their Home Weyr. After Thread Falls we may accept younger dragons, but never Weyrlings, from other Weyrs.

Make sure that your character history matches up to the characters specifics listed for the group. Your character could not have been searched, become a candidate, and all that jazz if they were physically or mentally handicapped in any way.

Riders are allowed to pursue any craft they like, and are most often working on whatever they can work on in the Weyr. Upon Graduation you will be assigned a wing, and become a full rider, and thus have duties put upon you. Whether it is searching to certain holds, working on deals with certain crafts, or what have you.

If the Rider dies, the Dragon dies. If the Dragon Dies, the rider becomes a shell of it's former self.

Dragon Riders are people of honor and upstanding behaviour. Don't act like a child, and do not act like an abusive ass.

If me or Majere Dreavan sees something that concerns us, we will make note of it and speak to you. A general rule is, if we say no we mean no. We are not required to tell you WHY we said no, though we might if asked politely.

Creating or Playing a Weyrfolk in Igen Weyr

Weyrfolk can transfer from another Weyr. Generally it will be people with specific training that can handle a specific position. Whether Headwoman, or Creche Workers... Positions like that.

Weyrfolk are people in the Weyr who have 'aged out' or just never impressed. Some are people who eked out a living after losing their dragon. They will never quite be the same as they once were.

Weyrfolk have to have a job in mind, when you make them.

Weyrfolk can be born in the Weyr, or they can come to the Weyr of their own choice.

Not much else is needed for this, unless either of the GMs see something strange and speak to you about it.

Thread

Thread is a space borne mychorrhizoid life form of unknown origin. Various theories were created by the original colonists as to the origins of the species, most centring around it being some form of biological weapon, as the chances of such a creature evolving by chance are next to impossible. The fact that life on Pern has in fact evolved to deal with the threat points to it being ancient, possibly pre-dating the evolution of humanity, however no theory has ever been sufficiently researched or proven.

A mychorrhizal life form is a symbiosis between a fungus and a plant root. Thread is a similar form of symbiosis between a fungus-like life form and a grub-like form. In its space borne phase it is in fact relatively harmless, existing as a greyish egg-like structure, ovoid in shape, about a hand-span in length and half that in diameter. This form is found widely distributed through the Oort cloud of the star Rukbat (Pern’s primary).

Thread can take three other forms which are far more dangerous.

Forms of Thread

Threadfall

When thread enters a planet’s atmosphere, the heat of atmospheric entry burns away the thick outer shell. The inner part is then revealed which looks like a tumbling silver-grey thread, hence the name. threads tend to fall in clumps or tangles, although whether this is how they emerge from a single egg or whether it is due to the atmosphere causing the clumping, or some subconscious instinct of the creature to clump together is unknown as no-one has ever witnessed the atmospheric entry of thread and survived.

In this form, if thread encounters anything organic, it will latch on to the organic substance and instantly transform to its second form.

Consuming

The second form of thread is the most dangerous. It will rapidly consume any organic material, and in this form it will increase in size exponentially as it consumes. Whether the organic matter is animal, vegetable or organic mineral (such as coal) is irrelevant. In this form the thread resembles a blind, bloated grey snake that writhes over and through whatever it is consuming.

When it encounters the organic material in topsoil or clay, thread will enter the third phase.

Burrowing

Thread that has reached the organic surface of Pern will burrow into the soil. Once there, the thread remains dormant for a time, and then begins to expand and multiply, moving outward and consuming organic material as it does. The threads in the middle of this ring will eventually starve, but by then the outer edge of the ring is several metres in diameter and self sustaining.

No one has seen what the final stage of a burrow is, as those areas of Pern where burrows were ever allowed to occur (the Western and Eastern continents) were never inhabited at the time.

Defences against Thread

Cold

In air temperatures below 10°c , thread will go moribund, and below 0°c it breaks up and falls as a grey dust that resembles volcanic ash. Thread falling on ice, snow, or frozen ground will also suffer the same fate.

The cold of Between is equally effective in killing off thread.

Inorganic material

Thread that falls on bare rock, ceramic, metal, or silicon based plastic will not find anything to eat and will rapidly starve, also crumbling into grey dust. Hence the age-old charge to “sear the grasses”, and not allow any greenery anywhere near a human habitation.

Water

Thread drowns in water. This is the one place that it remains in its thread-like form after it dies, however the massive quantities of marine life, both native and introduced, that team in the seas and rivers of Pern thrive by eating the thread.

The Grubs

One of the first colonists, Ted Tubberman, was impatient with Paul Benden and Kiti Ping’s aerial defence and bioengineered his own solution, using dissected thread eggs captured by one of the colony shuttles. He isolated the grub phase of the symbont and gene tailored it to be a beneficial symbiont to Pernese plant life, but to voraciously attack thread.

These grubs were seeded throughout the Southern continent but owing to a misinterpretation of the instruction to “Watch for the grubs”, had been systematically exterminated from the North. This mistake was corrected at the end of the ninth pass and the Northern continent (as well as Western and Eastern where the grubs migrated naturally) is now fully protected by them.

Whers and firelizards

Aside from the ability shared with dragons (see below), Firelizards have an ability that they share with Whers to eat thread. Whers were the product of a failed attempt by Lotus Blossom, Kiti Ping’s daughter, to produce a second batch of dragons after the hatching of the first batch. Louis Blossom tampered with Kiti Ping’s formula, attempting to improve it, but failed.

Whers that have not had their wings clipped and wild fire lizards will catch and eat thread in flight.

Oxidation

The flame-throwers used on Pern actually produce a fine spray of Nitric Acid – HNO3, colloquially referred to as Agenothree. This chemical is an exceptionally strong oxidizing agent and will cause many organic materials to burst into flame on contact. If sprayed at high pressure the organic traces in the air will be sufficient to ignite the vapour. However even if the acid vapour is not ignited, contact with thread produces an instant exothermic oxidation reaction – ie, thread will burst into flame.

Agenothree can also be used to neutralise burrows of thread by pumping it into the burrow before the thread enters its final growth phase.

Fire

The most obvious defence against thread was demonstrated to the colonists by the fire lizards that came to the colony. Fire will sear the thread from the air and prevent it from reaching the ground at all. Dragons were genetically engineered from Fire lizards by Kiti Ping, in order to create a viable, self-sustaining aerial defence against Thread. Both species chew firestone, a phosphine bearing rock, and can breathe out fire.

All holds and halls constructed prior to the second long interval (between 8th and 9th passes) have fire heights, an area of battlements kept free of all greenery where flammable liquids are kept and lit during threadfall to protect the hold or hall.

The Red Star

The red star was long thought bt the Pernese to be the origin of Thread. In fact the “star” is actually a planetoid that was a stray interstellar body , possibly an outer planet of a star system blasted into interstellar space by the primary going Nova. It was attracted to and captured by Rukbat’s gravity well, and established itself on a widely elliptical cometary orbit, lasting one hundred and fifty Pernese years (turns).

At aphelion, this wanderer’s orbit takes it out into the Oort cloud. And for exactly 50 turns, the red star transits the inner system. It’s orbit crosses but does not intersect that of Pern, in the same way that Pluto’s orbit crosses but does not intersect that of Neptune.

The Red Star’s gravity drags the space-borne form of Thread with it in a vast cometary tail, however, which is then dragged into a decaying orbit around Pern, causing thread to fall normally in a predictable pattern.

Due to the intervention of AIVAS, the Red Star’s orbit was changed three times in the past, producing two long intervals of 250 years each, where Thread dis not fall on Pern. At the end of the Nineth pass, the plan was to alter the Red Star’s orbit sufficiently that thread would never again fall upon Pern.

Atmosphere and Surface Conditions

The Red Star actually resembles a comet in more ways that its orbit and “tail”. During its one hundred turn journey out to the Oort cloud and back, it’s atmosphere and surface are frozen solid, littered with Thread “eggs”.

However as the star approaches Perihelion the atmosphere outgases explosively from the frozen surface producing violent weather conditions similar to those found on Venus. The heat and gravitational pull of the primary also produces violent geothermal events on the surface of the planet. These conditions at first activate then incinerate any thread actually on the surface.

The atmosphere is caustic and un-breathable, as F’nor found out to his cost, in Dragon Quest.

The Star Stones

While the technology was still available, and while the Weyrs were being established, the dragon riders created the Star Stones. On the Eastern Rim of every Weyr are a number of especially crafted stones. If one stands on a marked spot at dawn on the Winter Solstice, with the sun just touching the top of the finger rock, and the red star is bracketed in the hole carved through the eye rock, it means that a pass is imminent and thread will begin to fall later that same turn.

The star stones have been duplicated on the eastern rim of the bowl of each Weyr.

Players And Characters

This section lists each player who has submitted at least one character to the game and had their character(s) approved. Each player will have a separate sub page with each of their characters listed on it. Follow the links below to see each player's character(s)

Player List

SweetSerenade (GM)

Majere Dreavan (Co-GM)

Dragon, Firelizard and Wher image templates

Below are sample dragon templates, one for each colour. Feel free to alter the colours slightly to give variety between dragons. If you wish to start from scratch, I suggest you down-load the white dragon template and use it to create the colour you want.

If you are happy with the sample colour, simply link to the image in your character sheet.

Firelizards and whers will follow as required,

Sample Dragon Colours

Gold dragon sample.pngBronze dragon sample.pngBrown Dragon Sample.pngBlue dragon sample.pngGreen dragon sample.pngWhite Dragon Sample.png

Glossary Of Common Pernese Terms

Certain words like "Klah", "Runner", "Tubers", "Glows", may need to be explained. The glossary on the Pern Wiki is probably the best one going. Please take some time to read through it as otherwise you may find yourself asking for a cup of coffee instead of a cup of klah.

Link to Glossary

If you can't find what you're looking for there, try The Pern Encyclopedia