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An Introduction to Pern + Lexicon

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All the Weyrs of Pern
Captain

PostPosted: Sat Feb 28, 2009 5:11 pm


_WELCOME TO PERN_
Written by Chibi Sheepcat


Getting Started:
The first thing to know about Pern is that it's a planet. It's got its own little solar system, with a sun, two moons, and the Red Star (which we'll get to later). The planet itself has two 'continents': the Northern and the Southern. Usually they're pictured on maps as being one close to the top of the map, the ocean, and then the one close to the bottom of the map. The majority of civilization lives on the Northern continent, pretty much as far North as they can stand.

People organize themselves into two basic groups: dragonriders and non dragonriders. Dragonriders live in Weyrs, which are essentially caves and hollows carved out of mountains/volcanoes/large rocks. Dragons and their riders live there, as well as a variety of staff which maintain the riders so that the riders can maintain their dragons. Because dragonriders have to live in rock, Weyrs are never very fertile. Thus, it is up to the non dragonrider folk to provide for the riders.

Non dragonrider tend to live in Holds or Crafthalls. Both are, like Weyrs, made primarily out of stone. There are three kinds of Holds: Major, Minor and Cothold. Major Holds. Major Holds are like the cities. They are ruled by a man and a woman, called the Lord and Lady Holder. Minor holds are like the towns surrounding the city. They are under the jurisdiction of (referred to beholden to) a Major Hold. Cotholds are like small farming villages, and are run by the family who started them. Minor Holds and Cotholds pay tithes to Major Holds for the Major Hold's protection from Thread.

Crafthalls are basically the equivalent of trade schools. If you wanted to become a doctor you would go to medical school. On Pern, if you wanted to be a Healer, you would go to the Healer Crafthall. The trades (called crafts) of Pern are: Harper, Smith, Healer, Miner, Weaver, Farmer, Fisher, Tanner, Baker, Vintner, Starsmith, and Herder. There are three ranks in the Crafthalls: apprentice (twelve to eighteen turns old), journeyman/woman (eighteen to thirty) and master (thirty and beyond). Not everyone achieves Master status, no matter how old they are.

Because of the treacherous nature of the Pern wilderness, not living in a Hold/Hall/Weyr is considered a Big Deal. It is very, very rare for people to travel alone through Pern. The people who do not live in the Weyr are generally not aware of when Thread falls until it actually does fall, at which point if you were outside the safety of the Hold you could get eaten alive by Thread. Thus, being sent away from a Hold is a serious punishment, and not to be taken lightly. The only people who willingly travel from Hold to Hold are the Traders, who would be the equivalent of gypsies.

The Red Star and Thread
The Red Star is a wandering planet, with a very wonky orbit that brings it close enough to Pern every 250 years. Apparently it likes Pern, since it hangs around for fifty before it leaves again. While this planet is close to Pern, organisms from the Red Star make they way over and fall like a rain of silver threads (hence the name). This Thread, note the capital, can only be killed by fire or drowning. Thread, being its own being, likes to eat anything organic it comes into contact with, humans included. The only thing that is impervious to Thread is stone, which is why all Pernese buildings are made of it. Thread falls at somewhat predictable intervals that vary throughout the time the Red Star is near Pern, and during this time, dragons and their riders fight Thread by flaming it.
PostPosted: Tue Mar 31, 2009 5:13 am


Pernese Lexicon

Apprentice: The lowest level in a Crafthall, basically a trainee. (see craft)

Belior: The larger of the two moons of Pern

Between: An empty space of sensory deprivation that dragons must go through when they “teleport” from one location to the next. Between is very cold, and you cannot breathe nor see, and can barely feel the dragon beneath you. Going Between usually lasts as long as it takes to cough three times.

Burden beasts: Something like oxen or drafthorses, but they're big Earth beasties that pull wagons and such (runners being bred as too small to pull much more than a cart)

Canines: dogs - either big German Sheperd types, or small terrier types. As a general rule of thumb, they not kept as pets, but rather to turn kitchen spits, herd herdbeasts, and kill tunnelsnakes.

Craft: A trade, such as weaver, fisher, potter, etc

Craftmaster: The highest level in a crafthall, a fully trained craftsman.

Deadglow: an insult. Basically, it means 'fool'. (See Glow for more insight)

Felines: Big wild cats created from some sort of cheetah mix with added mentasynth. They are not tameable, and WILL kill and eat you; they also don't know to be afraid of dragons, which can cause problems.

Fellis: A plant which can be used to put people to sleep; general anaesthetic

Firelizard: A smaller version of the dragon native to Pern.

Firestone: Phosphine-bearing rocks which dragons chew to produce a flame. Gold dragons never chew firestone, as they are incapable of producing flame.

Glow: a light source which can be carried in a handbasket. Usually referred to as Glowbaskets, as opposed to just the glows themselves.

Harper: Harpers are responsible for the education of children in hold, hall and weyr. They are the musicians and entertainers of Pern and may also be called upon to arbitrate disputes.

Headwoman: someone selected by the Weyrwoman to take charge of the domestic duties in a weyr: cleaning, cooking, childcare, etc.

Herdbeasts: sheep (ovine), goats (caprine), and cows (bovine)

Hold: A dwelling cut out of rock so it is safe from Thread. Where common people live, much like a village.

Holdbrat: Children born in a Hold

Holdless: people who have no hold for whatever reason, often because of crime.

Impression: the joining of minds between a dragon and their newly formed rider at Hatching. From this point on the dragon will speak to only it’s rider and other dragons, and will refer to its rider as Mine. (example: L’aniMine, or “Dragons understand humans, Mine, but humans do not hear all dragons.”)

Journeyman: The middle level in a crafthall. An apprentice who has reached a certain level of competence and 'journeys' around Pern.

Klah: a stimulating drink made of tree bark. Much like coffee, although some say it is more like a mixture of coffee and cocoa.

Looks to: is Impressed by. (example: Lucieth looks to A’kor)

Marks: Pernese currency, made of wood and all the same size. The denominations are stamped on the coins. They come in 1⁄32, 1⁄16, 1⁄8, ¼, ½, 1, 2, 5, and 10 marks. A 2 mark coin would have a line underneath the number, while a ½ mark coin would have a line above the two, indicating it was a faction of a mark. A couple of marks would be considered quite a bit of money by the common Holder.

Mastercraftsman: The leader of a crafthall. There are many craftmasters, but only one Mastercraftsmen. However, all have the title 'Master'.

Mindspeak: Telepathic speech dragons use to communicate between themselves and their riders. It is rare for dragons to mindspeak with any other human than their own rider.

Numbweed: Like the name suggests, a plant which dulls sensation. Used for virtually anything on Pern from scrapes to Threadscores. If it hurts, slap some numbweed on it! It also has a very strong smell. Smells terrible when boiling, and the chore of picking the weed is often given to those punished, or those of very low rank.

Pass: the time when the Red Star is close enough to drop Thread on Pern. Usually about 50 years in length. The 250 years between Passes are known as the Interval.

Red Star: a planet which has an erratic orbit, passing Pern infrequently and dropping Thread on it.

Runner beast: The Pernese equivalent of a horse.

Sevenday: a Pernese week.

Shards: a Pernese oath meaning 'damn!'.

Shells: see 'Shards'.

Thread: a mindless organism, silver in color, dropped from the Red Star which devours all organic material, such as crops, flesh, etc. It can only be killed by starvation, water, extreme cold and fire. While fighting thread, Dragons may go Between to freeze the Thread if they are touched by it. Very dangerous.

Timor: Pern's smaller moon.

Touching: An event upon which Candidates are allowed to familiarize themselves with the clutch of eggs soon to Hatch. This tradition was first brought into effect by F'lar, to minimize casualties on the Hatching Grounds.

"As soon as the eggshells hardened and Ramoth had rolled her special queen egg to one side of the mottled clutch for attentive brooding, F'lar brought the prospective riders into the hatching ground. Traditionally, the candidates saw the eggs for the first time on the day of the Impression. The candidates were to get used to the eggs, touch them, carress them, be comfortable with the notion that out of these eggs young dragons would hatch, eager and watiting to be Impressed. F'lar felt that such a practice might cut down on casualties during Impression when the boys were simply to scared to move out of the way of awkward dragonets." - (an excerpt from the book Dragonriders of Pern, pg 135)

Tunnelsnakes: six-legged snake-like beasties. Untameable, and a major nuisance. Pernese rats. They'll eat food supplies, injured animals who can't escape, and even small babies if you let them overrun the place. Also burrow under firelizard clutches and eat the eggs, but only green clutches - golds stand guard over their clutches. Firelizards are great for dealing with tunnelsnakes, and think they're tasty.

Turn: a Pernese year.

Watchdragon: The dragon and rider who have pulled watch duty on the Weyr roster. A 'watch' is four hours long.

Watchwher: A nocturnal, photosensitive relative of dragons used as a guard at night. Not as intelligent as dragons, nor can they communicate with humans via Mindspeak. Can Impress, however, do not Impress as dragons do.

Weyr: A home of dragons and riders, usually an extinct volcano. The volcano contains artificial tunnels which compose of the Weyr, with large rooms with ledges leading to the open air for dragons and their riders.

weyr: (note the small 'w') a dragon's den.

Weyrbrat: Children born in a Weyr

Weyrleader: Usually the rider whose bronze has flown the senior queen in a Weyr. He is in charge of the fighting wings of dragons and responsible for the training and discipline of dragonriders in his Weyr, and with the Weyrwoman the general running of the Weyr.

Weyrling: A stage in a dragon and rider’s development, usually associated with adolescence. When one becomes a Weyrling, they being training to become part of a “wing” (see wing).

Weyrlingmaster: A rider with good skills who is responsible for the training and discipline of weyrlings.

Weyrwoman: Usually the rider of the senior queen in the Weyr. She is in charge of the queen's wing during a Fall and the care of dragons and riders. She ensures tithes are satisfactory, appoints subordinates and with the Weyrleader is responsible for the general running and peace of the Weyr.

Wing: A group of dragonriders assigned to fight thread. Each wing composes of a Wingleader and a Wingsecond, as well as a bunch of wingriders. Wingleader is flown by a Bronze, and usually Wingseconds are browns who help the Wingleaders guide the Wing during Threadfall.

Wherry: a large, turkey-like bird.


Leipir
Vice Captain


Teh_Sil

PostPosted: Tue Apr 14, 2009 4:24 pm


From Flits to Dragons
also by Chibi Sheepcat

Everything started with the original firelizards, or dragonets as they were called back then. These two-towed, firestone chewing mini dragons prompted the geneticists to begin tinkering in an effort to make them bigger. The bigger they were, the more ground they could cover and the more Thread they could fight. The first step involved changing their feet.

If the dragonets were to be bigger they couldn't live on fish alone. Their three-toed feet which made them adept at catching fish would not be nearly as effective at catching land animals. So, they were the first to go, replaced by a five fingered "hand". This gave the dragonets more dexterity, as they now had a "thumb." They were also exposed to a compound known as a mentasynth, which was designed to improve their empathy. These new dragonets – called fire-dragonets – were able to communicate more directly with the humans they Impressed, not limited to the wordless communication of the dragonets. This increased communication caused them to develop more pronounced head knobs. These fire-dragonets grew larger due to the better care they received from their humans, however they were not big enough to support human weight. It was at that point that Kitti Ping stepped in.

Up until this point, changes to the fundamental body structure had not been made. Kitti Ping was the first to change the length of the limbs, shortening the forelegs so they became more like arms. She also strengthened the skeleton to allow her dragons to sit upright rather than stand on all fours. Muscle in the back legs became important, for both support of an upright body and take-off. More mentasynth was added to the developing fetuses, enhancing the dragon's empathy to an even stronger level. For the first time, those who Impressed dragons were able to hear each dragon's voice and were aware of their distinct personality.

This increase in empathy, however, did not leave enough room in the dragon brain for a large memory, eventually resulting in their poor recollection of even the most recent events. It also resulted in an Impress or Die mentality, which meant that a dragon found its rider and was bound to him or her for life. If the human died, then the dragon would suicide. This assured that there would be no rogue dragons wandering the wilderness.

Kitti Ping did not change the wing structure nor the general design of the body, and as a result the natural abilities (fire breathing, going Between) and natural colouration were not impacted. They grew in size with each successive clutch, and became their own species with distinct differences from their firelizard ancestors. Both bigger and more intelligent, they could communicate better and bond tighter with their human riders. Their five-fingered "hand" gave them dexterity and aided in the capture of land animals. They were still able to communicate with each other, which eventually resulted in creation of wings of dragons and riders, who flew and fought Thread together. Though the methods by which the dragons were created have long since been lost, one only has to look at a dragon and a firelizard to see where it all began.
PostPosted: Fri Sep 18, 2009 5:20 pm


Shop Canon: Watchwhers

Because we have discovered a number of contradictions in the nature and ability of watchwhers, even in say, a single book, we've been forced to come up with our own field guide to whers, if only to provide a rough cannon for them for the shop.

Watchwhers are a cousin species to dragons, and do come in the same colors as flits. They’re something of a middle ground between the two; less intelligent, and far less attractive than a dragon, they are also not designed to take wing, and cannot take a passenger.

Watchwhers are NOT telepathic. At all. They are empathic like flits, but can develop a ‘library’ of sounds between them and their handler, to warn people of what they are aware of but others are not. This is usually used in conjunction with their use in the mines, since they are sensitive to bad air, and see heat.

Watchwher’s vision, and part of the reason they are nocturnal is that they see in infrared. This is another reason watchwhers are incapable of taking a human passenger between, especially so to someplace they have never been, because there IS. NO. VISUAL TRANSLATION between the way a human sees and the way the Watchwher sees.

Watchwhers can Impress, but they do not need to, although for the safety of all involved, hatchling whers that do not Impress are usually killed. They grow at a fast rate and are exceedingly strong, not exceedingly bright, and very dangerous. This dangerous reputation is perhaps underscored by the fact that they prefer to Impress by tasting blood. They can choose to re-Impress if their handler dies, though they may also choose to go without, and do not suiside as an dragon would if it lost it’s rider.

Watchwhers also always take a name based on their handler, or handlers, the length of which is partially related to the bond.
If it’s a normal bond: The name would be “Seryes and Sesk.” A slightly closer bond would be “Seryes and Sersk.”, with the highest level, and the one seen the absolute least, would be Seryes and Seryessk.
Because they can also Impress groups, they may also take a hold name instead of a persons name. Say, Benden Weyr and “Bendensk”.

Habitat: Weyrs have no need for watchwhers, though some Holds use them for watch dog duty at night, and mines use them also. They are looked down on, however, as a sort of low intelligence, ugly watch-dog breed, and it would be exceedingly unusual to celebrate their existence in anything like the fashion in which dragons are celebrated.

Physiology: Aside from their ugly, over muscled build and small wings, WatchWhers have two toes instead of a dragon’s five, and much thicker skin. They are well suited to the cold, and their skin does not crack like a dragon’s, a trait useful in a workhorse breed.

Bonding and you:
Because these creatures are uncommon and not well liked, the number of Wher handler characters will be monitored, and you may be asked to change your connection with them. They are not intended to be a free, sans art replacement to the dragon, and will play a very small role at best in the shop.

Chibi Sheepcat
Crew

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All the Weyrs of Pern

 
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