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A Guide to the Wherholds

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Dragonflight Pern
Captain

PostPosted: Sat Jan 12, 2013 4:09 pm


Wherholders: A Guide


Quick Summary

1. Wherhandlers are flexible and reliable, the humans remain in control.
2. The death of a handler or a wher does not guarantee the death of the counterpart.
3. Wherhandlers will manage the income and tithes, drawing fewer resources from Holders.
4. Rank is determined by effort and skill rather than size of bonded.
5. Whers are able to be transferred between handlers, increasing wisdom and knowledge over several handlers.
6. Population is easily controlled via the maintenance of eggs.
7. Atypical weaklings are not tolerated - all Whers must be strong and capable right out of the egg,
8. Whers are able to go more places and are not bound by the same rules dragons are.
9. Being smaller than dragons, they require less resources to sustain, reducing the impact on Holds.
10. Whers are able to do all jobs that the dragons do save for one - flying. In combination with all the other benefits does flight carry so much weight?


Core Beliefs
The Core Beliefs of the Wherholds are as follows: Whers are a better choice of partner and guardian than Dragons, authority is earned not given, the Wherhold is a part of its territory – not above it, be willing to defend one’s beliefs and territory at any cost. These beliefs are powerful things and many ascribe to them, from dragonriders to simple weyrfolk.

Ranking
Ranking in a Wherhold is determined by merit. The amount of merit one has is determined by their efficiency and reliability in both accomplishing tasks and managing others. Tasks are often given out to members of the Wherhold much like how tasks are assigned in the Apprentice-Journeyman-Master method of Wherhandling. The most difficult tasks are assigned to the most trustworthy and those of the Apprentice level are given opportunities to improve and prove themselves.

The society of the Wherhold works as follows – every single member of the Wherhold has a specialty, a craft or job, which they pursue on a daily basis that contributes to the well-being of the Wherhold. Community decisions are made by the Council, a group of seven individuals plus Masterhandler Keller. These slots are chosen by the people and as of yet remain vacant while the Wherhold sorts itself out. They can be anyone in the Wherhold – Wherhandler, Wherholder, or Dragonrider of any colour.

Wherholder (65% of pop) -> Warrior (30% of pop) -> Commander (4% of pop) -> Council (1% of pop)
The council, however, is answerable to the Wherholders, in that they are selected by them.

Wherholder: The common folk; those with basic training and who contribute to the welfare of the Wherhold. These include Dragonriders, Weyrfolk, and Wherhandlers.
Warrior: Those who are dedicated to the defense of the Weyr from Tunnelsnakes, Thread, and the Weyrs. Includes some Dragonriders and special ops teams.
Commanders: Those in charge of managing the Warriors.
Council: The group of eight in charge of making social decisions.

Sexuality
As in a regular Weyr, sexualities of all kinds are welcomed and embraced. Unique to the Wherhold, however, is that any sexuality or gender can Bond to any Wher and Wher colour does not determine social rank.

Species
Whers are considered superior partners due to their mobility, low resource requirement, ability to attack/defend, and transferability. Their weaknesses are their sensitivity to light and their inability to fly or Between but these are considered minor in comparison.

Dragons are considered necessary but no more. They serve as front-line Thread Defense when Thread threatens and are otherwise contributing members of society. They are considered inferior because of their psychological dependence on the ones they’ve Impressed, their lack of mobility/use indoors, and the drain on resources they represent.

Flits are pets and equivalent to Runnerbeasts or Wherries. They are both useful and irritating.

Death
Death is considered part of life and everyone must learn to accept this. Blood must sometimes be spilled and ritualized combat is encouraged to work out aggression so as to minimize death.

Suicide
Suicide is considered something unique to dragonriders and something to pity, if understand. It’s the natural result of their weaknesses. For other members of society, suicide is considered a very poor option to take given the number of opportunities for everyone.

Combat/Aggression
Because this is a society centered around Whers, aggression and the management thereof are very important. Masterhandler Keller has arranged a ritualized combat system to allow people to work out their aggression to both bond individuals and hone combat skills. When disagreements escalate, one, both, or all participants can demand a duel. This duel is then arranged and individuals can fight – death is not condoned but the saying is ‘The Strongest Survive’. There are specially trained Healers to tend to the combatants otherwise and death is unusual.

Combat is also taught to all individuals. Everyone is required to take at least two months of basic training – how to handle feral whers, use a knife, and basic tactics are taught to all who enroll. Masterhandler Keller and several other Masterhandlers teach the use of the knife.

Dragons
Dragons are a necessary evil to the members of the Wherhold. They provide useful services that make lives much more convenient. However, the beliefs of the Wherhold, and the Revolution, had ensure there are not many dragonriders among the Wherholders. Atypical dragons are considered weak and useless and, like unhatched or unneeded Wher eggs, will not be allowed to be born. Gold dragons are brood mothers, like Gold Whers, and must be taught the humility of their role : to provide, not to govern. A goldrider who steps beyond their role is punished or challenged to a duel in which the dragon cannot participate, to set them straight.
PostPosted: Sun Jan 13, 2013 11:58 am


The Council of the Wherhold

The Council will be populated by a mixture of PCs and NPCs, with an emphasis on PCs. Rules and Guidelines for conduct will be made available shortly.

The Council acts in much the same fashion as a Weyrwoman and Weyrleader but the power is spread out across multiple individuals and the Councilmembers are selected by the Wherhold by vote.

Benden Wherhold
High Councilman: Masterhandler Keller
Councilman:
Councilman:
Councilman:
Councilman:
Councilman:
Councilman:
Councilman:

Malvren Wherhold
High Councilman: Masterhandler Keller
Councilman:
Councilman:
Councilman:
Councilman:
Councilman:
Councilman:
Councilman:

Dragonflight Pern
Captain


Dragonflight Pern
Captain

PostPosted: Sun Jan 13, 2013 12:18 pm


Duels and Debts

When there are conflicts that escalate beyond simple argument, members of the Wherhold are encouraged to work out their frustration and settle their conflicts with duels.


Dueling
  1. A challenge must be issued, and accepted, before a duel may commence.
  2. A challenge's win conditions are as follows: the opponent is knocked unconcious, the opponent submits, the opponent is too wounded to continue, or the opponent dies.
  3. Participants deliberately seeking to cause fatal wounds will be imprisoned for a length of time determined by the Council.
  4. Accidental death will not persecuted, pending review.
  5. Bonded partners, of dragon, flit, or wher species, may participate in the duel.
  6. A proxy may be substituted for either challenger or opponent but no bonded partner will be allowed.
  7. Once an opponent submits by throwing down a weapon, verbally submitting or other obvious sign of giving up, further combat is not allowed.
  8. If a duel is declined, the individual who was challenged is now indebted to the challenger and must perform some service to the challenger.
  9. The victor's opinion is proven the better through the duel and will hold value before the Council.


Debts
  1. Debts result from the declining of a duel and act as a work contract.
  2. A challenger whose duel was declined can demand up to two days of service from the opponent.
  3. Service can include physical labour, labour relief for the challenger, and food/goods provision up to two marks' worth.
  4. Labour conducted while under a debt's contract does not reflect upon the challenger and any improper conduct or lacking quality will be the fault of the debtor.
  5. A debt can be called at any time within one Turn of the debt's creation.


Conducting a Duel ICly
  1. The duel challenge must be issued ICly, and either accepted or declined.
  2. If the challenge is accepted, participants roll dice to determine the winner. Highest value wins.
    Individual with No Bonded Partner: 1d20-10
    Individual with Bonded Partner: 1d20+5
    Possess Combat Training: +3 to the roll.
  3. Every five duels won = +1 more to combat training. (So someone who's won 20 duels will have 3+4 = +7 to their rolls).
  4. Rolling dice is optional. A result may be plotted out previously.
  5. There are no hit point or attack values as this is an RP mechanic.
  6. If the duel is declined, follow the procedures outlined in Debts.
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