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2014 · Midwinter

Winter didn't just come in gently, it started off with biting winds--and has since gone full blast with snowfall after snowfall. Sunny days are few, with a gray overcast being the expected norm. Blizzard visibility is at best just arms length, and when the snow isn't coming in hard, it's sprinkling. The river flowing through the canyon now has a thick, frozen crust. Merchant travel has slowed to a trickle, and both Kepler and Port are lucky if they get new visitors with different wares at all.

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Wanna Speak Spanish?
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Bluescouts have been asked to investigate the weird behavior newly noticed in the whistlers of the canyon and report back with any new information.

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At the joining of three rivers...
...there was a Weyr.

In the walls of the canyon lived the dragonriders of Canyon River Weyr. This small, unusual dwelling formed when the Weyrs of Pern agreed it was a good idea to establish an overflow destination as populations grew in the decades leading up to the 8th Pass of the Red Star. As the brigands of Kepler Hold began to make a name for themselves once again, tension clung to the riders and holders alike. The dragonriders of the so-called misfit Weyr had their jobs cut out for them as the 8th Pass began and the future looked uncertain indeed.
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Whers; Canon and Site-Exclusive Colors
Topic Started: Jul 17 2013, 04:10 PM (3,278 Views)
CanyonRiver
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Gold
Female
Highest-Ranking Female; 'Queen'
Metallic
Clutches 2-15 eggs; 1-2 times a Turn

Golds are highly intelligent, capable of more complex response, and able to handle more complex commands than other whers. They make strong bonds with their handlers, intensely protective in nature. They are aggressive guardians that demand respect and a great deal of personal space if they do not know someone well. It's well-known gold whers have hot tempers, and anything someone does to provoke one is themselves held at fault. Goldhandlers traditionally are whermasters in most cases.

Gold whers are always thickly built queens, made of muscle. A queen wher rules by tooth and claw, and nothing less.


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Pearl
Female
2nd Highest-Ranking Female; Secondary Queen
'Metallic'
Clutches 2-10 eggs; 1-2 times a Turn

A luecistic gold mutation, with a more iridescent hide than the traditional metallic sheen, pearls are leadership-oriented queen whers. However, this would be where the similarities to their golden regal mothers ends. Extremely docile and affectionate, pearl whers invariably make powerful bonds with their handlers. They are very outgoing and friendly, often shadowing their handlers nearly everywhere due to their amiable natures. Pearls prefer non-violence and are generally non-combatant. They prefer to flee, rather than fight. If they do not have a way out, they will dutifully support others who come to defend them.

Pearl whers are very often softly-shaped, round and pudge-wrinkled in many areas, as they do not exercise looking forward to close combat.


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Bronze
Male
Highest-Ranking Male
Metallic

Wiley and intelligent, bronzes have dominant, macho personalities. They are skilled, clever fighters, thinking only of hunt and conflict. They look to their handlers as equals, or at other times, charges under their protection. Opinionated and very willful, they don't always see eye to eye with their handlers. Caring for a bronze wher can be exhausting on a daily basis, but they will always have your back.

Bronze whers thirst for victory at battle, and it reflects in their overall shape. Toned, taut muscle everywhere, bronze whers are fighting beasts. They make for strong patrol guards and melee-ready scouts.


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Iron
Male
2nd Highest-Ranking Male
Metallic

A diluted melanistic bronze mutation, irons share many personality traits with the classic color. They are most at home in the thick of battle and never afraid to finish anything they start. Irons often view their handlers as people they mentor. They do not form close bonds with handlers that crave constant reassurance and doting affection. An iron often feels they can bring the best out of their handler, and are athletic and physically demanding as a result.

Irons generally have noticeably heavier builds, thicker wrinkles, and broader shoulders. They are built to be hit in place of other less resilient whers. The price to pay for being tower shields is underdeveloped wings, rendering all iron whers unable to glide.


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Beryl
Female
3rd Highest-Ranking Female; Broodguard
Metallic
Non-Clutching; Chases Females

The rationality and eloquence of queen whers augments a female whom already benefits from the square, meaty, defense-oriented physique of an iron. Her rich teal hide wears an intense green gloss reminiscent of glass bottles, reflective, used to draw attention. As wherlets, loose skin around their necks is hilariously flappy; in adults this becomes overdeveloped, raised skin folds around the collar, serving to make it difficult to throat-bite the wher. Their beautiful hide is an abrasive irritant to anything non-wher, as such their handlers must wear gloves to oil and groom them.

The purpose of this blue-saturated green wher mutation within the wher caste is to protect clutching females as well as prevent wher crowding within an area. In the wild, where they are found exclusively, they can be found walking ahead of a family group or guarding the entrance to a brood den. Beryls also exhibit confident, pseudo-male behavior as adults, chasing and catching Running females competitively with other males. This serves no benefit other than to appease the Running female and delay clutching, which due to the rise in wild wher population, is a natural response to prevent overpredation of an area. It can be argued that beryls are in fact attracted to females, to which the beryl will not protest.

A beryl can catch Running females, keep in mind the result will be clutchless and said female will not Run again until her next cycle.


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Green
Female
4th Highest-Ranking Female
Chromatic
Clutches 2-5 eggs; 1-3 times a Turn

A bit less intelligent than other whers, greens are easy to train but hard to motivate. The strength of their bond with a handler can be as variable as their questionable intellect, and they are far too easily distracted to be of any dependable use in most demanding, offense-based watchwher positions. They are sweet-tempered, and genuinely empathetic toward other people and whers. They don't fight the authority of their handler. Once properly trained, they throw themselves fully into whatever job their handler steers them toward--as clutching whers, hatching grounds guard duty, or healer assistants. Fierce, combat-oriented green whers are even more rare than their blue male counterparts, and often express erratic, unpredictable behavior.

Green whers have about as much muscle as an indoor canine. They are usually soft and rotund like pearl whers, their natural weapons stubby from lack of use. Those that are exercised regularly remain lean and long-limbed like blue whers.


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Brown
Male
3rd Highest-Ranking Male
Chromatic

Slow but steady, browns live for fighting and winning. They have much in common with bronze and iron whers, and will gladly join up with either in an emergency. Brown whers are team fighters, and what they lack in ferocity they make up for in persistence.

Less stubborn than irons, a brown wher does not make assumptions about one's character. They work alongside handlers obediently without added fuss.
Brown whers are melee whers, used for hunting, scouting, and guard duty. They usually possess enough patience to work alongside crechemothers, though blue whers are given priority for that position. They are of an average build for male whers with little extreme or outstanding physical qualities. Still, they are very dependable despite being so overlooked in favor of more vicious, offensive temperaments.


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Rust
Male
4th Highest-Ranking Male
Chromatic

While not as fiercely intense or unwieldy as granites, and not as thickly built as bronzes or irons, rusts are instead an incredibly versatile work-wher. Rusts can be used for guard patrol, healer assistants, front-line fighters, scouts, or even Hold chore duties--their willingness to learn and be useful knows only the bounds of their short memories. Sociable as a blue wher and never ill-tempered, rusts are comfortable surrounded by people.

Rusts are an erythristic brown mutation, beget exclusively from green wher clutches with an increased chance of more appearing if the clutch has an iron sire. They share similar physical builds expected of brown whers, though they are more openly enthusiastic about their workload.


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Blue
Male
5th Highest-Ranking Male
Chromatic
The gentlest of male whers, blues often form very close bonds with their handlers and are invaluable as healer's assistants. They are the preferred crechewher for Weyrs and are expert 'nannies'. They very rarely lend themselves to fighting, though exceptions to the rule can hatch. Blue whers are most often high-spirited and willing to work with other whers and other people. Their intelligence is a bit more limited than a brown or bronze, but it doesn't stop them.

Blue whers are often lean, lithe creatures, possessing long legs built for scoutwork and territory patrol. Crechework is also possible, and blues can tolerate human children sometimes better than their own parents can.


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Granite
Male
6th Highest-Ranking Male; Lowest-Ranking Wher
Chromatic

Barbaric, too hot-tempered for problem-solving, with near-feral temperaments, granites are almost unforgivably volatile. The only thing that saves them from being culled is that they form extremely close bonds with their handlers. There is nothing in all of Pern as loyal to their handler as a granite. In extreme or threatening situations even the most ornery granite will be unflinchingly obedient to their handler's orders, even lay their life down for them. They would favor sacrifice over listening to their survival instincts. Granites are best suited for offensive, fighting roles where they can work out their natural aggression on appropriate targets.

Granites are a dilute erythristic mutation of blue whers with hyperaggressive tendencies. Their jaws are stronger, often with an overbite, their teeth and talons longer and sharper than other whers. Their hide is more prickly and less velvety hide in some areas, as if everything about them is on the offense. They were once exclusively clutched by pearl whers, though as learned through the first clutch of a CRH green, granite sires may produce their own color. Pearls are peaceful Run initiators and typically frown on physical altercations between their suitors. Thus, granites rarely catch pearls.

So fierce and unshakeable is their loyalty, that once a granite bonds to a handler upon hatching, it may never be resold or rebonded. Granites will never be re-adoptable.

Canyon River and Kepler whers are generally all around the same length regardless of color or rank, ranging from 15-20 feet long on average, give or take a few feet from individual to individual. They are usually 5-6 feet tall at the shoulder. Their body shapes can vary, depending on their color, and how their handler treats them.
Edited by Shipfish, Feb 4 2018, 12:23 PM.
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CanyonRiver
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The Influence of a Queen Wher
{Site Canon & Character Risks}


Due to her ability to lead, breed, and requiring an experienced handler, a queen wher augments the status of their bonded. She provides them with an inclusive social edge, and queen whers are often bonded to whermasters of a Hold.

Whers do not Impress for life, unlike dragons. Their bond can be severed, and even queens are can be traded among Holds in exchange for alliances, services, or goods. They are a powerful beast to barter, for whomever is the handler of one, their opinions hold more merit.

Gold whers do not seem to 'rule' following the same etiquette gold dragons do. Queen whers do not waste time with vanity nor do they put effort into an image of majesty. Their patience is thin. They have a more practical, primal approach to showing they are the dominant authority, and her actions are louder than her words.

Gold whers express their power through aggressive punishment--reminders that she is Large and In Charge come in the form of bruises, bites, and scars. Even their gentler, quieter counterparts, the pearls, remind others of their leadership position through demonstrations of command and will take disciplinary actions against offenders. Getting slapped by the claws of a pearl feels twice as shameful to someone in the wrong, as it takes an impressive amount of foolishness to aggravate a pearl.

Players' characters should not often risk directly interacting with the queen of a wherhandler unless it is already known the queen is more openly friendly and social with other humans. It is to be assumed otherwise that the wher only cares to interact with their person, and no one else. It's a lot like touching a strange dog -- she may bite, it's going to be on you, and nobody is going to do anything about it.

When a player risks interaction with a queen, a person or candidate that offends a queen could have any or all of these consequences:

  • # of months added unpaid labor, with type of labor determined by the queen's wherhandler. Depending on the offense, the whermaster may tack on more work
  • A tax extracted from their marks, paid to the Hold
  • Banned from chasing in any Runs for a # of times (for wherhandlers)

~Sneaking Into a Wher's Den When a Clutch is Laid~

A brooding queen or green wher does not leave her eggs until they hatch and all the babies have bonded. Characters (especially candidates) cannot 'sneak onto the sands' either to touch or admire eggs, even when the brooding queen/green is assumed asleep, without permission from:

  • The player of the brooding queen/green
  • The Staff

Even with permissions, the player is accepting punishment for their character, as they will be caught by the queen/green, with the handler and whermaster offended. The current whermaster, Stass, had accidentally permitted a bronze wher and green wher to be taken by Keplerfolk, and he is now especially paranoid because of this. Punishment for sneaking into her den can be severe, due to the potential that the character could have brought harm to the eggs.

  • It is a high-risk action, and the character may be mauled by the clutching wher. You are choosing to endanger and risk your character's life.
  • Candidates will be banned from the current or upcoming hatching.
  • Only through hunting game for the clutching wher and the Hold, then presenting the catch with apology, will restore the candidate's standing with the wher and their superiors. The character may bring along allies for this journey, with their hunting expedition supervised by Admins. Though it qualifies as a mini-event, no event marks can be made from it. This is an RP Requirement, to be placed in The Bay, and subtitled:

<Character's Name> service to <Wher's Name>

By not at least starting the thread, you accept your character is being viewed as unrepentant, uncooperative, and the character is banned from recieving any egg from Stass. They lose what they paid for it.

~A Queen's Commands~

This site does not support queen whers bending the willpower of other lesser colors to follow her orders. We understand this is other sites' canon, but it is not forced here. The only time this is allowed:

  • Site Plot Reasons
  • It is part of a Skill or Talent
  • Permission from Staff is granted
  • Permission from all players it would effect is granted

IC, as a player with a lesser-ranked wher, you are certainly permitted to obey the mental influences of the queen if you so choose. Gold and pearl whers do have a more instinctive, stronger mental pull over males (especially beryls), so we do encourage reactions of loyal obedience. Again, it is still your choice.
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