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Posted: Fri Apr 04, 2014 12:02 pm
Welcome! Welcome to Pern Wars! We're very happy you could join us and we hope that this newbie guide can help you navigate better through our world. Pern Wars is based on the series Dragonriders of Pern by Anne and Todd McCaffery except that we have a few non-canon things going on which we'll explain later on.
Index Readings Our World Character Creation Character Questing Gloassary
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Posted: Fri Apr 04, 2014 12:21 pm
Reading The guild contains an extremely large amount of information and thankfully for you you don't need to read it all! There are however, a few things we would like you to read so that you understand the shop setting a little better!
• History & Timetable: This is important because our setting is not a regular one. • Weyr Information: This has most of what daily life looks like. Feel free to skip some parts. • Eamane Weyr: One of the two Weyrs of the South. • Ancalime Weyr: The second Weyr. • Firelizard: We're going to be giving a few of these away. • Character Creation Info: For all your creation rules and such. • Threadfall Info: Simply reading the basic threadfall info and summary for a basic understanding of therad.
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Posted: Fri Apr 04, 2014 12:24 pm
Our World Short History: War between the Holds almost brought upon the destruction of the Dragon Riders during the 8th Interval and Pass, Weyrs were torn apart and thousands died during this time. The real problem came from the birth of a Copper Dragon Queen whom impressed to a young boy. The fatal blow in separating the North came when this Copper Queen birthed a red Dragon and both along with many followers were banished to the South. Eamane Weyr was the first to be created in the South and it was the last time anyone would ever see the North or hear from them.
Through their hardships and banishment Eamane Weyr flourished. There was no war here, no famine, no death, and no plague. Holds and Crafthalls were soon created and the South expanded itself. The Copper continued to clutch eggs, Reds becoming just as common as Greens and Blues to the Southerners. No one was surprised as another Copper was born, except the next two clutches holding Gold queens were. Another Weyr was soon created, Ancalime Weyr on the other end of the South. The North, still brewing with troubles found it easy to forget the banished and deserters. The North never saw another Red or Copper Dragon grace their Clutches.
Entering the 10th Pass, the South has made itself completely independent from the North with most of the Southerners having forgotten about the North. Many turns of hard work has changed the land into a fruitful place, yet peace does not rest easy with the Southerners. Eamane’s Senior Weyrwoman has died from old age leaving the position open to the next queen that will rise making everyone uneasy. As for Ancalime Weyr, they have yet to be graced with a Gold queen of any kind and this is cause for worry. The South may have forgotten the origins of where they came from and why, but the plights of the North are not over. What will happen when North meets South?
Setting:
Pern Wars is an AU 10th Pass Dragonriders of Pern RP, where AIVAS was never found and the South split from the North but heavily settled. The Southerns were banished many turns ago by the Weyrs after a voting took place forced by the Holds of the North after the birth of the first Red Dragon by a Copper queen. There are currently only two Weyrs established in the South, Eamane and Ancalime with a handful of Holds. Now, Eamane’s Senior Weyrwoman has died leaving her spot open to two very young woman who are fighting for the position. While Ancalime Weyr has not been graced by a Gold in far too many Turns and this has everyone on edge as Copper Iesath is getting old.
The shop currently has two non-canon colors with a possibility of more in the future. These colors were brought on by a genetic mutation when the Dragons were dying faster than they could reproduce and being used for war instead of fighting thread. The Coppers were the first to be born adding more queens that birthed another color helpful to war, Red. Reds are typically a little more aggressive, more ready to take to fighting than other colors which made them ideal for combat.
The 10th pass has just begun in the South. Senior Weyrwoman Ealdira of Eamane Weyr has died leaving two junior Weyrwoman in her stead. Both juniors have been fighting a silent war against the other; both have been rallying people behind them even though ultimately it will be up to the first Queen to rise. This has caused issues in Eamane weyr and has divided people into two clans until a maiden flight.
Meanwhile Ancalime worries as their Copper Queen and her Rider continue to age without any signs of another queen to grace their sands. Copper Iesath has laid a clutch of fifteen eggs but no signs of a Queen among them. This has people nervous and questioning if the Copper pair are still worthy of leadership.
The Wher packs have been strangely very quiet and not reporting much. Some are wondering if the packs might be planning something on their own and keeping the Weyrleaders in the dark on purpose.
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Posted: Fri Apr 04, 2014 12:32 pm
Character Creation First things first you'll want to decide if you want one of the following character types:
- Holder - Crafter - Weyrfolk - Candidate - Dragonrider - Wherhandler
Below we go into detail for each of these types.
Holder 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. It is commonly accepted that children will follow their parents into the same job. You can find all your Hold information here.
Weyrfolk These are the people who live within a Weyr and help out where it is needed depending on their skills. Candidates who do not Impress and age out of Impression are given the choice to stay in the Weyr and help or return home where they came from. You can find all the information on how Weyr's work and where your character might fit into a role here. You can also find a list of jobs found in a Weyr here.
Crafter Crafters are Pernese who practice a craft, they usually live in craft halls and practice their craft their whole lives. These are the working force behind Pern as they create everything everyone needs. There are three degrees of rank: Apprentice, journeyman (or journeywoman), and master. Pern Wars has thirteen different crafts you can chose from. You can find all your Crafter information here.
Candidate Candidates are the young of the shop, they are Searched by a Blue Rider who feels they could make a good Dragon Rider. All Candidates are brought to the nearest Weyr they were Searched from, however some Candidates decide to stand at both Weyr sands if there is a clutch. Candidates do chores and have lessons to attend until they Impress. Candidates must be between the ages of 12 and 24 years old, if your character ages out though you may buy an item for them to Impress. Candidates come in two forms, Wher Candidates and Dragon Candidates. Sometimes, a Candidate will try for both but they may only Impress to either a Dragon or Wher. If you plan on having a candidate, here are the things you should read up on. Candidacy will be your one stop shop for all the information you need on how to play a Candidate. There's also this here with a bit more information on them.
Dragonrider Once your Candidate has Impressed to a Dragon, they are now called Weyrlings and train for 18 months to become full fledged Dragon Riders. The shop also offers the possibility for shop goers to quests for a mature Dragonrider should they chose to do so. Dragonriders fight Thread and are the law on Pern, when there is no Thread they train to keep up to good standards. You can find open slots for Dragonriders here. You can also find our open positions Here for Ancalime and here for Eamane.
Wherhandler Wherhandlers don't Impress the same way as Dragonriders, instead they need t be accepted by the Wher clutch mother and may only take an egg from her if she accepts them. Wherhandlers fight thread with flamethrowers but on the ground with their Whers, they too also train when there is no Thread. Wherhandlers are also used to patrol Holds and mine. Wherhandlers have it a little easier than the Dragonriders but they are none the less just as important. You can read up on Whers here. You can find open slots for Wherhandlers here.
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Posted: Wed Jun 18, 2014 8:07 am
Character Questing Now that you’ve picked the kind of character you’d like, head on over to the Questing Forum. The first thing you’ll want to read is the Character Creation Info sticky, this has some information on creating your character; mainly it has to do with appearance and naming.
Next you’ll want to head on over to the Availability sticky to see what is open and what isn’t. If it’s not open, you can’t quest for it. If it is open, we work on a first come first serve basis so get that character approved quickly! If you’ve won something, there is no need to visit this thread.
The next step is filling out the Forms in the Question Form sticky. Pick the right form for your character. If you’re making a Dragonrider or Wherhandler you must put the profiles in the same quest thread. If your character is starting with Flitts, you need to also put them in the same quest thread. Flitts that are won will need to be in separate places.
Once you’ve filled out all the information, you may request to get an approval. You may post your approval request in the Approval Request sticky. The staff will come around to check your quest and offer you a crit or an approval stamp. If they give a crit, you need to fix what they mention before posting another approval request. Only when your character is approved may you create a journal and roleplay.
The approval stamp leads to the OOC forum where you will need to fill out the proper information about your character. The Color Preference sticky is for Candidates only, this allows you to choose colors you would or would not want your candidate to Impress upon. The Dragon & Wher & Firelizard Registration is there so we can keep an easy record, you MUST fill this out if you own a Dragon, Wher, or Flitt. The Injuries & Death Permission is for injuries or all characters, remember our setting is heavily influenced by war and this is an important sticky. Finally we have the Mating Flight & Run Registration for those who want to see little babies running around. Golds and Coppers MUST fill this out.
Once you’ve done all those things you are free to roleplay, enter in events, and create your journal!
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Posted: Tue Mar 31, 2015 11:26 am
Glossary Agenothree: A manufactured chemical with some agricultural uses, agenothree is stored in refillable tanks and is sometimes used by Ground Crews to kill Thread burrows. (NOTE: Flamethrowers wielded by goldriders are not powered with agenothree.) Apprentice: A student in a craft; someone not yet ready to work on their own. Some crafts make a distinction between junior and senior apprentices, but this is not recognized as, outside that particular craft, apprentices have no rank. As with most titles, only capitalized when using it as part of a proper name ("Let me introduce you to Apprentice Kamlin.") Belior: The smaller (and closer) of the two Pernese moons, and has a 15-day cycle of waxing & waning. Between: A dimension of nothingness through which dragons transport themselves and their riders/burden as an intermediate point in their teleportation process (not capitalized, but should always be italicized). Blackrock Coal: Sometimes referred to as fuelrock or cromcoal. (Not the same as firestone, which a dragon chews in order to produce flame.) blackwater The Pernese term for crude oil; the fuel is used in fireheights channels. Bowl: When referring to the central crater of a mountain Weyr, should always be capitalized. Used as a slang term for the open space in the middle of Main Complex. Candidate: Someone who has been accepted by a Weyr as being eligible to stand for Impression. As with most titles, only capitalized when using it as part of a proper name ("Let me introduce you to Candidate Rae.") Conclave: A formal meeting of Lord Holders with the authority to make decisions for all. Also refers to the Lord Holders as a group, (e.g. "The Conclave may not like your choice of heir.") Capitalized in all usages. Cothold: A one- or two-family holds dedicated to a certain production. Note that these are extended families, often consisting of aunts, uncles, cousins, and grandparents over and above the Terran stereotype of one couple and their children. See the "hold" entry for more types of holds. Crackdust: The blackened remains of Thread which has been frozen by cold. Crafthall: A building or collection of buildings used by crafters, generally located at a major hold. Often a specific form of the word is used, such as "smithhall" or "weaverhall," though it is more formally correct to add a space, as in "harper hall." The primary center of a craft is referred to as the "main crafthall" or "Mastercrafthall", though these are usually referred to by their specific names such as "the Seacrafthall" (and are almost never located at the site of a hold). Crafthold: A small craft settlement, not large enough to be called a crafthall, existing independently of a Hold and dedicated to craft production; may be overseen by a journeyman or craftmaster. Craftmaster: The rank in the crafts above journeyman. Most crafts reserve this rank for teachers at the main crafthall or for the heads of subcrafts; some also include the heads of major local crafthalls, or the chief crafter at a Weyr. As with most titles, capitalized only when using it as part of a proper name. (Example: "Let me introduce you to Craftmaster Giselle.") Dawn Sisters: A trio of “stars” visible from the Southern Continent which always retain the same position. Not natural stars, the Dawn Sisters are actually the starships that carried the original colonists to Pern, and were left parked in geosynchronous orbit. Dragonet: A juvenile dragon; this term is used until the dragon is a Turn or so in age and has begun to reach full growth. The term is never used after a young dragon has graduated from the Weyrling Wings and/or reached sexual maturity. Dragonlength: All one word, not capitalized. Refers to a unit of measure approximately as long as a green dragon. Dragonpair: A dragon and his/her rider. Dragonrider: All one word, does not need to be capitalized (this also goes for specific rider types like bronzerider, queenrider, bluerider, etc., except where you are referring to a specific rider, i.e., Greenrider Tylara.) Dragon colors are also not capitalized in this club. Drudge: The lowest ranking members of a hold, drudges are little more than slaves, and do the dirtiest jobs. At most holds, only the lowest-ranking support staffers are considered to be drudges, and nobody at a Weyr should ever be called a drudge. Feeding Grounds: The area at the Weyr where animals are kept for dragons who for some reason can't hunt outside the Weyr, and for dragons to blood prior to mating flights. Always capitalized. Fingerlength: All one word, not capitalized. A unit of measure approximately equivalent to four inches or one decimeter. Fingerwidth: All one word, never capitalized. A unit of measure approximately equivalent to one inch or two and a half centimeters. Firelizard: Does not need to be capitalized; one word, no dash necessary. May be shortened to "’lizard" or the colloquial "flitter" or "flit" only in dialogue. Fireheights: Traditionally the defensive cliff-top at a Northern Hold where watchriders were stationed and beacon fires set, Southern Holds still go to some lengths to provide fireheights. Fireheights may range from a low hilltop near a agrarian community, to a ridgeline which rises above a flatlands holding. All fireheights are required by the Weyr to have a distinctive layout in some fashion, allowing dragonriders greater ease in remembering the coordinates for the various Holds. Firestone: A phosphine-bearing mineral which dragons (and firelizards) chew in order to produce flame; all one word, not capitalized. Not the same as blackrock (coal). Flight: When capitalized, refers to a combat grouping of three Wings, a unit that is generally considered adequate to take on a Threadfall by itself under ordinary conditions. Flightleader: The wingleader who is also responsible for leading the entire Flight, for example, in Threadfall or in combined drills. Not capitalized unless referring to a specific individual, such as "Flightleader L'ark". Flightmate: A term for a temporary sexual partnership due to the sharing of a mating flight; does not carry connotations of permanence. Gather: A festival held at a hold or crafthall; can range anywhere in size from a small community barbeque to a state fair (should be capitalized only when referring to a specific gather). Gitar: A stringed instrument with a body and fretboard, played with the fingers; the most popular instrument in use by Harpers. Glow: A fungoid grown throughout Pern as a renewable light source. Glows emit bright whitish light with very little heat and are about half the size of a chicken egg. Glowbasket: A small, tightly-woven basket designed to contain glows. Includes a hood that can be turned down to hide the light. Usually contains three to five glows, enough to light a small room. (Example: "Turn the glowbasket, please, I need to sleep!") Great Hall: The main public room of a hold, i.e.: The Great Hall of Eamane Hold was lit up in anticipation of the gather feast." Ground Drills: Very precise, exacting marching drills requiring weyrlings to carry out intricate maneuvers in formation. Performed largely only by weyrlings, but sometimes mature riders are required to practice Ground Drills as a form of punishment. Hall: When not capitalized refers to any large room in general; when capitalized refers to a crafthall, the building or collection of buildings where craftsmen live and work, or even a generic term for all crafters in general. Harper: When not linked to a name ("the Harper") refers to the senior Harper on the continent, but also used when addressing someone by title and name (e.g. "Harper Crysto, would you please..."). When not capitalized, refers to any member of the Harpercraft in general. Terms such as Smith or Potter are used similarly for each of the crafts. Harpercraft: (Or Vitnercraft, Healercraft, etc.) refers to the Craft as a whole. Usually capitalized. Harpercrafthall: The main Harper (or Farmer, Tanner, etc.) Crafthall on the Southern Continents. Harper Hall: (Or Miner Hall, Healer Hall, etc.) refers to a minor crafthall of that craft. Hatching: Always capitalized when referring to the event at which a clutch of dragonets/wherlets break from their eggs and choose life partners from the group of candidates assembled there. This is generally quite a festive occasion, attended by Lords and Mastercraftsmen, as well as the families of the candidates. Not capitalized when referring to firelizard eggs, or the hatching of a specific dragon egg. Hatching Ground: Always capitalized. The place at the Weyr where eggs are laid and Hatchings take place. Includes both the Hatching Sands, where the eggs actually sit, and the Hatching Stands, where spectators watch the Hatching. Hatchling: A newly hatched dragonet or firelizard. Headsecond: An aide to the Headwoman. Capitalized only when referring to a specific person, as in "Headsecond Esla is in charge of the Candidates." Headwoman: The domestic head of a Weyr, hold, or crafthall; always capitalized. When the position is held by a man, the term is “Headman”. Most major holds have both a Headwoman and a Steward; Weyrs and Mastercrafthalls generally only have a Headwoman. Hold: A dwelling place for ordinary Pernese, usually centered around agricultural production. There are major holds, which may have populations in the thousands and are directly ruled by a Lord Holder; minor holds, which usually have a population in the hundreds and are always beholden to (i.e. under the rule of) a major hold; and cotholds, where one or occasionally two extended families live and work. The word is capitalized when referring to a specific major or minor hold by name, as with "Eamane Hold". If it is capitalized without a specific hold name, it always refers to a major hold or holds, as in "There are seventeen Holds in the territory of a Weyr." However, the term "major hold" need not be capitalized because its meaning is obvious. Holder: The authority within a hold community; within a major hold, this title refers to the Lord Holder, while in minor holds or cotholds this title refers to the individual who is the community ruler/leader. When not capitalized, refers to anyone who lives or works at any hold. Holdless: Anyone not living at a hold, crafthall, or Weyr. Often holdless are organized groups who live nomadically in caravans moving from one Thread shelter to the next; these people are also sometimes called traders. The word is not capitalized. Also used as an expression, as in "She was caught holdless during Threadfall" even when the person involved lives in a hold. Impression: The joining of minds and souls that occurs when an infant dragon/wher selects his or her rider; should always be capitalized, along with any other form of the word. For example: "He Impressed a blue". Not capitalized when referring to firelizards, or any other use. Interval: The period of time between Passes of the Red Star and the resulting Threadfall; usually, an Interval lasts approximately 200 years, but longer Intervals (such as the previous, nearly 400-year one) have occurred. The word is always capitalized unless referring to some other less important passage of time. The 400-Turn Intervals are called "Long Intervals", and are also always capitalized. Journeyman: A working professional in one of the many crafts; capitalized only when part of a proper name ("Let me introduce you to Journeyman Betlor."). Use "journeywoman" when the individual is female, but "journeymen" to refer to a group, unless it is made up entirely of journeywomen. Klah: A common Pernese drink brewed from the bark of a tree. Tastes like a mixture of coffee and chocolate with a hint of cinnamon. The word does not require italics or capitalization. Lord Holder: The ruler of a major hold. Should be capitalized even when used as a general term. "The Lord Holders are in Conclave." Also "Lord", and this variant is also always capitalized. The word "lady" however, is not capitalized unless part of a name, since the status of ladies is lower than Lords. Lower Caverns: When capitalized, refers to the domestic area of a mountain Weyr. Not used in holds or crafthalls (even if they are underground), or at flatland Weyrs like Eamane. Main hold: Not capitalized. Refers to the primary administrative center of a major hold, as opposed to the wider territory it controls. Mastercraftsman: A general term for the head of a Craft. Always capitalized even when not part of a proper name. Masterharper: (Or Mastersmith, Masterherder, etc.) Refers to the highest ranking member of that Craft, responsible for management of their craft. Always capitalized, even when not part of a name. (Example: "Who is the Masterpotter of the Northern Continent?") Compare "craftmaster", of whom there may be several in a craft. Pass: A 50-year period of time in which the tail of cometary matter dragged by the Red Star is close enough to drop Thread on Pern. Always capitalized. Red Star: The Red Star is the fifth planet in orbit about Pern's sun, Rukbat. The planet has an erraticnorbit, and is the "vehicle" which brings Thread to Pern (by dragging cometary matter from the Oort cloud on the edge of the solar system, though most Pernese assume that Thread originates on the Red Star itself.) Rope drills: A specific type of flying drills in which bundles of rag and ropevine coated with red dye are dropped from above a flying formation. The dye leaves marks corresponding to Threadscore when it strikes a rider or dragon. Rukbat: The star which Pern orbits. Referred to simply as "the sun" by Pernese who have forgotten that other solar systems exist. Search/Searched: Should be capitalized when referring to selection for candidacy for a Hatching. Sevenday: A week. Not capitalized. The term "week" is never used on Pern. Stand: When capitalized, refers to standing candidate for a Hatching. (e.g. "She's Stood for seven Hatchings now.") Note that "the Stands" refers to something entirely different; it's short for the Hatching Stands where spectators sit to watch a Hatching. Thread/Threadfall/'Fall: Always capitalized. The word "Fall" is never used for the season of Autumn on Pern. Timor: The larger of the two Pernese moons. It is farther from Pern than its sister moon Belior, and shows a full moon every five sevendays. Turn: A year; always capitalized. The word "year" is unknown on Pern. Watchrider: A dragonrider posted to a hold or crafthall for message and transport duty. Always a rider who, for whatever reason, is not able to take active part in a fighting Wing. Also refers to a rider on guard duty at the Weyr. Weyr: The home of a community of dragons (when capitalized); the home of an individual dragon and rider (when not capitalized). Weyrbrat: Slang for a child living at the Weyr; do not capitalize or use as a title. Like the term “flit” or “flitter,” weyrbrat should only be used in dialogue, and never in narrative. Weyrcot: A building serving as the home of an individual dragon at a flatland Weyr. At a Weyr, the weather allows the dragons themselves to sleep in outdoor wallows so the weyrcots are home only to the dragon's rider. Weyrfolk: The inhabitants of a Weyr. More generally, people who live in any Weyr, as in "There aren't many weyrfolk at this gather." Weyrharper: (And similar rank titles such as Weyrsmith and Weyrtanner) refers to the senior craftsman of a craft within the Weyr, and is always capitalized even when not referring to an individual by name. Example: "I need to consult with the Weyrminer about the cracks in this passage." Weyrhall: The central gathering/eating place of a Weyr. Should be capitalized. Weyrleader:The male leader of a Weyr; the Weyrleader is the rider of the dragon who last mated with the Weyr's senior queen; should be capitalized even when not referring to a specific person by name. The Weyrleader's responsibility covers everything directly related to fighting Thread, including strategy, discipline, training, promotion, patrol assignments, and so forth. Weyrling: A weyrling is a rider who has not yet completed training and graduated to a combat Wing. Also sometimes used to refer to the dragon itself, or as a modifier, as in "All Weyrling dragonpairs assemble on the Parade Grounds at once.” Not capitalized when referring in general, but is capitalized when using it as a title with name. Archaically the term ‘weyrling’ was used to refer to any children of the Weyr, but that has dropped out of common use. Weyrling Barracks: The building (or cave, in many mountain Weyrs) that houses weyrlings too young to have their own individual quarters. Should always be capitalized. Weyrlingmaster: The individual who is responsible for the training of the weyrlings within a Weyr. Always capitalized, even when not referring to an individual by name; for example, "Who is the Weyrlingmaster at Eamane Weyr?" Weyrmate: The human mate of a dragonrider, whether or not that person is also a dragonrider themselves. The term implies a sexual relationship and the sharing of quarters, and is as close to marriage as most dragonriders ever get. Also sometimes used for the person who shares a dragon's weyr; i.e. their rider. Weyrwoman: The female leader of a Weyr; the Weyrwoman is the rider of the Weyr's senior queen (always capitalized). She is ultimately responsible for all aspects of life at her Weyr, though traditionally, the Weyrleader has command over matters directly related to fighting Thread. The senior queen always the oldest fertile queen in a Weyr. Wherhide: Wherhide is a tanned skin of a wherry. Wherhide is tougher than leather from Terrandescended animals. The skins of whers also are sometimes used, but there is a traditional stigma against this, based on the barely-remembered idea that whers are related to dragons. The term is all one word and never capitalized. Wing: A flying unit of dragons and riders, usually numbering between 30 and 45 dragonpairs (always capitalized when used in this sense, to distinguish it from the part of a dragon's anatomy.) Wingdrills: Exacting maneuvers performed either aerially or on the ground, to improve the performance of a Wing. Also known as "drills"; never capitalized. Wingleader: The leader of a Wing, always a bronzerider. Not capitalized when referring in general ("He is a good wingleader."), but is capitalized when using it as a title with name ("Let me introduce you to Wingleader R’mal"). Wingmate: A fellow member of a Wing. Wingpair: Another term for a dragonpair. Wingrider: A member of a Wing. Wingstrength: The combined flight power of an entire Wing. (e.g. "FlameWind's wingstrength is down because of injuries.")
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