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Post by Lyrikitty on Jan 15, 2009 11:16:28 GMT -5
Here ideas for the current Weyrs, and for future Weyrs, may be posted. If you see something somewhere you think might be changed for the better, and want to bring it up, or if you have an idea for a Weyr to be made, tell us. The worst anyone can say is no (if they say anything worse than that they'll be answering to me, I encourage members to be active and creative, and I'll not have anyone treated poorly for it).
For Weyrs that are being proposed for creation, admin will add their vote to this post, under the name of the Weyr, and their opinion. Admin, you may not vote for your own Weyr, if you are making one, and to pass a Weyr the vote should be unanimous.
Lubit Muntii Weyr:[/u] with the vagueness about Judgment Stones resolved, i wholeheartedly approve this Weyr. it's grown on me since i first read it; the idea is just so unlike every other Weyr.ACCEPTED by Mittens, I love it! Zhivhiri Weyr:iiii want a frost oh my goodness i want a frost so bad. i love it! a yes from me!Well no DUHHHHH!!!! I can never say no to something concocted from the dark corners of a Mitten's mind. xP Approved.
Black Sands Weyr:[/b] Desert's vote is a resounding and unblemished YES now that the wildfire and illusion are fixed, and we've got the attacking thing down to a more reasonable level, that's got my complete approval. i absolutely adore BSW. <3 sorry for being OCD, but that's part of the job description. ^_~Onyx is all aboard for Black Sands Weyr! ^^ Since everything has been firmly put down level and all things resolved, I see no further reason to deny this Weyr.Squid loves BSW and can't wait to buy herself a Misery. She votes YES, OH SO VERY YES for the Weyr.Sallarin:[/b] The colors have been resolved and I can even see the Houses now. I don't mind really anything else, seeing as that's just how the Weyr is. My only thing is details, but that's just me. I'll say approved. -Stamps-as long as Mittens and the others don't have any problems, i'd call Sallarin approved. =3I can't find anything wrong with it, and so long as you can handle having a Weyr then there's no reason for me to not approve Sallarin.Solainoti:[/u] Ooooh, I like it. I have to say that I really like the appearance of the Brimstones. Accepted by Squid I must say, Mittens asbolutely love it, and I like the scaled Brimstones. *nods* Mayhap something can be worked out in the future that a link between then and the CCW dragons. Acceptered. Skrull Island Weyr:(Mittens is also known as Lyric, so no one get's baffled) I like it. Very well thought out, and it shows a lot of work. Especially like the touch on the Wraiths, of only two ever living at a time. -nods- Makes their size more acceptable. Overall, I would have to say Accepted. -has a geekgasm- I LOVE IT. definitely accepted!-brainspazz- Please, teach me sensei! -anoints you with oils- I wish to learn at your amazingly talented feet! I wish to wipe the brow that covers the eyes that belong to the person who wrote such amazing things! -insert rambling here- ACCEPTED Sereg Dagnir:-wants a tinechor BADLY- now that all the kinks are worked out, i'm comfortable to say Sereg Dagnir is accepted by Desert.Welcome to the Southern Continent, Sereg Dagnir. ^^ Many thanks for the credits and so on. I'm positive they are appreciated. -Stamps with seal- Approved by Onyx.I see a problem that Bach would probably have an issue with as well- that the Ithril mutant's eggs can stay in a hibernation for a good bit. The other issue is that I thought we were only allowed two Holds per Weyr? I didn't catch it with Bach, and with Serig I am not sure anymore... -_-Atlanopolis[/u] I love the idea of the Weyr, and it's amazingly well thought-out and so well explained that I could understand it in an off state of mind. I love the finished product and the multi-leved mind of the smallest male. Accepted. dood. this is so damn cool! i want a siryn now. -pets- very much acceptedFyr Amenti:[/u] O.O I....want...one. I don't care what, just one. -Snuggles the wher dragon hybrids- As far as I'm concerned, this is approved. X3 I want the brown-ranked one, they're awesome <3 Love the ideas in here, so Approved If you would like to create a Weyr proposal, please use the following format to make it easier for our admin to look it over and find all information. [b]Weyr Name:[/b] [b]Weyr Colors:[/b] [b]Weyr Symbol:[/b] [b]Weyr Age:[/b]
[b]Location/Description:[/b]
[b]History/Plot:[/b]
[b]Dragons:[/b]
[b]Holds:[/b] [b]Hold Descriptions:[/b]
[b]Major Products:[/b]
If you would like to suggest something for a Weyr, please use the next form. [b]Weyr Name:[/b] [b]Founding Member:[/b] (this is the person who made the Weyr, and ultimately will be the one deciding yes or no to a change)
[b]Suggestion:[/b] [/color][/size]
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Post by Lyrikitty on Jan 15, 2009 11:47:42 GMT -5
Ready to be looked over
Weyr Name: Black Sands Weyr Colors: White, red, gold Weyr Symbol: Six-pointed star, with a Gold firelizard, wings spread wide, before it. Weyr Age: 50 turns
Location/ Description: An island off the North coninent, toward the southern end of it, on the western side. The island itself was originally volcanic, though long dormant it was turned into a Weyr roughly forty turns ago, making it one of the oldest new Weyrs. The bowl is the crater of the volcano, the Hatching sands entirely underground, created when several queens worked together and dug into the rock, angling down slightly, and away from the rest of the Weyr. Enough room for about three queens to have clutchs, and a fell housing of candidates to stand at the same time. The only way to gain access is to travel the long, winding tunnel down. The feeding grounds are not separeted form the rest of the bowl, for if the herds escape, they have no where to run to, being on an island, and so the cattle roam free, for the most part staying out of the way and minding their own. The weyrs are carved into the inner sides of the volcano, protected from wind and rain. Unlike most Weyrs, there are no halls on the inside, to get from one weyr to another you must walk along paths, wide enough for a Brown to travel, overloking the bowl.
The ledges for the dragons outside of each weyr are simply widened patches of this walkway, though the weyrs higher up have ledges on both the inner and outer sides of the volcano, the queen weyrs especially.
There are seven communal bathing areas, most on lower levels, with hot water, heated by the natural heat of the volcano.
The lower caverns and the infirmary are, like the Hatching Sands, carved into the rock at the base, though they do not extend near so deep. The Meeting Hall stands separate form all else, about a klick from the Weyr, still on the island, on a rocky outcropping, overlooking the ocean. The top of it is flat and smooth, often warmed by Rukbat, and perfect for the dragons of those gatehred to rest and talk. Dun into the side is a short hall that leads to a large room, in the center a table with chairs, for the riders to conveen and speak.
The land surrounding the volcano is forested moderately, until it reaches the beaches, which are covered in not white or tawny, but black sand, darkened so by the ash. This same sand is what was carted dfown to the Hatching Grounds for cover, and the namesake of the Weyr.
The only entrance or exit to the Weyr is through the top of the volcano, or one of the very few ledges on the outer side, connecting to the queen weyrs lodged near the top.
History/ Plot: Black Sands was not, as many believed, found with the intent of creating a Weyr. In fact, it was purely accident that the island was even discovered.
A Gold firelizard had apparently hatched off the beaches there, and had for some unknown reason traveled to the mainland as she grew older. She was unlike any flit most had seen, for on her flank was the image, clear and black, of a six-pointed star. Much debate went on about it, and finally, curious, several riders told their flits to follow the queen, and report back with anything interesting.
Within three weeks, one Bronze returned with images of a beach, the sands as black as midnight, and a volcano. Curiosity led a small group of riders to explore, and as they appeared over the island, something about it called to them.
A Turn later, it was decided the Weyr would be settled.
Three Gold queens were sent to the island, seven Bronzes, and three wings full of Browns, Blues, and Greens. They came from all over Pern anyone who wished to help found the Weyr was welcome. It was decided that, for the symbol of the Weyr, they would use the image of the firelizard who had shown them the island, and their colors represented the Gold dragons, who gave life to the species, white for purity and hope, a new begining, and red for the blood of those who slaved away to make the Weyr what it was to be.
The weyrs were carved by the dragons, starting with the ledges to make walkways, and then clawing into the sides. All was well and fine until that was finished, for soon a clutch would be laid, and there was no place for it to hatch. The three queens converged, thinking the problem over, and then burrowing dow, creating the tunnel and finally the massive cavern dedicated to the Hatchings, hauling endless buckets of the warm black sand down to cover the floor, and then carving out wider sections, where those who came to watch the Hatchings would sit. Stands were made from the wood of the island by carpenters, once the Hatching Grounds were finished, and the dragons took to a second task, the creating of the tunnels and the rooms of the kitchens, the dining hall, and the infirmary, as well as places for the candidates, weyrlings, and the drudges to stay.
As turns passed and the Weyr neared completetion, there were few placed a full-sized dragon was unable to wander. Time came again and need was seen. Ther ewas no Meeting hall for the weyrleaders to gather, and no place seemed fitting in the Weyr itself. The Bronzes scoured the island, searching for anything that would make due, and stumbled by chance on the rocky span at the edge of the water, where the Meeting Hall was soon built.
The Weyr finally completed several turns later, and several clutches having Hatched and filled the Weyr to near capacity, three things happened at once.
The first was Plague, striking all of Pern while Black Sands Weyr was still young, and separated as they were form the mainlands, their population protected by distance, they were not hit as badly as they could have been. The second was mutations in the colors. New dragons appeared in the Weyr. The third was the star. Every dragon that hatced on the sands of the Weyr bore on it's right flank a black, six-pointed star, the size of a woman's hand, as dark as Between, even those color who for thousands of turns had looked the same now added this mark to their hides.
Foreing queens and kings were brought in, and when their clutches hatched, the hatchlings still bore the mark. It was an oddity, but by far, a minor one.
Two mutations appeared in the Weyr first. Illusions and Wildifres. At first nothing seemed wrong, save the multiple wings of the Wildfires, and the odd splashes of color that came and went on the Illusions. But as each grew older, more and more oddities appeared. The Illusions began to show the extent of their abilities, as did the Wildfires, and when one eager female pushed herself, it was discovered that there was indeed a flashpoint at which matter would spontaneously combust. Unfortunately it had been the dragon's rider, and so the Wildfire was lost Between before any questions could be answered.
The next mutation to show up was indeed an oddity. Utterly blind, no eyes were even formed, but the heads smooth and unblemished. Misery, they were deemed, for at the Hatching of the first one, she was nearly trampled by her siblings as she staggered blindly, only for each and every one of those who came near harming her to fall to the ground, screeching in pain.
As the mutations of Black Sands grew, something else happened. The non-mutations dragons became darker. Their hides taken a blackish tint, so that even the lightest colored Green had an eerie look to her. With the darkening hides, came a shift in the minds of all the dragons of the Weyr. Though peaceful amongst themselves, when introduced to an outsider, they became hostil, guarded, almost defensive. Only the Bronzes seemed truely capable of withstanding the presence of a dragon not native to the island, and then only because they had to, for duty deemed they must tolerate others for meetings and such.
Right aout the time Plague reached it's peak, Black Sands cut itself off entirely from the rest of Pern. They refused to allow anyone near their home, ships sailing too close were sunk, dragons comming to seek news or be sure that those of the island still lived were attacked, and often killed.
Durring their isolation, the Weyr changed, mind slowly shifting from birght and happy thoughts to darker one, murderous ones. When finally Plague was swept away, and Pern was safe again, the Weyr emerged once more, changed. Dangerous.
Riders and dragons would creep ouit in the dead of night and lead attacks on Holds, on caravans. Never was an attack made to draw attanetion, and most of the time few were sure what had happened,much less who was responsible. Attacks and raids were done at night, times when the hides of the Illusions could easily disappear, and even the Wildfires were hard to spot. The hides of the Miseries were darkened with mud made from the beach sands, effectively lending them a cloak of invisability as well. It seemed that Pern was no longer a safe place, no longer a happy place. Much of the damage was done by pairs, a Misery who was being manipulated by a Wildfire, until the day the blind dragons rebelled against it.
A short battle took place, dragon fighting dragon in the Weyr, the only ones to remain out of it entirely were the Golds, who huddled in their weyrs andwaited it out, their hides tainted dark just like every other in the Weyr, the six-pointed star on their flank just like every other.
When it was over, the Weyr was divided in mind. Half wanted to try and redeem their reputation, half wanted to continue their darker ways, hungered for power, hungered for what they saw was rightfully theirs. Their dragons were better than any other. Their dragons could and did kill others, and rarely did they loose one of their own. Should not Black Sands Weyr rule all of Pern?
It is this mind that now plagues the Weyr, no physical illness, but a mental one, one spawned from the very island itself, and it's black sand. Will the light in the hearts of the few be able to win out over the darkness that is ruling the minds of so many, or will the Weyr fall to it's darker side, and try to take over a whole world?
Dragons: Gold, Bronze, Brown, Blue, Green, Illusion, Wildfire, Misery
All of Black Sands Weyr's dragons have a dull, flat black six-pointed star on their right flank, no exceptions, and the same applies to the hides of all canon dragons taking a dull, black cast. Where transfers are concerned, a Black Sands dragon who is transfered out of the Weyr will slowly loose the metallic shine of their hides, and loose their talents. Similarly, if a dragon is transfered to Black Sands, their hides will slowly start to take a darker cast. Never does the star fade or change, nor does it appear on a transfered dragon.
Non-mutation dragons hatched in the Weyr have slightly higher telepathic abilities than most, their range broadening, as well as heightened teleportation abilities, fewer errors in location, fewer lost Between accidentally, and more accuracy, to the point where an experience dragon could disappear inches off the ground, and reappear the same distance above the ground. Again, this is a level of skill that has to be developed, and is generally only seen in dragons of thrity or more turns.
The rules above also apply to the non-mutation firelizards. Black Sands Weyr does not have any mutation firelizards of it's own.
Illusion (a note, their size changing is only an illusion, like the changing colors. One could appear to be as big as an Amber, but if you went to touch it you'd go through the illusion and find the real dragon beneath.) Illusions have deep, velvety black hides, with a glossy metallic silver sheen over their skin. They are roughly Brown-sized, and Impress only males. They chase any non-clutching females, though they are disdainful of Greens and prefer not to chase them unless there is no other available.
Illusions are cunning, manipulative and mischievous, loving to play pranks but always having enough maturity to know when it's time to stop. They are also quive observant and intelligent. They can be a bit petulant when they don't get their way, and are uncannily good at getting out of trouble.
The most striking feature of these males is their hides. Though the silver-sheened black isn't unduly unusual, they have an extra trick up their sleeves. Illusions can change the color of their hide. It takes a long time for this skill to be honed to any about of proficiency, and they have to be trained to do it. At first they can only manage splashes of one color across parts of their bodies, but as they get better they can cover more of the black and add more colors, until a very skilled illusion could send a veritable rainbow of colors dancing across his hide. Not only can they change their color, but they can change the appearance of their size, and even a rare few can alter their features. The truely talented can range their appearance from a massive Amber to a runty Green, can blend into rock and water, forest and plain. They can become utterly undetectable, but to gain this much skill takes many, many turns, and is often found only in those who were among the first or second clutch of them, meaning only those who are looking at about forty turns would have this level of skill.
The six-pointed star that marks all dragons hatched of Black Sands Weyr is nearly invisable on their hides, only because it is a dullblack, no sheen to it, can it ever be seen.
Wildfire Infertile females, the size of a large Blue. The Impress to females only, and they tend to those of a nature similar to their own, for few others would be able to handle them. They Rise once every three to four months, and are chased by mostly Brown-ranked and larger males, though a rare Blue will try and win.
Their hides look, literally, as if they were set on fire. Like tongues of flame licking over their figures, deep reds, oranges, and a few sparse yellows are most common, though like any true fire, there are those who show tones of blue, pruple, and even green or white on their bodies. Over this is a metallic sheen, with an odd gold overlay. They are not built like the Blues they resemble in size, for they are longer, leaner. Their wings are thinner as well, not as broad, and it may seem like a poor structural evolution, but when looking at the entire dragon, it isn't at all. Wildfires do not have one set of wings, but rather three. The first is the largest set, placed where every other dragon's wings are. The second pair is about half the size, placed over the rear flanks, the third and fnial at about a quarter of the size of the second pair, mid-way down the tail. When it comes to sheer speed alone, none match the Wildifre.
Their tails are about half-again as long as the normal dragon, and the end is not forked at all.
Wildfires can be troublesome to those who they do not like. These dragons are sly, devious, and though they are not queens, they are often among the smartest of the Weyr, making close friends to a higher-ranked dragon of lesser wit and manipulating them to their own purposes. Wildfires enjoy power, but have no desire to be the face ofit, enjoying being puppetmasters of those who think them simple females, looking at the mutations as if they were Greens.
Like the Illusions of the Weyr, they too have a trick that no other possess. Wildfires are able to change the temperature around them, though only making it hotter. Hatchlings can only manage small variations, and like the shifting appearances of the Illusions it is a skill that grows with time and practice. Some of the older females can make areas around them so hot that water, and on a rare occasion blood, will boil. The downside of this trick is that if they are not careful, they can bring their own blood to a boil, and drive their body temperatures to fatal peaks, ultimately killing themselves.
Misery These are small dragons, mutations of the fable White dragon come back. They are smaller than even a Green, and come in either gender. Where Impression is concerned they choose those of the opposite gender, males Impressing to girls, and females Impressing to boys. It is no reflection of sexuality, for the females Rise rarely, if ever, and the males are unlikely to chase much of anything.
Their hides are white, with an odd, silver sheen to them. There is no variation to this, just a pale, ghostly, eerie white, topped by the faint sheen that shows with each move they make. They have not got any eyes, where the sockets would by is bone, no hole, no indent, no sign that ever the dragons were meant to see. Their wings are built for sustained flight, strangely, and their bodies are almost serpintine in length. They have whiskers, sort of, growing from the sides of their maws, feelers is more accurate, which allows them to walk about unerringly, a natural sense of direction and location is well-matured in them.
These dragons earned their name because of what they can do. Like many of the mutations Black Sands produces, these dragons are talented, and dangerously so. They have no need to see for themselves, because they are able to look into the minds of others, no matter how strongly another fights to block off their mind, none can hide from the Miserys. Not only can they see through the eyes of others, but they can cause unimaginable pain, toying with the neurons to fire them all wrong, leaving victims writhing on the ground and incapacitated.
They are not generally violentm, and use of their talent is rare, only when they are threatened will they cause such pain in others of their own accord. However, they are often the targets of Wildfires, the manipulative females playing with the minds of the Miserys to form an alliance, and a dangerous one. Given the choice, a Misery would be happy to lead a peaceful existence, and they are one of the very few in the Weyr to want such a thing.
Holds: West Bay Hold; Shoreline Hold Descriptions: West Bay Hold is named so because it was built beside a bay on the western coast. It is a fishing hold that makes use of a variety of wherries, and holds a small fleet of boats. The people are wary of dragons, and rightly so, for who can blame them after the way Black Sands Weyr behaved? The Hold itself s scattered, no organization to the structure at all, and seemingly built around no central location, but more frm several. The first is the Hold, the second, to the South, is the bay, and the third is a large area of farmland.
Shoreline Hold is built on the shore, looking out over the waters one can easily spot the island of Black Sands Weyr. Shoreline has more organization than West Bay, and around the Hold is a large garden, carefully cultivated, from which many of the vegetable and fruit crops are produced, making it not only pretty, but practical. The location of the Hold makes for a beautiful scene at any time of day, and despite being a large producer of produce, it is one of the more attractive places to live on the North Continent.
Major Products: Shoreline Hold: Citrus fruits, bush-grown vegetables, leafy greens
West Bay Hold: Fish, root vegetables, wood
Sub-boards: Star-Stone: The star-stone is also doubled as the watch post, the higest point in the Weyr, located on the rim of the volcano. From this vantage point, one can see the entire island, and Shoreline Hold as wel.
Weyrbowl: The Heart of the volcano, the deep crater where once magma boiled and waited to burst out from the top, but now solid rock and dirt, green grasses thriving on the ahy soil. There is a small lake in the center, formed by rainwater collecting, though most prefer to take the short trip to the beach to wash their dragons, and leave the lake for a source of freshwater.
Lower Caverns: An expanse of tunnels and rooms dug by dragons. The kitchen and Dining Hall are both near the surface, beyond them you'll find housing for the drudges.
Infirmary: Another area dug into the lower portion of the volcano. A short hallway connects to a very large room, one that nearly rivals the size of the Hatching Sands, dedicated to the sick and injured. One side of the room is lined with cots, the other make-shift couches for the dragons. The far end of the room is for storage, where gauze, numbweed, needlethorn, and any other usuful salves and items are stored.
Weyrs: The weyrs of the riders climb the entire inner walls of the volcano, connected by paths, with widened areas that are the ledges for the dragons. Each path is about wide enough flor a Brown to walk along comfortably, and the ledges are large enough to fit a Gold. The queen weyrs, near the top, hgave a second ledge and entrance, on the outside wall of the volcano.
Bathing Quarters: There are seven of them, spread throughout the Weyr on different levels. Large rooms, with pools of water in the center. Often filled with enough steam to keep even those who are bashful comfortable. There are buckets of sweetsand near the entrances of each, from which a handful can be taken for bathing. One of the seven rooms is high up, among the queen weyrs, and is reserved for those of rank only.
Hatching Sands: Those who do not fare well in enclosed spaces should avoid being candidates for this Weyr. To reach the Hatching Sands, one must pass through a long tunnel, angles at a mild descent, to reach to hot sands. Along the edges of the cavern are tall stands, made of hardwood from the island, for those who come to watch, and the black sands from the beaches were carted down to cover the floor of the cavern, giving the whole place an eerie look. Large enough for three Golds, as it was made by just that, there is no press for space as it is rare that three of the Weyr's queens would be on the sands at the same time.
Candidate Barracks: The candidate barracks take up about a quarter of the ground level. Divided into two large rooms, one for boys and one for girls, with two entrances for each.
Weyrling Barracks: Another area that takes up a little over a quarter of the ground level. Divided into two rooms, male and female, and spacious enough for the newly hatched dragons not to be uncomfortable or crowded.
Meeting Hall: A Rocky area at the edge of the water, about a klick from the Weyr itself. The top of the rock is flat and smooth, where dragons may lounge and sunbathe while the riders discuss matters. Beneath that, bored into the rock itself, it the actual room, with a large table in the center, surrounded by chairs.
Beaches: The beaches of Black Sands Weyr are not like those anywhere else. The sand is not white or tawny or gold like most beaches, but black. Being on an island, the beaches extend all the way around, and are a good place to hunt for firelizard eggs.
Island: Anywhere else on the island you may wish to go is here. This also counts as the feeding grounds, for the herds of the Weyr are turned loose to roam as they please. Strangers take care, wandering about the island unannounced might be more dangerous than you ever realized before.
**Much thanks to Desert for allowing me to use and modify Illusions** ***SCORE!!!!!!!!! 4232 words!!!!!!!!!*** ****Also much thanks goes to Desrt and Onyx for keeping me in line with the dragon powers and Weyr history. If not for them this would have been a lot messier.****
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Post by Dragonmage on Jan 15, 2009 14:01:40 GMT -5
DoneThis Weyr is based on the site Urbs Draconis. The site died in May of last year so I doubt anyone will come and bite me for making this Weyr. Weyr Name: Sallarin Weyr Weyr Colors: Garnet, Black, and White Weyr Symbol: A separating four-part braid in Black, White, Blue, and Orange with two intertwining rings of Garnet and Gold around the area where the ends of the strands are. Weyr Age: Forty Turns Location/Description: South Continent Sallarin Weyr was founded near the Sea of Azov and somewhat near the headwaters of the river that runs out of the Sea of Azov. The Weyr is in the typical extinct volcano. Sallarin was carved from the crater in the usual way of Weyrs. The crater itself is smaller than that of the usual run of Weyrs and the other parts of the mountain are far more developed than that of the usual Weyr. Each House has its own area of the mountain to prevent fights. The areas of the mountain that belong to a certain house always have walls that divide the living quarters. One of the odd things about this Weyr is the Hatching Sands. There is not one set of Sands, but three. The largest one was built when the Weyr was created and is large enough to hold two queens and their clutches comfortably. After it was found that Garnets became very possessive over the Sands they wanted to lay their clutches on, the two smaller Hatching Sands were made. This kept the first two Garnets from getting into a fight that could have killed one or both of them. The Weyrbowl is egg-shaped, with the Hatching Sands in the more pointed end of the egg. The ground entrance to the Weyr is at the side of the wider end of the egg. The Weyr Lake is on the other side of the wide end from the entrance. Between the Lake and the Hatching Sands are the pens where the food beasts are kept for the dragons. All of the Weyrbowl is considered part of the Queen's House. Only the living quarters for each house are considered part of the owning house's territory. History/ Plot: Sallarin Weyr was founded forty Turns ago with the goldrider Sallyni as Weyrwoman and the bronzerider K'rin as Weyrleader. The clutches in recent Turns had been getting small, even for an Interval and the hatchlings were not always healthy. In this time of trouble for the weyr, the first clutch to Hatch on the Sands of the new Weyr produced many eggs and four of them were slightly larger than the average gold egg. The larger pair of those four eggs had a similar tint to a gold egg, although it was more of a peachy shade than a true gold. The other pair, oddly, looked as if they were normal eggs, just larger than they ought to be. When the eggs Hatched, the reason for the difference in the largest eggs became clear. The dragonets from the odd eggs were two colors that had never been seen before. The females were red with a slight metallic sheen and became known as Garnets. The males were black and white with a slight sheen like the garnets' to each color; they were named Bicolors. The garnets and bicolors hatched at a size slightly larger than a Gold hatchling. These colors grew much faster than any of the other dragons, even the other queen and king. The mutations were not generally accepted by the riders at first because it was clear that they were high ranking. When the larger of the garnets flew to mate, both the bronzes of the Weyr and the two bicolors chased. The larger bicolor caught the garnet and produced a good sized clutch. The other three new colors produced by this mating, Carnelians, Glaciers, and Brecias grew at more usual rates. It is theorized that the new colors were somehow produced by stress, although no rider can guess why. The small number of riders at the Weyr started to make the wings become more competitive. The Garnets and Golds became the glue that held the weyr together, keeping it from dissolving into chaos. The unrest between the wings had developed into a fierce rivalry. The coming of the Plague made the separation of the wings happen far faster than it would have if the Weyr had not been affected by the Plague. All of the colors were affected by the variety of the Plague that hit Sallarin, but Greens seemed to have the highest rate of death from the Plague. Greens now only make up one tenth of the green-sized dragons in the Weyr. The first two Garnets to hatch and the first two Bicolors died of the Plague. Many other dragons died too, including the Weyrwoman's and the Weyrleader's of that time. In the time of the Plague, the wings divided so much that they became called Houses rather than wings. This came about because the rivalry between wings became so intense that unscrupulous Wingleaders would transfer sick dragons into wings less affected by the Plague to keep the other wings from getting an advantage in the Weyr Games between wings. Some riders, disgusted with the warring Wings, asked the Queenriders for sanctuary and they were given it by being transferred into the Queen's WIng, which the warring wings did not dare to harm. When it was clear to all the Queenriders that the Weyr would be destroyed if the transferring continued, they called up the Wingleaders who had done the sabotaging of the other wings in front of the entire Weyr and told the shattered wings what those riders had done. Unsurprisingly, the Wingleaders were killed by the enemies they had made in other wings with the transfers. This punishment has never been used since that time. The dragons of each House are distinct because the new leaders of each former Wing tended to focus on different talents, but they are always recognisable as dragons. Transfers between Weyrs are placed by the queenriders to keep the House Leaders from trying to sabotage each other. Even now, the paranoia from the time of the Plague makes it very hard to get the Houses to work together on anything. The Weyr has been secluded for several Turns, but the current Senior Weyrwoman, Cerina of Garnet Taieth, has decided to to bring the Weyr out of its isolation. This is in part due to the behavior of Garnets when they are not taking care of eggs. Dragons: Garnet, Bicolor, Gold, Bronze, Carnelian, Brown, Glacier, Blue, Brecia (Coraline, Marbled, and Dappled), Green (rare) Garnets- Garnets are the new queens of Sallarin Weyr and they know it well. They are female and Impress like Golds, but their riders are usually even-tempered to deal with the Garnet's mood swings. Garnets grow from fifty to sixty meters long. The hide of these dragons generally ranges from medium dark shades of red through bright reds to dark pinks, always with a slight metallic sheen to their hides. A very few Garnets may be orangish in base color, but the slight metallic sheen remains. These queens are very protective of eggs, even if the eggs are not their own. This obsession with eggs and the mood swings resulting in part from it is why they chose stable riders. Garnets have temperments that can swing from peaceful to violent in just moments. Their riders can almost always calm them down enough to keep them from hurting other people or dragons. The major quirk of the color is that they will choose an area of the Sands and claim it as their own and refuse to let Golds or other Garnets on "their sands". They will let the rare clutching Carnelian onto their sands for as long as it takes her to lay her eggs and then chase her off to care for the eggs themselves. Bicolor- Bicolors are the new kings at Sallarin Weyr and often become the leader of the Queen's Guard and House Leaders. They are male and Impress like Bronzes. Bicolors grow from forty-five to fifty-five meters long. These dragons are always marked with black and white. Some Bicolors may be mostly all one color with small markings of the other but many are more even in their color distribution. They too have the slight metallic sheen to the hide that Garnets bear. Possibly because they are so important to the weyr, Bicolors are generally moody and untrusting of people except for the rider they chose. Bicolors have been known to snap at anyone who gets too close to their riders without the dragon's permission. Carnelians- Carnelians are an only female mutation. The very largest Carnelians in a House can clutch from five to fifteen eggs when they don't chew firestone. If there are no Golds or Garnets in the Weyr, the oldest Carnelian in the Weyr that did not chew firestone can clutch a gold egg, but the clutch will be half the usual size. When there are Garnets in the Weyr, Carnelians rarely end up taking care of their own eggs, as the Garnets will chase them off the sands and take over caring for the eggs. They grow from thirty to thirty-five meters long. They only Impress to their own gender. Carnelians are shades of reddish-brown to reddish orange. They usually have patches of lighter or darker coloration that fades into the base color of the hide. They sometimes have contrasting darker or lighter streaky markings on their hides. A rare Carnelian will be a bright reddish orange with no markings. This color seems to have two major temperament modes: the gentle version and the fierce version. As the nicknames indicate, one version seems to be gentle and hard to aggravate, while the other always seems to be moments away from an impending explosion. The dragonet hatches with the personality it will most likely have all its life. Very few Carnelians are found between the two extremes in temperment. Glacier- Glaciers are female and mostly Impress to females, but they have chosen males before. Like the Blues they are similar to, Glaciers can not last through an entire Fall. They grow from twenty-five to thirty meters in length. Glaciers are always shades of silvery blue-white. The light coloration of their hides makes it annoyingly easy to tell when they are dirty. Their hides seem to ripple slowly when they are freshly oiled, but it is only an optical illusion. In temperament, Glaciers are very hard to anger and generally do things at a slow and steady pace. This gives them high endurance for their size, but they still tend to try and overwork themselves. They are often Search dragons, like their Blue counterparts. Breccias- Like no other mutation at Sallarin Weyr, Breccias come in both male and female, and their coloration varies. Some variations occur more commonly in one gender. Breccias usually range from twenty to twenty-five meters long. They Impress to both males and females, but it is slightly more common for them to choose their own gender. There are three color variations of Breccia. The first has a creamy base color to their hides with blotches of coral pink to orange. This color is normally female with a few males occurring from time to time. These are nicknamed Coraline Breccias. The next variation has been christened the Marbled Breccia. This one has a mixture of red, grey, blue, white, and black dabbled over their hides in shapes that look like the veins in marble. A medium shade of gray is usually the base color, but the other colors do occur. This pattern is found mostly on males, with a few rare females appearing. The Dappled Breccias have a brown and violet ground color with large white and pale, dove-grey spots. This type occurs normally across all genders. The horns of all Breccias grow in a sweeping recurve from the inside corner of each eye ridge to the back of the cheek, but do not touch the dragon’s hide. Females have horns with finer tapering than males. Breccias are built like the greens they are the size of. Brecias like routine. The kinds of duties that might seem tedious to other, more spontaneous dragons are reassuring to these dragons. They are stubborn creatures on the whole and for them, familiarity breeds contentment, not contempt. A change in their routine will upset them a lot unless they are informed of it before it will happen, and even then they are very reluctant to make the change. Houses:The Houses were created from the shrunken wings of Sallarin Weyr after the Plague hit. Once the Plague left, the Houses did not want to go back to the Wings system, but wings were needed at least for organizing the riders. When the houses got too many riders to fly in one wing safely, the houses each made a second wing. Each house now has two wings, one that flies in the high wing position and one that flies in the middle wing position. The houses are so different that the Weyrlings are tested into one house or another when their dragons are mostly mature. Depending on what the pair is best at, like speed and agility or stamina, the pair will be marked for the appropriate House. The Queen's Guard too gets Weyrlings from the testing, but it generally chooses a balanced group, with equal numbers of young riders that would fit into each house. The Queen's House The Queen's House is composed of the Queenriders, and those riders (usually female) who wish to serve them. The riders may come from any original house, which gives the dragons here no common traits. The riders of queens that don't rise are seen as having useful experience. The Queen's House also has the duty of training the weyrlings and candidates because they are neutral and thus the only place accepted by riders of all houses as a whole. There is a group of riders, known as the Queen's Guard, that helps the Queenriders keep the fragile peace between the warring Houses. Though this house is smaller than the others it carries great weight within the Weyr and is the sole thing that prevents open warfare between houses. The leader of the Queen's Guard usually acts as Weyrleader, even if his dragon did not catch the Senior Queen. This makes the leadership stable and unlikely to favor any one house. Leader: Weyrwoman Cerina of Garnet Tiaeth Seconds:Weyrlingmaster:Candidatemaster:Queen's Guard Leader:Queen's Guard Seconds:House Alath The qualities prized in the dragons of House Alath are speed and maneuverability, as well as a cunning or manipulative nature. Dragons selected by this house tend toward the smaller end of the scale, with stamina being of lesser importance. Leader: Seconds:Weyrlingmaster's Assistants: House Denunth The dragons of this house are selected for size and brute strength. Their training regimen leaves the dragons powerful with high endurance but tends to make them perform slowly in the air. Intelligence is a secondary quality in all these dragons, with original thought being discouraged in favour of short memories, simple personalities and blind obedience. Leader :Seconds: Weyrlingmaster's Assistants: House Quavoreth In House Quavoreth, the dragons are a range of sizes. This house selects its dragons for versatility and viciousness in battle. The mantra of this house is beaten into all riders, the philosophy that no enemy may be let away without horrific damage being dealt first. Leader: Seconds:Weyrlingmaster's Assistants: House Tiestoth The dragons of this house are selected for intelligence and good memory. The diet and training regimen, focusing on the middle path in all things, leaves the dragons of an average size for their breeds with a few sports who achieve greater or lesser stature. Leader:Seconds:Weyrlingmaster's Assistants: Biological Weirdness: This is why I should not be allowed to create Weyrs. I actually go into the biological functions that make the dragons weird. At least the major, plot creating ones. Garnets- The hormonal cycles that make queens rise are very much amplified in Garnets. The sheer amount of hormones running through their systems when they fly and clutch becomes addictive. It varies with the individual Garnet, but generally two to three months after their clutch Hatches, the Garnet starts getting into the deepest trough of the hormonal cycle and their brains start saying that they need eggs, but their bodies aren't ready to produce another clutch and the conflict makes them short-tempered. Taieth, the Senior Queen, has this problem to a greater extent than most dragons, which can make her very hard to live with. This is the main reason some Carnelians are allowed to clutch. The Weyrwoman has decided to try to make deals with other Weyrs about getting a few of their eggs. Holds: Channel Hold; Turmori Hold Hold Descriptions:Channel Hold is a seahold on the tip of the penninsula where the Dolphincrafthall was in the Golden Age of Pern. It has a large fishing fleet and provides the Weyr with a lot of things derived from the sea both kept and sent to the Weyr as tithes. The harbor here keeps the boats from smaller seaholds in rough weather. This hold tends to send more marks than the other because it can not send food for the dragons as well as the riders. Some of the smaller seaholds beholden to it have pearl divers who help supply the Jewelcraft with pearls for jewelry. Tumori Hold is a beasthold near the coast of a lake and between a forested area and a plains area where the herdbeasts and wherries are allowed to feed and roam. There are many smaller beastholds nearby on the plains area and a few cotholds in the forested area. Major Products:Channel Hold: fish, pearls, seafood Tumori Hold: herdbeasts, wherries, wood
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Post by Desert on Jan 17, 2009 2:23:31 GMT -5
DONE
Weyr Co-founders: Onyx & Desert Weyr Name: Solainoti Weyr Colors: Maroon and Navy writing, and an Ash Gray background. Weyr Symbol: A chunk of Riosian between two mountains, representing the obstacles that the Weyr has been forced to find ways around and has survived through. Weyr Age: 25 Turns
Location/Description: Solainoti is land-locked in the center of the Eastern Continent, the old volcano in a mointain range that runs like a backbone through the continent. Like the old High Reaches Weyr, there are several vents in the old volcano that serve as entrances to the Weyr. There is one main vent that is big enough for a dragon half again as big as an amber or raven to enter easily, and three smaller vents for dragons smaller than a black or emerald to go through. Inside the Weyr is an absolutely huge, hollowed out cavern that is split almost exactly in half. The more northerly half is filled with gritty sand and gemdust, still heated from below by the leftovers of the volcano's former life, that acts as the Hatching Grounds. There are only two ways into it: through one of the three minor vents, and through the gaping cavemouth splitting it off from the Bowl. Two queens could lay raven-sized clutches comfortably in these Grounds at the same time. The other half makes up the Weyrbowl is slightly bigger; the main vent opens directly into it, and the two other vents. Enough sunlight comes in through the vents that grass can grow on the Bowl floor, supporting herds of dragonfodder. A geothermal spring bubbles up against one wall of the Bowl that serves as the lake. The old volcano was already riddled with tunnels from its active life, so not much needed to be done in the way of carving to give Solainoti private weyrs and Lower Caverns. Some weyrs in different tiers in the Weyr are connected by stairwells and winding corridors in the living rock of the Weyr itself, and not just perched on the walls of the Bowl.
History/Plot: Long ago in Perns history, before even it was colonized by red-blooded beings, a meteor shower battered the planet. The colonists saw little damage on the North and South continents, because it was the East where the damage was done. The massive forces at work during the shower, the heat and the pressure of the impact, created a type of mineral found nowhere else on Pern. It is on these deposits that Solainoti sits, and what makes it unique. Riosian, they named the mineral. It is hard like diamond, flammable like firestone, with the same black design though larger than normal chunks. It is almost like an eternal torch, holding dragonflame much longer than normal firestone ever could fathom to. If chewed by a dragon, it lets the beast sustain a flame much longer than it would otherwise, even through perpetual training. The dragons of Solainoti found Riosian and started chewing it. They all did -- even the queens, because Riosian does not render queens sterile like firestone does. They all chewed it because something in the Riosian was heavily addictive, like heroin for dragons, only far worse. So Riosian was mined frantically, because it became impossible for Solainoti's dragons to go without this addictive mineral. The withdrawal symptoms were quite violent, making the dragons miserable and liable to lash out at anything within sight. Their personalities changed drastically -- even docile greens began to grow greedy with their given shares, some even taking to stealing the hordes of other dragons. Eventually, it grew to the point that the limited deposit was mined out, except for a small cashe that is stored deep within the Weyr and a hidden location that only the Weyrleaders know of far deep in the mountains, for emergencies only. A strict policy was set into place when the society of the Weyr began to crumble, the Holds tied to Solainoti fearing their protectors, and all of Solainoti's dragons were forced to quit Riosian; cold turkey. Driven almost mad by her withdrawal, a gold Rose. The Flight was very short, but through it the clutch she threw was massive -- almost sixty eggs. It was later discovered that the gold, and the bronzes who chased her, suffered less from their symptoms after the Flight, the lust a form of sedative for their pain. So every female in Solainoti Rose soon after that, driven insane by the need to eliminate the pain, and every able male chased. Through that, eventually the dragons were mostly cured of their addiction. Their bodies still craved it, though, for none could forget the bittersweet taste and that was what told through their offspring. The unborn dragonets in the huge clutch began to weaken, the shells discoloring and appearing as though they would shatter if touched. It was discovered that, although the parents were broken of their addiction, like crack babies the dragonets were suffering from withdrawal as well. They were dying without exposure to Riosian. So some of the store of Riosian was taken up from storage and piled into mounds around the eggs. The clutch started to thrive again, almost immediately. They didn't need to injest the addictive mineral, because they absorbed some of it through their shells before they hardened enough to be impermeable. The mineral's side-effects produced new mutations out of the canon colors, and the dragons of Solainoti remained addicted. They no longer craved the Riosian, though, except as the vital life-support while they were in the egg. The hatchlings knew not of their parents' addiction, so they didn't try to eat the Riosian around them when they emerged from their eggs. But each did pull its rider over to a certain gem, and stubbornly refused to budge until that particular gem was tied in a leather cord around their neck. So now each of Solainoti's native dragons has their own "birthstone" to be carried everywhere, but never eaten. The plague of addiction passed from the Weyr, to be replaced by the bizarre vogue fashion of wearing their Riosian as jewelery.
Dragons: Gold, bronze, brown, blue, green, brimstone, tempest, solar, chrome, dusk
Brimstone 45-50 meters Brimstone dragons are queen rank, and will only Impress a heterosexual female. They throw Gold sized clutches, most of the time, with an occasionally larger clutch every now and then because of all that Riosian lingering around the sands as a stimulant. They are roughly Emerald sized generally around 45-50 meters, with a very rare few breeching those borders. It all depends on how much Riosian the previous mother was around while harboring the eggs and how much the egg itself was exposed to. Brimstones have a thick, yet oddly soft, scaled hide, each scale coated with an ashen hue that looks as though the dragon has bathed in the remains of a great fire. That great fire hasn't fully died out yet, though, because along the dragon's head, down its neck, and then in spare patches here and there, their hides are aglow with the never fading embers. Black ridges, usually following in three rows, settle along their shoulder blades, a single, very small row, trailing down their spine, another series of three columned ridges along the base of their tail, two single trails curving around their flanks, and then slight bumps along their back thighs. Their wide wings are soot black with a vaguely reddish tint, their tails spiked with four curved up barbs, two on each side, and two perfectly straight horns rest atop their graceful heads. Their temperments are that of the fire that spawned their nesting grounds: Brimstones are realists, and horribly bitter about the harsh truth of the world. They are unbearably honest and direct, and wouldn't dare to deal in lies. At least there is one saving grace for them, or maybe a few more. Persistant to the death, the word 'no' does not exist for a Brimstone. They'll go through hell and back to prove that something can happen if given enough willpower and, though they may disagree with what you say, they will fight to the death your right to say it. Brimstones will cost 75 marks.
Tempest 35-40 meters These males are king-ranked and range from large brown to small gold sized. Their hide's base color is a dark, indigo-tinged gray with mottles and swirls of varying shades of true-gray all over. Some may have veins of white on their hides like lighting arcing through a stormcloud; this is more common on the wingsail and face. These kings are arrogant, and rather self-centered. They are blindingly intelligent, though, and are fast thinkers. They are proud and quick to anger, but their temper fades quickly and they are horrible at holding grudges. Their moods are mercurial most of the time. In general, to friends, they are light-hearted and jovial, playful and mischievous. Toward those they don't like, they are cold and distant, sometimes even actively violent. Tempests will cost 50 marks.
Solars: 30-37 meters Solars are thoroughly healthy Brown sized, with a rare few managing larger, and Impress male, generally. They tend to have the mindset males, like themselves, will be easier to coax into competition, though examples of female Solar riders exist sparingly. Their hides are a complicated swirling of a golden orange-yellow, with no variation aside from the fact that every Solar has a different set of striped pattern across their hide that is usually a very bright white-yellow. Along their jawline, several spikes jut out, those closer to the end of the jaw larger and those nearer to the front shorter. Aside from their hide and these jaw spikes, they are fairly normal looking...Right? Well, no. They are, what would appear, terribly disporportioned. Their tails are too long, limbs too awkward and lanky, build too lithe or bulky, and wings too large. Oddly, this pulls together perfectly, though not for the younger Solar weyrlings. No, they are always tripping over themselves and their various limbs. Once they grow out of that clumsy stage, they grow to be rather cynical, curt creatures. They are rarely if ever impressed, by anything, and often give the aura of being dull. Were it not for the fact that they are rash, impulsive daredevils, they would be. A word to the wise, don't ever challenge or dare a Solar to do anything. You'll lose your marks and then have to listen to the boastful aftermath when they prove you wrong and fly circles around you in dizzing turns and dips.
Chrome 27-35 meters Chrome dragons are only female, and Impress females. They are middling blue to large brown size, and often have brown-like proportions. Their hides are a dull medium gray, darker and without the metallic sheen that silvers possess, and they all bear a form of mantling mane of thin, cartilage like material that begins under their jawbones and wraps around the base of their necks. Their clawed feet also share this feature inbetween each toe, and the thin, though resiliant, marterial folds against the hide during flight, flaring out like a frill lizard when the chrome is irritated or to create a turn in mid air without turning their wings. Because of this, they have unbealievable stamina. Chromes are not easy to teach. They are close-minded, rebellious, judgmental, ill-tempered, misanthropic, jealous, and generally unpleasant. Not very dangerous, since underneath the arrogance they are quite cowardly. It is unwise to put a chrome in the same wing as a dragon equally stubborn or truculent, because the chrome will inevitably get into trouble in some way. Chromes, like brimstones, are not rendered sterile by firestone because of the Riosian in their systems, absorbed through the egg and from their parents. They can re-absorb the embryos into their bodies to prevent the clutches from maturing before they are even laid. A chrome will only lay eggs if the Weyr is low on population, because they dislike having to tend their clutches. The clutch size is usually half that of a gold's clutch, but if the Flight is especially good, they can throw queen eggs out of a smaller clutch than usual. Chromes will cost 50 marks.
Dusk 24-30 meters Dusks hatch as either gender, and Impress indiscriminately. They are ranked with blues, and are roughly large green to large blue-sized. Their hide's base color ranges from indigo or navy near the spine to dusky teal at the paws. Some have sprinkles of silver-white on thier backs or heads like stars, or splashes of a more gold or rosy color on their paws. In temperament, dusks are quite sedate. Calm and level-headed, most are nigh on unflappable. They tend to be a bit distant to strangers and don't make friends easily, but once you befriend one they are undyingly loyal.
Holds Hold Descriptions: Rias Hold Originally, it was a smaller, temporary camp set up for the workers. Made up of mostly miners from the South and Smiths from the North, Rias' original purpose was to help the Weyr mine its Riosian. Since the mineral has mostly run out, Rias' miners have turned to the deposits of various useful metals and stones under the nearest mountain. The Smiths churn out a variety of objects, from the raw material to utilitarian tools to intricate bits of finery. It is a prosperous business, since there are few other mining operations anywhere near it, and the source is just being tapped.
Jynaier Hold Jynaier Hold is known for its various remedies and medicinal herbs that come from the area. Because of the abundant plant life on the Eastern Continent, it is fairly easy to see why this Hold thrives and it the main supplier of herbs for healers throughout the Continent. Medicinal value aside, this Hold is also prosperous from its fertile, volcanic soil, and crops here almost never experience any trouble. It is a relatively small Hold for all its success, but its Holder is content and sees no reason to expand out further from its location WSW of the Weyr, safely nestled in a beautifully designed valley. It happily supports Solainoti without complaint, and gives monthly tithes as well as supplying the healer's herbs.
Major Products: Rias Hold: Rias' main export is metal or semiprecious jewels; there is a fairly even split between finished goods and raw material. Jynaier Hold: Jynaier's main exports are various medicinal herbs that are used all across the Eastern Continent as well as the Southern and Northern; crops are also prized in the Hold.
location/description, Rias Hold courtesty of Desert dusks, tempests, chromes [adapted from leads] courtesy of Desert history/plot, Jynaier Hold courtesy of Onyx solars, brimstones courtesy of Onyx
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Post by Bacchante on May 8, 2009 5:20:40 GMT -5
A New Dragon Breed Has Been Added Above Shades, Please Check It Out!
Weyr Name: Skrull Island Weyr Weyr Colors: White, Grey, Tyrian Purple (The Font Colour) Weyr Symbol: Black background with a red circle on it, overlaid by a horned dragon face.
Weyr Age: 25 turns since rediscovery.
Location/Description: Located on and within a mountain on the island east of the Northern continent. The island is fairly fertile, except the region directly around the mountain which is all stone. The Weyr extends deep underground, having been carved out in the distant past. There is a shaft dug from the top of the mountain to the very bottom, which is traversed through a stair carved along the edge of the shaft. There are five levels, excluding the observatory at the very top where there top of the mountain has been torn off and replaced by a large wooden gate. The levels are two hundred to three hundred metres apart, with the lowest level being two hundred metres below ground. The mountain it perhaps a mile or so high, and each level is about one hundred metres in height. Between the levels is bare rock, as yet uncarved. The Weyr is huge, by contains little people or dragons as of yet. The diameter of the mountain is perhaps three-quarters of a kilometre, and the sloping is very steep and carved vertical in some areas. Each level is connected to the Shaft by six great openings, each with two gates to prevent outsiders seeing within. Beyond the Gates are large circular ledges, which are used to land on when travelling. The five levels are as such:
The lowest contains the hatchling quarters where the hatching sands are kept warm by volcanic activity. The freshly hatched creatures and their riders are kept there until they learn to fly, and can be trusted to go higher. Also, quarters are maintained here for those with children. Families with kids live here until they are old enough not to fall into the shaft. The stonemason hall is down here as well, and is where the Ghosts are trained to carve the stone. Other craft halls are kept here too, although most are unclaimed as of now. Bathing pools are maintained here for Weyr dragons, always warm due to proximity to the planet core.
The second level is food storage, and at approximately ground level. There are three tunnels here which lead to the outside, through which food is brought. The majority of the guards and their families are housed here, so as to remain closer to the main entrance. Any wishing to enter the Weyr who are not born by dragon are forced to go through the tunnels, which can be collapsed from above by an ingenious bracing system devised by the current Weyrleader.
The third is a perhaps two to three hundred metres above ground, where the Ghosts are traditionally kept. No other dragons or riders are allowed to live here, and it contains the hall of stonecarvers, those who practice the art of intricate design work seen throughout. This level has carvings all over, each one refined by generations of carvers in the past and rediscovered now. This place too has tunnels to the outside, ones which slope downward and come out of sheer cliff faces. These tunnels simply cannot be entered by force, as no dragon save a Ghost could ever enter them and no human could climb the cliff.
The fourth contains the other breeds of dragon, including the Shades. Housed here are their riders, as well as the visitor quarters. The level is divided into different areas for different dragons, and the lodgings become more opulent depending on the breed of dragon you ride or the importance of the visitor. An odd thing about this level, something rarely noticed by any visitors, is that all the doors to people’s quarters can be locked from the outside as well as the inside. The human lodgings are near the outside of the mountain, and a large circular tunnel goes around the centre, connecting to the six Gates. Normal dragons are lodged here, although some are on the ledge outside in caves carved into the stone there. Dragons who are to be sent out often are kept there, with their riders in quarters off the caves.
The fifth level can only be accessed from the Shaft, and secret tunnels hidden in the mountainside with thick stone slabs blocking up the end, which could be pushed aside by a Wraith. Outsiders are only brought here if blindfolded. Outsider dragons are never allowed on this level, just as they are restricted from the Shaft. This is where the Wraith’s are kept, each having one half of the mount devoted to it. The Wraith’s cave is necessarily large, and very high, with pools for water. The pools are maintained by a spring that flows up the mountain, and has been carefully shaped to run into the pools. The pools have drains which create two small rivers on either side of the mount.
The meeting hall is at the top. By tradition, no dragon apart from the Wraiths can be permitted entrance into the fifth level. Audiences are held on the Ledge outside the Gates of the fifth level, and the Wraiths are kept inside when visitors are around. Also nearby is the Throne Room, where supplicants come before the Weyrleader and Weyrwoman. Oddly enough, the thrones are not ostentatious and indeed make the supplicant feel more in control than the rulers.
An odd feature is a series of rooms found off each Ledge. The rooms have five holes in the walls with odd symbols carved above them. Speaking into a hole in the wall results in your voice being heard in the room lower down. Items have been dropped down these, and they have discovered to be long shafts connecting them. It is unknown how they were made.
History/Plot: Built in the times of ancient Pern when it was first discovered by man to be a security outpost the first Threadfall resulted in the total destruction of everyone within the outpost, after Thread fell into the tunnels and wiped everyone out. The Weyr was cleared by a scouting party and recolonized, as the Thread had mostly died out from the lack of viable food. The rock in the area proved ‘unappetising’ to them. The dragonmen there knew the purpose of the outpost, and as Pern evolved into it’s rural form they slowly became the army and arbitrators of the planet. Their Weyr became a fortress, filled with the most dragons out of all the Weyrs, and the threat of the dragon army descending upon those who stepped out of line was enough to keep everyone focused on the threat of the Thread instead of quarrelling amongst themselves. However, this proved to be their downfall.
One year, the erratic trajectory of the Red Star resulted in an abnormally large fall of Thread upon the mountain and surrounding areas. The dragons of Skrull Island were unable to cope with the huge amount of Threadfall, and many fell. The other Weyrs promised to send aid when faced with messengers, but they were tired of the Overlordship of the island and only sent dragons when the fall was done. They found the Weyr in complete disrepair, with almost all the dragons dead after their firestone ran out. Thus came a dark day in the history of Pern, one struck from the history books and never spoke of again. The men sent fell upon the wounded ‘overlords’ and put them out of their misery, saying at the time it was out of mercy. In their hearts they knew though, it was to rid the world of the perceived tyranny of Skrull Island Weyr.
Then came the period of neglect. Pern declined, and Skrull Island was all but forgotten. Barely a century after its fall none remembered the watchmen of Pern, and the holds grew lax in their duties without the threat of constant annihilation. The Weyrs squabbled with each other and the Lords of the Holds and as time passed the Thread began to be forgotten. The holds no longer paid their tithes, the Weyrs lost their status and authority.
After everything was restored by Lessa and F’lar, and the threat of Thread realised to be real, an expedition was sent to scout out new lands. The Weyr was rediscovered and cleaned out by industrious people, who noted its convenience. Due to the size a large number of dragons could be housed there, and for a time it became a tradition for those Weyrs who bred excess eggs to deliver some to Skrull Island. Three holds were formed, one on the east coast of the island, one in the ring of lush grassland surrounding the mountain, and another further west where the steppes were perfect for breeding large amounts of game.
Tradition was undone by the ravages of the plague. When it began to spread Skrull Island Weyr quarantined itself, or from its point of view the rest of Pern. No shipments in or out, no flights Between to the island. Any foreign dragons found on the isle were ruthlessly euthanized by the regular patrols. This was found to be… distasteful, yet necessary, as the discovery of ancient records in stone and the various friezes on the walls of the Weyr said that Skrull Island must survive to keep the peace. It was then that the mutation began. In an unforseen inversion of what would occur much later in the Black Sands Weyr the dragons began to pale. The blues became the colour of sky, the greens looked like limes. The browns faded into a grey-brown and the bronzes transformed into a deep purple colour. The gold became purest white. Thus the three top dragons transformed. From what was once the brown dragons came the Ghosts, the bronzes were known as Shades and the gold became the Wraith.
After the Plague such as had reached their island faded they saw no reason to re-establish contact with the mainland, having no idea whether or not the Plague there had ended as well. Indeed it had not, and the Island degenerated into a struggling battle for self-sufficiency, with the dragons eventually dying out, and the people on the isle becoming extinct. Thirty-five turns ago the Island was rediscovered for the second time, and the dragonmen settled the land once more; filling the Holds and the Weyr with people. But normal dragons did not fare well in the stone mountain, falling quickly to a strange lethargy. The browns, bronzes, and golds were forced to leave after some of their number began to pass in their sleep. Then the eggs were discovered.
A curious trait of the three new breeds resulted in the ability for their eggs to lay dormant so long as the were kept warm. Digging at the hatching sands by greens and blues, who despite paling of their hides were unaffected by the sleeping illness, discovered eggs buried in the burning depths of the sands. There were two huge eggs, a ring of ten slightly smaller eggs around them, and a ring of twenty even smaller eggs around them. One of the two huge eggs cracked open, and a dragonet crawled out and went straight for a boy who had gathered to examine the eggs with the rest of the gawkers. Emboldened, a traditional hatching ceremony was held for the remainder of the eggs, all of which hatched for children within the Weyr. More delving inside the depths of the Weyr discovered records of the three strange breeds and the significance of them on the Island. It was decided then and there that the Weyr would attempt to return to the ways it had exemplified in ancient times, as peacekeeper of Pern; but due to the limited size this will take some turns to accomplish.
Dragons: Blue, Green, Ghost, Itpronen, Shade, Wraith.
Every Skrull Island dragon is pale in colour, and an odd feature of the caverns results in any Brown, Gold or Bronze creature who stays there to become more and more lethargic if staying for extended periods of time. Firelizards avoid the mount completely due to the pervading aura within it. This is an unconscious effect of the Wraiths in the mountain.
There are three breeds known as the Skrullumbrans, a particularly ironic name which is taken to mean ‘Skrull Shield’. These three breeds, formerly the browns, bronzes and golds, all have the incredible ability to control their own bone growth, creating bone ridges along their bodies to help their secondary ability. Skrullumbran dragons have the ability to secrete a calcium-based resin from between their scales; which are made of a similar material to their bones. The scales grow into places over their hatchling stage as their bone structure alters with growth until they are covered with a hard layer of scales instead of the traditional hide. The calcium resin gathers and sticks in place, melding over the bone ridges to create highly unique appearances depending on the dragon’s rider, who assists in the shaping of the bone. The resin forms armour that is highly resistant to Thread and difficult to scratch although sufficient blunt force will crack it. While it is forming it is important that the dragon remains clean so as not to gain infection under the armour. The shell sheds once every two months as the new one grows underneath and shatters the old layer.
To compensate for the drastically increased weight of the armour all Skrullumbrans, excepting Ghosts, have gigantic wings, with the length and width sometimes being double what it should be. Necessity of evolution resulted in these wings being able to fold into a very small space with powerful sinew and muscle arranged in complex ways within the wings enabling them to be held taut.
Ghost: A very small breed, being only fifteen to twenty metres in length with their wings being purely vestigial, and used for balance. They have essentially no tail to speak of and have the Skrullumbran armour. However, instead of developing larger wings, they all but lost theirs. The breed developed massive forearms and very broad chests, with oversized front claws as they began to be used for quarry work. Their tail vanished completely, and wings were merely used for balance occasionally as their powerful claws could dig into solid rock. Their colouring is the brownish-grey and their name Ghost comes from their almost gliding motion created due to powerful control over their bodies as well as the fact that the have faded so much from the great Browns they one were. All Ghosts are infertile, and they only impress upon riders of the opposite gender or occasionally the same gender if the woman is particularly tomboyish or the man particularly effeminate. The number of Ghosts at one time can never exceed two hundred fifty.
Ghosts quarry workers are, to a dragon, stubborn and hard-headed. They lose patience with anything in seconds, up to and including rocks, resulting in a mentality of ’hit hard enough and it’ll fix itself’. In contrast, the Ghosts who are raised t be stonecarvers are as patient as a stone, with a nose for precious gems and an eye for detail. One might as well try and outstare the sun, for it would be easier than making a Stonecarver Ghost lose their temper. The Guardian Ghosts and Worker Ghosts tend to embody what the general personality of their rider was before they hatched.
Ironically enough, the Ghosts seem to leech the emotions they embody from their riders. Stonemasons are renown for their patience and understanding, and Stonecarvers are infamous for their tendencies to shatter sculptures with the slightest imperfection in them. Likewise with the more mundane workers, the personality of one who impresses upon a Ghost can be expected to reverse. Although this would be thought of as a problem, the Ghosts and Riders quickly understand the importance of team-work, a primal part of their mentality. The contrasting personalities seem to balance each other out, but it is considered unwise to separate the pair for any length of time. Ghost riders who lose their partner often go insane quickly, and sometimes will revert to their original persona.
The Ghosts have lost the ability to create the flame by eating Firestone, as they rapidly lost the power to fly so did their fire-spraying powers fade. However, they did develop the ability to spray a very potent acid which rapidly destroys organic materials including Thread. It does not dissolve stone, but rather seems to soak into it to weaken the material enough to be torn out of its resting place or to carve delicate sculptures which could not otherwise be formed. After it dries out again, in a day or so, the stone becomes perfectly useable. Also, the power to move Between still exists but is used with great caution as no rider wishes to have their dragon fused with the ground or falling from a great height.
Itpronen: This dragon is a yet to be hatched breed found on Skrull. It is only slightly larger than a Ghost, and bereft of the armour characteristic of the normal Skrull mutations. Instead it has a thick neck, and grows quite fat. It can clutch if flown by a shade or one of its own breed, and clutches generally more of itself and the three lesser breeds; Ghosts, Blues and Greens. There are a fair number of lesser ones, all of whom share the ability. The two greater ones, characterised by their silver horns, are the Queen and King variety and are traditionally flown by the Second to the Weyrleader, and the Junior Weyrwoman. They dislike eating meat, preferring a sugar rich diet of fruit supplemented with fish. They also eat rocks similar to firestone, but without the sterilizing effects as the rocks are merely unrefined Iron Ore.
As a result of special glands found especially in their neck and throughout the rest of their fat bodies, these dragons will build up a constant charge if well fed. They are the only breed in Skrull to have hide instead of scales, although the hid is broken up by spines which poke out of the body at regular intervals. The Iron Ore goes into these spines which grow directly from the bone and are filled with the ore. The horns on the King and Queen variety are made from this substance, and are always long and thin. The charge is dispersed at will by the dragons through these in a variety of ways depending on spike placement, charge level and age.
Older dragons, thirty turns or above, generate charge more slowly. Dragons five turns or below generate charge rapidly and require much more food. The ones in between generate at an average rate. They release the charge through the spikes in a variety of ways, but common places for the spikes to grow are beside the claws, giving a short range attack when they strike; on either side of the mouth, resulting in a directed bolt toward a target; on the back or sides, which results in outward arcing shots for a more defensive attack; on the tail, a rarer placement which enables a long-range well directed bolt; finally if the placement is even all over they can generate a field which results in an omnidirectional lightning pulse or an omnidirectional blast. Most only gain two, and the second to last one is only found on the King and Queen varieties who normally gain three. Having the very last can occur on normal ones as well as Royal breeds, but it excludes all other formations. They are immune to their own attacks as well as normal lightning, and the spikes are always symmetrical.
Shade: Slightly larger than the Bronze it grew from, the Shade is the primary ‘battle’ dragon of Skrull Island. They range from forty to forty-five metres on average, and the wingspan is characteristically large; One hundred and fourteen metres to one hundred twenty five metres. Despite this, the wings fold up relatively small, fitting into specially grown dips in the armour. Their physical appearance is at first similar to a pale Bronze, albeit slightly larger, but in time the bone ridges and scales make them impossible to mistake from normal dragons. Shades are a deep purple in colouring, this and their ability leading to them being called Shades. All Shades are male, and in the event that the King Wraith is too young when the mating season comes a Shade can mate the Queen Wraith, but her clutch will not include Shades or Wraiths; only Ghosts, Blues and Greens. It is unknown why this occurs. The dragonman whose dragon mates the Queen Wraith will serve as interim Weyrleader until the King Wraith’s rider is of age or he is replaced by another Shade rider. Shades tend to impress mostly upon males, with the rarer lyrical Shades normally going to males. The number of Shades at any one time never surpasses one hundred.
Some Shades are mysterious and lyrical, speaking in half-truths and rhyme. They are favoured by those who would have wished to be Harpers but for some reason or other could not. Their minds are cloudy and hard to read, and they great skill at hiding their emotions; understanding that they need to close their eyes to lie. Their riders are often influential speakers, and some rise to be masters of diplomacy. Despite this, the majority of Shades fail to inherit the mystery inherent in the minority of the breed.
Shades fly large distances without passing in Between, as the large wingspan enables them to coast along quite happily if the ground is warm. When they do pass in Between, they tend to arrive at very high altitudes to avoid any problems upon arrival. Wings of Shades consist of seven to nine beasts, including the wingleader, and tend to keep a great distance from each other. This has necessitated the invention on a form of signalling for communication, done by waving various coloured flags. Some more ‘new-age’ riders have taken to carrying a flag-bearer to perform communications for them, but most Shade flyers are older due to the amount of time it takes both Rider and Dragon to learn the signals.
Shades possess two unique abilities as well as the Skrullumbran traits. Shades can fade from sight. Not becoming invisible, merely seeming to fit into the sky or the ground; depending on the angle you view them from. Most of the greater breeds of dragons can still see them, as well as some attentive humans. If the Shade is pointed out to you by another you will be able to see them, until you look away. As well as this power, Shades possess large internal ‘sacks’ which can hold large amounts of the phosphine gasses created by chewing Firestone, giving them the power to store up gas for later. If unused for periods of time the gas is released in the usual fashion.
Wraith: Wraiths are big. Very big. Gigantic even. They are sixty-five to seventy-five metres in length, with the King being larger than the Queen. Their wingspan is incredible, a necessity due to the huge amounts of armour they have; One hundred eighty metres to two hundred. They rarely leave the Weyr, but when they do they tend to travel at night to avoid massive panicking when they blot out the sun with their passing. The reason for their size and power is apparent, as there are only ever two Wraiths at one time, and only ever two Wraith eggs. The King will impress only upon a female, and the Queen only upon a male. No matter what your previous status, impressing upon a Wraith will grant you instant promotion to Weyrleader or Weyrwoman for Skrull Island.
Wraiths are the epitome of the Skrullumbrans; patient as a mountain, mysterious in nature, speaking only ever in riddles and never doing anything without purpose. The worry that a Wraith may impress upon an unsuitable person is always unjustified, as the Rider inevitably inherits the patience and intelligence of their partner. The most dim-witted child could impress a Wraith, and would miraculously become highly intelligent. The Wraiths are cautious in all they do, this reflecting in the fact that merely them flying can disturb the flight patterns of other dragons. They also have a universal aversion to harming any other living creature, to the point where even their food must be well cooked. No Wraith has ever left the Island, or even been seen by an outsider. However, this will soon be changed.
Wraiths have all the abilities of the two lesser Skrullumbrans, as well as their own two powers added to the mix. Wraiths create an unconscious psychic field that makes Bronzes, Browns and Golds become lethargic and weak. This only takes effect after a long period of time, and only works on Skrull Island. The second power is a direct effect of their size. Wraiths can go into a hibernation period for months on end, requiring no food, and sleeping constantly although their minds remain working and in contact with their partner. They do this doing the winter months in order to avoid starving all the Island with their appetite.
Holds: Skrull Coast Hold, Ring Mount Hold, East Steppe Hold Hold Descriptions: Skrull Coast is the smallest Hold, and is a fishing town. Boats ply the oceans nearby to catch the plentiful supplies of fish which are traded for meat and vegetable with the other holds. Also, the sandy lands nearby are used to grow cotton, which is woven at the Hold. Further inland large Orchids are maintained in order to supply fruit to the Island.
Ring Mount Hold is by far the largest Hold on the Island due to its strange configuration. There is a band of highly fertile soil just past the stone wasteland of Skrull Mountain, the Hold surrounds the mountain. It has a meeting hall on one side, which can take up to half a day to reach. Runnerbeasts are kept at every farm and Ghosts are commonly sent over during the harvest to assist in uprooting the fields, as well as to help plough during planting time. This is considered menial but honourable work, and the Ghostriders who do this are well respected in the Hold. The hold itself is a ring of fields with different crops being planted in each area when the seasons pass. The families here have only light possessions, as every planting they move on with their personal items and Runnerbeast to the next farmhouse, rotating themselves rather than learning the intricacies of planting multiple vegetables. This means the crops harvested here are of the highest quality.
East Steppe Hold itself is located on the river that goes deep into the east side of the Island. It is named for the massive grasslands to its west and north, on which massive flocks of Herdbeasts and Woolbeasts are pastured. Women from this area are raised tough, as they have to travel with the herd and their husband wherever the grass grows. Once a year the Herders return for shearing and butchering, with the meat cured and sent to the Weyr and the other Holds, and the Wool going to the weavers in Skrull Coast Hold, who trade it for fish and then trade it back for meat. Directly on the riverside are large stands of Birch trees which are collected for wood. Other times, the Hold is practically deserted except for the Butchers and Shearers who sometimes take boats to Skrull Coast Hold during these times, to relax along with their families. The only ones who remain always are the Lord, the Caretakers, the Guards and the Woodcutters. A Ghost traditionally accompanies each of the massive herds to help steer them and protect from predators. This is considered to be a fairly cosy duty.
Major Products: Skrull Coast Hold: Fish, Fruit and Cotton. Ring Mount Hold: Extremely High Quality Vegetable and Runner Beasts. East Steppe Hold: Wool, Meat and Birch.
(4,207 words. Yes! Hi, I’m Bacch and this is me Weyr. Lyric can vouch for me as a dedicated RPer and not some random walk-in. If you think there is something I must improve or fix before you decide to say yes please let me know and I will rectify it to the best of my abilities. Also: I will be away for the next day and a half my time so any alterations/discussion will occur on my return; I merely wanted this to be done and out there before I went away.)
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DaeSiggil
Weyrling
[P:-1]
Mark my words, my time -will- come.
Posts: 62
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Post by DaeSiggil on May 8, 2009 16:06:41 GMT -5
may be checked.[The only two at a time by the Ithil dragons is used with permission from Bacchante] [Thank you Desert for taking those nasty mistakes out <3 Also thank you for helping me with the mutant to replace the Hwesta, along with Onyx ^^]Weyr Name: Sereg (sare-egg) Dagnir (dahg-near) Weyr Colors:Black, red (crimson), silver Weyr Symbol: A black background with broad stripes --appearing plaided-- in crimson and a dragon's head in silver. Weyr Age: 186 turns
Location/Description: The Weyr itself lies deep into the Southern continent in a cavern that’s surrounded by many tall mountains, hidden from any eyes. They don’t reveal themselves to everyone, rather they stay hidden and hope that the outsiders stay away and leave them alone, although occasionally they go out to sell their pillows; especially in the later years once they didn't need fear being hunted by others. The cavern has two ‘levels’ and is not very decorated; that area is very dull and plain with few decorations in between although many a pillow. But it has one purpose, making the people use their own imaginations to create something grand of it -- or more somber, depending on the person. The Hatching grounds and stocking rooms are on the lower levels; the rest, like a training field, personal weyrs and the like on the top. Outside there is a large field where they can train when the weather is nice and not too cloudy, although most still prefer being inside in the huge training room than outside. The front of the huge cavern is next to training also used for dragons that need to stretch their wings from time to time. The oldest can Between in and out when they wish, although the most prefer to fly in through the entrance and glide slowly down in this space which is a common resting place for dragons and their riders if they stay with their partner.
The cavern is almost completely bare as well. The floors are made of the stone that’s loved all across the Weyr; often the children and older teenagers can be seen lying on the floor to enjoy and bask in the warmth that is emitted from it, warmed by what lies beneath the Hatching grounds and clutching a blanket or pillow close, especially the youngest. Once past the huge ‘entrance’ and on the floors themselves there is more decoration. Woven materials like mats, baskets and chairs give of a sense of warmth in the otherwise cold one. Torches aren’t much used to light it, yet the inhabitants seem to prefer candles that spread their soft light across the space to give it a sense of intimacy and security that they seem to prefer and don’t feel like getting rid off. The personal weyrs for riders are rather plain: only a bed, cupboard and mat adorn it, but since the inhabitants don’t spend much time in those they do not mind it -- all of the habitants sit either in the kitchens or in the ‘main’ room. The Hatching sands are also quite plain; the sands themselves are a dull white/yellow color. The walls would be the most noticeable feature. It seems to be made of dark marbled stone, although no human has placed it there, nor did the dragons.
There is no river or lake close by, and even if there was there would be no way that they can transport it to the Weyr, so they have to trade it along with food with them for services they do randomly for the Hold. It doesn’t seem to bother either party, and they seem to enjoy it. Because of the tall mountains that surround them, nothing that isn’t a rider could visit them. But the people of Ril had a tunnel dug that connects the Weyr with the rest of the world, or in this case with the Holds, so that normal people could visit it to offer services or receive them.
History/Plot: This Weyr seems to run around a violent core that is only know to the oldest riders while shrouded in mystery. It was founded 186 Turns ago when the areas weren’t as explored as they are now. Some suspect that a golden queen was afraid what would happen to her if she stayed in her current Weyr. She needed a place to stay, but a mountain was too predictable, so she searched for something else. More by luck than anything else she found the cavern surrounded by mountains and climbed into it, nearly causing herself harm. The sands were warm still in the main room and the Gold laid her eggs on it when it was time for her to lay them. People from surrounding places were Searched by the blue that traveled along with her. The bronze stayed at the Weyr to help and protect the cave; maybe that was the reason she was cast out, although the details are unknown.
Fifteen Turns passed almost peacefully, though the most common colors where dwindling slowly. The gold, already quite old when she got to the cave, was getting older and older and laid smaller clutches. The one before her last Clutch was the start of the first mutation in this Weyr and her last bore the rest.
At that Hatching a silvery dragon that didn’t seem to carry a normal hide but feathers Hatched -- the feathers made it look more like a strange bird, not helped by the fact that it was built slimmer than the normal dragons. Candidates didn’t want a ‘freak’ dragon and pushed each other out of the way to stay out of its sight, It just looked around and then turned, placing itself down, remarking, I’ll wait here for chosen that takes me. She spoke directly into everyone’s minds, surprising them as she spoke so well already. She closed her eyes, going to rest and wait for her bonded.
The next and last clutch was filled with other mutations, a light colored brown with an even lighter, nearly white, stomach --not holding the plumage yet that future generations held, instead it only hinted toward it. The fury that burned in those strangely shaped eyes made a few people fear it, just like the Ithil did; after all, two mutations in one Hatching didn’t predict anything good, did it? But instead of turning to wait for its chosen it stalked forward, its bulk making it seem ungraceful, yet it shape fitted it and didn’t made it seem so awkward as it snapped at a few candidates that stood in its way, even hissing toward a few. It looked up at a male candidate and seemed to smirk. You are mine, and you feed me, my own. The shaking candidate nodded and turned to feed the male dragon. The Ocher looked satisfied at everyone and followed, urging his ‘mine’ to hurry.
After this scene passed the rest of the candidates watched the sands, looking at the normal colored egg, which was only tainted by a slightly darker shell that didn’t cause much worry. It shook instantly as eyes settled on it, as if it had waited for attention; when cracks appeared in the shell they held their breaths and waited more. Some even seemed to pale, although in the lighting one couldn’t be sure. Then, with a small cry, the hatchling escaped its prison and peered around; its skin, not as dark as it would become in the next generations --just like the rest-- was dappled with white, drew more shocked gasps. And so the first Stardust was Hatched as it peered around.
‘Weren’t there normal eggs?’ flashed through most people’s minds. Some seemed ready to leave those sands already, yet what made them stay was that they where still overjoyed that something would Hatch here; they had been afraid that the conditions weren’t good enough for most dragons. The dark being stalked forward and looked at a female, who looked at it with sadness and adoration. Will mine please feed this one? The female nodded silently and turned, mentioning for the dragon to come along This one feels like it will starve. Could it be possible that this female whined already?
The last clutch of the original gold queen had a few normal hatchlings, and no golden egg. The Ithil that had waited for her chosen and had Impressed at this Hatching.
They where discussing what they would do when the gold had finally died. The Ithil then stepped forward slightly, ignoring the protests of her rider. If you do not mind, this one will make eggs come after rising. Mutterings resounded and they nodded; if it wouldn’t work they would ask for eggs from another Weyr, hoping that they would give it to them. Although fear also held their hearts, they didn't think that the escaped Gold had been forgiven yet and if they knew her offspring was here. They did not want to think about it.
The Ithil spread her wings a few days later and led the males in a merry chase, not letting herself be caught until it seemed that most of them where ready to fall out of the sky. Time passed quickly, leaving almost everyone with baited breaths until she laid her eggs, surprising most as it released the tension they didn’t know they had. But someone bitter, having been deemed unfit for being a candidate, had convinced a few others to destroy her eggs. The clutching mother seemed aware of their plans and waited for them with flashing eyes, and with a cry that shook a few to their cores she defended her eggs. But four dragons and their riders against one without a rider present isn’t fair, and she was soon laying on the ground, beaten, as blood ran down her hide. Her eyes swirled sadly as she watched them destroyed most eggs. She couldn’t do anything to help them, and as her eyes closed, a power she hadn’t realized that was inside her rose up; she forced her spirit into them and caused a day-dream of sorts, filled with despair, death, coldness and fear if they continued destroying her eggs. She let out her last breath then as if to wish them goodbye as they ran, ashamed of what they had done.
The surviving hatchlings Hatched without the care of a mother and Impressed smoothly, again an Ithil amongst the first to Hatch. The male Impressed instantly and softly ordered food for himself, yet with an undertone that meant he could make the rider’s life bad if he didn’t. The last to Hatch was another Ithil, this time another female, who instantly Impressed and ordered her rider to protect her so that the fate of her mother wouldn’t befall her; along with food.
After this accident, nothing happened anymore as the two Ithils warned everyone who would dare to hurt them with their dreams. The female Ithil Rose and was chased by the male, along with the other fewer common colors that where allowed to chase fertile females.
The female Ithil continued to lay eggs for turns to come, but no Ithils were among them. That led the Weyr to believe that she had taken the role of a queen, and that there would be only one female at a time, the same for the male.
The last mutation, when it came a hundred sixty-three Turns after the first mutant clutch, was a shock too; they had thought that there would be only three. The Tinechor raised eyebrows as it deemed that it was time to Hatch. The strange thing was that it was already enormous. The hatchling looked around before stalking to a male candidate. You can give this one food? it asked, then swiveled his head around, showing instantly that it couldn’t hold his attention on something for long. This seems interesting, why are you all dressed in white? As the boy walked away the Tinechor followed, asking questions that his chosen answered patiently, getting used to the jumping around of the hatchling’s mind.
Dragons: Because the mountains where a huge hindrance for the riders and their dragons, they had to change and adapt to their surroundings, so all of the dragons have a feathery structure to their hide (that doesn’t always mean that they are feathers!) that allow them greater agility into the air; they’re also built slimmer than their other “cousins” so that they can evade the rocks better. Next to the feathers they also have lighter bones that allow them to be slimmer than their cousins, although they have to be more careful as these bones break easier because of their structure. Before they had their adaptations they had to Between all the time so they could reach the cavern where their new Weyr was, and because of the constant Betweening they have started to hate the cold chilling their bones and hearts. Quite a few lives had been lost because of the constant transfers, their hearts frozen. Their mental voices also aren’t as childlike, although they never would reach a adult’s intelligence or ability to speak; except for maybe an Ithil in rare cases. For the rest, they don’t appear to have anything else that sets them apart from the rest of Pern’s dragons. Maybe apart that they don’t like to Between often, and are rather found to fly somewhere than go in the cold darkness -- only if it would save a life they will.
Ithil (ith-ill); They are a silver metallic color. Their statures would equal a bronze or gold in height although they beat them in length. They aren’t that arrogant, though, and are more thoughtful in nature as they plan how they should act, although they have quite the temper when someone doesn’t seem to see their reasoning. They don’t appear to have any special ability as like are with many dragons in this Weyr; they can manipulate someone with few difficulties, only they don’t do so with words, but with dreams: a male tends to send dreams that force someone in that direction, dreams that leave a bad taste in the mouth when you wake. A female’s dreams are nicer and gently ‘push’ you in the direction she wishes, although it’s difficult as not everyone tends to ‘listen’ to their dreams.
They can Impress male and female alike, although they seem to prefer them if they fall for their own gender; homosexuals in other words. They are bigger than a big golden queen though don’t appear as much like them. Only two exist at one time: a female (“The lovely lady”) and a male (“The dream King”). Although if one of them feel their own end approaching, they will rise for the last time and lay a clutch that will bring forth a new female or male Ithil. In the following turns, another will soon follow as the other pair will follow their mate and go In-Between
Unlike the other dragons they can stay in their eggs for years, or if they choose to hatch, life and wait for the perfect rider to come along, although 2 Turns is the maximum for them; the longer they are without a rider the weaker it becomes, only to ultimately die once that time has passed. Instead of just the feathery quality, their hides seem to consist entirely of feathers that range from thirty to forty centimeter in length, ranging from dull silvered grey to bright gleaming silver-white.
Ocher: These dragons are descendants of the brown dragons that once lived in these caverns. The only difference being that they became lighter in color and also gained the traditional feathered wings that is common for the Weyr. For the rest none will be able to say that they're different or strange if not for the marks across their head, back and tail, which is only visible when on their back or viewing them from above. It resembles tribal markings in a darker brown, on some individuals, leaning close toward black. The feathers slowly darken toward the edge as well, becoming black with some having a rim of faint white.
Their tail as well is topped with an array of feathers in these colors. They do not have special abilities, if one does not count that their feathers are extremely soft and some are tasked by gathering these (often the riders themselves) and bringing them to seamstresses who can stuff pillows with them as they're well liked in- and outside the Weyr to cover hard surfaces or lie more comfortable, either way works. Other than that, they often stand guard or patrol the skies for possible visitors and/or enemies or in rare cases help those who find themselves in some trouble and scout out possible candidates in day time.
It is often found when they're irritated, that they make a hissing sound, much like that of a cat on Earth. They still haven't found a reason why or how, just that they do.
From all the dragons, they're closest to their brown cousins, especially concerning their stamina. They are fiercely loyal to everything that they, or their Riders, considers theirs. They are mostly male, although occasionally females pop up too. They impress to everyone although they tend to impress men more. Usually their personalities tend to be those of peace-seekers, trying to ease and resolve conflicts with calm words, of course there are some individuals that love nothing more than to jump into it and cause more havoc; it is lucky that their Riders can refrain them from doing so most of the time.
Among their hissing, some of them also show the behavior of a cat. Not being able to resist pouncing after something, of course it's a very strange sight to see a dragon doing such a thing and many a chuckle are pulled from those who're watching them. Next to that, they also sleep a lot, napping most of the day and sometimes conversing with their Rider through their connection, although sooner they would talk with others of their kin and talk of things that only dragons understand.
Based on this image
Tinechor; the Tinechor are massive brutes, made all the more intimidating by their appearance. Their bodies are covered by a thick, toughened hide plated by structures that are a fusion between feathers and scales. They are made of the same substance from which feathers are made, making the scales highly durable and surprisingly light. They are layered over the Tinechor's body in such a way that it has multiple openings ranged over the dragon's body, allowing fresh air to reach it, as this dragon has no openings on its muzzle for nostrils. These air-holes are spaced evenly along the Tinechor's upper lip, the rim of its mandible, in several rows across its shoulders and in two rows down its chest and belly. In those areas of its body -- head, forequarters and underside, the most vital and vulnerable parts -- the scales are the most armor-like, for protection.
These dragons have a confirmation that is not made to fly far distances. Their wings have an impressive span, though given the Tinechor's size and build they can only manage short, though blindingly fast, sprints in the air. The upper surface of the wing, sail and all, is plated with more of the heavy scaling. These scales make them useful as shields as well, on the advent of an accident, to protect itself.
With a more stocky build than Sereg Dagnir's other mutations, their forequarters rippling with muscle and hindquarters proportionally smaller than other dragons', Tinechor look slightly mis-matched until you see them in action. Their front paws are armed with claws more thick and hooked than a normal dragon's talons, that do not retract, but are fixed. A Tinechor's hind legs are just as muscular as the fore, though their main purpose is to provide balance. They are quite sturdy enough that, in a large enough space, a Tinechor could stand on its hind legs; the unique confirmation of its hips that gives it surprising maneuverability would allow it to stand upright, though not to walk. A Tinechor's tail is proportionally large for its size: almost as long as its body and very thick, it is used in tandem with the hind legs for balance.
Tinechor are a dark gray in color, with a dull matte finish to their scales; the shade can range from iron gray to pure black. The only markings on these dragons are streaks running from the outside corner of their deep-set eyes to the corners of their mouths; two parallel rows of a red-orange that so stands out from the base color that they seem to have a muted glow.
A Tinechor's personality suits its appearance very well: misanthropic and suspicious, these dragons do not enjoy company of any sort, especially that of other dragons. It is wise to keep Tinechor separated from one another, lest these waspish creatures start a fight. They are possessive, jealous beasts, and will defend what they consider theirs with fierce tenacity. This possessiveness is not born of selfishness as some might believe, but a deeply buries compassion that the Tinechor attempts to hide with its prickly persona. In truth, when all the deceptions are stripped away, Tinechor are on the whole very caring beings, but they feel vulnerable when this is advertised, so they cover up this soft side with growling and snapping. Although this does not show when they are hatchlings, because they still need to get used to their bodies they tend to jump from one matter to another, although when they grow up it lessens, not the ability to think fast, rather that a Tinechor tends to jump around.
An extension of this trait, which was what made these generally unpleasant dragons so vitally useful to the Weyr, is their main function, and the unique lifestyles of the Tinechor. For the first two to two and a half Turns of their lives, starting as soon in their weyrling training as physically possible, a Tinechor will pick a secluded niche in the Hatching cavern and claim it for themselves. Then they will spend most of their free time until about the point when they reach sexual maturity slowly building a nest cavity on the side of the wall. They use dirt and other such matter -- refuse from mining operations is a precious commodity to a building Tinechor -- mixed with the red-tinged, ultra-sticky saliva that glands in their mouths produce to make a sturdy cement that they use to mold a bowl-shaped nest. The exact shape and size of the next varies from dragon to dragon, though by the time they are finished each nest is large enough to fit the Tinechor inside it, with plenty of space besides. These nests, due to their size, usually have support columns running from the bottom of the nest to the floor, if they are low enough to the ground, or just to the wall lower down. Whenever there is a clutch laid in Sereg Dagnir, if the clutchmother chooses so, the eggs are transferred to a Tinechor's nest.
At first the Tinechor is not thrilled about this new addition, being naturally wary and resentful of the intrusion, but once the queen clutchmother and the Tinechor's rider convince it so, the Tinechor becomes a surrogate guardian for the eggs. Nowhere else would such a dedicated guardian be found, for when entrusted to a clutch, a Tinechor often goes without eating for almost the entire incubation in order to mind the eggs. Some particularly enthusiastic Tinechor have to be physically bound to their nest, in order to not charge about mauling anyone who comes close. Especially any other Tinechor working on nearby nests -- a broody Tinechor would be tempted to maim, even kill, another Tinechor if it felt that its eggs were threatened. Of course, when the eggs are within a day or so of Hatching, no one can remove the eggs from the nest fast enough, and the Tinechor seems immensely relieved to have that burden removed. After a period of brooding these dragons seem in their best moods, in contrast to their evil tempers while still egg-minding.
Despite unpopularity when the mutation first appeared, Tinechor have been embraced eagerly by the Weyr, since the tragedy that befell the first Ithil queen's clutch was heavy on everyone's minds even after decades. Though because of their intractable natures, Tinechor are fairly rare: there are usually only three to four in existence at any one point, though in extreme circumstances there could be as many as six. There is no restriction like on the Ithil that limits their numbers, it is merely the fact that they do not crop up in clutches very frequently that keeps their numbers low. This is a good thing, or else the Weyr would resound constantly with the roars of quarreling Tinechor.
They impress to everyone alike and can be of any gender.
Based on this
Stardusts: They are dainty creatures reaching to fifty feet and would have been unremarkable at first glance. Their hide, looking the most normal out of all the mutants appearing in the Weyr, are a neutral dark color that reflects the night sky. What makes these creatures so remarkable though, are the small white dots that appear on their hide, like bright stars. Some of them contain white smudges with a closer clustering of these dots that mimic old earth's milky way. Their wings also add to their impressive look once it's spread and have the second-largest wing-span and dotted with feathers, making it look like an enormous bird at first glance.
They are usually send out at night, having the best night vision out of all the dragons at the Weyr and a high sensitivity to life around them and they seem to view the world in an entirely unique way akin to that of birds*. Usually the smallest of animals is like a beacon to them and that makes them excellent to send out at rescue missions if it's needed. That is one of the reasons why they are so bad at daylight, in sunlight those beacons simply would be blinding and make the dragons near to useless for anything else until their eyesight recovers.
They are excellent scouts and finding new Candidates for the Weyr once a clutch has been laid. They generally tend to avoid being around the Weyr when a clutch is on the sands however, not truly liking being around the excitement and the Ithils, this might be one of the reasons why they easily find the most Candidates out of all dragons. Because of this sensitivity though, one has to watch out what they say around a Stardust, for one wrong word can send them sulking, among a great dislike for the person in question, and it's hard to get them out of these kind of moods.
On the other hand, they are also quite arrogant and only accept praise and commands of their riders. They dislike others and would rather stay out of their way, nonetheless they will talk with someone if it benefits them. Although they wouldn't necessary want to manipulate them, although sometimes one cannot resist doing so; some are quite good at it while others would fall through the basket whilst uttering the first words. They tend to be mostly female, although occasional males pop up, they impress to anyone, especially females.
Mutated from blues, they have only a slightly better stamina than the original blues and occasionally need to be replaced by others so that they can rest and others take their place. The highest rank in normal wings is Wingsecond with a lot of luck; although these individuals also have the worst night-vision in the Stardust population, they are mostly used to see if they've gotten all of the Thread that could've been missed and point it out to the other dragons or take care of it themselves.
Although the Weyr has decided to give them their own wings so that they can fight Thread at night as well; so that they're at their best and less vulnerable to their own sight like in sunlight, without worrying about accidents caused by bad eye-sight that other dragons have at these dark hours.
*The unique perspective of bird's sight is loosely based on the novel "The Bitterbynde Trilogy" by Cecilia Dart-Thornton. I think.
Holds: Lim (leem) hold; Ril (rill) hold Hold Descriptions: Lim; This is the biggest, but not so important Hold that gives freshly captured fish and wood that’s not common to get your hands on. The people there love the Weyr, yet a few people don’t have much with it, but the Weyr itself has the biggest trouble with them, as there were rumors that the murderer of the first Ithil’s clutch hid himself here and nearly convinced the Hold that the mutations where bad and that you only could Impress because of cronyism.
Ril; This Hold is known because of its panning for their precious stone out of the rivers that surround them: the only stone they love and use on this area of the continent as it channels the warmth more than the other stones they have found in the past. Because it isn’t found a lot, they experiment somewhat to find something similar to the stone they find, at least, something with the same qualities. Although they aren’t the closest to the Weyr they seem the most loved. How these people seem to find their metal is a mystery that the Weyr and other Holds try to find out, with no success. Because they also need water -- only a little -- and have a lot of it, they trade it also with the Weyr for their services along with this stone.
Major Products: Lim; Fishes and meat for food and wood to build. Ril; only precious stones that are loved all across the weyr with metal like qualities and water. Sereg Dagnir: Pillows made from Ocher feathers.
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Post by Onyxaeon on May 17, 2009 20:13:55 GMT -5
DONE!
(Co-founders: Mittens & Onyx)
Weyr Name: Atlanopolis Weyr Weyr Colors: Ice blue and Ebony Weyr Symbol: Small, spiral shell Weyr Age: 876 turns
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Location/Description: North Continent The spires of the Weyr, hollowed formations of rock that burst from the oceans depths and reach up as though to grasp the skies, vary in size, height, and distance all depending on their purpose. The largest, and central one, is roughly the width of a Green's wingspan at the top. Unlike most of the others, this formation has a wide, bowl-like mouth, that narrows as it dips back into the water, and them flares again as it nears the base. This is the water source of the Weyr, collecting rainwater and funneling it down into the reservoir. The odd, flared top keeps seawater from splashing in during all but the very worst of storms, and so protects the Weyr's water from contamination.
Surrounding this, approximately one to three dragon lengths away on random directions, are narrower spires, these hollowed as well. These smaller ones are no larger than the arm span on a man, from fingertip-tp-fingertip. These collect two things for the Weyr. Air and light. Clean air blows down through the shafts and into the Weyr through complex ventilation system. Stale air is forced out as clean air sweeps through, the fouled air going to one of several places. The first being the plants, feeding off the carbon dioxide emitted by the humans. The second is some of the dragons will occasionally fill their lung with the used air and diving, to expel it in the ocean. The third it the used air flows up through the central spire, and water source, being the largest space. As for lighting, the air tunnels are lined with reflective metals, secured in the rock itself. These are cleaned by firelizards, who are often attracted to the shiny surfaces, and so clean them for no reason other than to keep the surfaces pretty. Light bounces off of these, traveling down and into the Weyr. From there, more reflective plates of metal are kept clean and directed as desired. Moonlight is also transfered down this way, offering little light, but added to the faintly glowing fungus of the Weyr, it provides enough to see by during night explorations.
There is one air tunnel which is larger than the rest, large enough, in fact, for a skillful Siryn to carefully glide down. A dragon unwitting of the perils involved in this act would easily bash itself to death long before it made the seemingly endless drop, and so often those who make this run with candidates have been trained since their Weyrling turns, taken to the surface and shown the way over and over again. There is no room for mistake, as the space is tight even for the small females, which is why as soon as their wings are strong enough to support them they are trained to build the muscles. Due to the nature of these shafts, air is constantly flowing in them, another thing which works against invasion, and a perilous part of the journey.
The spires are the only part of Atlanopolis Weyr visible, and due to their nature it is hard to imagine they lead down into a thriving Weyr, wihch is entirely self-sustancial. It has no need for Holds, anything the want they grow of harvest from the world around them.
The 'weyrbowl' is not really such a thing, but is in fact the Weyr's reservoir. A deep pool, with high sides easily standing higher than a Gold, is filled with water collected through storms. This water undergoes many different processes, depending on what the intended use will be. Pipes run from this underground, one pipe taking water deep into the earth, where the same magma which keeps the hatching sands warm boils the water and purifies it, making it drinkable. Another series of pipes run to the bathing pools, which are drained and replaced daily, the water tepid, not cold but not hot. these are located a short distance from the Hatching Pool, and are kept slightly cooler by their distance from the main source of heat in the Weyr. Still another set of pipes carries water to the agricultures fields, which are directly beside the reservoir, to keep the plants alive.
The agriculture fields, the main source of plants, are not fashioned in the manner most would think.To make the most use of space, the fields are terraced, flat plots carved into the slope all the way around the reservior. The majority of plants are edible, though a few are for resources. Cottons, and hemp, are both favored, one for it's use in making clothing, the other to make rope. Leafy greens, being easier to grow than some others, make many appearances in the diet, while no citrus can be grown, and the only way to get any is if one of the dragons come across it while they are out and about.
At the base of the slopes which form the reservoir wall and the agricultural plots is aother large pool of water, this one of saltwater. The dragons use this as a sort of weyrbowl, as the surface is wide enough that several may be present, and it widens as it travels down, into a cavernous bowl where many of the Weyr may socialize. This also acts as as main entrance of sorts, and a path to the weyrs. There are seven paths branching from the weyrbowl, modified when the dragons started to show their mutations. The paths are wide, enough so that even the Megaloadin may pass, though he may find a tight squeeze. The bottom, and center, of these paths is filled with water, so the Tcathlus may pass as well, and enter the weyrs of their riders. Not all dragons choose to sleep in weyrs, some prefering to slumber in water or in the bowl. The paths are one-way for the dragons, and at the end of each is a smaller exit, which is where the Megaloadin will have to be careful of getting stuck. These tunnels lead back out of the Weyr, and are not for entering.
There are flights of stairs, leading to a second and third floor. These areas are obviously not meant for the dragons. This is where the kitchens, informary, drudge quarters, and candidate barracks are all found.
The Weyrling barracks are located not, as one might have logically thought, on the third floor. The third floor is entirely open, not divided into separate rooms or areas. Tables line the walls, with the center left clear. This is used for special events, and celebrations, though it is left open for everday use during meals.
The Weyrling barracks are located on the first floor, and remarkably hard to find. The main entrance is hidden behind a cluster of rocks, as it too is a more recent addition. The entrance along the far north wall, with a staircase of stone leading down to a large room. This room is lined on one side by a pool of water, and on the other by the weyrling's beds. The pool of water does empty to the same larger tunnel which adult dragons use to come and go from the Weyr, though a large patch of seagrass acts as a sort of curtain, discouraging any nosey seacreatures from poking their noses in.
The Hatching Pool is one of the hardest to reach places, as they are only two ways in. The first way is to go via dragon, if you are a rider, and to make your way through a long and complex maze of tunnels with hopes of not getting lost, to surface in an underwater cavern, with a large pool of heated water in the center. Surrounding the Hatching Pool is a sort of lining, stone, and a walkway. Where it divides the seawater from heated pool, it is narrowest. It wides as it curves around to reach the walls, where seating is carved into the stone. The second entrance is used by the candidates, and a few others. A narrow path winding down from the bowl. The pool is large enough that two Siryns, or if they are all very social, three, may be present at one time, and have clutches. The pool is not deep, in fact most candidates can stand and be no more than waistdeep, the waters not scalding but warm enough to keep the eggs incubated.
In order to supply fresh meat to the Weyr, nets are made with the hemp grown, and weighted with rocks. Every morning, a wing of dragons will go out and cast the nets, and every evening the nets are brought back in with their catch.
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History/Plot: Hundreds of turns ago, when the dragonriders of Pern were a new race, when the Weyrs were young, and technology still present, things were different. One Weyr, Ista, Had a plan. They knew the hardships life on this new planet could provide, and so, they created a safe-house of sorts. A secret tunnel in their Weyr, leading down and away from the home they so loved, large enough that their Golds could pass, though with little room leftover, on foot.
These tunnels were little used, and the safe-house all but forgotten for many a turn. Until the first plague struck. The men and women of Ista were divided, unable to decide if they should stay in their home, or make use of those tunnels, hoping that they could find salvation at the end of them.
Divided, the Weyr was, and so they split in half. Two young Golds and their riders were the first to leave, and following them were four Bronzes, four Browns, and six Greens. along with these dragons went candidates, for both Golds were close to rising and if a clutch was laid in the safe-house, candidates would need to be present. Drudges as well went, to tend to the riders and to keep the candidates in line. the journey to the safe-house was long and dark, the only light they had, their glows. It took nearly three days of walking, stopping to rest and eat, and moving on. As they emerged from the tunnels, they found themselves in a place of unmatched beauty and design.
They were underwater, a fact proven when one candidate slipped near a pool of water, and never surfaced. A Green dove in after him, and when she surfaced, she was shaken to her core, unable to explain what she had seen. One by one, the dragons dove, searching the water around them and returning when they needed air, while the riders waited anxiously for them. One by one, they each came back with the same story to tell. An entire Weyr, constructed ingeniously, located on a plateau on the ocean floor. Spires of stone rose to the surface, breeching and reaching into the air, most being as wide as the average male's arm span. while one, near the center, was as wide around as a Green's wingspan.
Through the smaller tunnels came clean air and light, through the largest clean water was provided, and air flowed in. The people of Ista marveled at this, and came to love their strange new home. Crops were planted in a marshy section near the reservoir, watered form the stores and living off the sunlight that trickled down. Some dragons took to fishing to provide food for the weyr, making games of it, and challenging each other. with this strange way of life, they thrived. Month's passed, and one Gold Rose, her raging screams echoing through the Weyr and letting all know of her state.
She had nowhere to go. She could not fly within the Weyr, for it had not been designed with this in mind, and so the Gold did the only thing she could think of. She dove into the water. Her Bronze males chased after her, each dragon having drawn in air until they thought they would burst. Time crawled by for the riders of those beasts, and when all had given up hope, the dragons returned. The Gold had been caught, her entire Flight taking place underwater. Seven generations after this, and the first clutch to have gills appeared in the Weyr.
But we jump ahead here. It obviously did not take such a long time for the plague on the surface to die out. indeed, after nearly four turns below the surface, in this haven under the sea, an attempt to return to Ista was made. As the people of the underwater Weyr flocked to the tunnels and began their journey, the found that the tunnels had collapsed, water filling them, and rumble sealing them away in their refuge. Shock, fear, and worry were rampant at first, until the young Gold who had first Rose, by diving into the water, her name Maharksath, stepped forward.
Looking at each of her fellows, she crooned softly, reassuringly. My friends, my family. Have we not survive so far without the surface? We cannot return now, even if we so desired. Is this such a bad thing? We are a hardy people, a hardy group, we can survive on our own. If none else will do so, I will declare this place as my Weyr now. The Gold who had made their path clear in the past did so once more, making herself the Senior queen, and the founding queen, of Atlanopolis. Where the name came from, no one was sure, but as the months passed as all became sure that this was their new home, it stuck.
Now, we may jump a few turns into the future, a clutch on the sands about to hatch, heated by underwater volcanoes, magma boiling underground and giving off waves of warmth to keep the eggs alive. The candidates were lined up, their white robes and sandals traditional, everything traditional. The first egg hatched, splintering it's shell and stepping lightly from the ruins, stretching it's neck proudly to display the gills that had mutated. The first generation of the water dragon had appeared. This was only a subtle thing, gills, webbing, bodies elongating. what came as odd was Greens became less common, to the point where there were no more than two in the Weyr. When they died, it was the last of the color seen in Atlanopolis.
The Golds made the biggest leap to their mutations first, nearly twelve turns after the gills had appeared.
Aegleth, like any other dragon, hatched from her shell, shaking away the shards to reveal her glory. She had no forelegs, but rather, large wings, which if furled could be used as limbs to balance. Her chest was narrow, like the keel of a boat, and her body was long. Her tail was slightly flattened, the end characterized by a broad fin, a rudder. Her wings were thicker than those of a normal dragon, and her coloring was a lovely, everything about her seemed, to be painfully frank, odd. She was frowned at, but accepted, her oddity proving itself more useful than any had dreamed, as her coloring was purple.
She was accepted though, for all her oddities, with frowns and displeased mummers. Little did Atlanopolis know, they had seen the first mutation on Pern. Yes, ages before even the Wite Ruth even graced the skies, mutations were taking place, unknown to the rest of the world, in a Weyr that no one knew existed. Her mutations was embraced though, when she took to the water for the first time. Unlike her brothers and sisters, she was speedy in the water, made for it. It is from her that the rest of the mutations were spawned.
Her first clutch produced the rest of the mutations in Atlanopolis, each seemingly designed for life underwater. They far surpassed the dragons who had been around for turns, and, in this instance, they came to be the perfect mutations.
As it is with many things in history, on many worlds, that which has become truly obsolete is forced to disappear. It was by choice, the remaining Blues, Browns, Bronzes, and Golds, along with their riders, dove into the water. The riders drowned, knowing that the existence of their bonded were not to last for much longer. The canon colors had been dying out, appearing less in the clutches, weakening. There was no doubt that they would soon cease to exists at all, and none of the riders wished to wait for such a thing.
It was then discovered, how the only females in the Weyr, known as Siryns, could become queens.
The use of firestone had ceased, for there was no need for it in their new abode, yes not every Siryn hatched came to clutch. In fact, only a small number. The oldest Siryns clutched, generally three at a time, and when one either fell sterile of went Between the next oldest, non-clutching female took her place, suddenly able to clutch.
An oddity, but as the only females in the Weyr were the lovely and enchanting Siryns, it seemed to make sense.
On went the existence of Atlanopolis, unknown to Pern. The fate of the surface world unknown to the underwater kingdom, and though some grew curious, none were sure how to reach the surface and look around, and all feared that they would find the worst. How could they possibly go to the surface, if they risked death? They remained in their sanctuary, and as turns passed, so passed the questions.
Turns passed, and finally, a need arose, one which they could not take care of on their own. They would have to go to the surface, or risk their own demise. Somberly, a Siryn raised her voice and asked to be allowed to go to the surface, alone. It was refused for her to go without some escort, and so, two other Siryns volunteered as well. Nervously, they were permitted, and the three females went to the surface, searching for candidates to Impress to the clutches hardening on the sands.
It is from these Siryns that tales of sea monsters surfaced, the Siryns luring children away from sea hold and to them, taking the children into the oceans depths, never to be seen again. Of course, it wasn't so bad as it was made seem, the Siryns were quick, warning their captives to take a deep breath of air and not let it out until it was safe, and not to breath in at all until they were once more on land.
Occasionally, if one particular dragon proved to be swifter than the rest of the Weyr, he or she would stay back, and wait for a child to be brought. This lessened the likelihood of their captive drowning before they could reach air once more, though shockingly few died of drowning in generally, more were likely to die from the changes in pressure.
A new problem had arisen, which a solution was quickly found.
One of the Air tunnels was slightly larger than the rest. With some creative engineering, a Siryn would be able to glide down into the Weyr. By keeping the future candidates strapped on, the small females were able to bring them to the Weyr, and completely ended all the deaths of their charges.
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Dragons:
Unlike some dragons on Pern, Atlanopolis Weyr dragons are remarkably independent. they are capable of travelling miles away from their bonded, and more, without direction. However, they will not go Between alone. The dragon sare capable to travelling from one beach to another on Pern, and often the Siryn's do so alone when searching for candidates.
The dragons of Atlanopolis Weyr have not only adapted their appearances to better suite their new lives, but they have altered their abilities as well. They all have both gills, to breathe underwater, and are capable of breathing pure air. This is possible due to the soft, fleshy pallate in the back of their throats, which they can open or close at will. It is a more recent mutation, which allows not only the dragons to rise to the surface for short times, but for the riders to accompany them.
Due to the extreme pressure at such depths, it is impossible to think that the riders could accompany their dragons out into the world, and due to the nature of the single spire used by Siryns to bring down candidates, it would be nearly impossible to climb or fly out of it. Leaving only one option. Evolution, and the advancement of telekinesis.
The dragons are able to control the pressure exerted on them and on their riders with their minds. In the ocean's depths, the dragons protect their riders from the extreme pressures, and once the rider is safely to the surface, the dragons will dive down and surface again, but much more slowly. This allows for their bodies to adapt to the changing pressure, and even allow them to walk on land for short periods of time. How long this time spans is as of yet unknown, but so long as the dragon can moderate the pressure effecting it, he or she may walk on land or play at the surface.
As one might imagine, with the limited space provided, and the extent the dragons have mutated, Flights are very different. For starters, the only dragons to have much in the way of wings are the Siryns. A traditional Flight would be all but impossible. So one might raise the question of how the Flights of Atlanopolis Weyr take place.
The answer is simple. They are not 'flights' at all. The Rising Siryn will dive into the waters, and off she will go, screeching her state to the seas. The males of the Weyr will follow her through the water, giving chase in a mating ritual which far surpasses any on land or air. There is no set distance which can be reached, the entire seas are at the will of the Siryn, and for so long as she has the mind or energy to swim, she will. Some say, though it is most likely only rumor, that one Siryn led her males over half of Pern before she finally allowed one to catch her. The distance all varies though, some Siryn's barely letting the Weyr out of their sight, while others show no qualm with extended Flights.
Once a Siryn has been catch, she and her mate will do one of several things. The younger Siryns, not knowing what possibilities the oceans hold for them, will often simply float with their mate, until both break apart and make their way back to the Weyr.
The favored of queens, once they have been caught, is to rise through the water, spinning in dizzying circles with her mate until finally they breech the water's surface and fall apart with a splendid explosion of water. Due to this, queens often prefer to be caught low to the ocean floor, so they may have all the more time with their king.
Others still will lead their males into hot springs, and once they've chosen the mating pair will dance through the bubbling, heated waters while entwined.
The possibilities are truly endless, and there is no way to list all the different outcomes of a Flight, for it varies from Siryn to Siryn.
Queen: Siryn - Siryn's are the queens of Atlanopolis; the only queens and females of the entire Weyr. They are the smallest of any dragon in and among the Weyr, though this does not seem to bother them in the least, for it is by design that they are so and it works to their advantage in more way than one. The dear beings are dainty, with delicate proportions that leave them the size of nothing larger than a very healthy Blue, with a soft shade of lavenderish periwinkle stroking the underside of their bellies and wings, along with the fleshy pouch that folds against their throat when they are not collecting food for themselves or harvesting the lovely shells along the ocean's floor to place inside the hatching pool. The rest of their lithe body is a slightly darker plum coloring, which stretches all along their back and tail as well as across their wings and "horns" (these are not horns in the traditional sense as, if they were attempted to be used as a weapon, they would bend easily). These fleshy "horns" are extra sensory devices that receive the echolocation vibrations sent into the water as they bounce back and inform the dragon of nearby prey or danger in darker waters. To finish with the anatomy of this dragon, their tails have become powerful rudders, as with all the dragons in Atlanopolis, flat and broad along with a narrow chest meant for slicing through the water. Their front legs have been combined with the remnants of old wings that now serve as wide fins for propulsion through the water, these wings thicker than those of the land dragons above. Siryn's have a name that does not fall short of describing their exact personality. As detailed by one sailor whose daughter he watched be lured into the sea: "Her voice was such a purr, it had me wrapped around promises I knew could not exist, and I was rooted in place. So tuned and perfected were her lyrics, the beauty of every dulcet tone, that it coaxed a shiver through my bones, and, as I watched my young Saita stroll across the docks, only a smile could be found upon my lips. I was brought to lusting after the sultry sound, and I knew my daughter could no better fight the sea serpent off than I could wrestle a Bronze and win. The beast could have charmed the stars from the sky and requested them to form a couch for her and every twinkling light would have listened..." Yes, these females are renowned for their skills in the ways of charming others, though this is not manipulation of the mind or anything of the sort. No, the very appearance and soft personality of these dragons makes you want to obey their every order. So small and delicate, so beautifully adored and tender hearted to the point it is impossible to not want to wrap your arms around them and protect them from the injustices of the world. Males fawn at the feet of these beauties, but humility and a high sense of compassion keep these queens from being arrogant or vain. They are even tempered, quick witted, and undoubtedly clever, with the protective tendencies of a first time mother every time they go to clutch a collection of eggs ranging from seven to twelve. For this reason, there are usually several clutching together as a unit (3-5 depending upon it being a Pass or Interval) at one time. All other Siryn in the Weyr at the time will remain in a sterile state of being until one of the elder clutching females dies and then another will rise to take her place. They will collectively allow any of the males below to catch them when they Rise and, as such, each male has the status of King. They will only Impress a heterosexual female, with a rare occurrence of bisexual preference.
Kings (Largest to smallest): Megalaodin- The Megalaodin are the largest of kings in the Weyr, roughly Bronze sized in height, about about four times their height in length. Quite the massive beast, it isn't too hard to see where the term "Sea Monster" came from. In truth, even the appearance of these dragons is faintly worrisome. Their fleshy hides are a combination of faint red, black, and a tanned beige coloring-a rather terrifying look, if one bothers to think over it-that appears on the webbed skin that holds their back spines together and allows their tails to be massive rudders. Two feelers jut out, one directly behind the other, on the snout of the beasts, and two more, one of each side of the jaw. These serve as the echolocation receptors for the Megalaodins. Furthering their frightening air, Megalaodin have two rows of bio luminescent dots relative to the size of their optics that work just as an Earth Angler fish's do. They may light up to trick prey into coming closer, or even just to give a darkened area more lightening. Further bio luminescent bulbs rest a top their feelers and also along the endings of their pointed, flayed flipper like fins. Speaking of fins, the Megalaodin sport four, the two in the front far larger than the two in the back, with the front flippers being webbed up to a certain point before ceasing and, instead, pointed spikes jut out as an intimidating factor. Though, this is just a rouse the dragons pull to fool other predators of Pern's oceans. No King of Atlanopolis is actually rarer than the other: each hatches fairly equally, and the only difference is size. It plays no part in the Siryn's preference of mate, but it does play a big role in personality. Megalaodin are known as the tender lovers of the sea: they have an adorably affectionate side that extends to three things: their young, their mates, and their Mines. Anything outside of that group has to earn their affections, as they do not hand their loyalties out on the winds. They are terribly compassionate, but also open minded. They see equality in every aspect of their daily lives and cannot, in good conscious, deny someone their rights. An undying loyalty commands their hearts and compels them to action. You will understand the meaning of the word "forever" when you lock gazes with a Megalaodin, and the beasts are famous for the phrase "I may not be with you, but you've got to hold on." Dedicated to the very last stand, Megalaodin are no more violent then they absolutely must be to get by in life, and will not take action if violence is the only true answer to be found. They must have choices as well as their freedom, or they will surely die watching potential wither away and crumble to ruin. Level headed, you wont find these beasts in an argument, nor showing true to their frightening aura and being particularly nasty as they embody gentle and nurturing. They are male and Impress to only heterosexual males.
Makois - Makois dragons are one of the two more serpentine dragons in Atlanopolis Weyr., the only other being entirely of that persuasion being the Tcathlus. The have a perfectly long, wispy body covered in very tiny, soft, reflective blue scales. They possess two front limbs, clawed yet webbed paws to be made use of gliding the dragon through the water and to search about under nooks and crannies of the ocean floor for food stuffs. Of all the dragons in and among Atlanopolis, the ability to stun and poison prey is most apparent in this single mutation for, all along the dragon’s body, are thin strands that resemble the tentacles of a jellyfish. Each filament releases a small surge of poison into the victim upon contact and this feature is especially hand when dealing with a big larger or prey, in which case the Makois wraps its body around the intended prey and allows the poison to fill its system and the animal die swiftly for the shock to the heart. It is a rather effective and humane hunting method that the dragons pride themselves on being able to do something so kindly. This poses a problem for the rider of such a beast, though, doesn’t it? Wrong. Upon Impression, a Makois’s Mine is stung ever so lightly by one tiny tentacle, just enough to let the poison touch their rider’s immune system. In human’s, this poison does nothing more than leave a slight whelp that will vanish in a seven day or so depending upon the injection site. This slight dosage allows the rider to build up an immunity to their dragon’s stinging tendencies incase the Makois cannot otherwise control his poison output. Looking back at the Megalaodin and the Siryn, two features of theirs is borrowed in the appearance of an eye sized bulb on their forehead-it is their only bioluminescent lighting-and a slight, fleshy horn at the end of their snout to serve as another echolocation receptor. “But, then my heart lost all control. Now, you‘re all that I know.” Makois live life to this little quote, and it doesn’t help the matter that they are terribly passionate beings. Hopeless romantics, some might say, but also rather pessimistic in the fact that they flit back and forth from being so preciously grateful for their loved ones and then worried that they will lose them. They are generally very cheerful dragons, never dull in the sense they will always find something to be occupied with no matter the object, cause, or thought, and rarely do they let it be known they are upset or bothered. Poor dears, though. They unintentionally overcomplicated a lot of things, being famous for the phrase “It depends.” They cannot seem to give a straight answer, because there are always too many factors to look into. Though, if you manage to pull at one’s heartstrings enough, you’ll get your greatest answer and declaration of simplicity: I love you. No, they aren’t afraid to shout it from the highest Spire. These passionate dragons Impress mainly upon heterosexual males, though an occasional bisexual will catch one Makois’s eye.
Sevrill - The Sverill is, of the males, the best suited for walking. Be it on land or on the floor of the ocean, this dragon looks at home. His height is that of a Blue, where his length is, as with nearly all the Atlanopolis dragons, four times that. their long, serpentine bodies are balanced by legs which are crocodilian in nature, long claws and webbed paws giving them a way to propel themselves through the water. Their tails are flattened and broad, perfect to use as a rudder while hunting in open seas. Unlike the rest of the Atlanopolis dragons, the Sverill has this plates, again much similar to those of a crocodile, covering it's upper body, from head to tail. The skull has flat panels flaring to the sides, which act as receptors for the dragons, picking up soundwaves and vibrations in the water as they use echolocation to see in the darker depths and at night. Along the back are some almost boney protrusions, staring mid-back and running in rows, one on each side of the spine, tapering as they go until they vanish again near the base of the tail. They are blunt, and are used very rarely if a Siryn is in danger to protect the female. They are not built, like some of the mutations, for speed, but for defense, able to withstand harder blows and more pain than any other,and so they can seem almost lazy when swimming, not using more energy than needed. The belly of these dragons is a softer hide, silken to the touch, and a pale, fleshy tone. The coloring of their upper portions are blue-green, mottled and varying from one dragon to the next. They are perhaps the most agressive of the Atlanopolis Weyr dragons, and considering that, the Weyr pales in comparison to much of Pern. These dragons will do anything to protect their Weyr and their Siryns, and if they have formed a lasting bond with a Siryn, they will all but follow the female, to ensure no harm comes to her. If a threat is perceived, they become highly agressive, the dazzling hues of their soft bellies flashing a multitude of colors. Beyond this, they are peaceful dragons, though they are the guardians of anything they see as their's, or anything they feel a connection to. They are not as intelligent as some of the other colors, though what they lack in that area they easily make up for in an earnest desire for those dear to them to be happy. If a dragon has to be sent to the surface, other than a Siryn to Search candidates, it is often this color, as they are the least likely to come to harm. Some take to circling the Weyr, not too far down, so they can guard the spires and keep ships a distance away. On a rare occasion, a Sverill will take physcal action against a ship, attempting only to change the course, but through their misguided attempts sinking it. They are left feeling guilty for such things, and will quickly return to the Weyr, seeking the comfort of their bonded and mourning. They Impress to mainly bisexual men, with a rare heterosexual slipping by.
Tcathlus - Tcathlus are, by far, the closest to being serpents of Atlanopolis Weyr. Their bodies posses no limbs turned into wings or anything of that sort and only several, small fins along each side to allow them movement through the ocean's depths. Tcathlus have to contend with the smallest size out of all the kings, coming in at the size of a Green with a legnth to match its measurement four times over, and also a bit of leftover parts that have been done to death. I.e., the feelers along the narrowed maw, the fleshy sensory horns along the top of the skull, and the poison to its bite instead of sting. There are things that allow this dragon to stand out amongst its brothers, though. Tcathlus are far leaner in build than their siblings and, as such, they can squeeze in and around things much more easily, far swifter than the bulky Megalaodin or Sevrills, though they cannot match their sisters in speed. Their maws are more narrow and defined, designed for breaking into shells to collect the tasy meat inside and, in general, these dragons find it far easier to blend into the underwater world for their markings. A distinctive, striped coloration that alternates between a pure white and a deep, royal purple blur together across great distance and, even at short distances, these creatures are hard to spot. They are masters of ambushing their prey, though they tend to feed on the smaller, shelled animals than to go after the larger fish in the oceans as their brothers and sisters do. Tcathlus are smooth talkers, masters of bribary and trickery when they wish to be, though they only use such tactics ontheir Mines because, lets face it, they couldn't get out the first word to another one of the larger males. They are cowardly to the finest point, but will not admit to it. They will do everything possible to avoid confrontation and attracting attention to themselves, as they abhor the limelight. They will go out of their way to hide from others and be anti-social, though this is just a facade. Beneath the reclusive dragon is actually a rather poetic and deep indivdual, but they hide their opinions from the Weyr in the hopes that something else about them may be recognized instead of their odd way to view reality. They Impress openly to males and females, sexual preference playing no part.
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Holds: N/A
Hold Descriptions: N/A
Major Products: Atlanopolis does not make anything for other Weyrs are to share with their Holds, as they do not posses any. Instead, everything they make is used solely by the Weyr residents. That being said, they are several defining products that belong to Atlanopolis and cannot be matched for their effectiveness and longevity. As Atlanopolis belongs to the sea, it is not hard to see why those living inside the Weyr would specialize in how to both contruct and repair nets: no land born sea faring Hold or Weyr has yet perfected the strength these home spun nets have been tested to have, nor can they contain near quite as many fish as these do. Equally as unique and engineered for the lifestyles of the whole undersea place, Atlanopolians have developed a highly specialized form of spear that is not used for a weapon unless absolutely needed. These mantle trademarks are given to candidates upon graduation, each spear like staff-the tips are pointed with a thick, pointed shell that makes an excellent spear for when a rider chooses to hunt briefly with his/her mount-is carved of driftwood collected on surface excursions, and each dragon color gets specific pattern carved into the wood: a stripped spiral for Tcatchlus riders; a rough, textured checkerboard design for Sevrills; a simple, rouded series of connecting bulbs for Makois; a sanded, smooth edge with two protruding fins to represent the likeness of Megalaodin flippers for their riders; and, finally, a fully, beautifully straight staff, embelished with numerous shells and a curved tip at the end for Siryn riders. Certain shells are attached via hemp tied to the staff, each meant to indicate rank such as wingleader or so on. Lastly, Atlanopolis jewerly would be easily noted were it left on surface shores for their craftmanship put into each piece.
((Onyx: Siryn: Megalaodin; Makois; Tcathlus; products Mittens: Description/ Location; History; Sevrill))
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Post by Desert on Jun 28, 2009 21:45:58 GMT -5
FINISHED Weyr Name: Fyr Amenti Weyr [pronounced "fear ah-MEN-tea"] Meaning: Amenti is the ancient Egyptian approximation of hell. the word Fyr has no meaning that i know of, but is merely a corruption of the word "fire". while none of the natives are especially hellish, the Plagas off which the mutants are based [and the fact that it's deep underground and sometimes within reach of the planet's core heat] make the name appropriate, at least in my eyes. and it sounds cool. Weyr Colors: white, black, dark turquoise Weyr Symbol: a stalagtite-shape within a horizontally flattened oval; looks like an eye, where the stalactite is the pupil Weyr Age: 32 Turns
Location/Description: Southeast of Solainoti, in an area pocked with water-hewn cave systems. A series of huge, interlinked limestone caves deep underground, with only one possible entrance: an almost perfectly circular opening leading to the outside world, with a diameter the span of an amber's wings; from the lip of the opening to the floor, the entrance is the depth of two Ramoth-sized golds. The largest cavern is one of the closest to the entrance, and has many of the same functions as a Weyrbowl. The private Weyrs and the Lower Caverns-esque area are found in offshoots from this huge cavern, which is over three quarters of the height of the exit-cavern, though deeper underground. The weyrfolk's area leads off the Bowl cavern via a tunnel that is large enough for a big emerald or bone to stand in the entrance without having to crouch or tuck in its tail. This single tunnel fans out into a delta-shape of smaller tunnels that are dotted with caves perfect for living quarters for weyrfolk and wherhandlers. The rider weyrs, much like a traditional Weyr, are dotted along the walls of the big Bowl cavern. However, staircases have been hewn into the stone, to let the riders get to and from their abodes without the aid of their bonded. The Weyr lake is actually fed from an deep spring, which is filtered through the limestone and is thus pure and sweet. It is in the lake's cavern that one can see the most spectacular stalagmite and stalactite formations, as over the eons the water has carved and sculpted the native limestone into figures of breathtaking beauty. The lake has been said to be bottomless, as the cold water is deep and treacherous to the unwary. The very deepest cavern in the Weyr, the Hatching cavern, is one of its most defensible corners and can only be accessed by a winding tunnel that leads down and down, until the rock is heated by the planet's core. The one tunnel, though more than large enough to accommodate all of Amenti's inhabitants, tends to be claustrophobic to surface-dwellers and is the only way in or out. The Hatching cavern is actually more than one: a larger cavern that could comfortably house two dragon or hybrid queens, and a smaller one, slight cooler in temperature; this cavern is for wherqueens, and can only fit one, with barely enough room left over for a handful of humans to enter at a time.
History/Plot: What is now Fyr Amenti was originally stumbled upon when the first intrepid explorers made their way across the Eastern Continent, and the cave complex was marked out as an excellent place for whers -- and even big enough for dragons. Since there was at first no civilization, a few riders were housed in what would become Fyr Amenti along with the wherhandlers and their charges -- as protection for the other, unbonded humans against the East's unknown dangers. Besides the unorthodox housing arrangements for the two cousin species, there was nothing unduly unusual for a while. What makes this Weyr unique is that, sometime in its history, some odd breeding went on. As many whers as dragons lived in the caves, thanks to its wher-friendly set-up, and for the most part the two cousin-species kept mostly apart. But then, for some reason only known to Dranth himself, a big brown dragon gave chase when a gold wher queen Rose to mate. Dranth caught Kylsk: the whole Weyr was shocked (and most were apalled) by the odd hybrids in the resulting clutch. Most of the smaller hatchlings died, but the gold hybrid and several of the bronzes and browns survived, though only a few bonded to humans. The hybrid-handlers -- for the first generation were more wher-like than draconic -- were looked down upon by every rider and wherhandler in the Weyr. But then, the hybrid queen Rose to mate. She was larger than a wher queen, and fiesty enough that no browns dared chase, but a young bronze dragon who had been disappointed in queenFlights just one too many times won the hybrid gold's favor and caught her. Her clutch was a goodly size , and only a handful of the second-generation hybrids were stillborn. All of the biggest hybrids -- for they were no longer precisely gold, bronze, brown, blue and green -- bonded, but about half of the smaller ones forewent riders. Yes, they were counted as riders, for the creatures they rode were more draconic than their dam's clutchmates. After that, it turned out that the quarter-wher hybrids were far better suited to life in the Weyr than their purely draconic ancestors, and more useful and user-friendly than the whers or even their half-wher predecessors. The numbers of pure dragons and pure whers dwindled, though a few gold and bronze pure-breds do still linger, to keep the Weyr's gene pool from stagnating and becoming too inbred. Even now, the Weyr's population is smaller than that of a normal Weyr; between the natural restrictions of the Weyr's physical size and the reduced fertility of the hybrids, their population is far smaller.
It should be noted that candidates in Fyr Amenti are encouraged to stand for hybrid and pure dragon Hatchings. If they so desire they can also become wher candidates, but since handling a wher (or halfbreed) requires more specialized preparation, most choose not to bother with wherhandler training unless they intend to become a handler.
Dragons: duvalia, kipepo, cephalo; also present in Fyr Amenti are a handful of gold and bronze [with the rare brown] pure whers and pure dragons All of the 1/4 wher, 3/4 dragon hybrids that currently dominate the Weyr have certain physiological peculiarities that are unique to their breed. They have a more muscular forehand and shorter forelegs than pure dragons, making them excellent fliers though awkward when on the ground. Their hides are thicker and scalier -- more like a wher's hide than a dragon's. Their talons are larger, especially the hind set, and are fixed; their teeth as well, especially the canines, are larger -- some individuals look saber-fanged or tusked. They have wher-like senses: their heads have a series of heat-sensitive pits along their lower jaw, upper jaw, and in two parallel stripes along either side of their muzzle that reaches from just over each upper canine fang to the inside corner of their eyes, and there is a double-row of heat sensors just under their eyes as well. Like the Terran pit-vipers, the hybrids can use these to super-impose a visual representation of the temperatures around them onto what they see with their eyes, which are hypersensitive to light, though not to the extent that a pure wher's are. These hybrids have a very keen sense of smell, pretty much the same as a wher's sharp olfactory capabilities. The hybrids, like whers, don't have to bond to humans. The queen- and king-ranked hybrids always choose riders, but the green- and blue-ranked hybrids sometimes do not. This makes them more unstable than the bonded hybrids, and this manifests in one of two ways: they either become very misanthropic, keeping away from the rest of the Weyr for most of their lives and living solitary lives in the farthest reaches of the Weyr, or they become unbearably clingy and possessive, and never stray very far from another hybrid who is bonded to a human. Either way, these unbonded hybrids are quite feral and unpredictable, and can sometimes be dangerous if caught at the wrong time. When they do choose riders, these hybrids are more like whers in their choice of bonded, in that they are less picky in terms of gender and sexuality. It's not unusual to see a duvalia queen with a male rider, or vice versa; with kipepo and cephalo the differences, since they are lower-ranked, are less likely to raise an outsider's eyebrows. These hybrids also have one common feature, unseen in either dragons or whers, but apparently a fluke brought about by the odd mix of genetics: instead of producing flame when chewing firestone, the hybrids' second stomachs reject firestone altogether. Instead, they can belch a noxious type of gas that serves several functions. Its dark blackish-brown color hides the hybrid from sight, like a Terran squid's ink-jet, giving it a chance to attack or retreat while others are lost amid the foggy haze. Also, the gas is much like smoke in that if inhaled injudiciously, it causes asphyxiation. Not exactly poisonous, but still dangerous to breathe. All hybrids have the capacity to produce this gas.
There are only three mutants in Fyr Amenti, and all of them can Hatch as male or female. All three mutations also have a fairly similar hide color of dull red; the differences are in size and physiology.
Duvalia, which can grow anywhere from 35 to 55 meters, are the king/queen hybrids. They are darker in color than kipepo or cephalo, with a purple tinge to their hides. They also have the fewest physiological oddities: their defining feature is the armor-like plating on their forequarters. This tough shell -- similar in composition to human hair and nails -- is of a dark, blackish purple and can be found in specific places on the duvalia's body. On the back of the neck, starting just in front of the shoulder and stretching to the brow; on the forelegs, stretching from scapula to finger-tip; and on the upper wing surface, along the leading edge, from shoulder to pinion-tip. This plating allows the duvalia to rear back on its hind legs, tuck its head, and curl its forelimbs over itself in a protective ball. Their forepaws and wing-thumbs have abnormally large, thick claws as well, and duvalia are the hybrids best known for oversized canine teeth. Duvalia queens often bear very small clutches; perhaps as a reflection of the infertility experienced by most hybrid species. Duvalia are, as a whole, the most stable and draconic of the hybrids. They rarely ever go unbonded, and even when they do they usually become very shy and never show their faces; no unbonded duvalia has survived to sexual maturity. They all between before that stage of life. They tend to be regal, majestic creatures; sometimes haughty, sometimes arrogant, but remarkably good leaders, always level-headed during crises. They are fiercely loyal and protective; possessive, sometimes, but not to the extent of something like a mimic or black. One thing is certain: never cross a duvalia, for they are ruthless when it comes to an enemy.
Kipepo range from 30 to 40 meters, and both genders rank with canon browns. They are often lighter than their fellow hybrids, with a more orange color than red. A kipepo's defining feature is its wings. These limbs are stunted and deformed on a kipepo, with only two digits per wing: but kipepo have not two but four individual wings. The combined span of these four odd-looking wings is enough to get the kipepo off the ground, though it still means that their flight is awkward and slow, so most kipepo stay grounded. In a kipepo the veins in their wings are very visible, with a darker red color that contrasts strongly with the filmy red of the sail. As if to make up for its unspectacular wings, a kipepo's forelegs are more muscles and longer: more like a true dragon's forelegs. They are surprisingly swift and agile runners, and most female kipepo take to scampering through the Weyr when they mate, meaning that mostly it's just kipepo males catching the females. They, like cephalo, are infertile so this doesn't hamper the hybrid species much. It does, however, mean that a duvalia queen's Flight usually only includes other duvalia, and perhaps a particularly large and adventurous cephalo; besides the ocassional pure wher or dragon. Kipepo are the playful spirits. Mischief comes naturally to these hybrids; they love a good laugh, but not when the joke is turned onto them. Often proud, they turn petulant quickly when their plans go awry, and can be spiteful if crossed. Kipepo tend to be selfish and self-centered, and therefore careless when it comes to interpersonal relationships. Less than one-fifth of all kipepo bond to humans, and most of the wild ones are obsessively clingy to a bonded hybrid; they almost always choose to shadow another kipepo.
Cephalo are the smallest and can be anywhere from 20 to 33 meters; they are are blue- or green-ranked. Their hides are usually a color halfway between the orange tint of a kipepo's and the violet tinge on a duvalia. A cephalo's unique physiology is centered in its tail [[in an odd juxtaposition to its name, which refers to the head, because Desert didn't think that keeping the Plaga-looking part as the head would be very nice]]. The limb is extraordinarily long and whiplike, with the dark shell-like armor found on duvalias covering it, segmented like an old Terran scorpion tail. The bifurcation found on most dragon, wher or hybrid tail-tips has been significantly changed: here, the armor splits, revealing a flesh-colored, bony, drill-like spike. Most of the dorsal ridges are absent on a cephalo's tail, except for roughly three-quarters of the way down, a series of four spindly spikes juts out of the limb. Also, at the base of the tail, eight thin spikes protrude from either side of the limb, lined up in four pairs. Needless to say, when a cephalo flails its tail -- as they are wont to do -- it can cause serious damage. And since cephalo are the most inclined to forego riders, they can be some of the more dangerous hybrids in the Weyr. Cephalo are the most unpredictable, aggressive hybrids in Fyr Amenti. Their tempers are short and explosive; their moods mercurial. One can usually count on a cephalo to start or join a fight, as they are natural rabble-rousers. They don't lack courage, though, for cephalo are no cowards and will pursue their goals with single-minded determination until the end. When channeled properly, this stubborn belligerence can be very useful, or if left unchecked it can be quite destructive. Less than a third of all cephalo choose riders, and of the unbonded population, the number who choose misanthropy and clinging is fairly even. If they do cling, most choose to cling to a duvalia.
Holds: Kijuju [[yes, just one Hold. they started off as half wherhall half Weyr, so it makes sense]] Hold Description: Kijuju's founders took a page from their protectors' books and settled into another system of limestone caves, just a few klicks east and a touch south of the Weyr. Theirs is a smaller complex of caves than the Weyr's, but then again they don't need the space for big flying beasts. The caves are shallow enough that traffic in and out of the Hold is fairly simple, and surrounding the main entrance are verdant slopes of perfect vineyard quality. Indeed, and Kijuju's wines are the best found in the East; some say rivaling old Benden's vintages.
Relations between Kijuju and Fyr Amenti, at first, were slightly strained. Especially just after the hybrids showed up -- any self-respecting Hold would be wary of a Weyr that allowed its beasts to breed so haphazardly, and produce such odd mutations. Then, Kijuju's first Lord Holder died, leaving his young son in charge of a Hold whose trust in its protector was tenuous at best. The new Hold Lord, in an attempt to improve this, paid many visits to the Weyr with an entourage of older young Bloods, and he suddenly got an idea. Why not foster the Holders-in-training at the Weyr, and perhaps get the Weyr to foster some of its candidates at the Hold, between Hatchings? After a few Turns of this, it seemed to be working. Perhaps too well, for soon there came to be a profusion of half-Blooded children at the Weyr, as a result of the inevitable Flights and Runs, and (though fewer) children at the Hold with rider blood. Again, the rather visionary Lord Holder saw this as an opportunity -- sharing of blood between Hold and Weyr would create more friendly relationships between holders and weyrfolk. And, in the ultimate example of practicing what he preaches, it seems that the Lord Holder, who as yet has no heir or wife, seems to be considering going to the Weyr's female riders for a way to spread his seed.
Major Products: wine
the Plagas off which i based the hybrid mutants, as well as the distortion gas idea from Reapers and the Hold name, all come from the Resident Evil series; namely, RE5.
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Post by Lyrikitty on Jan 26, 2011 11:44:21 GMT -5
((This was actually made awhile back in my spare time when I had random muse... About the time I ended up making ]Katya and Sio. Originally intended to end up as a site of it's own I decided against it and tucked Zhivhiri away for later possible use. I just stumbled across it and read it a few days ago and had an intense urge to see it live somewhere. With WoP showing some signs of life I figured it might not be a horrible idea to see if it'll pass here.
Note: I have no intention of actually running the Weyr, and will make a pair of NPCs should it be accepted until a time comes when someone steps up to run it for themselves. However I would like a female Toxin (to replace Silly, in a sense) who would be hatched at a later date, should Zhivhiri be accepted.))
Weyr Name: Zhivhiri Weyr Weyr Colors: Ice blue, white, wine red Weyr Symbol: Two mountain peaks of ice blue enclosed within a cirlce of wine red that is run through with lines of white. Weyr Age: 450
Location/Description: Located far in the Norhern Continent, Zhivhiri touches the icy edge of the Western Sea. In fact, this cold and lonesome Weyr is about as far North as one can go. In a place where glaciers rule unmatched and a seeming wasteland spreads before them, this Weyr has not only survived, but flourished.
The Weyr's layout is perhaps not so complex as the intricate designs of Atlanopolis, but it is surely more cultivated and crafted than the laid-back appearances of New Cove. The main entrance to the Weyr is currently carved into the side of a glacier, facing out over a small valley. This valley might seem insignifigant at a glance, but in it are found hardy greenery which acts as a source of food for the creatures residing it it. Surrounded on all sides by high walls of ice the animals in the confines of this valley are securely trapped. This is because this valley acts as both the feeding pens of the Weyr, and the Weyrbowl. The bowl is sheltered from the harsh winds by the surrounding cliffs, and those who call it home are beasts with thickened hide to endure the frosty atmosphere of their home. On top of this, there seems to be either a patch of moltlen rock or an underground hotsprings beneath the bowl, for there is little ice or snow on the ground, and in fact it is almost warm -compared to the rest of the area- allowing hardy greenery to grow and allow the newly hatched dragons and their weyrlings to take lessons in relative comfort.
The Weyrhall is the only part of the Weyr easily spotted, and even then unless one knows it's purpose, or there is a meeting being held, it's easily overlooked as an ice formation. It sits roughly on top of the Weyr, on the planes of ice and snow which act as the terrain. An arch of solid ice curves up and over, forming almost a dome save for one side being left open. Turns of existence have thickened it to a near-unbreakable wall, and the interior is surprisingly warm -warmer in fact than most of the Weyr itself- as well as sheltered from the winds and snow. A table and chairs are moved in when meetings are called, but otherwise the space remains empty and is often used by riders on watch wishing to take a quick break, or by others simply looking to have some quiet time.
The entrance of the Weyr is interesting. Far from being obvious, one who was not familiar with the area might think it just another cave, or if a Frost has blocked off the entrance one might not see it at all. The largest entrance -the main one- is just large enough for a Frost to fit through, though often it is a bit of a tight squeeze for them. There are smaller entrances scattered about, one of which is for only the two smallest breeds to exit -for anything larger would surely become stuck- and empties out over the often frozen water. The Weyr is carved into a mountain range, though the mountain itself has long since been covered in thick layers of ice to form glaciers and hide away this isolated place even further. It is a common occurance to have to clear new-formed ice from entrances and exits after a heavy snow, or risk losing use of said passage entirely.
The inner structure of the Weyr is confusing. A maze of tunnels and pathways make it neigh impossible for an outsider or one new to the Weyr to navigate accurately, and it is all too easy to get lost in this expansive Weyr. Directly connected to the main entrance is the central tunnel, with connective trail branching from that. All tunnels are sized to fit a large Frost, though this was not a part of the original design of the Weyr it was a nececity to widen the passages as the canon dragons mutated. On the main tunnel near the entrance is something akin to the business district of this Weyr. A short walk in will give access to the kitchens, dining hall, informary, and library. The dining hall is something of a masterpiece. To accomodate a large number of residents it is perhaps one of the largest single rooms. At the far end of the room is a raised platform, , with a single long, stone table. At feasts and celebrations the Weyrleaders, Weyrseconds, and guests of honor are often seated here. The rest of the room is filled with rows of smaller tables, which can be moved to the sides of the room to clear the center for dancing and such activities. From the ceiling, and along the walls, glows light the area, giving it an almost romantic appearance. The Hatching sands are another oddity of this Weyr. They are located deep in the Weyr and surrounded by the personal weyrs of the Toxins. They are not heated by dormant volcanoes, nor by underground hot springs. In fact, the sands are not heated at all. The eggs do not depend greatly on heat, and do fine in the chilly temperatures of the Weyr. If taken to warmer climates they would in fact be killed, like their matured versions they cannot withstand heat for extended periods, and in such a fragile state as while in the egg the time they are able to be exposed to great deals of warmth are minimized.
The personal weyrs spread through a large part of the reast of the layout. The drudges quarters are located directly beneath the kitchens, which no drudge has complained of as it remains warmer there than in much of the rest of the Weyr, the fires above lending a comfortable balm to their living area. Candidate and weyrling barracks are nestled in the safety of the center of the Weyr, and the personal weyrs nearest them are generally inhabited by the Hunters. This allows Searched candidates to be relatively near the dragon and rider who Searched them, and offers the rider and dragon an opportunity to oversee the progress of their Searched candidates, as well as how well the new Weyrlings are doing. Weyrling lessons occur, as is common, in the Weyrbowl. A small tunnel leads from the weyrling barracks to the base of the mountain, with an opening just big enough that the dragons may enter and exit until they've passed the first six months of growth. After that, the smaller breeds may still pass, but the larger exit from the main entrance.
Personal weyrs are not scattered randomly about. In fact there is an organized directive to where each dragon and rider resides. Frosts are bunked in groups of five near the larger entrances, and in seven near the main. When entering through the main entrance the first weyrs you come to will belong to these large dragons. With the advantage of a mountain range at their disposal, it became entirely possibly to continue the segregation of colors to different areas. The Toxin weyrs surround the Hatching sands, located deep in the Weyr. They are entirely separate from the rest of the weyrs, but it affords the Toxins the privacy of their sands they desire. The Glaciers, Forests, and Tundras are spread in their respective sections through the rest of the Weyr. The segregation of colors works in favor of the inhabitants, and their fighting wings are generally made up of one color per wing. Essentially, the dragons and riders who sleep near you are the ones who you need to be closest and most familiar with, and the bonds between the wingmembers are infinitly tighter than average.
Beyond the basic layout of the Weyr are vast tunnels and passages, with rooms unexplored. The full span of the Weyr stretches fully around the valley which makes up the Weyrbowl, and then some, however only a fraction of this is currently in use. Even residents could get lost and potentially never seen again if they wandered too deeply into the deserted portions of the Weyr. It's ill advised for anyone unfamiliar with the used sections of the Weyr to leave them, for even if the entire Weyr took to searching for a lost person it could take days to find them.
History/Plot: One might wonder what caused the people of Pern to seek a home in what would seem an inhospitable place. Some might still wonder in fact. There was logic behind their location though.
The Weyr was founded during the last Pass. Zhivhiri Hold, and Coast Hold were in need of protection, but were too far from the nearest Weyr to be given the aide they so needed. The Weyrs were in relatively good population, and so pairs from many Weyrs offered to help. They needed a place to stay closer to the Holds though, and sent out search parties to find a suitable place. None were readily available, at least none they could find easily. It was by pure chance that a little Green had strayed to the other side of the gulf while searching the shoreline for any possibilities. She was exhausted and wanted to rest, spotting the entrance to what she thought was a small cavern and gliding down to land. Imagine her surprise when she and her rider discovered it was more than a small little indent in a mountain. In fact, by all appearances there had been a Weyr located here once before. Tunnels and rooms unfolded bfore the adventurous pair, and when they returned to the group of volunteers, the pair tried to explain what they had found.
At first no one believed them. How could they? It seemed just too perfect that there was a place existing already and ready for them to move in. The little Green was adament though, and refused to be ignored or dismissed on the matter. She gave each dragon a mental image of the area she'd been at, and then she and her rider leapt Between, back to the location of what they were convinced was a deserted Weyr. They waited there for almost a full day until finally the first few dragons appeared, looking for them. To the shock of the group they found exactly what the Green had promised, with the little female laying patiently with her rider in the mouth of the entrance. Gleefully they returned back once more to the Holds, gathering up all the riders and dragons and gave them the location. With this firmly in the minds of all they went about collectnig all they would need to get a Weyr on it's feet. Animals for fodder, drudges, healers were the main ones. Several harpers and even a few dancers volunteered to join. Supplies were loaded onto the dragons, as were people, and to their new home they went.
Zhivhiri was founded with only twenty-five dragons, a small number for a Weyr, but it was all that had been afforded to the cause. All were of the original colors, one Gold and three strong Bronzes were the heart of the numbers, the rest filled with Browns, Blues, and Greens. This proved no problem, for the Gold Rose shortly after the move and blessed the Weyr with a massive clutch, of which all the hatchlings proved strong and healthy. The only thing which bothered the Weyr was the cold. In fact it was a common complaint, for it never seemed to warm fully.
As the turns passed and the Pass ended, the Weyr fell into a sort of seclusion, only really communicating to the tithing Holds, and then only when suplies were needed. As more turns crept by, this self-imposed seclusion made the Weyr wary of outsiders. Never did they become agressive, however they did not trust anyone not of their home. In this time the first mutation showed face in the Weyr, and she was looked at with great trepidation.
The Gold who had stepped forth to found Zhivhiri had lain her last clutch, the small number of eggs hardened and ready to hatch. The old Queen looked on, her hide marked with gray and her body showing further signs of her turns, as the first egg broke. A vibrant Bronze bounded from his shell and into the candidates, the Gold beaming with pride in herself at this simple thing. Some had worried her clutch would hold naught but Blues and Greens, and already those non-believers had been proven wrong. The Hatching went on, with two Greens and a Blue introduced to the Weyr after the Bronze, and then she appeared. A Glacier broke from her shell, pale hide and stunningly dark wings glossy with goo. She shook herself off, ignoring the stares and whispered words about her, and padded calmly to the candidates, walking directly to a girl and poking her lightly with her lovely muzzle. Iocynuth hungers, Mine. Come feed me. As she grew the wary attitude which had been turned to her softened, for the first thing people noticed was she seemed entirely unaffected by the cold. Her thick hide protected her from the freezing temperatures. She grew to full maturity, her size that of a Brown, and a flaming female marking her as a female version of a Brown. She was a calm beast, and when no more of her color -or any other for that matter- appeared it was thought her to be a fluke, an oddity cast by the dying clutch of an ancient Queen.
This was far from the thruth. The most acurate desriptions would have been to say the Glacier was before her time. It took twenty-five turns for the rest of the mutation to rear their heads, by which time many of the original colors were grownig weaker. The cold was taking a toll on the canon colors and they were slowly dying out.
A clutch sat on the sands, the rich hum resounding through the Weyr, candidates shifting uncomfortably on the sands. It was a scene which had been as such for over an hour. The eggs had shown all signs of hatching, and even now, some rocked gently, though it was a sporadic thing. Hope was starting to dwindle, the hum losing it's enthusiasm in place of concern, when the first egg was shattered forcefully. This was not because the dragon it contained was so agressive, but due to the size of the creature. Spilling onto the sands was something unlike anything before. A Frost lifted his head, heaving himself to his paws. All eyes were on his back, for the closest thing to wings he bore were the single bone covered with hide on each side. He peered curiously about before giving a canine-like shake and plodding towards the candidates, weaving through and hunting down his Mine and draping his neck over the lad's shoulder in a sort of hug. Following his lead the rest came forth, and Toxins and Forests were introduced. When nearly all the eggs had hatched, the mental cries of a young dragon echoed in the minds of all, sounding weary and defeated. Mine? Mine were are you? Won't you come help... Help you Hukuolmynth? Won't someone come?[/color] Eyes went to a small egg which gave a violent jerk and then stilled. No one was sure what to do, if the little one inside was unable to free itself, was it really wise to help it? Would the dragon grow to be a weak adult and unable to match the rest? As debate went up, two candidates ran forth and threw themselves at the egg. A boy and a girl both pounded on it until a crack appeared, and then another. Still the candidates fought against the tough shell until finally a purple-ish brown head shoved through the hold, and the rest of the dragon spilled out of the egg. It was small indeed, and at full maturity would only barely surpass a runner. It bore no front legs, instead it's wings would act to give it stability. The little Tundra lifted it's head and then dropped it ino the girl's lap, crooning softly. The little dragon was carried off the sands, and the rest of the hatchnig went without incident, though very few of the original colors were introduced into the Weyr as new members. The Weyr was, as expected, unsure of how to react to the new dragons, and many eyes went to the Frost and the Tundra in question. The Frost obviously wouldn't be able to fly, so how was it supposed to travel or fight Thread? As for the Tundra... Well it had been so small and weak when it hatched! The odds of survival had been leaning to slim at best. Both colors proved to impress the entire Weyr with their adaptability. The powerful legs and large claws of the Frost let it climb where it needed to go, scaling up and down the side of the mountain through the thick ice without trouble. The Tundra... Well it proved to have much in the way of personality and use as well. She grew rapidly in strength, and within days of their flying lessons she had surpassed all in her classes. Highly emphatic and prone to offering comfort or aide to anyone she came across, when a small group of Blues and Greens went on a Search, she begged to accompany. Demanded, in fact. She was taken along, though none exected what happed. They went to Zhivhiri Hold, and the Blues didn't find anything of great interest to them. Hukuolmynth had other ideas though. She found three youths she was determined to take with her back to the Weyr, and when the Blues scoffed she hissed at them balefully, refusing to allow the youths to remain behind. How to get them back to the Weyr without the cooperation of the others was a challenge though. She refused to make two trips, despite the reasonings of her Mine, and finally, her rider and the three Searched youths all clambered onto the small dragon at her command, and she forced herself into the air with great effort. It had caused her pain, actually, to lift off in such a manner, but she did it without a sound of protest leaving her lips and when she returned to the Weyr, she deposited her precious cargo and returned to her weyr. As the time for the Hatching came and once more the Weyr was filled with the hum of dragons, the three the little Tundra had Searched found themselves on the Sands as well. To date the mutated colors had hatched out only one gender or the other, and so it was thought they shared that trait with their canon cousins. However in this fateful moment of time two Toxins hatched in unison, one male and one female. Both young dragons went to candidates the Tundra had Searched, Impressing instantly and leaving the sands. The rest of the Hatching went along with similar results, the discovery that all the mutations came in male and female being made. An odd thing was happening though. The canon colors were growing weaker. Their hides were too thin for the climate, and the turns they spent were weakening the blood. Slowly they started to die out, the stronger, more adapted mutants flourishing while their canon counterparts withered away. It is as the last few canons stand alive in the Weyr that we join, with no Bronze or Blue left alive, a single Gold with failing health, and a few Browns and Greens who share a similar state, looking at the end of their lives far too early, along with the end of their color in their home Weyr. Dragons: Toxin, Frost, Glacier, Forest, Tundra [Gold; Brown; Green] A strange occurance happened in the mutation of the Zhivhiri dragons. All the mutations can come in either gender, and as such will bond to any gender. In general though, the Toxins, Frosts, and Glaciers will Impress only to heterosexual candidates of their own gender. Another oddity of the mutants is their hides. Their hides are thicker than the average dragon, made to fight the cold off and protect the beasts. Several breeds also have fur in some places, such as the paws of the Frosts. Another form of protection from the cold. This acts against them as well though, for it prevents these dragons from transfering out of the Weyr. In warmer temperatures these dragons will die within a month, their bodies unable to withstand the heat and their thick hides making them hotter still. Toxin :: One of the more intimidating colors of the Weyr, though not the largest by any means. Their most notable feature is a toss-up. It could be either the four horns curving slightly back from it's skull, or the splashes of a bright, almost radioactive looking yellow-green. They fall into the size range between a medium Bronze and a large Brown, making them the second largest dragons in the Weyr. Slender dragons that do not look all too powerful in build, they are made for long Flight above all else, with overly developed wing muscles and long, narrow wings. Their limbs are also long, supporting their thin bodies. offering a graceful touch to their dark beauty. And indeed they are beautiful to behold, even if they are fearsome. Short spikes run the length of their spines, and their tail is barbed, and the source of their name is found here. In the barbs is a toxin which paralyzes the body. The effects are not enough to kill at any time, but they will leave the victim immobilized for several hours. This is purely defensive, for these dragons are not agressive. Their coloring is attractive, though without the radioactive looking accents of color they would be almost bland. They are darkest at the peak of their spine, the color fading steadily as it moves to their paws and in some the lightest points can even be white, though most are a grayish hue. For all their tough appearance these dragons are calm and collected. Ranked as Kings and Queens in the Weyr, and the only females that actively clutch. They are the thinkers of the Weyr, and never take action until all possibilities have been carefully looked at and the best one chosen. This makes major changes hard for them, and it can take a very long time for anything major to finally fall into action. Intelligent and reliable, it is no wonder these creatures are looked up to by all who know them. One of the gentlest creatures you could hope to meet, they hate violence with a passion. If they are forced into a situation where violence seems the best action, or worse the only action, they would rather do nothing at all. The males are protective of their mates, and while they do not hover around and fret, they will fiercely defend their mate in the event that harm is likely. It is perhaps one of the very rare times a Toxin will show agression. The other is in the females. Toxin Queens are devoted clutchmothers, and when they have a clutch on the sands they will not move away for even a moment, doting and lavishing care on the eggs. If anyone they do not know enters the sands before the Hatching they will attack without a second thought. For this reason, female Toxins are introduced to everyone in the Weyr as hatchlings, and anyone new to the Weyr is presented to them before anything else is done. Toxins Impress to candidates of the same gender with heterosexual preferences, and with similar minds. They will never take an agressive person as their bonded, nor will they take one with a lack of intelligence. They seek those who value life and who are pensive, deep thinkers who will help offer the most options in dire situations, as well as remain calm in tims of stress. Queens clutch 15-20 during an interval, and a max of 40 in a Pass. Frost :: Frosts are the guardians of the Weyr, and take that title very seriously. These dragons are the largest in the Weyr with no exception. Their size falls to that of a small to large Gold, a very rare few managing slightly bigger. A Frost would be unable to grow much beyond these constraints or it would be unable to move about the Weyr, or for that matter even reside in it. From the tip of their muzzles to the end of their tails, Frosts are designed for defense. A thick hide is thicker yet in these beasts, giving them a sort of shield against damage as well as the cold suffered from guarding the entrances. A base color of white, their markings vary from one dragon to the next. At the spine they are marked with a dark blue streak that runs from the base of their neck to the tip of their tail, in various locations the blue bleeds down the sides. Along their spines are also small spikes that are pale in appearance. A large horn of sorts extends from the skull, the front of it serated and wickedly sharp. One of their most notable features though are their wings, or rather lack there of. What a Frost possesses is a residual bit of wing, a few bones and skin stretched between but nothing more. They cannot fly, or for that matter even glide. Another physical feature which draws the eye is the fur which covers their underside and their legs. Their paws as well tend to be an oddity, for they are not structured like a normal dragon's but instead made for life on land, and for scaling the side of an icy cliff. Contrary to thought these dragons can still Between if they so desire, however to do so is fairly dangerous. They must leap from a height and Between as they fall, calculating carefully so they can appear at their destination close enough to the ground to land, but high enough that they are in no danger of being stuck in the ground. In general it is not an often practiced thing for a Frost, and they tend to be homebodies. Calm and patient creatures, they have been likened in personality to a loving big brother. In the hours spent guarding and hiding the Weyr's entrances these dragons spend much time thinking, and while they may not be the brightest in the Weyr it gives them a passtime. Frosts can be highly protective of things they have grown attached to. Where mating is concerned males tend to be attracted to a single female and chase her for life. They do not always catch the female, in fact in some cases it is impossible for the Frost has chosen a female other than another Frost, but this will not deter them. Loyal to the very end there is not a bone in their body capable of betrayal or acts of trickery. Unlike a normal dragon Frosts can not fly when they Rise. Instead, a female will leave the Weyr and take her persuers on a run. It can be a highly dangerous thing, for these runs take place on icy terrain where there are hidden dangers everywhere, and an older female may make a point of pushing her persuers to their limits before settling for any one of them. Generally these runs consist only of Frosts, though a Toxin may join and fly low amid the rest of the runners. Frosts hatch male and female, and will Impress to either gender, generally taking those of the same gender with heterosexual preferences though some with Impress to bisexual candidates of the same gender. Glacier :: Glacier's are the mid-sized dragons of the Weyr, and the most well-rounded in their uses. Where the rest of the mutations are designed for specified tasks these dragons are able to develope differently, and are often seen filling in where needed. They are not as smart as a Toxin, nor as large as a Frost, however their determination to do what needs to be done makes up for those faults. Roughly Brown-sized, their rough hides are almost entirely white. Oddly enough, their wings are generally a deep red to burgandy, and on a rare occasion black. Admittedly their wings are oddly shaped, not growing out of their shoulders but from their front limbs. The outer bone of the wing is an extension of the ankle bone, extending from the back of the leg near the paw and stretching up. The wing membrane stretches from this bone to the dragon's side, just a hair past the leg. When folded up the wing is almost invisible, save for the three bones of the wing which remain standing upright and along the leg. Due to the build of the wing these dragons are able to fly at a younger age, the muscles of the leg being the same used for flight, and being used from the moment the hatch. Generally, an active Glacier can fly between one and two months of age, though not far or high. Their undersides are toned the same as their wings, being either red, burgandy, or black, generally starting mid-stomach on the dragon and ending near the tip of the tail. The personality of a Glacier varies on it's rider. These highly adaptable dragons see to change constantly, and have been Impressed to candidates of all walks. A Glacier can be gentle and nurturing, or remarkably agressive, just shy of violent. They have impressively long life-spans, and it seems that their rider's aging will slow in order to remain able and at the side of their bonded. How or why this happened no one is sure, but to date Iocynuth, the first Glacier to Hatch, remains living and in good health along with her rider at the age of seventy-nine. Glaciers enjoy working, and when bored will go out of their way to find something to do. To try and keep this color contained and isolated is a poor choice, for it brings out a nasty side in them. In a sense, Glaciers are both the past and the future of the Weyr, their adaptability a key point in them, for even in the canon colors none were able to span as wide a range of tasks and abilities, and few mutations could compare. It is rumoured that a Glacier could clutch if she was kept from firestone, and a reasonably sized one at that, though there are doubts of their ability to clutch a Toxin. Glaciers will Impress to those of interest, with a heart for work or adventure. Gender and sexual preferences play little part in their choice of bonded, and if they Impress to someone seemingly ill-suited they change their own personalities to better fit. Forest ::Forests are small dragons, roughly Green sized with a sturdier build than their distant cousins. At the spine their coloring is dark green, fading to a softer shade and at their underside a sandy brown color. Small spots of a vibrant orange to red are scattered down their backs and tail, some having a few spots on their wing bone as well. Their legs are banded with varied stripes of dark and medium green, an interesting look for the small dragons, but more notable are the spikes which are almost common to the Weyr's mutations.From the tip of their nose to the end of their tail are short spikes, branching into two rows on the back and in a single line over the head and tail. The spikes at the end of the tail are slightly longer, more obvious a form of weaponry than the shorter ones. This is perhaps the only truly agressive color in the Weyr. Forests can be snappish and irate, prone to lashing out randomly. They have a short fuse, and despite their small stature they can pose a problem when angered. Highly protective of their Weyr, if an intruder is spotted by one of these dragons they take action immediately and try to drive away the outsider. Forests must be isolated in a far part of the Weyr during meetings, when those from the other Weyrs are present for the safety of both the guests to Zhivhiri and for the Weyr itself. Because of this isolation, many who are not from the Weyr do not know much about Forests or their riders. Unlike many dragons, a Forest is content to spend it's life in the company of none but it's bonded. Socialization is often forced for these small dragons, and if one goes through Weyrlinghood without being properly socialized it's likely to be uncivilized and feral. Forests are highly in tune with their instincts, and rarely take a moment to think about things when their gut says to act. Many who know these dragons well will laughingly say they act as if they have to prove themselves, and in a sense they often feel they do. They are the offense of the Weyr, the ones who will take action to protect it, and yet they are the second smallest dragons present. They act much larger than they are to hide their small stature. When it comes to Impression, these dragons will do one of two things. The first is to Impress to someone who will balance them and help keep them stable. This is the option the Weyr prefers, as it means the Forest will be an overall better dragon. The second option is the Forest will find the candidate most like them and Impress. Forests bonded to similar candidates are often much less social and more feral, almost impossible to control and at times they can be something of a hazard to be around. Tundra :: The smallest dragon in the Weyr, they are not much larger than the fabled White Ruth. At Hatching Tundras are often unable to break through their shells, and require aide from an outside source. Oddly enough they do not always Impress to the candidate who frees them. They grow quickly though to make up for this, and by the end of their first turn they are generally done growing, though they take another turn to reach sexual maturity. The oddest thing about these small dragons is perhaps the lack of front legs. Tundras walk and balance on only two legs, using their wings for stability as they move. Their coloring is an interesting fading from dark brown or taupe to white, starting darkest at the head and lightest at the end of the tail. Their underside, however, remains mostly black or charcoal. Some find Tundras a bit intimidating to look at, however this is dispelled quickly when on realizes they wouldn't intentionally hurt anyone. These tiny dragons are likened to the little engine that could. Their determination, once they've set their mind to something, is unstopable. If a Tundra thinks it can do something, it can do it. Stubborn as mules and remarkably empathic they are natural Searchdragons, surpassing even the Blues who once held the title to their name. A Tundra can pick out potential candidates that would be overlooked by most, and once a Tundra has Searched someone it is impossible to deter the dragon, the person they've Searched will be taken by force if need be. Tundra's can be exciteable and a little too enthusiastic about some things, the strange looking dragons putting their all into anything and everything they do. Never will a Tundra put anything less than one-hundred-and-forty percent into something, even when ill or injured these little dragons are a force to be reconed with. Sweet-natured in general, they often don't realize that their stubborness and determination can cause others hurt. If they did the tiny dragons would surely spend their lives repenting for it. They Impress either gender, generally to those of bisexual or homosexual preferences and with stable personalities. Often they seek out candidates who will be able to keep them from overworking themselves unknowingly, for without a bonded that can hold them back a Tundra would likely overexert itself in extremes. Holds: Zhivhiri Hold; Coast Hold Hold Descriptions: Zhivhiri :: Zhivhiri Hold is closest to the Weyr, though still separated form it by a stretch of land and water. A cold place, their diet consists mostly of game meats, hardy greens, and tubbers. The harsh climate doesn't mean this Hold is poor, in fact due to the mining in the area they are reasonably wealthy by most standards.The Hold is located on a mineral rich area, and not only is it able to provide the Weyr with all the firestone it needs, but also precious stones are mined as well. A well structured, if small, Hold which takes great pride in architecture and beauty. Buildings here are constructed with great care, not only sturdy and durable, but made to please the eye as well. Coast Hold :: A little warmer than it's sister Hold of Zhivhiri, Coast is something of a flashy place to reside. Larger than Zhivhiri, Coast is focused on maximizing the land they inabit and taking advantage of the natural wonders. With one side of the city created on the rocky ledge which overlooks the salty waters and another sheltered by a stretch of woodlands it's hard to think of a more picturesque place. Built to capture the eye, looking at Coast Hold is likened to looking at a masterpiece. The buildings reflect the natural beauty which abounds, instead of battling against it and standing out like a blemish their architecture compliments it. The main Hold is settled not in the center, but instead near the drop-off over the water, giving those inside a stunning view of the water. Major Products:Zhivhiri :: Amythest, ruby, emerald, topaz, saphire, firestone -mostly for the Weyr- Coast :: Wood, alfalfa, almonds, almond oil Weyr BoardsWeyrbowl :: An area which is effectively closed off by the tall, icy cliffs which surround it. The bottom is warmed fom below by molten rock and kept just barely thawed in the summer months. This area acts as both the Weyr's feeding pens, the meat source of the Weyr's people, the location of weyrling lessons, and the Weyrbowl. Weyr Entrances :: The ways in and out of the Weyr, scattered about the sides of the expansive Weyr. All entrances are guarded by a Frost, so be wary of trying to sneak in unwelcome. Personal Weyrs :: Separated mostly by color. Frosts and their riders are housed in groups near the entrances, so they can take shifts on watch without ever leaving a post entirely unguarded. Forests are next in line of housing, though there are vacant weyrs deep in the Weyr for the Forests when there are visitors. Tundras are kept near the candidate barracks to watch over the youths, while Glaciers have their own little section of Weyr to themselves. Glaciers actually have the quietest weyrs, as there is generally nothing of interest near them. Toxins are weyred in a circle around the Hatching Sands with direct access to the sands. For those mated pairs of mixed colors there is another section of the Weyr devoted solely to them. Candidate Barracks :: The candidate barracks are nestled away in the Weyr, surrounded by the Tundra weyrs. Separated into male and female areas with a shared common. Weyrling Barracks :: Another area which can be difficult to find, the Weyrling barracks are in the lower part of the Weyr. Connected directly to the Weyrbowl by a tunnel, and to the rest of the Weyr through various passages. Separated by male and female with a shared comon, this is perhaps the only time the dragons will sleep in close quarters to another color. Kitchens :: The Weyr's kitchens, where the food is cooked. Tables are scattered off to one side for riders to grab a bite on their way somewhere, though meals are generally had in the dining hall. Located below the kitchens and connected by a stairway are the drudges quarters, one of the warmer spot in the Weyr. Infirmary :: A large, open room. The walls are lined with cots for the injured, and are offered minor privacy by a hanging separater if it's desired. The far wall opposite of the entry is covered in shelves containing medical supplies. The sick and injured are welcomed and well treated, and the proximity to the kitchens ensures patients get food fast and hot when wanted. Library :: Shelves upon shelves of bound hides can be found here. The wealth of information available is somewhat stagering, and a bookworm could find themselves lost for months easily. There is a small section which is restricted, kept safely behind a locked door in the back of the library, and accesas can only be granted through the Weyrleader and Weyrwoman. Dining Hall :: One of the most decadent and attractive places in the Weyr, as well as one of the largest. The far side is marked by a raised platform with a long stone table, the rest of the room containing rows of smaller tables when all set up. Most of the time the smaller tables are stacked to the sides, leaving a few out for Weyrfolk to use on a day to day basis. One feature of the hall which makes it hard to forget once seen is the lighting. Glows places on the ceiling and walls give a soft lightnig to te room, and giving a very distinctive feel of romance and mystery. Meeting Hall :: Placed not inside the Weyr, but atop, this is not so much a room as an ice formation. Wind, snow, hail, and the gentle shaping of dragon paws has created a dome-like structure of ice, thick enough to withstand a great deal of force. One side is opened to the world, and used to enter or exit. Due to the ice trapping heat inside, it's a warmer location to sit and relax, as well as a very attractive view. The meeting hall is also the location of the Weyr's Star-stone, placed a Green's length to the East of the hall. Hatching Sands :: The only place in the Weyr, save the Weyrbowl, to outsize the dining hall, the Hatching Sands are truly massive. A gigantic cavern by most standards, it stretches high enough that a skilled dragon could circle above and even -possibly- Between. Around the outskirts are the stands, and above them are stone ledges where the dragons of the Weyr will perch to watch. Entrances to the Sands are mostly through the connecting weyrs of the Toxins, the openings fitted into the stands. There is another walk-through tunnel though for candidates and the new weyrlings, as well as a few tunnels in the ceiling through which some dragons of the Weyr will drop and then glide down from. The Sands themselves are not scalding, in fact they are remarkably cold. Up to five very friendly Toxins may occupy the Sands at a time, though generally no more than two or three will be seen clutching together. Flights :: The Flights, and in the case of Frosts runs, of the Weyr will be held here. Please remember to keep things PG-13 in here. The owner of the Rising female gets to select the male that catches her. [/size]
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Post by Onyxaeon on Feb 5, 2011 18:13:04 GMT -5
Weyr Name: Lubit Muntii Meaning: Romanian for Beloved Mountain Location: Deep south of the Southern Continent, along the vast mountain range tucked underneath the ground in a series of hollowed out mines. Used as main reference points: ngm.nationalgeographic.com/2011/01/largest-cave/peter-photography ngm.nationalgeographic.com/2011/01/largest-cave/largest-cave-interactive Colors: Emerald, Dark gray, and Black Symbols: Three fern fronds draped over one another. Age: 750 Turns (3 Intervals)
History/Plot: The story of Lubit Muntii begins with its Holds. Originally, Pernese folk came to the Southern Continent for the wealth pouring out of the rivers, lakes, forests, and mountains. Those that were not discouraged by the heat pressed on to discover what has become one of the most prosperous mining operations on Pern. The vast mountains provided an adequate supply of work for many men whom needed the work to feed their families. When life proved ideal in this new world, the families moved in and campgrounds were born. Over the turns this simple lifestyle went on and progressed as the mining and refining grew more sophisticated. Eventually the population boom required a more secure home base and so Tanikii Hold was created. The Hold life allowed for greater product distribution and the operation once more flourished. After a time, though, the hard life of mining began to take a toll of some of the veteran families and they moved on in hopes of finding an easier, cooler living. Where they settled became Sxarr Hold, a place soon famous for its excess of the rich timber and herb fields along with plenty game fauna while still being relatively close to the familiar mountains.
This prosperity attracted dragon riders to the area to guard the shipments and to secure transports to other Holds and Weyrs. The hassle of sending dragons back and forth from Weyrs from the farthest reaches of the Northern continent brought about the proposal of creating a Weyr in the mountains. Dragons volunteered for this transfer and grew to enjoy their lives in the Southern Continent. Pass after Pass they worked in peaceful unison with the Holds whom tithed them frequently and fairly while they pushed further and further into the mountains. Many clutches were thrown and mutations of course sprang about. The natural cycling of Pern did not bring much, if any, threadfall this far South so the dragons could spend the majority of their time digging and wings became obsolete. Claws turned to spades and bodies became more lithe to accommodate narrow passageways within the underground Weyr. It became a simple life with nothing but the pride of a good day's labor to make it all the more sweet and peaceful.
From there the dragons developed their own cultures and specific breeding tendencies. Flights were replaced by Runs and the former Bronze kings--now named Heliodors after the minerals within the ground--ruled on high above even the Golds--now Boltwoodites--whom, in their lack of light and relatively dark lives, had grown near silent and lost the ability to throw massive clutches for the lack of threadfall. The former Browns, now Demantoids, occasionally threw a female dragon from the clutches and the Blues were replaced by Obsidians. No Greens were brought into Lubit originally (they were considered too "weak" to mine the tough minerals from the ground) but over time those involved in the Weyr came around and this resulted in the Euxenite mutation, perhaps the most splendid of the colors within the Weyr and very little is known about it at present.
The Alpha Heliodor, a title chosen by the first and continued through tradition to this day, reigned supreme and took control over the silent Gold descendents to order them into harems as well as the rare female Demantoids or clutching Euxenite. He took the authority of watching after their eggs and forcing them back into work though not shying away from work himself. It became a monarchy that soon depended solely upon one male overthrowing the other for rule to change within the Weyr life. It no longer mattered, though. It was simply the way things were and the way they would remain. The Weyr and Holdfolk were used to such odd behaviors from the underground dragons to the point that even when the thread bitten egg shards that had fossilized into stones were discovered to give the creatures abilities it did not phase anyone. It was a strange discovery, something that in all honesty should probably not have happened in the first place.
The event in question took place nearly three hundred turns ago now, back before the ruling Heliodor instituted population control measures. Many dragons crowded the mine fields and space as well as food became a huge concern after Demantoid females took to clutching as a duty of theirs alongside Boltwoodites. Measures were taken, some quite severe, to stop the rapid breeding of dragons. Older dragons submitted themselves to voluntary sterilization by scarring the reproductive organs with hot knives. Perhaps what was crueler still was that when females would Rise males were chained down and those uninterested in chasing held them down until the females simply tired out and the lust was gone. Flights-or Runs rather-still managed to take place however because the urge to reproduce was too great within most and there are documented cases of dragons breaking chains and murdering their captors to get to a female in heat. Some lighter measures were taken after several deaths stained the grounds and male Demantoids and Obsidians were even sent off to live and work among Sxarr and Tanikii Hold in an effort to relieve the stress on the Weyr. When this proved only marginally helpful the Weyr fell into discord and, with the dragon population still growing, a few strong willed Boltwoodites stepped up to offer a solution.
Under the watch of the Weyr, they pushed their eggs (sired by Obsidians, Demantoids, and Heliodors not then ruling) into the currents of Echo Pool where the falls sloshed the waters and forced the eggs into an undercurrent that drug them against the gems of the Alpha's Den. Some Weyrfolk believe to this day that this sacrifice is what silenced the Gold descendents and forced them submissive under the Alpha's ruling because, up until that point, they still spoke and the Weyrking and Weyrqueens ruled as a loose "pair". After, they lost most of their internal fire and they continued to sacrifice their offspring not fathered by the ruling male periodically to control the populations. This sudden decrease in pouplation allowed the Weyr to stabalize and life pretty much returned to a constant norm apart from the Alpha whom, lingering in his Den one fated day, ingested a batch of freshly discarded hatchling bodies, leaving the shell fragments to the natural immese heat and constant pressure from the pounding of the falls. Over time, he passed on this duty of "house keeping" as he would call it to those whom would take his place. Out of sheer carelessness, one Heliodor ingested one of the older egg shards. Several days of sickness followed and, after the initial illness faded, he began to develop the faint inhancements of his own telepathic abilities. It was this Heliodor, Etallikith, whom spent turns discovering the effects of ingesting larger "stones"on himself as well as on his most loyal of Demantoids and Obsidians. He took care to also study the effects on his females and it is this male's accounts that are tucked away in the Weyr's vaults.
Dragons: (Boltwoodite, Demantoid, Obsidian, Euxenite, and Heliodor)
+All Lubit Muntii dragons are flightless though their telepathic abilities such as Timing and going Between still remain intact, requiring speed and a hefty jump into the air but still functional. Not every dragon possesses a Judgment Stone-you've got to earn it, or be a particularly grand thief.
+Flights do not take place any longer for the obvious lack of wings; Lubit Muntii instead has Runs, much like the Wher Halls.
+Lubit Muntii dragons are saddled, much like Runners, and are given hackamores that wrap around the mouth and come across the jaw behind the ears and base of the neck.
+Lubit dragon eggs are all a milky white hue, the lack of pigmentation resulting from the eggs being hatched unground for such a long time fading away any other colors. Only size distinguishes what will hatch from what and, even then, it is a rough guess.
+These dragons all consume precious gems periodically, much to the disdain of the miners, for they find they love the tastes of the minerals. Thankfully, each dragons finds himself/herself drawn to different minerals and they digest in the harsh draconic stomachs with ease.
+Because of this, Lubit dragons do not between when the time comes for their deaths. Instead, the minerals within their bodies overcome their systems, the dragons unable to naturally regulate them. The dragons petrify from the inside out, their bodies slowly becoming gemstones which the Weyr mines because every dragon consents to going back to the terra from which it came, knowing they will serve their Weyr even in death. Only the bodies of the greatest dragons are preserved where they fall. To this day, Etallikith guards the entrance into the Alpha Heliodor den, his body a massive testament to his coloration's size.
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Boltwoodite These crafty little devils are born just as any other dragon in Lubit Muntii with abnormally soft, moldable skin. Their hides at birth carry no mosses, vines, or pebbles, merely pale green/gold flesh and lithe springy limbs. Their bodies are very slender, designed for agile movement and grace. They are not large dragons by any means, roughly the size of a healthy Ghost, and their facial features are quite feline in their appearance with their angular jaws and slanted eyes. Shortly after hatching, they require Theirs to carry them up and out through the Burrow. There they promptly roll in the surrounding grasses and rubble. The weakest areas are covered over in stone while the less-such as the limbs, skull, and tail tips-are wrapped in vines and dipped in mosses that grow in lushness through adulthood. Atop their skulls, Boltwoodites crack off the braches of a nearby budding tree and these represent their “horns“, their hides forming over them limbs and absorbing the matter into their bodies; the plants then thrive off of the Boltwoodite's nutrients, furthering their small size, but allowing for stunning displays of color and plant life to adorn their bodies. As the strictly female dragons age, their flesh grows around their armor and semi-cements it in place just as other Lubit Munþii dragons. Should their chain link armor be ripped off--and indeed it may with great effort--it is the equivalent of a short lived thread score; intense but bearable. They possess no wings and therefore sadly cannot fly, but other telepathic capabilities have developed in the absence of flight. As the only females of the Weyr, aside from the occasional clutching female Demantoid, the Boltwoodites are the only clutching females of the Weyr. Unfortunately, their size does not allow them to bear many eggs. In the history of Lubit Munþii no Boltwoodite has ever clutched more than five eggs at one given time and this leads them to their harem society policy. Every Boltwoodite is bound to the alpha Analcime who gets first pick of the females at the beginning of every other turn, a carefully constructed mating pact as Boltwoodites Rise near as often as Greens. Those he does not take for his mates, the Obsidians and male Demantoids may have. As per tradition and to keep the Weyr population from over exceeding its carrying capacity, any female not bound to the alpha Heliodor will dispose of her young before they hatch by dropping them into a chasm carved out by Echo Falls. It is said that the alpha Heliodor descends into its depths and that it is there where he finds the “Judgment Stones” to give his females and that their abilities come from the lost souls of their unborn young. Any female that is ever the alpha‘s mate is blessed with one gem that rests on one of the weakest points of their body; directly in the center of their forehead. Just as the tree limbs and stones, their flesh wraps around it and it becomes part of their body. The gemstone is usually diamond in shape and is generally a clouded white that strongly resembles the shading of the eggs hatched in the Weyr. From them, it is believed that the Boltwoodites draw their perceptive capabilities. A Boltwoodite has the extraordinary ability to perceive falsehoods and to judge individuals. Often known as the Confessors, your lies fall at their feet and guilt washes over your sinews. While in their silent presence, lies cannot form on the tongue. They are indifferent to the reason for your lies and know only that they were told. They are impartial, unbiased, mediators. They value mercy above justice but fear compassion without reason. They rarely if ever speak but enjoy companionship and appreciate it deeply. They are devoted, loving mothers, though obedient in their alpha’s judgment. Often, they are considered loners and shunned because of such. Quite surprisingly actually, considering they are the Weyr’s most beautiful treasures. They impress to heterosexual or bisexual females only, and hatch out from clutches with about the same frequency as Demantoids. Though they clutch, they no longer hold the title of "queens" and, indeed, the notion has faded out of Lubit's vocabulary altogether.
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These dragons are the descendents of Browns, roughly the same size as a healthy one or perhaps even a Dune. Their hides are a mottled hue of dark and light reds that bleed together into an ash gray mixture along the ribcage and underbelly. Their eye ridges are especially pronounced, bulging from both above and beneath the eyes to serve as protective eye-gear to prevent dust particles and debris from entering the optics. Born with extensive shoulder and front limb dexterity, these males--and occasionally a few females--are the miners of the Weyr and spend most of their time plucking precious minerals from the ground and repairing collapsed tunnels with their massive legs. Just as the Analcimes and Obsidians, as they age into sexual maturity scales grow over most of the body--only the center of the body along the ribcage is left unguarded though the flesh is generally hard enough to withstand most blows despite it being covered in rough bristles that extend up the neck. They spend their early months of weyrling training attempting to steal precious gems from the alpha’s treasure trove, although usually failing miserably and finding their own amongst the mines, sharpening them and placing the largest along their shoulders, lower back, and the base and top of the skulls. Smaller spiked gems are occasionally cemented to their back heels and along their underbelly, with more running down their spine and tail. Gem plates, flattened stones, overlap the very tip of the tail in a small series of usually three to four razor sharp blades. The stones range in color, as different mineral veins attract different Demantoids, and the hues range from a green-red to a blue-green and even a white-green. This spade like tail is used primarily for sweeping dust and fallen stones into piles to be placed back along the main tunnel walls but, every now and then, it is wielded effectively for defensive purposes. Their skulls are heavily armored, resistant to emmense pressures and collisions as they are often used for battering rams to collapse mined tunnels and in mating quarrels. Before the Demantoids pledge their service to their currently reigning alpha, some manage to steal at least one “Judgment Stone”. These former thread eaten egg shells--now stones--give different abilities to different personalities of dragons. For the Demantoids these stones, if managed to be stolen from the alpha, draw from within themselves the promise of hope. The Demantoids are the Oracles, the Soothe-Seers of Lubit Munþii, and can rationalize “patterns”. Humans as well as dragons and whers and all other manners of life follow one pattern, one method of doing, throughout their life. If surrounded by a particular individual for a period of time, these dragons can near accurately predict what any given individual will do in a situation based on the living being’s life pattern. Though not full-proof, the alpha Heliodor pledges these dragons to him as his advisors; there must be some warrant as to why he would ignore theft and appoint these dragons as his council. These dragons early on are daring, heedless of consequences, and social. As they mature, they grow quite matter-of-fact and hold their roles rather highly, their boldness and heedlessness retreating into the back of the mind. Quick to temper and swift to assert their positions in any argument, these dragons are firm but not stubborn. Fair, but sometimes perceived as cruel because of their fatalistic views upon life and that everything is not in each individuals own hands. They are confident in their beliefs and respectful of others values though they know them to be useless. Occasionally they fall into temperamental mood swings that lead to raunchy behavior and indulgences. An iron hand is needed for these dragons to remind them that such actions are not proper and to control the I-know-it-all syndrome Demantoids can suffer from. Female Demantoids Impress to any sexual preference or gender while male Demantoids Impress mainly to heterosexual men.
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Obsidian
Born from former Blues, Obsidians are by far the…roughest dragons of the Weyr. Roughly Blue sized, at least before the bulk of stones are added and provide extra muscle power, they are the only dragons of the Weyr whom are born with scales from the get go and this quality affirms their belief that they must go straight to work and stay at it. They would be lithe agile dragons were it not for the fact they encompass the entirety of their bodies from nose to tail tip in jagged sheets of stone. Their soft scales at birth raise ever so slightly and, with meticulous care, slabs of solid stone and gems are placed beneath the raised scales before they seal back up. This quality is unique among the other mutations and because of this these dragons can “shed” their broken armor and replace it quicker than the other mutations of the Weyr. Their tails are effective battering rams, clubs used almost exclusively for demolishing walls leading to new gem veins…at least when they’re on duty. Their talons resemble spades-excellent tools for digging and excavating caves and tunnels with defensive, sharpened stones that jut out from the tops of their clawed paws. They serve as the alpha’s body guards and are the first to support the reigning alpha when a challenger makes his announcement to fight for the throne. Their “scuffles” more often than not end in several deaths and serious injuries as their stone bodies shred their opponents when they wrap around them and particles from their digging infects the wounds. For this reason, Obsidians and their fierce senses of loyalty are ordered away from the Weyr for these fights or the males are simply chained forcibly to the walls. That said, they are not excluded from catching Rising Boltwoodites or Demantoids which results in a fair few casualties from time to time. Should they ever carry a “Judgment Stone” it is because an alpha of past or present has gifted him with one in commendation for service beyond the call of order. This award is given usually for eliminating a rival Heliodor or for losing a Rising female to death from infection as a pacifier for the guilt his soul endures throughout his life. Given such a precious gift, these males become the Martyrs. Passion against injustice twists and contorts the mind and reasoning of a stone-given Obsidian and, because of such, there are not many of them. Because their meticulous, detail orientated lives would be directed solely to the first belief encompassed in their hearts and blind devotion is the cursed of all plagues. They retain their souls, their perceptions, their beliefs, but they are drawn to commit whatever actions need be taken against whatever crime they are directed at. They become near mindless powerhouses that can and will destroy anything in their path to get to their goal. Obsidians are devoted, stubborn, traditionalist creatures. They believe everyone has a place and that one should stick to their own particular social order; they are not above telling you that you are not worthy of talking to someone if your character falls drastically short of that other individuals. They are the faces forgotten for their deeds done in service of the Weyr because they seek no notice of their actions but will be the first to cause unrest when their traditions and well worn lives are turned upside down. They will throw themselves into what they believe in even if it means their death. They despise untidiness, apathy, and defeat, and will contain their violent tempers unless ordered to release them. They Impress to bisexual men and women.
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Euxenite
These little beauties are a relatively new mutation, only having cropped up in the last few Turns when a female Demantoid bonded to a Heliodor and her clutch contained only these Green mutations, five of them to be exact. Very little is known about these splendidly colored dragons apart from they stay Green sized throughout their lives and are born with a moldable hide much like the majority of the mutations within the Weyr, although theirs is a blue-green hue and its brilliance shines through any covering of gems or rocks they place over them as though they possessed some great internal light. They are the only dragons of the Weyr born with incredibly sharped horn on their noses, several reaching out as a crown around their skulls, and rows of smaller spikes down their backs. Diamond-like splinters which adorn the tops of their necks and tail tips are also present at birth, and sheets of this same strength, although much sharper and thicker, rest on their shoulder blades and reflect light with marvelous accuracy. For this reason, they have been given the title of "tunnel lights"; they quite literally spend the majority of their time toting deadglows through the tunnels using their stunning scales and diamond plates to refract light and cast warmth where darkness would otherwise prevail. Based on the fact none have cropped up yet from a Boltwoodite clutch over the turns, it is suspected they may only come from a Demantoid's clutch and this is the reasoning behind a recent decree from the reigning Alpha that "Henceforth all Alphas shall take at least one Demantoid mate should there be one living. If not, the duty falls to him to take an Euxenite." This is because of the unique skill sets these dragons provide to the Weyr not only as tunnel lights but their size allows them to worm into places the larger colors cannot and, as they are more resilient than a Boltwoodite, they are the go-to-dragons for these tasks. Ten turns ago, the reigning Alpha Heliodor Daruksath gifted one of the first Euxenites a judgment stone for her services...and to commemorate her being the first of only two of the original five to refuse firestone. It was known then that after that moment these new mutations could in fact clutch, or at least a rare few could, but they only threw more Euxenites or the occasional Obsidian and this was a blessing the Weyr needed. More females which could be sterile and the males of the Weyr could chase freely without the need for fearing of upsetting the Alpha. Beyond this realization after she, an Euxenite known as Saveilith, placed the stone along her body, hiding it beneath her chin along her throat. It is from her that most of the data from judgment stones comes from for the other female, Fatisith, did not develop abilities when she received her stone in thanks of her services and Rising. From these records, Euxenites who develop abilities have come to be known as the "Harbingers" of the Weyr. Not nearly as evil as it sounds, this name is in fact a misnomer as these dragons when gifted with judgment stones and they develop abilities, provide almost unnaturally good fortune to those they so choose if the time is right. It is not a constant effect of the creatures, more an occasional feeling that has been described as a "tingling from the tips of the claws to deep within the heart", but it has merited these creatures to be forced to Run with the Boltwoodites on the off chance they get a "feeling" while running and they may bestow that luck and fortune to the soon to be clutchmother and her young so that, perhaps more females may be born as per the Alpha's request or they might all be of a stronger disposition. These "feelings" crop up at random times, often bestowing great fortunes within the mines where massive gem veins can be discovered, or even in such simple tasks as a dragon being near a rider or individual who may have fallen down the Ivory Staircase and, instead of breaking their bodies as should have happened, they land with but a few bruises. Euxenites are lively creatures, generally happy-go-lucky with few qualms or real concerns about anything. They delight in their work, loathing to be still and in one place for any great length of time, and actively seek out tasks for themselves if their work is finished for the day and no particular fancy otherwise commands their thoughts. For such a lower color-ranked dragon, these beauties are surprisingly witty and can be found in debates with larger dragons over matters of the Weyr from time to time. They exude friendliness and would not offer a harsh word to even a tunnelsnake that had bit Theirs, but they are exceptionally hard-headed and difficult to control in their weyrling years and first flights. Euxenites are always female and Impress indiscriminately.
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Heliodor
Descended from Bronze kings, not much has been lost in the manners of the Heliodor. Their bodies are long and built for speed-they can even outrun the speedy Boltwoodite across long or short distances. Powerful leg muscles and an expansive chest cavity allow for thundering speed and oxygen to flow swiftly through the bloodstream, granting them a “gust-of-wind gait”. Their hides are a soft, gray-black with dark red thrown in on and off patches here and there occasionally, and they are covered in rough bristles that form around the age of a turn. Two prominent horns pierce the flesh at the base of their skull, and rough hardened scale plates cover and protect the face. The bristles which grow out from the flesh in the first turn of life are made of the same matter as the Heliodor’s fangs and are just as sharp and abrasive, though not as toxic as their bite (bacteria builds up within their mouths from their narrower than normal dragon mouths and saliva collects and ferments to the point where bites from these dragons usually end with necrosis of living cells). These ‘spikes’, or 'bristles', and fangs do not dull and one has never proven to chip in all the turns since their first discovery or to shed from the dragon's body; only death can bring them free. They continue to grow throughout the Heliodor's life just as the dragon's body perpetually continues to lengthen at a very slow, steady pace of two-to five more inches a turn after their initial growing to Emerald size stops at the age of three turns. For this reason, Heliodor fangs are prized weapons and oftentimes in the cases or wealthier riders or those bonded to a Heliodor carry a fang of the creatures as opposed to a beltknife. Atop a narrow, angled skull rests soulless eyes which stare on judgingly at whatever crosses its path. They are born with soft hides that later develop into thick scales that glimmer and reflect light, although as the dragons age it becomes difficult to see them for the ever growing bristles. Over the turns, their wings have developed in a set of fully functioning hands with three fingers to each hand. These draconic hands are incredibly adept, and work near as well as a human's in regards to picking up things, lifting, moving, and even handling immensely fragile things--there have been instances of Heliodors holding human infants that have resulted from their bonded's matings with all the care they give to their own young. These males are the alphas of the Weyr, the kings if one will, and also the guardians of their mates' eggs. They tend to them, turning them upon searing hot gem beds to incubate them properly while their mothers return to their own respective duties as is required within the Weyr. Their word while in command of their throne is law. No dragon dare deny it or he would swiftly find himself at the bottom of Echo Falls. He has dominion over as many females as he chooses to take, and command over those whom he does not. The males obey his direct order, and he may beseech of them whatever he so desires while he rules. His reign lasts until another Heliodor wishes to challenge his power in a great, bloody battle of sheer brute force for these creatures are large and blows from their thickly muscles tails shatter bones and rock mountains. At that time he may choose to step down or he can fight for the throne. Those that fight do so to the death and of those that choose to step down, they and their Mines leave the Weyr for a period of time to allow the Alpha to collect his ire. Wherever they go from there is of their own choosing--they are no longer bound to Lubit Munþii for this period of time, and may do as they wish so long as they do not return to the Weyr before the then ruling Alpha's ire has settled, or he will surely kill Heliodor and rider to protect his breeding rights and his treasures. Few cases of tolerant Heliodors exist, though this is a rare occurrence. As commander in chief, the Alpha Heliodor has first rights to whatever gems are found in the mines. The best are kept for his own personal coffers, including the Judgment Stones given to the other dragons, and from there after his choice of gems had been made other dragons in decreasing rank order may take their own. Their bodies are dramatically effected by the judgment stones for these males ingest several of the stones instead of merely attaching them to their frames. The stones lodge in a second stomach where they remain within the body, slowly releasing their abilities overtime. There, the stones emit their specific chemical properties that bend and manipulate the telepathic capabilities of these dragons. Imparted with minute traces of Confessor, Oracle, and Euxenite talents, these dragons bear the unique ability to manipulate the moods of the dragons within the Weyr, capable of enticing them to a wild frenzy or ordering a respite with but a single word. This ability has not been tested on dragons of other Weyrs, but it has been documented that the original colors, even the most stubborn of Golds, will submit to a Heliodor's wishes if his own will is great and his powers of particular skill. It is suspected weaker willed mutations will succumb to his mood manipulations with ease. A side effect of being so riddled with destroyed old souls within the judgment stones consumed is that these dragons, much like the Glaciers of the frozen north, take age with grace and live long lives. It is rumored this is because they must live the lives of those they consumed whom have not had the chance to do so themselves. Heliodors are reclusive, cynical, lords of their destinies. They do not socialize apart from taking mates, giving orders, or ceremonial acts required within the Weyr. Often times, the Alpha Heliodor remains tucked away in his treasure room for months on end without so much as a sighting of a single scale. Within them lies a deep appreciation for natural craft and skill; perhaps this is why they stare so intently into their piles of stones. They tolerate nothing but action, and will not wait to justify the means of a course should it come to a decision of right or wrong. They possess no alignment with the moral or ethical world, often tending to pick the decision that leads to the betterment of their own affairs, that of their mates, and of their Mines. They are selfish in the sense they prefer their own instead of the majority, and their life is more important than the thousands that could be saved. They know they are right in whatever endeavor they go after. Everyone else is in the foolish wrong and will sow their own sins into the soil. They Impress only to heterosexual males.
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+Both Holds work in unison with the Weyr: the dragons mine the gems, stones, and metals while the Holds polish them up and turn the raw goods into usable material.+
Holds Descriptions: Tanikii Hold - Originally a large campground for the miners who moved into the area, Tanikii Hold is located just east of the Weyr settled into the side of the mountain range, faintly visible on clear days from the higher reaches of the Weyr. The Hold is constructed of pure stone from the local quarries, pushed into a sheltered section of the mountainside that has avoided rockslides over the turns. It is a formidable sight when it appears through the mountain mist. Major Products: Precious gems (diamonds, emeralds, rubies, etc.) and firestone along with quarry rock for construction.
Hold Boards: Refinery - A large section of the lower half of the Hold composed of examinations tables to determine quality of the gems and stones before each is sent down a specific assembly line to be placed into a setting or polished and packaged for shipping.
Domicile - Located in the small space left on the bottom floor beside the refinery. This serves as the formal dining area with the kitchen nestled in the corner along with the food storage units. The healer also resides here.
Dorms - Located on the entirety of the second floor, lining the hallways, are dormitories where the Holdfolk slumber and spend their evenings. The Hold Lord also resides here, with the largest accommodations though directly over the loudest part of the Refinery to compensate. It is here where most of the gossip and entertainment takes place. There's always something going on.
The Balconies - A place for young lovers to catch the sunset that also function as the watchpost for a single Wher and his or her handler. Several staircases lead from the top floor to the ground - they are the only entrance to the upper floors.
The Shipyard - All shipments into and from the Hold are overseen here, just beneath the balconies with stables located a small ways away for Runners and their carts for transportation.
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Sxarr Hold - Another former campground for the original settlers this Hold is settled several miles north from the Weyr, pressed against the entrance to the Southern Continent's great forests. This Hold came to be when Tanikii grew too crowded and the need for construction timber rose. Sxarr Hold has become a jack-of-all-trades due to its proximity to stone and foliage. It is constructed of stone walls and timber floors. Major Products: Timber, Herbs, Skins, and metal work.
Hold Boards: Refinery - A large section of the lower half of the Hold composed of examinations tables to determine quality of the gems and stones before each is sent down a specific assembly line to be placed into a setting or polished and packaged for shipping. Identical to Tanikii's own.
The Dwelling - This serves as the dining and meeting area of the Hold. The kitchen is just off to the left of the Refinery with ample storage spaces for herbs and food, along with the healer's post.
Dorms - Located on the entirety of the second floor, lining the hallways, are dormitories where the Holdfolk slumber and spend their evenings. The Hold Lord also resides here, with the largest accommodations though directly over the loudest part of the Refinery to compensate. It is here where most of the gossip and entertainment takes place. There's always something going on. Again, following the pattern of Tanikii.
Perch Point - This serves as the watch post for the Weyr, usually commanded by a Wher and handler. It is a large, formidable tree bearing a crow's nest around the expanse of several branches with notches of the tree carved away to allow a wher to climb up it.
The Shipyard - All shipments into and from the Hold are overseen here, just beneath the balconies with stables located a small ways away for Runners and their carts for transportation.
Weyr Boards: The Burrow - The original entrance into Lubit Muntii now one of three major entranceways. Over the years, this passage has mostly collapsed in on itself and now only remains active today for Boltwoodite females to easily wander off of the nearby nesting grounds to find their adornments. Careful reconstruction has allowed it to regain some of its former glory but age and the openness to the forest above have taken their tolls and now only Weyrfolk and young Weyrlings may venture out using it. It is also the main shipyard where tithes come in and precious stones and metals leave the Weyr by dragonback only as it soon becomes a treacherous incline that has claimed runner and human life alike.
Sphere Landing - The official "hatching" grounds of the Weyr, located some great distance from the long corridor of the Burrow. Eggs are brought to these shallow pits only after they begin rocking. These pits are filled with water-worn stones that have formed into spheres over the turns, perfect for holding eggs in place. They are not incubated here as water floods into this area of the Weyr in the storm season, washing away evidence of egg shards from the past into an underground river that eventually becomes Echo Falls.
The Ivy Staircase - The most recent entranceway into the Weyr brought about by a particularly bad storm season where flooding forced the cave ceiling to collapse some 100 turns ago. The original rubble from the cave-in remains there still, stacked into clever slides that allow water to flow out into the channels for the underground river so that the Weyr does not flood past this entrance point. Plants have colonized the walls and worn walkways and climbing holds into the stone and it appear as a rather lush garden from which the Weyrfolk grow some of their food and occasionally hunt along with their dragons. Bucks and wherries alike roam in fenced pens along ledges of this lush staircase.
Nook Hollow - This is the given name for the rows of sleeping chambers for the riders and their dragons as well as the location of the kitchens and infirmary. As the name implies, these homes are dug out crevices in the walls ranging from relatively low to the ground to almost touching the ceiling. They line the walls until reaching the final and last entrance to Lubit Muntii.
The Slope - The last entrance into Lubit Muntii and the second oldest but most used of the three. It is a near perfect cylinder shape with walls smooth from constant water running down the sides into the semi-deep pool below. That pool posses fierce currents and most dragons tend to stay only on the edges for fear of being sucked under. The currents, if followed, lead into an underground cavern where the Alpha Analcime spends his days. Echo Falls cascades down the sides of the Slope, never flowing in one place constantly, and this wear and tear over time has come to allow all but the largest of dragons passage through.
The Ice Chamber - A misnomer by name because this is the site where all Lubit Muntii dragon eggs are incubated. It is also known as the Alpha's Den where very few dragons, if any at all, dare to venture. Located just below the pool formed by Echo Falls, the currents above lead water to flow onto the massive crystal gems below and, upon touching it, the water heats and becomes steam. It is immensely hot within the Den but, if one could stomach the heat, massive crystals form gem beds for the eggs to rest and hundreds of other precious stones grow to immense size alongside them. Diamonds, Emeralds, Rubies, Sapphires...you name it, it's massive in here. This place is also the only location within the Weyr where Judgment Stones may be found because the Boltwoodites whom throw their eggs into the deeper parts of the pool to control population eventually break and end up here to become Heliodor snacks. It has one main entrance that comes out just before the Ivy Staircase but the constant output of steam and the growls coming from within keep near everyone clear away. It is guarded by the petrified body of Etallikith, his scales having long since been covered over by diamonds and rubies, both of which he was fond of consuming.
Mine Fields - Where all the current mining operations take place. It is located far, far from the Staircase and even farther from the Burrow. Small vents-dug by firelizards and barely big enough for them to fit-pepper the ceiling to allow air to flow through and to keep dust and grit out from the lungs. It is here where dragons spend most of their days working gems out of the soil or minerals that could be made into metals.
Stepping Pool - A shallow freshwater system that currently flows out of the Weyr into grounds unexplored. It is filled with shallow cool water and lit by glows. A perfect place for weyrbrats to play and explore or for tired riders and dragons to relax.
Runs - The board of choice for any female dragon to carry out a Run. PG-13 unless strictly posted otherwise.
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Post by pandoraMisfit on May 10, 2013 11:40:53 GMT -5
[removed for editing and possible board move]
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