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Pern Wars is an AU 10th Pass Dragonriders of Pern RP, where AIVAS was never found and the South separated itself completely the North. 

 

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Pern Wars
Captain

PostPosted: Wed Feb 12, 2014 6:41 am
Character Bonds and Rules


NPC Clutches & runs
Not all runs will result in “In Game” runs, some runs will be OOC. How "NPC runs" work is that when it comes time for the Hatching there will be one big post summing up the Hatching and all Whers and handlers become NPCs.

Activity works best
There is no post requirement, but anyone who has a Candidate should at least stay active close to the time of a Hatching. This does not mean your Candidate automatically Impresses. This is for the Staff to get a good look at your Candidate to best match them with the right Whers (be it color, name, and basic personality). Those who continue to be active gives one a higher chance of Impressing.

Hatching Etiquette Rules
These rules were created for a reason. Queens are very protective and temperamental over their clutch, even more so when she has a golden egg on the sands. Do not question, do not challenge the will of the Mothering Queen. If her handler or the Candidatemaster say to back off, you BACK OFF. Be respectful, be polite and you may walk out in one piece.

Queens are rare
Yes, generally a Pern roleplay is made up a large amount of female Members. If anyone does Impress a Queen, it is because they are active and they have shown they deserve her.

Extra Impressions
As stated with Hatchings, during a PC Hatching there might be some eggs who do not hatch. Duds are a natural thing in all egg laying creatures. We also have NPC Impressions. These NPCs may help to keep the color ratio in the clutch canon or even have a purpose later on. Some of our Hatchlings may even go between, do not be surprised if this happens. Whers deemed adoptable will be up for the taking of anyone who did not Impress but liked a certain Whers.
 
PostPosted: Wed Feb 12, 2014 6:45 am
General Details


Whers are perhaps one of the most versatile working animals on Pern. They are capable of simple speech with their handlers and some basic gliding when jumping. However, their real strength is in their muscular build and fast legs. They are incredibly powerful, able to carry very heavy loads.

Traditionally, Whers have been used as the equivalent of a night watch for Holds, with Pern at war they have become invaluable to the war. Another job for Whers is in Mining. They're natural diggers, and their sensitive smell allows them to detect unsafe conditions within the tunnels. Whers will also haul ore, save miners from cave-ins, pump bellows, and more. With the need for weapons, Whers minners are the most useful of them all. Powerful and aggressive creatures, Whers are natural fighters. With a handler, they are useful for guarding trading caravans and other valuable goods. With a covering over their eyes, they can safely travel along with their handlers during the day while guarding traders. for war, they are most often used as ground troops because of their aggressive behavior and bulk. An unexpected use for Whers is within Healercraft. Although the creatures are hardly therapeutic, they can sometimes be found at the sides of Healers. Their heat-sensitive vision and powerful smell can detect bone fractures, infection, tumors, and more.

While dragons Rise, Whers Run. Chased by males, female Whers of both gold and green colors are fertile and will clutch. Like dragons, the only Whers you may Impress are born from the clutches of bonded Whers. No wild Whers or wild Wher eggs may be Impressed.

Wher names always end in "-sk" and take the name of their handler. The more of the handler's name incorporated, the stronger the bond. For example: A wher bonded to Rune would be Runesk or Runsk

A Wher can love, care, and stay with their human Bonded, yet if their Handler is willing, forces, even demands it on a scale they cannot refuse a Wher will break the bond, and go feral. Though most bonds are broken because the Handler was not suitable to care or love them. Staff will remove Whers from inactive members, putting them as feral and these Whers may not return to play.
 

Pern Wars
Captain


Pern Wars
Captain

PostPosted: Wed Feb 12, 2014 6:47 am
Whers


Anatomy
An adult Whers are described as weighing between six and eight hundred pounds, and being about the same size as a small, low-slung horse. They wings resemble those of dragons however much smaller and stunted in size. They have a very muscular physique, and are capable of gliding short distances and moving with surprising speed, given their size. Their feet are large, with two toes and one thick pad on the sole, designed to support their weight. Overall, their figures are hunched; their legs fairly long and their bodies and necks quite short. Their tails are short and thick; their heads large, shortened, and heavy with a set of head knobs. Few people are able to find favorable words to describe their appearance.

Whers, unlike Dragons, only come in five colors: Gold, Bronze, Brown, Blue, Green.

Eyes
The eyes of a Wher are unique. Adapting to night life, their eyes change so that even in perfect darkness they can see as clearly as one can in daylight making them sensitive to bright lights, and very uncomfortable being out in the day without proper goggles. Whers also have the ability to change the color of their eyes due to their mood. Certain colors are a sign of a certain mood, which can change in a rapid flash motion if they wish it. There will be moments when a Wher will have more than one color appearing, this just signifies that they are feeling two emotions at once.

Happiness/Content = Blue
Playful/Excited = Green
Confused/Concern = Yellow
Alarmed/Irritated = Orange
Angry/Enraged = Red
Ill/Unhappy = Gray
Lust = Purple

Intelligence
The intelligence of a Wher varies just like humans. No specific color has more intelligence over another. Like people, one can be smarter than another, quicker than another, wittier, slower, or unique (like say one can count faster than another, one has better memory than another), however Golds are always slightly smarter than the rest of the colors.

Speech
It should come as no surprise that Whers have the ability to communicate the same way that Dragons do. Whers are able to talk telepathically, a voice that is heard in one's mind then in one's ear. Another thing that has been noted is that a Wher sounds very similar to that of their Handler, sometimes being deeper or lighter. Whers can talk just as well as Dragons, but unlike Dragons, a Wher must grow into such a mindset to use words in such a manner. Like a child learning to speak, a Wher is the same way, and relies on their Handler greatly to process this ability with ease.

Hear All Whers
The term “hear all Whers” is not a term that exist, instead it is jotted down with “hear all Dragons”. For those with the HAD ability are able to communicate with Whers just as easily, and just like with Dragons or Flitts. Whers are more prone to pay attention to these individual.

Growth Chart
The percentage represent how large the Whers get each month starting with month one.
20% / 28% / 36% / 44% 52% / 60% / 68% / 76% / 84% / 92% / 96% / 98% / 100%

Gold: 3'10" / 5'5” / 7' / 8'6” / 10'1” / 11'8” / 13'3” / 14'9” / 16'4” / 17'11” / 18'8” / 19'1” / 19'6”
Bronze: 3'8” / 5'2” / 6'7” / 8'1” / 9'7” / 11'1” / 12'6” / 14' / 15'6” / 17' / 17'9” / 18'1 / 18'6”
Brown: 3'6” / 4'10” / 6'3” / 7'8” / 9'1” / 10'6” / 11'10” / 13'3” / 14'8” / 16'1” / 16'9” / 17'1” / 17'6”
Blue: 3'3” / 4'7” / 5'11” / 7'3” / 8'6” / 9'10” / 11'2” / 12'6” / 13'10” / 15'2” / 15'10” / 16'2” / 16'6”
Green: 3'1” / 4'4” / 5'6” / 6'9” / 8' / 9'3” / 10'6” / 11'9” / 13' / 14'3” / 14'10” / 15'2” / 15'6”
 
PostPosted: Wed Feb 12, 2014 7:00 am
Wher Packs


It is true that Whers are much more aggressive, independent, and territorial then either Dragons or Firelizards. Though the mindset is that they are solitary creatures is wrong, Whers can work in teams known as Packs but there is some caution used for the rare colors due to their nature around other specific colors. A Gold will not mind any number of Bronze to Green Whers in her pack. If there is a second fertile Gold present it is best to give her another Pack to lead, to do otherwise will lead to much bloodshed between the Queens. She is very territorial with what she considers her Pack, especially the Bronzes and Browns who are her potential mates. This is why it's best that there is no more than 2 fertile Golds present to avoid such dangers. It is rare but there can be a third present, try for a fourth and you may lose all your Queens. Not only is it wise to watch the number of Queens because of their nature but because of how they act on the sands. A Gold with a clutch is just like a Gold Dragon only ten times worse, if you have two Queens with eggs it's best to make sure they are as far for each other as possible or they may attack either each other or their rival's clutch.

A Bronze will only allow one other Bronze in his pack, these males are extremely dominate and as territorial of the Pack Members as a Queen is of her Bronzes and Browns. They do not mind the number of Browns to Greens in their Pack but to put more than two is as risky as it is having three fertile Golds around. They will and have been known to fight for the right of dominance to lead a Pack against another Bronze, that most Bronzes are given their own Packs unless they know the second Bronze is okay as Pack Beta. A Bronze will willingly listen to a Gold or the Packleader's Bronze but never think a Bronze will obey a Brown. This is simply impossible that a Bronze will go berserk and try to kill the Brown who tries to take lead.

A Brown is not as dominate or territorial as a Bronze but they have their limits none-the-less. In a Pack you can up to four Browns before things get bad. They do not mind the number of Blues or Greens in the Pack, nor a few more Browns but if you try putting too many they will fight since they are possessive of their right as Betas and the right to mate with the Greens. Never think a Brown will obey a Blue. This is simply impossible, like that of Bronzes, a Brown will go berserk and try to kill the Blue who tries to take lead as a Beta.

A Blue Wher tends to occupy their natural habit with their Handler and not with other colors in a Pack. Thus in a Pack you can have numerous Blues without any hassle. It is this reason that it was noticed Whers can work in a Pack, so long as you don't put too many Golds, Bronzes, or Browns. Thanks to Blues it was they who suggested the idea of changing how Whers work. Again they make excellent Hunters, large enough to take down large prey, and in numbers can take down wild Whers.

A Green Wher tends to occupy their natural habit with their Handler and not with other colors in a Pack. Thus in a Pack you can have numerous Greens without any hassle. The only time it's best to watch how many Greens are present if multiple Greens have clutches, they are as protective and maternal as Golds, but as long as they have space you can have multiple Green Mothers with clutches present. They are not as pron to seeing another Green Mother as rival for their eggs as a Gold can be. Again they make excellent Trackers, able to blend with much of Southern Pern's surroundings, small enough to get into most places, and quick enough to report what they find.
 

Pern Wars
Captain


Pern Wars
Captain

PostPosted: Wed Feb 12, 2014 7:05 am
Color Information


Gold
Gold Whers also known as Queens, are the largest and strongest. They are also among the rarest color of Wher on Pern. Only a Gold can mother another Gold, the tell-tale signs are when a golden egg is in the clutch. Golds can command all the Wher colors but another Gold, though they will obey the Senior Gold. Gold Whers are able to ingest firestone and produce flame, just like Firelizards and still be able to clutch.

Length: 19 – 20 Feet
Clutch Size: 6 – 12 eggs
Gender: Female

Bronze
Bronze Whers are the largest and strongest male. It is they who commonly become the co-leader to any Gold, as well as having the honor of mating with the Queen. The ratio that is commonly thought of is that for every Queen there is at least 5 Bronzes, sometimes there may be less or more. Any Handler of a Bronze may easily find themselves in the position of Packleader or Pack Alpha, it is the Bronzes who have the ability to command all the colors other than a Gold or another Bronze, though they will obey the Packleader's Wher. They are able to ingest firestone and produce flame. Bronzes can also chase and catch Greens but because of how quick the smaller females are as well as the smaller males, they have a hard time catching them.

Length: 18 – 19 Feet
Chases: Both Female Colors
Rising Age: 1 to 1.5 Turns
Gender: Male

Brown
Brown Whers are the first of the non-metallic hued colored Whers. They are more common than Bronzes though they still are not as numerous as Blues or Greens. It is they who co-lead to the larger males and can command any color below them other than another Brown, unless Beta Second of their Pack. Sadly due to the nature of Whers, especially that of Bronzes a Brown will never be made Pack Alpha. Normally a Brown will easily find themselves in the position of Pack Beta to help lead a Pack. Browns are able to chase the Queens but do not have the stamina like Bronzes to keep up, thus rarely do they ever win. More commonly they will chase Greens with more success.

Length: 17 – 18 Feet
Chases: Golds Rarely to Uncommon || Greens – Commonly
Rising Age: 1 to 1.5 Turns
Gender: Male

Blue
Blue Whers are the smallest males and the most numerous. A Blue many never find themselves in position of Pack Alpha or Pack Beta but they have been known to make excellent Hunters. For some reason it seems Blues have higher senses then just smell unlike their larger brethren. Blues are only able to truly command Greens, depending on their current position or what position they are put in may a Blue able to command another Blue. Though they are not that much smaller then a Brown a Blue will never chase after a Gold, the other Bronzes and the occasional Brown will chase them out of the run if they even try. Blues tend to stick with Greens which they have more success with then most Bronzes or Browns.

Length: 16 – 17 Feet
Chases: Greens
Rising Age: 1 to 1.5 Turns
Gender: Male

Green
Green Whers are the smallest females and the most numerous. Unlike Blues, a Green has no commanding ability over any color, some can be a little more dominate than another Green otherwise they have no commanding ability. They are placed within all the Packs though they do make excellent Trackers seeming to have higher senses to notice signs of where something or someone is. As the smallest of females Greens can be chased by any of the male colors though rarely caught by Bronzes, Browns, and very easily by Blues. Green Whers are able to ingest firestone and produce flame, just like Firelizards and still be able to clutch. A Greens clutch is much smaller then a Golds and tends to have more duds.

Length: 16 – 15 Feet
Clutch Size: 0 – 6 eggs
Rising Age: 1 to 1.5 Turns (Rising 2 to 4 times a Turn)
Gender: Female
 
PostPosted: Wed Feb 12, 2014 7:17 am
Mating Run Etiquette


Mating runs are simple in concept. When a female comes into heat, their hides tends to brighten. Sort of a “glow” like affect. They will then “blood”, before running off, mainly into open ground though some females will test the males in some rough terrain. Due to their inability to fly, running replaces the act of “flying”. Once this happens all the males in the area will rise and chase. For Queens this will be Bronzes, and the rare Brown. For Non-Queens this would be from Bronzes to Blues. The female will lead the group in a chase till one of the males catches her.

ICly a Wher does not “choose”, she is “caught”. OOCLY the owner decides the winner. Listed below is an easy setup if you are curious on how we go about flights.

- The owner of the female Wher will PM staff (Unless Queen) with their choice to either have a predetermined winner or use the dice game.
- The male who won is allowed to “catch” the female, and end the run.
- To know who has won, the player hosting the run can put in an OOC text the winner after the fade to black. Or even PM the the winner.

Choice not a Rule
Mating runs are a CHOICE, not a RULE. Any player has the right to not play out any Mating run if they are uncomfortable playing that aspect of Pern. The Staff respects this and are okay with this 100% We want our players to have fun, not be uncomfortable.

Consent
The age of consent is 18 Turns, however a player needs to be completely O.K. with any plots that happen during a run. Whether this be whers fighting each other, injuries, and when characters get together under the sheets. We do not want to see any rape plots in the shop, ever. A lot of people are not only uncomfortable with the idea of rape but it can also be a trigger for others.

Appropriate Age
Contrary to what happens in the books (underage sex) there is a very stern rule that will be followed here. We have put the age of consent at 18 Turns old for the shop. This means that if you have a character that is under the age of 18 Turns they will not be allowed to have any sexual interaction whatsoever. This also applies to mating runs, your Wher will be asexual until their Rider is of age.

Pregnant Handlers
Any Rider who is pregnant will not be entering in any mating run. The Wher will for the term of the pregnancy be asexual. There are no exceptions.

Run Description
Runs are dangerous, there will be teeth, claws and blood involved. We do not want people to go into great detail about these things, let’s remember that Gaia is a PG-13 website and large descriptions of violence and gore are not acceptable. That being said, detailing sexual activities is also frowned upon. Use a fade to black or even make it so that it’s the next day entirely because detailing these things are not appropriate and no one wants to read them.
 

Pern Wars
Captain


Pern Wars
Captain

PostPosted: Wed Feb 12, 2014 7:29 am
Clutch Chart


Gold Chart
Bronze Sire: (Gold) Very Rare / (Bronze) Uncommon / (Brown) Common / (Blue) Very Common / (Green) Very Common
Brown Sire: (Gold) Extremely Rare / (Bronze) Rare / (Brown) Common / (Blue) Very Common / (Green) Very Common

Green Chart
Bronze Sire: (Gold) Never / (Bronze) Very Rare / (Brown) Uncommon / (Blue) Very Common / (Green) Very Common
Brown Sire: (Gold) Never / (Bronze) Very Rare / (Brown) Rare / (Blue) Very Common / (Green) Very Common
Blue Sire: (Gold) Never / (Bronze) Never / (Brown) Very Rare / (Blue) Very Common / (Green) Very Common
 
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