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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 Mar 19, 2014 6:43 pm
Holds


Holds are the residences of the bulk of the planet Pern's population. Members of specialized professions on Pern live in Crafthalls and dragonriders live in Weyrs, but for most people, the Hold is both the residence and primary social authority.

Throughout most of Pern, Holds are made up of either stone buildings or networks of caverns both natural and man-made. By shuttering any windows and barring the door, this makes the Holds ideal shelter in times of Threadfall. Holds are under tight strictures to keep Thread-susceptible greenery away from the entrances.

There are three types of Hold. Major Holds are the largest and most politically powerful. These Major Holds are analogous to Greek city-states, with a large (for Pern) quasi-urban center of perhaps one thousand residents (the Hold itself) surrounded by a vast, mostly rural territory under the Hold's jurisdiction of 10,000 or more additional residents. When referring to a Major Hold, a speaker might mean either this entire region or only the urban center.

The Major Holds are ruled by a Lord Holder, whose power is largely unchecked in his domain so long as he fulfills his responsibility to the Hold's residents; namely, he provides residents protection from Thread, an appropriate education, and food and shelter in return for labor. The Lord provides protection from Thread by tithing a percentage of the Hold's agriculture and other material to the Weyr to which his Hold looks.

Under the jurisdiction of the Major Holds are Minor Holds. These can range widely in size, but operate not unlike a Major Hold on a smaller scale. Despite the name, some of the larger Minor Holds may approach the population of a Major Hold's urban center. Nonetheless, they are subject to the Major Hold of which they are a part and to which they tithe. Minor Holds are managed by a Holder, not a Lord. In many cases, however, a Lord Holder will install his son as Holder at a Minor Hold; the son retains the hereditary title of Lord.

The more rural members of the population live in cotholds. These are much smaller vassal holds, often consisting of a single extended family located near the fields, pasture, or other site of the holders' agricultural pursuits.

Holds are the most numerous populations on Pern. A group of minor holds (lowercase 'h') will look to one major Hold (uppercase 'h'), and in turn both the major and minor holds will look to the Weyr that protects their area. Holds provide tithes (supplies) to the Weyrs, as Weyrfolk don't have the time or land to grow crops or produce their own supplies. Holds have large populations and numerous craft representatives, and rank is more important within them, whereas holds tend to have a few families, or specialised non-crafter people, e.g. farmers.

There is a huge variety of roles outside of crafting or dragonriding. These are taken by the majority of the populace and are crucial to the running of the Holds, Halls and Weyrs.

The Holds of Pern are an agarian society, the culture and society structure is farming centric. Most people are Farmers and the rest of the system is geared around keeping those people up and running, including their working animals. Weyrs are not expected to produce their own foods and raw materials, recieving them from the Holds and Halls as a tithe in exchange for protection from Thread during a Pass; however Weyrfolk perform the same support role for the dragonriders as the Holders do for the farmers. Halls are integrated with a major Hold to some degree (though they may have their own lands and contracts with workers and other crafts) so they have the most pared down of support networks not extending far beyond the day to day jobs of cooking, cleaning, and maintenance.

Everyone is expected to contribute to society formally from the age of twelve when they are no longer considered 'brats. Some children may follow their parents or an older relative around from a younger age to learn their job and in small family holds children often start working long before age twelve. It is commonly accepted that children will follow their parents into the same job. Eldest son's are expected to inherit a family cothold and take on the job of farming, younger sons may be freer to seek training in a speciality role the hold lacks, or to consider crafting. Though leaving the family hold to craft has serious consequences as it takes an able pair of hands (and his future wife and children) away from the family hold, if times are hard it may be welcomed as one less mouth to feed, and the young person once they have some skills may be able to earn Marks to send back to their family.
 
PostPosted: Wed Mar 19, 2014 6:47 pm
Hold Ranks


Lord/Lady Holder
The Lord Holder is in charge of the most important aspects of the Hold's running. It is he who represents the Hold at Conclaves, and oversees the overall running of the area. He is responsible for providing his holders with a comfortable life by providing them with food and supplies, a good education, and protection from Threadfall (in the form of not only shelter, but also the Weyr's protection). The Lord Holder organises the Hold's tithe to the Weyr, which often requires careful negotiation so that the Weyr and Hold are both happy. The Lord Holder will delegate many day-to-day tasks to his Steward.

No Hold at this current time is run solely by a Lady Holder. The Lord Holder's wife assumes the title, and is in charge of supervising the Headwoman. The daughters of the Lord Holder will assist her with this task, while the sons will help their father, learning the ropes of Hold management in preparation for one becoming the next Lord Holder.

Steward
The steward is second to the Lord Holder, and assists him in most of his day-to-day duties. This is mostly to do with the Hold's economics. He deals with trades and tithes from the minor holds associated with the main Hold, and trade with other Holds, both exports and imports, and maintenance of buildings and larger dwellings. He may also assist with tithes to the Weyr, though the Lord Holder makes the final decision. Provisions also fall under the steward's jurisdiction, as he is in charge of maintaining their levels using materiel produced by the Hold, and imported from elsewhere. The steward is usually assisted by any sons of the Lord Holder, so that they can learn the ins and outs of Hold management on the job.

Headwoman
The Headwoman is next in rank after the steward, and takes care of the more 'personal' aspects of Hold management. Under the supervision of the Lady Holder, she allots provisions such as food, clothing, and basic medicines, and deals with maintenance of smaller dwellings. She is often assisted by any female children of the Lord Holder.

Crafter
Crafters are commonplace in the Hold. Healers are particularly common at Ketrin, as the Hall likes to have some of its members directly involved in the harvesting and processing of medicines from the Southern Hold. Farriers and beastcrafters are also quite common at Ketrin, due to the large runner population and commonplace races.

Holder
Holders make up the majority of the Hold's population, hence their title. Holders hold a wide variety of jobs, some of which are more common than others. They keep the Hold running at its most basic level, and have contracts with the Lord Holder they work for. A holder can have some say in what their contract involves, but some less sympathetic Lord Holders will simply present a contract and demand an acceptance or denial of it, with no haggling.

Drudge
The lowest ranked of all the people in the Hold, drudges are not, as some may think, all mentally retarded. Many drudges are simply unmotivated, or not capable enough to do jobs requiring more skill. Drudges are dogsbodies. They are not mistreated, nor treated as slaves: they simply do the jobs that other people don't want to do. Lugging things around the Hold, cleaning latrines and hearths, disposing of rubbish - the life of a drudge is a hard and dirty one. Many strive to do better, but others are happy enough. Drudges are given a place to live in the Hold, but not a wage.
 

Pern Wars
Captain


Pern Wars
Captain

PostPosted: Wed Mar 19, 2014 6:51 pm
Jobs

Assistant Headwoman
Baker
Blacksmith
Carpenter
Cleaner
Cobbler
Cook
Creche Worker
Farmer
Farrier
Fisherman
Forester
Foster Mother
Gardener
Guard
Hairdresser (includes Barbers)
Handyman
Herbalist
Hunter
Infirmary Aide
Jockey
Kitchen Staff
Laundry Worker
Messenger
Midwife
Scribe
Seamstress (includes Tailors)
Server
Stablehand
Stonecutter
Tanner
Thatcher
Trader
 
PostPosted: Mon Mar 31, 2014 8:48 am
Wherhandler Heirarchy


Denleader
In essence the Denleader is the Wherhandler equivalent of a Sr. Werywoman, this is the Goldhandler who was previously Packleader but has now retired. They are still highly respected by the other Handlers as a whole, even by the Packleaders. It is they who is the one the Packleaders can come to for council in any matters. With their experience they can help run specific things if the Packleaders need such help, such as assisting during skirmishes or in working with the Night Packs in any matter that may need the aid of Whers. Working with the Headwoman or the Weyrleaders in matters of day to day needs of the Handlers. Depending on the physical health of both retired Gold and Denleader they may even take temp Packleader if the current Goldhandler is unavailable. Though their Gold may not clutch anymore does not make the Denleader any less of an authority figure.

Packleaders
Though the custom of having a Gold and Bronze lead isn't a new concept, for Whers there is no other way. Due to their nature it would be impossible for the Packleaders to be anything other than a Gold or Bronze Handler. In essence they work like the Weyrwoman and Weyrleader. Each Packleader has their own responsibilities to the Handlers as a whole. One is in charge of the needs and care of the Whers and Handlers. The other is in charge of the Packs and their duties. The position for the Goldhandler will always fall under the Goldhandler either by transfer if there is no other Gold available. Or the current Goldhandler steps down or dies and the next Gold to run first becomes the next Goldhandler Packleader. This Packleader is in charge of teaching any Gold Wherling pair the duties of being a packleader. The Bronzehandler Packleaders works in very much the same way as Weyrleader but has been adjusted for stability. The Bronze to win the Packleader Gold's run will in turn place their Handler in the position of Packleader. Unlike the Weyrleader the Bronzehandler Packleader keeps their position for two Turns regardless if their Bronze is successful in the Packleader Gold's run or not. After two Turns they may either keep their position if their Bronze is successful or will step down to the Handler of the Bronze that was.

Junior Packleaders
Junior Packleaders are in truth the position of any current Goldhandler that is not the Packleader. Though the fact that anymore than two fertile Golds is almost impossible due to their nature, this position is generally given to the Goldhandler present and the Bronzehandler to win the Jr. Gold's run. Like the position of the Bronzehandler Packleader the Jr. Packleader keeps their position for two Turns regardless if their Bronze is successful in the Jr. Gold's run or not. After two Turns they may or may not keep their position. The Jr. Packleaders are the ones who work with the Packleaders and help lead the Whers and Handlers. A Jr. Packleader's responsibilities are in sense the very same ones as the Packleaders for they may have to lead in their place if they are injured, sick or in the case if a Gold is due to clutch or has eggs on the sands.

Pack Alpha
The position of Pack Alpha will always fall under the position of a Bronzehandler, not because a Handler bonded to a Brown can not leader. No, once again due to the nature of Whers, especially those of Golds, Bronzes, and yes even Browns. This rank would be impossible for a Handler not bonded to a Bronze to hold solely due to the Whers in question. A Bronze will never submit to a Brown and will get very physical up to the point of causing lethal harm. Thus it was agreed upon that those leading the Pack Groups will be lead by a single Bronze, there can be two Bronze in a Pack but it's almost as risky as having two fertile Golds present. The Pack Alphas work similar to that of Wingleaders, they lead the Packs in whatever duty that is needed be it their function. The Pack Alpha is the one who works with the Packleaders and other Pack Alphas, outside of that they are in charge of how they run their Packs. Who they will or will not allow to join, and who will be their Pack Betas. To gain this rank one will be looked over by the Pack Alphas who will by vote be brought to the Packleader. The Packleader will then either agree or disagree with the Pack Alphas, if they agree the Handler will be brought forth before him/her and the Pack Alphas and granted that rank and right to form their Pack. This rank is held only so long as the Pack Alpha is found worthy of his/her position. They can be taken from this rank though such events are rare.

Pack Betas
Pack Betas are the second-in-command of the Pack, just as their title suggests. They are the ones to help train or lead the Pack in whatever duty they will preform. They are also the ones whom the Pack Alpha can put in charge in their place if they are sick or injured. Sometimes the Pack Alpha will do so to see that they are still up to the task and worthy of the rank. This rank will very commonly fall to a Brownhandler. While it's risky to have two Bronzes in a Pack, having two Browns isn't, a Pack can have up to four Browns before the tension builds. To get this rank one must be picked by the Pack Alpha. They will hold this position as long as the Pack Alpha sees they are the best for the job. To have this rank taken is rare but not as rare as a Pack Alpha losing his/her position.

Pack Member
All Handlers are considered “Pack Members”, placed in a Pack and put under drills when the Pack Alpha calls for it. Outside of a Pack every Handler has a secondary job, normally their craft if they have one. Unlike Dragons, Whers have many functions that allow them to be essential during both a Pass or Interval. Thanks in part to a Glass-smith Handler who made black colored lenses on goggles for Whers, allowing Whers to work both at night in their natural setting and in the daylight without harm to their sensitive eyes.

Candidatemaster
The Candidatemaster is the one in charge of Candidates both fresh or old. They are the ones who make sure the Candidates are able to adjust to Handler life, to understand the rules, how to behave and what to expect during a Hatching and after. The Candidatemaster is in charge of all the Candidates until they step down or Impress. To get this rank is by the decision of the Packleaders. This position lasts as long as the Handler of this position wishes. It is VERY rare for them to be demoted. To be recommended as Candidatemaster the Handler must have at least 10 Turns of experience (meaning their Wher has to be at least 10 Turns old), and had to have been Candidatemaster Assistant for 2 Turns to attain this position.

Candidatemaster Assistant
Candidatemaster Assistants are as entitled, they help the Candidatemaster when needed. They take a second hand roll in dealing with the Candidates though mostly they are there in the case the Candidatemaster becomes ill or injured to not be able to preform the duty. To get this rank one must be picked by the Candidatemaster. The position lasts as long as the Assistant is willing or the Candidatemaster sees they are no longer fit for the job. It is very common that Assistants willingly step down versus being demoted. To be recommended as Assistant the Handler must have at least 5 Turns of experience (meaning their Wher has to be at least 5 Turns old), with 1 Turn training under the Candidatemaster to attain this position.

Wherlingmaster
The Wherlingmaster is the one in charge of newly Impressed Wherlings. They are the ones who make sure that the Wherlings learn everything they need to know to be a successful Handler, to be fit in order to work with a Pack. As well as they understand what is expected of them as Handlers of the Weyr. To get this rank is by the decision of the Packleaders. This position lasts as long as the Handler of this position wishes. It is VERY rare for them to be demoted. To be recommended as Wherlingmaster the Handler must have at least 10 Turns of experience (meaning their Wher has to be at least 10 Turns old), and had to have been Wherlingmaster Assistant for 2 Turns to attain this position.

Wherlingmaster Assistants
Wherlingmaster Assistants are as entitled, they help the Wherlingmaster when needed. Since there is a normal amount of newly Impressed Wherlings, it is not uncommon for the Wherlingmaster to assign an Assistant to a group to teach a specific lesson. They are also there in the case the Wherlingmaster becomes ill or injured to not be able to preform the duty. To get this rank one must be picked by the Wherlingmaster. The position lasts as long as the Assistant is willing or the Wherlingmaster sees they are no longer fit for the job. It is very common that Assistants willingly step down versus being demoted. To be recommended as Assistant the Handler must have at least 5 Turns of experience (meaning their Wher has to be at least 5 Turns old), with 1 Turn training under the Wherlingmaster to attain this position.

Weaponmaster
The Weaponmaster is equal in rank to the Wherlingmaster, but is not in charge of their care or their lessons in Handler training. Instead the Weaponmaster is in charge of their training in self defense, and combat, from hand to hand, through various weapons. The Weaponmaster begins training Wherlings right before their Whers are able to take their jump between, this is estimated around the midpoint of a Wherling's training. Wherlings are taught till they graduate, if a Handler wishes for further training they can arrange to have a sparing partner or partners with the Weaponmaster. To get this rank is by the decision of the Packleaders. This position lasts as long as the Handler of this position wishes. It is VERY rare for them to be demoted. To be recommended as Weaponmaster the Handler must have at least 10 Turns of experience (meaning their Wher has to be at least 10 Turns old), and had to have been Weaponmaster Second for 2 Turns to attain this position.

Weaponmaster Second
Weaponmaster Seconds are as entitled, they help the Weaponmaster when needed. Since there is a constant amount of Wherlings, it is not uncommon for the Weaponmaster to assign a Second to a group to teach self defense and weapons training. They are also there in the case the Weaponmaster becomes ill or injured to not be able to preform the duty. To get this rank one must be picked by the Weaponmaster. The position lasts as long as the Second is willing or the Weaponmaster sees they are no longer fit for the job. It is very common that Seconds willingly step down versus being demoted. To be recommended as Second the Handler must have at least 5 Turns of experience (meaning their Wher has to be at least 5 Turns old), with 1 Turn training under the Weaponmaster to attain this position.

The Master Wherhealer
The Master Wherhealer is a very unique and rare position. They are the ones that are felt to be the most experienced in the healing of Whers, the one with the most wisdom in the position and the one with the most thought for others. They are in charge of all the Wherhealers and works along side the Master Dragonhealer. It is they who are in charge of making sure all medical stock is available, as well as in charge of seeing to the training of other Wherhealers. It is The Master Wherhealer who picks who will become the next Master Wherhealer, working with the other Wherhealer Masters who will vote who attains the rank “Journeyman” yet it is The Master Wherhealer who assigns Wherhealers on their next traveling assignment, picks the next Wherhealer to become a Master.

Master Wherhealer
A Master Wherhealer is one who has worked at their mastery after achieving the rank of Journeyman. It is the Master Wherhealer who works under The Master Wherhealer, and also helps to vote who is ready to achieve Journeyman rank. They are ones who have been seen worthy of this rank by The Master Wherhealer. They are in charge of any Journeyman or Assistant under their care. To get this rank one must have been a Journeyman Wherhealer who has worked for his Mastery and has been approved by The Master Wherhealer.

Wherhealer
Wherhealers can be anyone who wishes to learn the trade but it is very common that those who do are Wherhandlers themselves. Like all Crafts they start out as apprentices and work their way up to Journeyman. After that they can work for their Mastery or keep to the rank Journeyman who will after a time be considered Senior Journeymen. The craft of Wherhealing is like Healing only it is aimed specificity at healing Whers and their Handlers. Understanding the nature of Whers, the anatomy of Whers, and what one can and can not do to heal them. This is why it is common that almost all Wherhealers are Wherhandlers in their own right.

Hunters
Though there are more then one type of Pack jobs, there are those who are given a specific role due to their abilities or natural take at the job. Hunters are Handlers with Whers who are the best at the job of taking down large prey, hostile creatures, and other Whers in combat. The Handler is recommended to have training as a tracker and a hunter before they can be put into a Hunting Pack. Of course outside the pack this duty is valued by not only the Weyrs, but Holds as well who may commission a single Handler to help with some specific need that their abilities can handle.

Trackers
The same can be said about Trackers, these are the ones who have a natural take or strong abilities toward tracking. Trackers are those who look for signs of whatever it is they are tracking, be it wild whers, wild predators, or if not predators wild but dangerous creatures. The same can be said for tracking bandits or dangerous holdless. Some Whers have better senses then other Whers even though it's known that Whers are very acute in smell. The Handler is recommended to have training in tracking both creatures and human before they can be put into a Tracking Pack. Outside the pack this duty is as valued as the Hunters, one may be commissioned to help find a specific animal, animals, person, or people that their abilities can handle.
 

Pern Wars
Captain


Pern Wars
Captain

PostPosted: Sun Aug 03, 2014 8:28 am
Holds

There are dozens of smaller holds, sea holds, and cot holds scattered across the southern continent, they almost always look to one of these major holds for support and protection.


Eamane Hold
(Colors: Silver and Turquoise)
Lord Jazil & Lady Kylin
Major Craft Halls: None
Eamane Hold is the first established hold on the Southern continent making it the oldest hold there to date. Having been built while the ancient’s stone cutters were still in use its design is luxurious just like the Weyr when compared to many holds with plenty of chimneys, warmed baths, and smoothed walls that some of the other holds lack. Both the hold and its people’s style is considered rather ornate, keeping with fashionable trends.

Isilwen
(Colors: Dark Brown and Light Green)
Lord Sodayr & Lady Asika
Major Craft Halls: Beast & Farmer Halls
Isilwen Hold was created with beastcraft and farmer halls in mind. As such it is located on Southerns largest grassy planes by the water so that those living there could flourish. On the downside, Isilwen is one of the more dangerous Holds to live in as the Riders need to constantly keep thread away. Isilwen is just as beautifully carved as Eamane Hold except it’s design are a little more on the simple side.

Ancalime
(Colors: Orange and Dark Green)
Lord Koten & Lady Nahadita
Major Craft Halls: Healer
Ancalime tried very hard to outdo Eamane Hold in making it as luxurious and it failed miserably in that respect. Without the stone cutters little could be done to garnish the Hold to the extent they wanted. So instead, they turned to making it as comfortable as possible for the residents. They succeeded greatly, and Ancalime is a warm and hospitable place to live in.

Amarie
(Colors: Black and Grey)
Lord Vinado & Lady Eleisi
Major Craft Halls: None
Amarie Hold was built in a hurry at a time where the stone cutters gave out. Southern at this point was growing too fast and expanding much quicker than was anticipated. As such, Amarie is considered to be the most poorly constructed Hold. It was created out of desperation in a mountain, some of its Halls end abruptly or go nowhere. This is the Hold where most of the illegal activities happen.

Helyanwe
(Colors: Beige and Bronze)
Lord Asam & Lady Isacka
Major Craft Halls: Harper & Print Halls
Helyanwe was the other Hold built along with Amarie that was constructed in haste. Though it took longer than Amarie to finish, it is only slightly better in construction. Illicit activities also seem to spur from this Hold, but much of it has been under control for a few turns now. Helyanwe is known as the party Hold because of its proximity to the Harper Hall.

Nenharma
(Colors: Purple and Dark Brown)
Lord Ramin & Lady Eluni
Major Craft Halls: Vinter & Weaver Halls
Nenharma is the smallest of all Holds and the most peaceful one of the South. The people there seem to be easy going and not have a worry in the world. Many have speculated it is because Nenharma has a tight grip on the Vinter Hall and they control the flow of alcohol. Some of the richest Pernese often come from this Hold.

Saralonde
(Colors: Light Brown and Yellow)
Lord Ykuseru & Lady Ehatirily
Major Craft Halls: Tanner Halls
Saralonde could be the most average Hold in the entire South. There is little crime; the people are peaceful and quiet. They never raise a ruckus. The Hold is by the sea and deals quite a bit with the Fisher Hall even if they are on opposite ends.

 
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