Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on May 23, 2010 23:09:52 GMT -5
Whers and their Handlers by color.
Gold: Rozsk and Rozen (Rouxy)
Bronze:
Brown: Tovsk and Toven (Kaemi) Metask and Meta (Mango) Cerulesk(APC)
Blue: Naosk and Naoko (Rouxy) Dassk and Dastan (Thorne)
Green: Misk and Mira (Kira)
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on May 23, 2010 23:04:12 GMT -5
Dragons and their Riders by color. Weyrlings will be noted by clutch name.
Adult Dragons[/b]
Gold:
Bronze: Dysiiliouth and V'ton (Lothy) Eneth and F'ren -Surviving Clutch- (Kristin) Gareth and K'roi (Rouxy)
Brown: Odyth and U'ar (Mango) Queth and L'cin -Surviving Clutch- (Kira) Veneth and V'taph (Kira)
Blue: Feynth and S'ren -Surviving Clutch- (Kira) Jaxith and S'lain (Rouxy)
Green: Dalisth and L'mar -Surviving Clutch- (Kaemi) Ineth and R'tel (Maykat) Phediath and Evyi -Surviving Clutch- (Frangipani)
Weyrlings
Gold: Ellenath and Raelwyn -Tasseography Weyrlings- (Thorney)
Bronze: Orith and E'ric -Tasseography Weyrlings- (Thorney)
Brown: Calzanth and K'ron -Freshwater Weyrlings- (Thorney) Desyth and D'uo -Tasseography Weyrlings- (Rouxy) ??? and ??? -Tasseography Weyrlings- (???) Kaith and R'lian -Tasseography Weyrlings- (Meadow) Olloth and R'nen -Freshwater Weyrlings- (Mello)
Blue: Absinth and Keiko -Tasseography Weyrlings- (Thorney) Peth and C'ko -Freshwater Weyrlings- (Mango) Skeith and A'den -Tasseography Weyrlings- (Lissa)
Green: Asileth and K'vin -Freshwater Weyrlings- (Kristin) Geveneth and Sa'niel -Tasseography Weyrlings- (Lothy) Iveth and Valee -Tasseography Weyrlings- (Mango) ??? and ??? -Tasseography Weyrlings- (???) ??? and ??? -Tasseography Weyrlings- (???) Violith and Z'lor -Tasseography Weyrlings- (Rouxy)
White: Trivaruth and Mu -Tasseography Weyrlings- (Mango)
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on May 23, 2010 23:02:17 GMT -5
-Owned Flitters- Format: Flitter - Bonded
Gold: Brillia - L'cin (Kira)
Bronze: Tydus - Raelwyn (Thorne)
Brown: Cloud - Raelwyn (Thorne) Danyan - Synchella (Meadow) Hefty - Batavia (Maykat) Toll - K'vin (Kristin) Zeek - Rozen (Rouxy)
Blue: Jaser - Tessarin (Kira) Nuisance - L'mar (Kaemi) Patch - F'ren (Kristin) Yarn - Valee (Mango)
Green: Aeris - Dastan (Thorne) Angel - Zanalorin (Rouxy) Sakki - K'roi (Rouxy) Shen - Savareniel (Lothy) Yumi - K'ron (Thorne)
Dud: Tiieh - V'taph (Kira)
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on May 23, 2010 17:05:47 GMT -5
There are a few very simple rules for advertisement posting, and further for mutual affiliation, meaning we will host your site's banner and information for perusal. 1. If you post an advertisement here, please be sure you have a place for Cerulean to post an advertisement in return that is guest accessible. 2. For mutual affiliation, our banner, or a link to Cerulean must be visible on your site within a few days of the request simply to expedite the process. We will place your banner or link in the main page footer, though don't require that ours be in a similar location. Please put [Aff.] or something similar in the Subject header. 3. The site in question needs to have some activity to it. If a visit proves that nothing has been posted for at least 2-3 months, we will consider removing the banner for said site, though its advertisement is free to remain until requested otherwise. Similarly, a quick request to place the banner back up will be honored providing work is being done to the site. 4. If you would like to update your site's banner, just leave a message under your site's thread, and Rouxy will see to it in a timely manner. 5. Do not advertise or link your site in the Chatbox. That is why this thread exists. 6. No image posted can be larger than 500 pixels in width, as it stretches the boards. We may resize or delete the image if this happens. 7. Feel free to update your site's current happenings as many times as needed, but please do not create more than one thread. Our Banners HTML: <a href=http://sites.google.com/site/ceruleanweyr/home><img src=http://i39.photobucket.com/albums/e195/Hseru/Cerulean/Minibanner.jpg alt="Cerulean Weyr"></a>
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on May 3, 2010 19:26:48 GMT -5
Whers were created as an attempt to further broaden the dragon numbers of the first Pass by Wind Blossom, daughter to Kitti Ping, the originator of the all-important dragons. She unfortunately did not have the same grasp of genetics as her mother, and the resulting creatures were referred to as 'ugly' and 'malformed dragons'. However the creatures were healthy, so the colonists decided to try and utilize them; they named them "whers."
It was discovered that whers had a similar bonding ability to their draconic cousins. Much stronger than a firelizard and not as all encompassing as a dragon’s bond, whers are not required to bond to a human for survival, but many truly enjoy and adore their human companions. Protective and usually only attached to a single person, the position of whers in Pernese society has changed quite a bit since their first creation. The two most common jobs that whers were typically used for were night guards for holds, and as aids to miners. A watch wher typically would bond to several handlers and use their sensitive infrared eyes for night guard duty, while the miner aids were able to smell when gas was leaking or hear rock shifting, warning their human companions of the danger with their powerful senses.
Now, whers are forging a place of their own beyond these sometimes limited tasks, guarding against thread and feline attacks at night with their newly rediscovered firestone chewing abilities. They are slowly becoming a force to be reckoned with, and the Weyrs are encouraging handlers to try and deepen their bonds with the smaller draconic cousins, to teach their whers the necessary skills and knowledge that will secure their brighter future for as long as Thread still falls. In the south, Whers are slowly becoming the first line of defense against night marauding felines, a problem which has plagued the entirety of the Southern Continent for Turns on end now.
Both similar and dissimilar to dragons in may ways, whers come in the usual draconic colors of gold bronze brown blue and green. The colors do not seem to be restricted to certain genders of humans like dragons, and males and females can impress any color. Gold whers can weigh as much as 1000 pounds and stand equal to a large sized runner, while the lower colors slowly grow generally smaller, down to the smallest greens at around 600 pounds, a third smaller than a medium runner but still easily of size to carry at least a single rider due to their lower stature and stronger built limbs. Whers generally cannot fly, though finding one with the wingspan to glide is not uncommon. A flyer is rare, though not impossible; whers will never be as agile or skilled as their constantly flying cousins though. Their hide is thick, strong, and does not flake, and whers do not have to be oiled like dragons, just scrubbed. However, their hide is sensitive immediately after hatching and it takes a few months before they develop a tougher second coat. Whers also have the same green ichor that dragons and firelizards have for blood. Whers are more muscular than dragons, and do not have the prominent ridges down their spines. Their bodies are more evenly keeled, with feet that only sport two claws and a single pad for balance. This actually allows whers to move with surprising speed and agility, lending them to long, tricky Runs when the females go into estrus. Their senses of smell and hearing are keen, and they are able to effectively see in the dark. Their sight is infrared, and because of this the heat of the sun hurts their sensitive eyes and drives them to hide during the day. Other light sources that are dimmer and that do not generate as much heat, such as glows, tend not to bother whers as much. Like dragons and flitters, whers' eyes also change color depending on their mood. Whers can go between on their own, or with directions from a human, needing some distance from the ground to do so to minimize the potential danger. If unable to get off the ground with the aid of a tree or cliff to glide from, a wher can simply leap with their great strength, skilled in betweening in these airborn moments.
Whers are very vocal creatures and can make a wide range of noises, from chirps whistles and clicks to grunts and roars. While they can speak to dragons and flitters and vice versa through telepathy, they are not quite as empathic as dragons; aware of but not always feeling the emotions and or pain of their bonded. While whers are more intelligent than firelizards, they cannot speak as dragons do, but communicate telepathically through images and feelings with their handlers. They understand human speech and often vocalize in return, sometimes even managing a few words through the awkward medium of their tongue and beaked mouth. A wher and its bonded often develop a set of code noises and sounds in which they communicate easily.
On occasion, a wher will out-live its human companion and can actually re-bond with another human if the wher is agreeable to the situation. Whers have committed suicide with the death of their handler, but this varies from wher to wher.
Whers who are bonded to a human have names that always end in the letters 'sk'. These names are always a variation of their human partner's name, and the more similarity between the two names, the stronger the bond. Whers do not announce their names upon Impression like dragons; instead the wher's bonded will simply 'know' the wher's name a short time after hatching. There are some whers that live in the wilderness, and if a wher hatches away from humans, or doesn’t bond, it will either return to the wild or become the Weyr or Hold’s wher.
Wherhandlers are not searched like candidates for dragon Impression. Anyone who wants to may stand for impression, assuming they don’t feel as if they are ‘settling’ for the smaller draconic cousins. Often, failed rider candidates will sometimes stand for wher impression as their last hope, and these people sometimes find it easier to impress than those who have had no contact with the larger creatures. Candidates are permitted to attend unscheduled touchings, getting to know the smaller wher eggs as rider candidates are permitted to for dragons. They must first approach and bow to the queen of the clutch, and gain her permission before coming close enough to inspect the eggs. Always, respect to the queen must be shown, and offerings of meat are often welcome. The hatching caverns are not particularly warm because of the heat sensitivity of wher eyes, so the queen must keep the nest warm with her wings and body and therefore cannot leave to hunt. Baby whers desire food as all the draconic hatchlings do, but they are not as incessant about their need as dragon hatchlings are. They have no teeth when first hatched, and can easily choke on meat, so the best first meal is a porridge of oats and blood. They do not allow themselves to become overfed, so the newly bonded may feed as much as they will take. First and foremost, the new handler will use a small blade to create an incision in their palm to allow the wher to taste their blood. This further strengthens the bond and allows the exchange of names. They will continue to eat the blood porridge for three months until their teeth grow in and they can begin eating meat, slowly switching to the new food type over a period of about another month.
Whers are fully mature at a year old, and finish growing at a year and a half. Queens can run to mate at the year and a half mark, while greens can run at one year, with no clutches to speak of. Because of the stronger bond, when a wher Runs, especially the first time for either the wher or its bonded, the feelings are overwhelming. Much like a dragon's Flight takes control of the riders involved, wher runs can do much of the same. Experienced wherhandlers can control themselves up until the point when their wher consummates the run, if they catch or are caught. New wherhandlers will likely succumb to the urges, seeking out the object of their bonded interest. Handlers will typically meet up in the handler apartments during runs to keep the chaos down a bit.
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on May 3, 2010 10:11:46 GMT -5
There are four levels of rider weyrs, each level capable of housing some twenty to thirty dragons. The fifth level, located on the opposite side of the Weyr, is for the largest dragons -typically large bronzes and golds-, and the Weyrwoman and Weyrleader. The first level is reserved for injured dragons and the like as they each have easy access to the beach for non-fliers. The Great Hall has a large set of kitchens that have direct access to the shipping docks outside, and a small tunnel that leads to the surface. There are four main entrances from the surface, and several smaller entrances via ladders and stairs from top to bottom. The infirmary is large enough to hold two to three fully grown dragons, and several humans. A ledge outside allows injured dragons to be lowered from above, and stairs down from it can help provide care on the narrow strip of beach below. The level below the Great Hall houses all the other Weyr personnel in the Lower Caverns. This is where linens are washed and stored, where the library is, and where all other Weyr activities take place. Candidate and Newly bonded Weyrling barracks are located next to the large heated hatching sands bowl, with the watchdragon and Nightwatch posts situated further back to keep the younglings protected from the beasts of the wild. Several smaller huts and buildings spread from the cliff's edge, housing for the riders when they'd first arrived. Weyrs are still being carved by stonemasons, and more are open every day, though as of now, Cerulean is barely classified as a 'small' Weyr. Fenced in feeding grounds are located further west, just far enough away to keep the stench from flowing into the Weyr. Over the hatching sands, a large collapsible dome-like structure can be raised and lowered with dragon-power to both shield the eggs from the elements and allow fresh air in through several smallish openings in the top. The entirety can be fully lowered during hatching time to allow dragons enough space to sit around the rim of the sunken pit and hum their welcome. It can also be fully closed to protect the clutch during the occasional fierce sea-born storm. On the other side of the island, close to the dormant volcano, a mine of firestone is in full operation as it's the closest deposit of the vital threadfighting material. Boats are loaded at a small harbor there and sailed around the island to the Weyr. Cerulean Weyr is cut directly into the leeward cliffs opposite the dormant volcano on Crystal Cave Island. The stone is solid and provides the perfect protection against Thread, storms and much more. The above is a current map of Pern as of the 10th Pass. Crafthall Locations * Beast Hall, at Keroon * Dolphin Hall, at Kahrain * Farmer Hall, at Nerat * Fisher Hall, at Tillek * Glass-smith Hall, at Ista * Harper Hall, at Fort * Healer Hall, at Fort * Miner Hall, at Crom * Printer Hall, at Lemos * Smith Hall, at Telgar * Star Hall, at Honshu * Tanner Hall, at Igen * Tech Hall, at Landing * Vintner Hall, at Benden * Weaver Hall, at Southern Boll A closeup of the general area surrounding Cerulean Weyr on Crystal Cave Island, and Silver Cove Hold. Crystal Cave Island, with its large dormant volcano crater has provided the perfect location for the new Weyr. Silver BeachThe beach in this location is in a little cove, protected by long cliffs to each side. The sand is an odd silvery color and often littered with unusual coral pieces and shells. Fire lizard clutches are a bit more common because of how quiet and safe the beach is, though they are well hidden. The Pearl Sand IslandsEach of the small islands is surrounded with cliffs, making it difficult to get a boat to shore. It is, however, a perfect location for a rider and dragon to enjoy a quiet respite from Weyr life. The name 'Pearl Sand' comes from small tide pools that run through the cliffs to interior beaches with lovely off-white sand. Paradise BeachOften shared with riders from Southern and Honshu, Paradise Beach boasts perfectly pristine beaches of soft white sand and small breakers due to the protection offered by offshore sand bars. Crystal CavesAdjoining some of the furthest points of Cerulean Weyr, caverns filled with crystals of all colors are open to cautious exploration. Sudden drops, water filled caves and the danger of falling crystals keep many would-be adventurers looking for other avenues of exploration.
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Mar 29, 2010 19:07:18 GMT -5
Character:Name: S’lain Age: 36 Gender: Male Sexual Orientation: Bisexual Occupation: Wingrinder, Journeyman Dragonhealer, Bluerider Description: Fairly tall, S’lain stands some 6’2”, a well muscled figure of a man with wide shoulders and narrow hips that easily support long legs and a single arm with a broad nimble hand; the body of a swimmer and sprinter. Being neither by profession, his skin in deeply tanned from time on the wing, broad splashes of barely darker freckles still casting a childish look to him. His missing right arm was lost to a feline attack some years ago, a ragged cut above the elbow that had to be further amputated back to his shoulder, leaving that side of his body a mess of scar tissue. His hair, originally an even-toned dark brown, has been bleached to a much lighter sandy hue in variegated streaks along the top. The bangs are short enough to never block his view, while the majority has been cut to end just at the base of his neck, protecting it from the sun and the harsh cold of Between. His eyes are a light grey color, sometimes switching with the light to a more blue hue, however one eye is a bit milky, with scars covering the flesh around it in evidence as to why. The scars run in two lines, from just at his temple on the right hand side down to the curve of his jaw. The smaller of the two scars crosses his eye, leaving him partially blind on that side, able to see only vague colors and movement. His movement and habits have altered due to his injuries, and S’lain tends to keep walls and other obstructions to his blind side as subconscious protection against being surprised by someone or something slipping into his blurred spot. Personality: S’lain is fairly sensible, with a usually easy smile, but a sometimes haunted look to his face. Because of his upbringing, he is well educated, and loves it. He won’t go so far as to rub it in the faces of everyone, but it is relatively easy to start him animatedly talking on a subject, only to never hear the end of what he knows about it. He is especially vociferous in his main subject of study – dragon anatomy and healing. He will generally partake in jokes and laughter, though it does not come as easily as it once did. The incident in which he gained his initial set of scars across his eye significantly changed his attitude towards life and flying. Before, he was known as a bit of a trouble maker, and an unnecessary risk taker. To some, the change to a more somber, serious Rider was a good one, and just in time for the impending threat of thread. Any daring do was now done with careful thought and consideration, though no hesitation was given when another rider’s life lay on the line. He has taken scars meant for others without regret, and likely will do so again if it is in his power to assist. S’lain hates being surprised, especially on his blind side, and will react violently if he doesn’t recognize the ‘threat’ before his fist connects with it. His reactions are bred from his multiple brushes with felines, and a period of time spent honing fighting skills in other Weyrs. Even after the loss of his right arm, he is still a proficient dragonhealer, and refuses to allow the loss impede his work. Jaxith’s telekinetic skills are especially honed for small objects, and the blue has had years of practice helping S’lain where another hand would be needed. History: Born in Fort Weyr, S’lain’s mother, Kairina, was the leading influence in his life for the first twelve years. His father, Jeoffry was mostly absent, a trader specializing in the roads traversing the dangerous jungles of the Southern Continent. Kairina’s specialty was healing, of the human variety. A Master healer, she often brought S’lain, then known as Syrolain, with her when she practiced her craft. Fascinated by the healing craft, Syrolain was apprenticed to his mother at ten, and found an aptitude for it. His hands, already too large for his growing body, were adept at the grinding of herbs and the delicate packing of a wound, or setting of a bone. Each of these lessons his mother taught him, demonstrating with each other the proper way to wrap an injury. Still an apprentice, he was not allowed to do such on an actual patient, but he watched his mother’s every move, cataloguing it for later reference. Around the age of 13, a rider friend of his mother posed a thought to the both of him. Syrolain was still young enough to start on the dragon healing path, and despite the fact that it was not a much needed craft at the time, without the injuries sustained from Thread, injuries still occurred nevertheless during a queen’s Rise, or the various recon missions going deeper south. Their friend went on to say that as a candidate, he would be able to even further the craft, continuously emerging himself in the ‘how to’s’ and ‘what for’s’ of the dragon body. He didn’t need to mention that they were always looking for more candidates to save the hatchlings from going Between. It was intriguing, and rising to the perceived challenge, Syrolain had to say yes under those circumstances. Though unusual for a candidate to continue training in a craft alongside his potential rider training, Syrolain’s mother was able to impress his aptitude for the healing arts upon the leading Master at the Weyr, who grudgingly accepted him. Though quite different from the ways to heal humans, his natural abilities sprang forth and soon the master was privately looking forward to the day when he would join the fold, rather than become a rider. It was tough learning twice the lessons usually required of a candidate, but in this environment, Syrolain flourished and blossomed. Blossomed into a prankster that is. More than one prank pulled on the older candidates was masterminded by Syrolain, for which he got caught most of the time. For the rest, he claimed it was worth it to see the older, and sometimes bossier, candidates brought down a peg. It was thus that he came into the hatching grounds half a turn later with a better than average understanding of the magnificent creatures he had come to love. Excitement thrilled through him as the thrumming of the many numbered dragons drummed all the way to his over-warm toes in the too thin sandals. Everything was bright and warm, and he was glad for the white robes, which were a bit thin but blessedly airy. A few eggs began to rock, and the hatching began with a frenzy as three hatchlings broke through almost at the same time. Hatchlings stumbled about everywhere, finding their chosen and ambling off the get stuffed with fresh meat. With the hatching of the last two eggs, Syrolain was still standing in line with the remaining candidates, fear in his heart that he would not impress. It was with a sinking feeling that he watched the last male, a small brown, stumble into the arms of the boy two spaces down from him. A sense of envy overcame him as he watched the boy’s face change into wonderment at the new feeling of having a mind partner. The hatching ended, leaving Syrolain unsure of what he wanted to do next. It was not uncommon for candidates to stand for multiple hatchings, but it certainly was heart wrenching. Three turns passed, and during this time Syrolain’s confidence as a dragon healer grew as his confidence in becoming a rider wavered. Standing through two more hatchings left him feeling empty, and soon it became obvious that his chances were dwindling. At 17, he only had a few more years, and he wasn’t certain he could continue to face the rejections. His fourth, and perhaps last hatching dawned uneventful as he once again put on the white robes and too thin sandals. Shuffling out, he caught the edge of excitement, but attempted to not let it grab a true hold on him. He’d taken too many disappointments to truly immerse himself in the experience to only yet again find himself sunk in depression afterwards. Lining up in the now familiar pattern, Syrolain started listing the parts of a dragon’s body to himself while the thrumming of the dragons gained in pitch, matching that ‘hatching’ level he could now recognize with ease. The hatching was well on its way, with three dragons impressed and one moving towards the line when two more eggs decided at that time to let their occupants out. A large, mottled egg let loose a bronze a bit bigger than the first brown with a crack, and it was followed shortly by the appearance of another blue, larger than the first. With a muted keen, the bronze made its way over to the assembled boys, while the blue moved towards the girls initially, then turned to also lurch towards the line of boys. Syrolain found that without noticing, he’d begun to hope again, and his eyes remained trained on each hatchling. The small bronze stumbled through the line of male candidates as he reached it, startling many of the boys into moving away from him. Searching about with swirling eyes, he then stepped confidently over to a boy just next to Syrolain. His hopes fell again, his attention on the bronze, until something brushed none too gently against his side. Syrolain looked down into the swirling eyes of the large blue hatchling, who chirped upon being noticed, a higher pitched thrumming coming from his small, wet body. Mine! I have found you. I am your Jaxith. Be happy. The words blossomed in his mind along with a vivid burst of color. Soothing blue, with a touch of red anger at whatever had his chosen so unhappy. That bright head tilted to the side, and S’lain was lost to words, kneeling down to encompass the hatchling in a hug. The small blue pressed up against him in a comforting way, and S’lain almost forgot what to do before the hatchling urgently reminded him. Hungry.[/color] Becoming a dragon healer soon took second seat to Jaxith and the life of a Rider. His training was continuous, and only in his spare time could he continue to learn more about healing. In this way, Jaxith grew into adulthood, with S’lain right on his heels. It was a couple of years later that S’lain was finally able to become a journeyman healer. At this point in his life, he began to journey to the other Weyrs, leaving Fort behind as he found healing jobs and training elsewhere. His mother was terribly proud of her son, and encouraged him to continue his journeyman training when he could. It’d odd how fate makes these decisions in a person’s life, for his knowledge would be put to the test all too soon. It was early in his fourth year as a rider that news of his family reached him, via runner. Paying an extended visit to Southern Hold, an urgent letter arrived concerning his father. Behind schedule at the Weyr, his wagon train was supposed to have arrived two weeks ago. A thrill of fear for his father ran through him, and S’lain quickly flew to the Weyr. A search was organized, though many believed he’d been claimed by the jungle, a fate that was overdue for someone in his line of business. S’lain would hear nothing of it, and threw himself into the search. Two days passed with no signs, when the third day yielded results of the kind S’lain had dreaded to see. The scattered supplies were what caught his attention, and he signaled Jaxith to wing over the spot. Seeing nothing immediately dangerous, they landed in a nearby clearing large enough to hold Jaxith’s fully grown bulk. Walking sedately to the scene, S’lain composed himself before truly taking in what he saw. It was obvious that a large predator, or several large predators, had caught them unawares. The small traveling tents were trampled, but open as if they’d once been erect. There were no bodies, but splashes of old blood were dried upon the ground in spattered brown sheets. It was unlikely that any of the party members even survived long enough to run. Taking a deep breath, S’lain accepted the fact that his father was dead. Not a moment later, a ferocious roar split the jungle as five tan colored felines leapt out of the surrounding brush towards the two. Splitting up, only a single feline raced to S’lain, while the remaining four tested their luck and claws on Jaxith’s cobalt hide. With no room to launch skywards, Jaxith was trapped, but hardly helpless. His horse sized fore hands snapped out, swiping a feline up and tossing it like a small rock into a nearby tree. The feline dropped to the ground, dead. The remaining three weren’t going to let up so easily, attempting to herd Jaxith further into the trees like a gazelle. A scream split the still air as S’lain went down under the last feline. Jaxith’s roar shook the very sky as the blue batted the felines aside like so many balls of fluff, racing to get to his partner in time. S’lain, I’m coming![/color] A massive blue paw ‘thwacked’ into the feline so hard, it was dead before it disappeared into the dense foliage. S’lain rolled onto his side, blood pouring from multiple wounds, including a jagged rend across one side of his face, obscuring his features. “I’m …ok Jaxi.” He mumbled, spitting blood as he sat up. Reaching back in his memory to when he was learning how to heal humans, he could tell that his injuries weren’t immediately life threatening, though they were very close to it. Two of the momentarily forgotten felines leapt upon Jaxith’s wide back, tearing into his left wing with a vengeance. With mad, whirling eyes, Jaxith sank his teeth into one, while his tail snapped out to hit the one feline still on the ground. The last feline was soon dispatched as well, and the jungle grew quiet again. The two of them lay panting side by side for a time before S’lain could muster the strength to push past both his and Jaxith’s pain to see to his partner. He was horrified to find that the felines had ripped most of the way through Jaxith’s flight arteries and some of the large muscles. It was a difficult injury to fix in the best of circumstances. S’lain dragged his pack off of the blue’s back, digging through for his supplies. If there was any chance of saving Jaxith’s wing, he’d have to work on it now, before the muscles lost more blood and died. Should he wait, the walk back to the Weyr would take far too long to leave any chance of Jaxith ever flying again. Their return to the Weyr was heralded with happy shouts. Days after the attack, and days after they should have checked in, rumor had flown that the two had suffered the same fate as S’lain’s father. His mother was waiting, and watched in horror as her bloodied son rode in nearly unconscious on Jaxith’s back, his skin flaming hot with fever. Amazingly enough, because of S’lain’s quick actions, Jaxith’s wing was on the mend, and with some ministrations from the Master healer, it was stated that he was likely to make a full recovery. S’lain, on the other hand, lay abed for the next month fighting the infection that tried to claim his eye. He won, but barely, loosing much of his sight to the point that he could still see light, and some color and movement, but not much more. It was with mixed feelings that he rejoined Jaxith a month later, and they took to the skies. A hatred of felines grew in the both of them, Jaxith feeding from S’lain. They joined hunting parties whenever the creatures threatened, spending more and more time on the Southern Continent in their pursuit of vengeance. S’lain became proficient in hunting techniques, and Honshu became their often used Weyr, as it had extra space for a proficient hunter. It was at Honshu that the pair underwent the telekinetic training the StarHall encouraged pairs to work through. Jaxith proved adept at the skill, as most blues were, and the pair saw it as an added asset to their hunting. Several years into this way of life, S’lain joined another feline hunting party. It was a typical raiding feline case. A large pack of the beasts had taken out a herd of runners near Southern Hold, and a group of riders and holders were being gathered for eradicate the upstarts. S’lain and Jaxith, of course, would lend their assistance when they heard. The hunt was going to be especially difficult, as the felines were holed up in a densely vegetated part of the jungle. Dragons couldn’t fit into the area, even the smallest. Armed with blades, ropes, nets and such, the group carefully made its way deep into the wood, every member of the 20 or so riders and holders alert. The ambush couldn’t have been better planned by humans. A large pack a dozen felines strong launched themselves into the centre of the group, splitting it in half and working its way outwards. The trumpeting of enraged dragons rose over the forest as riders went down, some dead before they could even react. With their party cut neatly down the middle, the hunters jumped into action, fighting for their lives even as the smallest dragons began tearing their way through the trees. Jaxith managed to follow a smaller green through an opening she found, tearing up trees in his hurry to get to his rider. It can’t happen again -there are so many -dragons are going between S’LAIN WATCH OUT!!! Only the last shout reached S’lain, who had just killed a feline with his two foot blade. He suddenly screamed as another latched onto his outstretched arm from behind, wrenching him around like a doll, blood pouring from the vicious tear as he tried to fend off the huge feline, one lacerating paw finding some purchase in his back. Teeth ground against bone, and the bluerider made a wild backwards swing with his free hand, catching the beast in the chest with his blade as with a sickening crack, his arm broke and was severed by the last angry convulsions of the dying beast. S’lain crumpled to the ground as the green and Jaxith broke through the foliage, and the enraged blue made short work of the remaining felines using telekinesis to practically rip them apart. The horrifyingly blood drenched scene was strewn with bodies and pieces of felines, the keening of mourning lost in the anger filled bugles as dragons hovered over the spot. Healers were brought as quickly as they could reach the area, but Jaxith refused to move from the protective crouch over his gravely injured rider. It wasn’t until S’lain regained consciousness just long enough to assure him they wanted to help that the blue eased back. It was too late to save the rest of the bluerider’s arm however, and as soon as he was transported back to Southern, his mother was the Masterhealer who amputated the remaining shreds of flesh and bone leaving it flush with the shoulder. Despite only needing a few months to heal, S’lain and Jaxith left Southern as soon as they could, picking up a remote personal weyr to spend much needed time with each other to reaffirm their connection. Jaxith’s blame for the incident assured that the big blue would be stuck by his side at all times. It was two years more before the threat of Thread gave the pair another foe to fight, but they took to it willingly. S’lain regained his love for dragonhealing, for helping others to survive what he and Jaxith had, and found his new passion right where it had always been. Jaxith began practicing his skills in telekinesis to make up for his bonded’s lost arm, and became proficient in manipulating smaller objects, acting as the help the bluerider would have used an assistant or apprentice for. Their unique talents allowed them to help in many different situations, and the pair moved all over Pern as needed. When the mysterious illness began killing the newly created Silver Cove Weyr, they were sad to hear it, but S’lain’s human healing days were long past. However, when the bereft riders moved to their new location, S’lain and Jaxith volunteered to become their new dragonhealer, donating themselves to help Cerulean get off the ground. Fun Facts:Bonded Critter(s):Type: Dragon Name: Jaxith Color: Blue #000088Age: 19 Telekinetic Rating: 89 Bonuses/Minuses: (Base Roll 74) + (Blue +5) + (Training +10) Specialization: Precision BreakdownStrength: 29 Precision: 50 (40+10) Endurance: 10 Concentration: 10 Description: Jaxith is quite big for a blue, both in sheer length and wingspan. The majority of his hide is a deep rich cobalt with a few darker, almost midnight colored patches scattered along his back ridge. Along his belly, the colors are much paler, an azure. The membranes of his wings match this color, while his tail slowly gradates from the lovely cobalt to the darker, midnight color at the very tip. The scar from his attack is plainly visible on the large muscles of his right wing, and he has the slightest lessening of movement in that joint. His limbs are long and lean, carrying his lengthy serpentine body high off the ground, while his over-long tail easily brushes the ground behind. Best suited for long hours on the wing, Jaxith’s pinions are still well equipped for maneuverability during thread fall. Wide and long in average size compared to his body length, they are well formed and otherwise virtually scar free. He carries his neck in a proud arch, his long narrow face topped with shorter head knobs. His claws are meticulously kept by his rider, as is everything else that a rider can have influence over, and he’s always well oiled and healthy. Personality: Jaxith is overly protective of S’lain in almost every circumstance. He blames himself for S’lain’s injuries, and despite him saying otherwise, has vowed to never allow his partner to get seriously hurt again. He stays as near as possible, and despite it having eased over the years after the attack, he’s unhappy and edgy when S’lain is too far out of sight. Though overshadowed with his protectiveness, Jaxith is fairly intelligent and tends to like most people and dragons. It isn’t unheard of for him to speak with other humans, but usually it is a person S’lain has some connection to. Jaxith gets easily bored when S’lain is busy with something, and he enjoys the presence of other dragons, especially in such social places as the beach, or the hatching sands. He has a particular fondness for hatchings in general, and tries to coerce His into staying around to watch if one is due in their vicinity. His thrummings are particularly deep, as is his voice a bass-baritone that vibrates through the air and anyone around him. Fun Facts: Jaxith will take long flights over the herd beasts to watch them scatter, amused at their reactions. He’s been scolded about it before, as the adrenaline rush ruins the meat for the next day or so. Craftskills:Craft: Dragonhealing Level of Proficiency: Senior Journeyman Specialty: Wing injuries Weakness: Long surgeries are difficult for him, as he has to do the entirety with only one arm.
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Mar 29, 2010 18:05:37 GMT -5
Character:Name: Rozen Age: 25 Gender: Female Sexual Orientation: Bisexual Occupation: Wherhandler, Nightwatch leader Description: A petite girl, Rozen barely reaches 5ft in height, sometimes 5’1” on a good day. Slender in build, the femininity of her body is as slight as her height, with curves that seem unduly young and nonexistent. Despite this, she dresses in a distinctly feminine manner to dismiss any notions of her being male, a particularly unpleasant thought in her mind. Her hair is a deep shade of honey blonde with brownish layers underneath, and has a gentle wave that can turn into loose curls at the ends. Thick and kept meticulously clean, it falls to about mid-back, and she considers it her most pleasing physical quality, wearing it in a variety of styles depending upon the situation. Her skin is an interesting mix of olive undertones with the pale look of someone who rarely goes outside, though that is starting to mellow into somewhat darker tones. Her eyes are well proportioned to her round, heart shaped face, a rather generic slate-blue color that usually fails to attract attention. The over all effect is one of mediocre pleasantness with nothing truly notable about her figure. Before being chosen as a handler, Rozen often wore dresses that were feminine, but lacked the frills and fripperies of upper status ladies. Both by choice, and necessity, her clothes were chosen to complement the slim curves of her form and the coloration of her skin and hair without lace and intricate beading or thread work. More recently, she has taken to the usual Weyr outfits with some differences, able to procure longer tunics and looser pants of various shades, using the same belts from her dresses to cinch her tunics at the waist, creating a comfortable dress-like appearance with pants. She always wears a slim knife strapped to the inner part of either forearm, or her outer thigh, a gift from the father she never really knew. The sheath is thin and easily hidden beneath any type of sleeve, while the handle is narrow and easy for her to free with her other hand. If she can’t hide the blade beneath long sleeves, she wears the blade strapped to her thigh, beneath any skirts she might be wearing and over pants. Personality: Territorial by nature, Rozen has a strong sense of what is hers, and what her personal space consists of. She does not often feel comfortable allowing people to touch her in friendly terms right away. Introduced early on to the easy concept of sexuality shared by most Riders, she has a preference towards males, but is not against the idea of loving a female. To her, if one finds pleasure in another’s company, no matter the gender, this is all that matters. Because she has generally followed her mother’s example as an avidly sexual greenrider for a few years, she is comfortable and knowledgeable about things related to dragons and lust. In other words, flightlust leading to sex leading to spontaneous abortion. Rozen will never have a child that has spawned from flight lust, as it gifted her a life without a father she could rely on because it was not of his choosing. She never did understand why her mother kept the brown rider’s get over others, but it cemented a firm belief in mutual love, or at least mutual acceptance before mutual conception. Despite this, she has found some softness in her for the younger children of the creche. Some parentless like herself, she can easily identify with these children, and she has become a common figure in the creche. Caring for them has become a main positive point in her life, and she will leap to the defense of any child, no matter the danger, claiming the one small piece of selflessness in her for them. Of a generally easy nature, Rozen will often act in two distinctly different manners depending upon who she is with. If with friends, children or family, she is light hearted and happy, with a bright smile and laughing eyes. With strangers, or associates, or generally anyone who fails to fall into her three chosen categories, she is a bit cold, and aloof, though willing to talk. It is not difficult to have her warm to someone though. She does not have terribly high standards about friends, or lovers for that matter, and she will easily cozen up to just about anyone without much negotiation, though there are a few people she has marked on her mental ‘never sleep with’ list. Brown riders usually fall into this list without any indication of their actual worth or personality. Despite acting cool, she always has -some- emotion on her face, unable to hide her thoughts well enough to act otherwise. Be it sadness, happiness, disdain or what have you, she is always expressive. The only emotion she does not show is anger, and this is because her expression for anger is a calm mask, utterly devoid of any other indication of fleeting emotion. Those few who know her well can recognize this in her, as she is easy to anger, but many others do no recognize the potential danger. She can be very aggressive in this state, to males in particular, and her handiness with a blade is seconded only by her eagerness to use it when she feels likes she's being attacked, physically or verbally. The years in Southern have calmed some of that, and she is usually able to quell the urge before reacting to it, knowing that her place might be compromised if she had to explain an accidental death. This doesn't keep her from practicing though, and keeping her sharp edge on both blade and reflexes is as important as showing the worth of whers has become to her. The smaller draconic cousins are her main focus, and she enjoys being in the company of her Gold over many others. History: Born in High Reaches Weyr, Rozen was the happy result of flight lust. Her mother, a Green rider named Roslyn, was caught by a Brown rider, K’lazen, during one of her many flights. Roslyn was ready for a child, and decided to keep her instead of aborting Between as she had done before. K’lazen, however, did not want to be a father, and despite wishing the woman well, initially intended to let the Green rider and the crèche raise his daughter. He ended up visiting as a ‘friend’ off and on after she turned 4 though, belying his wish to be separate from the little family of two. As such, Rozen knew and liked him while she was growing up, but was unaware of his fatherhood status to herself, as Roslyn deigned to keep it from her. Unhappy with the fact that the Brown rider didn’t want to be her acknowledged father, she was petulant enough to leave that information up to him, when and if he ever spoke of it. Not an unkind man, K’lazen often brought the girl treats and small trinkets on the rare visits, one of which was a small, simply decorated knife which he made her promise to keep hidden on her person always, showing her various ways of doing such. Roslyn did not disagree, well aware of the potential dangers all around. Then 9, Rozen did as she was told, not knowing why, but carrying the small blade strapped to either arm under her small dresses. The stiff but thin leather of the sheath kept it from ever hurting her in such vulnerable places. Half a year later, K’lazen’s next gift was to teach her ways to use the knife. For some reason, despite the safety of the Weyr, the man felt as if he needed to take steps to protect her. Roslyn, in private discussions, claimed it was his latent need to be a father surfacing over his denial. Whatever the reason, Rozen was delighted with the new play time with her ‘friend’, enjoying the companionship of her semi-father figure even if she didn’t understand what she was learning or why. Things continued thusly for another year or so, and surprisingly enough, things could be called good for the small family unit. K’lazen found himself enjoying his child, but still kept his secret relationship from her. He couldn’t readily identify why he did so, but Roslyn was too stubborn to reveal the truth and it remained a shadow over the pair as they watched and raised the girl child. When Rozen got older, she often wandered away from her mother’s weyr when the Green rider was off doing whatever riders did. She wasn’t really told what. Rambling around the weyrs she could reach with stairs, she often met other riders who found the girl as enchanting as her parents did. Despite spending so much time around her mother’s green, Havelth, she was frightened of the other large creatures, and shied away from any dragon still in its weyr. This affliction only seemed to magnify as she got older, but the real issue to the girl’s development around riders and dragons spiraled around a terrible accident when she was around 14 years old. The gold of High Reaches rose for her mating flight, and every bronze and brown living in the Weyr rose to chase. Rozen, not noticing the tremendous emotions swirling around the place, stumbled into the flight rooms. Not an unusual thing, she was surprised to find the room full of riders tousling bodily with each other. Frightened, she tried to leave, but someone grabbed her from behind. The next several hours were torture for the girl as she was passed to every loser of the queen’s flight who had yet to find satiation in other ways, including K’lazen. Blinded by flight lust, he was unaware of the young girl crying beneath him, mistaken for the usual flight moths who let themselves also ride the lust wave spread from the Queen. When he came back to himself, the brown rider was shocked and appalled at what he’d done, of what had been done to his little girl. Carrying her traumatized body to Roslyn, he was unable to bring the words needed to explain, and the Green rider shut the door in his face after taking the girl tenderly in her arms. “This is what we get for allowing you in our lives!?” She shouted through the closed door before breaking down and weeping over the broken body of her child. K’lazen retreated to his dragon, anger at himself the most prevalent emotion. It took several months before Rozen had healed enough, both physically and mentally, to see her father again. Roslyn hovered anxiously, surprised when the girl asked to see him, but too worried about her fragility to cause her grief in any way. Meeting again in the green rider’s weyr, K’lazen kneeled down and begged the girl for forgiveness, tentatively reaching out to hug her. Rozen stepped forward, her face a mask of calm, strangely disturbing on such young features. The brown rider gently hugged her, then slowly, so as to not frighten her, he lifted the sleeve of her shirt, and reached for the knife he knew she hid there. She moved not an inch, watching with blank eyes. “If something like…” He took a deep, shuddering breath. “Like that… ever happens again. Use this, Rozen. No matter… no matter who it is…” He held the knife in a posture familiar to her, and directed the point to his own chest, slightly to the side and angled up towards his heart. “Aim here, if you can, between the ribs. If not, anywhere will do. Just make certain it goes deep.” He watched her utterly calm expression, a slight shiver racing down his spine as he showed her another spot that would do serious harm. And another, and another. K’lazen wanted to make certain that no one would ever hurt her again, even him. He hadn’t been able to protect her, but maybe now, she could really protect herself. With each new location for damage, Rozen began to feel more in control. In reality, her calmness was only a teeter on the brink of insanity, but K’lazen brought her back with this new feeling that she had power. The power to stop something if she wished, by force if necessary, as she was gaining the force by way of skill and lethality. By the end of that first lesson, she was able to smile a little at her still unknown father, the first of such her mother had seen since the incident. Roslyn was silently grateful for K’lazen’s interference, but she would never forgive him for that night, and their relaxed relationship of before was gone, to never be recovered. Rozen gained in skill with her small knife. Her mother, fearing that her daughter’s mind was fragile and any attempt to coerce her into a relationship would result in a break down, began forcing the girl to wear drab male clothes, hiding her emerging femininity. Her hope was to keep the girl unnoticed by the younger male population. Newly 15, she constantly slid by her mother’s defenses and switched into what dresses still fit, happy to be in them. Unknown to even herself, she was daring someone to try and force themselves on her. As time passed, a group of travelers stopped by High Reaches, and one of the older men took the ‘bait’, cornering her in an isolated hall and dragging her into a small nearby room. Unaware of how she was armed, the man began to tear at her clothes, knocking her to the floor with his large body. Close to panic, Rozen slipped her knife free and plunged it upwards into the traveler’s unprotected chest with much less finesse than she’d practiced. She was lucky that her wild strike hit home, burying the knife hilt deep in his chest, and splashing her with his blood. His surprise froze on his face, and remained there as he slumped down onto her, his unwashed stench burning her nose. Rozen couldn’t move for a moment, her breath harsh from fear, but then her heart rose in elation. She had defended herself! The joy gave her the strength to wriggle out from under the heavy body of the man, and she left him there without a second glance, pausing only long enough to retrieve her knife. She promptly returned to her mother’s weyr, walking in with a dazed, but happy smile on her face. She sat on the bed, reliving the moment over and over in her mind until her mother came for her a few hours later. Rushing in when she saw the girl covered in blood, she gave her a frantic check before finally finding nothing injured enough to bleed. “Rozen.. Rozen, what happened?” She asked quietly. The girl turned to look at her with a smile. “He tried to touch me, and I used my knife.” She glanced down, as if seeing the blood on her for the first time, the fluid now dry and tacky and starting to turn brown. “I messed up my dress. Mother, will it be ok?” Roslyn didn’t quite know what to say, but she pulled the girl into a tight hug. “Yes my dear, it will be ok…” Soon after the incident had smoothed over, Roslyn put in a request to move south. As far south as they could go, to Southern Weyr. She figured the further away from High Reaches, the easier it would be for Rozen to forget, not to mention the tumult of getting to know a new home. K’lazen was distressed to hear of the decision, but agreed to the necessity and promised to try a visit as often as he could. The move did not take long to orchestrate, and before two more sevendays were through, the mother daughter pair were safely transferred to Southern Weyr, and enjoying the much warmer climate on top of surprisingly more luxurious accommodations. At 18, three years after they’d settled into Southern, Rozen began to show up among those posing as flight moths out of a morbid curiosity for the act that had so changed her life –among other women seeking to sate the lust of males who lost a flight. Her mother was adamant that she reconsider, but if the girl were to ever fully heal, she would need to understand that the whole thing was a terribly unfortunate accident, and only feeling dragon lust herself would give her the best understanding of what had transpired. Her first green flight was uneventful, and she found that she didn’t despise the act that came during. Notably, the rider who she’d been with was kinder to her afterwards, though she was certain to keep herself barren. She began to feel better about the whole ordeal, and even began to see it as a means of gaining ground in her new world. Often, if able to fight back the effects of the lust, she would specifically choose higher ranking males to enjoy the flight with. It was around this time that the mystery of her father finally dawned on her as a serious issue that needed correcting. She approached her mother about it with such force, that the green rider finally gave over her stubborn streak and let the girl know who her father was, and how he had been in her life even though he had not wanted the duties of being a father. Rozen wasn’t certain how to fit this new mental rearrangement of her childhood into her childhood memories of the kind older man who’d been an occasional companion and teacher. She finally came to the decision that it really didn’t matter, other than if K’lazen had wanted to be a father, she would have seen infinitely more of him, a condition she would have enjoyed. She promised herself then that she’d make certain any child of hers would have a willing father to go along with herself. A fondness for children in general grew into the blossoming young woman, and she volunteered for many a shift in the crèche, happy to give affection to children who might have been born into similar situations. It softened her outlook quite a bit, and she became happier over all, a good change for the young woman. The abundance of flits, dragons and whers in the Weyr assured that Rozen would have to have some contact with at least one, if not all three and she found herself charmed by all three draconic cousins. She would often go to visit any that she could, finding herself drawn mostly to the smallest, the flits, as the fears of her younger years made her a bit trepidatious of the dragons especially. It was no surprise that she managed to sneak into a hatching and come away with a little brown darling of her own, a flitter of neutral tones that she affectionately named Zeek. Her feelings on her favorite creature changed, however, when she was lucky enough to witness a Wher hatching. It was intimate, and the sharing of blood… it rang a sort of familiarity in the girl, and she was drawn in like a magnet to the creatures, smaller flightless cousins to the dragons. One of the Wherhandlers noticed her avid curiosity, noting that she was of a good age for impression. They always needed more candidates for the less popular whers, and he approached her with the question on his tongue. As if lighting a brilliant candle in her heart, the thought of being bonded with one of these wonderful creatures took her breath away, and she accepted immediately. It was like the whole world opened up for her again. There was no telling what would happen now, and Rozen merely waited until one of the beauties would lay a clutch… her clutch. Holding her Wher, a life-partner she could trust. Surprisingly enough, it was a wild wher’s clutch that Rozen impressed out of. The wild gold was a gentle creature as far as whers went, allowing humans to even come up and peer closely at her soon to hatch babies. When the moment came, Rozen was last chosen by the largest hatchling, a lovely gold, the best of the bunch, or so she was assured by her newly bonded gold as the blooded oatmeal was spooned down her hungry throat. She even used her knife to put a shallow slice in her palm, the wher gently licking the offering clean. Wherling training was short, and Rozen found herself disgruntled with the brevity of it, and of her options as a wherhandler. Whers were wonderful creatures; surely they deserved their place in draconic society beyond being guard dogs? Research didn’t really provide more answers or solutions, but Rozen gathered other wherhandlers together to muddle over the problem, and the Wher-specific Nightwatch they put together was encouraged to work with the dragons on watch. Their night vision would be immeasurably better than the light-needing dragon’s. Thread’s return gave her a new facet to work on, and experiments with whers and firestone proved they could chew as well, with smaller yet hotter bursts of flame. The fire, unfortunately, blinded them at first, until the timing necessary was perfected for them to close their eyes and let their handlers provide the needed guidance while they were temporarily blinded. The rare night Falls which before were believed impossible now had a solid fighter, and whers began thread fighting training in earnest with their handlers. Rozen began to travel from Weyr to Weyr, encouraging other handlers to begin their training. There was no telling when a night fall might ruin an inhabited area, so the more night fighters they had, the better their chances would be. It was because of her dedication to the whers and fighting Thread that Rozen was chosen by the Southern Weyrleaders to accompany the small donated clutch to Cerulean, and work to fill their wherhall with handlers and more whers trained in fighting thread at night. Thrilled with the idea, she agreed immediately, making the transition between accompanied by the wing of dragons flying eggs in their specially warmed sacks, her mother one of the riders and all too proud of what her daughter had accomplished. Fun Facts: -Rozen loves children and the creche, spending a much time caring for fosterlings as she is able. She will sometimes form close bonds with a child, then see that he or she gets small additional care. -Rozsk's ability to nearly fly has forced Rozen to realize that she has a small fear of heights, and even the wher's assuring presence in her mind won't alleviate her controlled fear when they dive off a cliff to gain the height necessary for a trip betweenBonded Critter(s):Type: Wher Name: Rozsk Color: Gold #FFD700Age: 7 Telekinetic Rating: 32 Bonuses/Minuses: (Base Roll 32) + (Gold +0) Specialization: Strength BreakdownStrength: 20 (10+10) Precision: 5 Endurance: 7 Concentration: 10 Description: Rozsk is nothing if not gorgeous -- although whers are typically described as ugly, this queen is enough to make up for it. A compact, muscular body is best described as fluid, for it is precisely that; Rozsk has a naturally feline-like way of walking, with a predatory grace that can be unintentionally frightening. However, it displays the best of her body; each step makes the beautifully sculpted muscles in her body ripple like so much molten gold. The typical stoutness of leg that is attributed to the typical wher is apparent in Rozsk, but the short, muscled appendages seem perfectly proportioned to her body -- muscular though it is, Rozsk is not long, and therefore the muscling may give her a slightly chubby appearance, though her sinuous grace and strength will always give lie to this statement. Her neck is thick, leading to a blunt head with angled eyes; somehow, Rozsk manages to pull it off as beautiful, though; perhaps it's the permanent, proud arch of her neck and the way she carries her equally thick, strong, rather short tail, off the ground; never will Rozsk let it dangle when she's walking or standing. Her wings are larger -- longer and wider -- than usual, granting to Rozsk the capability to glide short distances, which promises that her Runs will be ones to remember. Her hide is perhaps the most eye-catching thing about this wher, and possibly what elevates her from being "okay looking" to "gorgeous". Brilliant, pure gold, Rozsk's hide borders on outright yellow, practically a beacon. Even as a wherling, she seems to have a pre-Run glow about her, perhaps due to the metallic quality of her hide. Never will this queen be mistaken for anything but that: A queen, for the metallic shades in her hide are practically glaring, though due to her nocturnal lifestyle there will rarely sun to make it glow as brightly as it could. The light of the two moons, however, is more than enough for the metallic shade to really pop. Rozsk would probably be perfectly happy had her hide been unmarred, but it isn't, though the "imperfection" is small and generally goes unnoticed: A few, dark goldenrod speckles around her muzzle and nostrils, delicate and out of place against the bright gold of the rest of her hide. Personality: In one word, Rozsk is a perfectionist. The epitome of a queen, Rozsk demands perfection, and will rarely accept anything less from anybody, even her Bonded, in anything, be it wherling lessons, Thread-fighting at night, or something as simple as bringing her a wherry to eat. However, Rozsk is no hypocrite, and she'll never accept anything but top notch from herself, either. Never can this queen be called a quitter, for she'll try again, again, and again if she's unable to accomplish something. That's not to say she's perfect, though, for Rozsk has a superiority complex and can't stand it whenever someone else is better than she, and will often get frustrated and short-tempered, bent on being the very best. Flying will always be something she attempts to do, for she simply can't accept that anyone, dragons included, could possibly do something that she can't -- until she is unable to move, she'll keep trying; one of these days, she's certain to get it! However, Rozsk isn't unintelligent, for she's surprisingly observant when she's not trying to outperform someone. Feelings and motions are carefully noted by this wher and she has a sharp memory to be envied. Grudges can be held for horribly long times, but on the upside, so can loves. Though Rozsk doesn't hand out love to any passerby -- and even comes across as aloof and neutral, due to her habit of watching and waiting before acting -- the loves she does have are unable to be broken. Perhaps one of these examples is her Bonded: Rozen. While it is true that whers are capable of changing Handlers, Rozsk will outright refuse. Rozen is Hers and nobody will ever love the girl as much as this wher does. Never let it be said that a dragon can have a closer, deeper contact with their Bonded than can a wher, for Rozsk would die for her Handler. Overall, Rozsk isn't the type to jump in charge, preferring to wait. However, she does demand that nobody give less than their very best, and should Rozsk ever lead the whers, she'll be a hard taskmaster. Rozsk will never be flirtatious, preferring to keep herself aloof from emotions unless there's a reason to feel them very deeply. Lack of perfection is one of these reasons, and she can become quickly frustrated and agitated -- at herself, at someone else. Never, however, will Rozsk ever take out her frustrations on anything that doesn't deserve it, for she's determined to prove her intelligence by keeping her attention focused solely on the object of her displeasure and nothing but. Fun Facts:-A slight evil streak has developed in the Gold, in that she has tried time and again to overcome the fear Hers has of heights. She will find intentionally tall places to leap from, and come out from between at the safest heights she can manage, both pushing herself for better skill and keeping her bonded in the air longer. Type: Flitter Name: Zeek Color: Brown Age: 8 Description: Unremarkable. This brown is simply - unremarkable. There's nothing outstanding, surprising, or really special about him at all. His color is a flat, medium brown color, pure throughout his entire body save for a handful of tan freckles sprayed across the tip of his muzzle, but other than those few freckles, he is completely forgettable. Surprisingly, it's hard to describe this brown due to the fact that he is simply - plain. He is neither large nor small, average as far as browns go, and his frame is neither bulky nor slender, hovering somewhere in the middle. That's not to say he isn't strong, though, for he is - but his muscles tend towards more wiry, thus creating a lack of bulk. The brown's wingspan is perfectly proportional to his body, as is his tail and neck. However, a fact not usually displayed, his tail is unusually flexible, and the tip, though not in constant motion, flicks occasionally when he's deep in thought. His neck ridges are a slightly darker shade of brown, though to the casual observer, the shade difference between slightly jagged neck ridges and body is completely nonexistent. Personality: If his appearance is unremarkable, this brown's personality could not be less so. Goofy and cheerful, he's a cuddler, a brat, a suckup, a "skirt"-chaser, a joker, a wildcard. His mood can swing wildly on the littlest detail, though usually this brown is surprisingly happy, cheerful, playful, and - cuddly. Cuddling is something that he does often and with great glee; there seems to be nothing more enjoyable to this fire lizard than curling up in the crook of His' neck and snuggling there, tail looped lightly around his humanpet's throat and his head pressed against their cheek; as thus, it's a daily ritual that absolutely must be completed in order for him to be in his best mood. Past that, he's can be bratty at times; the way he sees it, sucking up and cuddling should earn what he wants and, if he doesn't get it, he can sulk. For two minutes, tops, before he's back to his cheerful self again. This nudges onto his memory and attention span, too; he forgets things almost instantly and faces and names will fade into oblivion. However, some random facts seem to spring out of his mind at exceedingly random times; it's not unusual for him to come up with something on a dragon he saw two sevendays ago in the middle of dinner, when everyone around him is talking about something at a Hold. His attention span, too, is rather short, and thus, he's constantly on the lookout for something amusing. Luckily, he's very easily amused - especially when it comes to green fire lizards. They're the best at cuddling, after all, and so pretty - this brown loves green fire lizards, and Chases as often as he can, and ocassionally even Chases dragons when they fly, though with much less success. Fun Facts:
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Feb 7, 2009 23:21:53 GMT -5
Ninth Pass Pern saw many changes for its inhabitants. With the discovery of AIVAS and the continual exploring over the Southern Continent's vast reaches, new Holds were established in likely locations along rivers and oceanside cliffs - places where protection against Thread was easier, bordered by water and stone. The Ninth Pass ended another twenty Turns after the simultaneous tragedies of MasterHarper Robinton's death and the termination of AIVAS. The following Interval lasted 250 Turns, evidence that the Red Star's orbit was indeed altered from the explosion of the antimatter engines, though it would take a few Passes before the threat was completely diverted. While some of the technology gained from the AIVAS machine found niches to remain in - especially in those of the Healer and Printer Halls - many other rediscovered pieces of tech were discarded through the Turns, soothing the uneasy feelings of most of those who felt AIVAS was better named "Abomination." Dragonriders dwindled in number, as was typical for the Interval, and the Weyrs kept their own numbers fed and cared for by serving as messengers and transport as well as an emergency task force against natural and human predators. The new Star Hall provided another avenue for riders, with Honshu as its main Hold. The rediscovered telekinetic power of the dragons was just starting to be explored, and the leaders of the time were certain that by combining their strength, they would be able to 'push' dangerous planet-bound projectiles away from possible impact and prevent another fireball disaster. A voluntary selective breeding program was started at the Weyrhold to try and develop better control and spread the ability a bit more evenly. The project leaders created a training program to go with it, allowing access to any dragon and rider with the desire to learn. Time passed, and before they knew it the Tenth Pass was upon them. Dragons rose to fight the terrible threat of deadly Thread, gaining in numbers over a handful of Turns. As numbers grew, more Weyrs were needed to cover the growing Holds. Five Turns into the Pass, a new Weyr was established to cover Landing and Silver Cove Hold - located on the far eastern end of the Southern Continent. While the Hold was in a small, high-walled cove, the Weyr found a solid foothold in the jungle base near a dormant volcano. Two Turns into their occupation of the new Weyr, residents began to fall ill from some unknown disease. Mild aches and cramps spiraled quickly into fever, delusion, and severe pain. Many riders were driven into madness from the pain, and a slew of them took to a swift trip between rather than suffer longer. Daily, the sorrowful keening of dragons heralded the death of yet another dragonpair. The Healer Hall, armed with the rediscovered advances from their ancestors, approached the issue in the hopes of protecting those who remained hale - and saving those whose ailments were still treatable. It was discovered after a time that the issue was an overabundance of heavy metals and a certain poison infecting the food animals and surrounding vegetation. The Healers were stumped at every turn for a time after that, finding that everything was slowly becoming more and more infected and not in any regular pattern except that it was slowly spreading outward from the areas surrounding the Weyr. Studies done on both wildlife and vegetation - as well as domesticated animals and crops - all yielded the same results. One researcher thought to take several soil samples for study, hoping to find some chemical as being the culprit. By sheer accident he captured some of the helpful grubs known to be populous on the Southern Continent. Seeing that they were not listed on the wildlife tested for abnormalities and wishing to leave no stone unturned, he set about putting them through the routine tests...with interesting results. In the years of the Interval with no Thread to consume, a small colony of grubs had undergone a deadly mutation. Their byproducts now had a much higher content of heavy metals as well as a subtle neurotoxin that would build in the nervous system and through continued exposure induce psychosis followed shortly by death. Now with Thread falling once again, the swarm had increased and was spreading. Other Southern Weyrs and Holds which were located along the coasts or riversides had unknowingly protected their animals and crops from the water-hating grub, as sandy or very wet soil kept the creature at bay. Though it was only the unfortunate inland Weyr that suffered so, the new strain of grubs was slowly spreading outward. The Healer and Farmer Halls vowed to step up their studies of the new mutation to possibly find a way to eradicate this new menace without killing their helpful cousins, as well as a way to treat those who were slowly being infected. These happenings seemed to culminate in a final twist of the knife in the guts of the Weyr. With a clutch on the sands, the unthinkable happened - and the Weyrwoman Ruvna fell ill. Fannith, her great gold Queen, fell into repose with mourning the potential death of her bonded, nearly neglecting her clutch despite remaining on the sands. A week into the Weyrwoman's illness, she rose one morning from her bed with a horrific scream of madness born of the poison and fever. Her hands lashed out to rend her weyrmate as he tried to calm her. Fannith reacted similarly, thrashing about her nest with a singularly violent mindset and destroying nearly all of her large clutch - including her golden daughter still sleeping in her egg. A keening rose to fill the skies as Ruvna escaped K'roi's hold only to bolt straight for the ledge of their weyr and plummet over, her twisting form screaming all the way down. The hideous cries of Fannith struck the sky then as the Queen rose from the sands still dripping in the ichor of her slain children to blink between the instant that Ruvna struck the rock strewn ground far below. With this tragedy only adding to the rising number of deaths, it was decided by the bereft Weyrleader that it was a necessity for the Weyr to move to a new location before they were entirely wiped out. Previous scouting trips had by pure chance discovered a likely looking spot located on a medium-sized island close enough to continue covering Silver Cove Hold and the surrounding jungle areas, but protected against the dry-loving grubs and their poisoning. A handful of Riders and others stubbornly refused to leave their home, and voted to remain behind and try to solve the problem themselves. The surviving Riders, crafters, drudges, and other Weyr personnel who voted to move on made the transition to the new location. They set out immediately to secure a series of tunnels and caves located in a protected cove-side cliff, and shortly thereafter began the work to ensure individual weyrs were carved and the Main Hall settled. The one small bit of happiness they could salvage from the tragedy was that seven of the eggs survived the rampaging Queen's throes. Not nearly enough to repopulate a Weyr, but enough to salvage hope from the ashes of death. A prime location for the eggs was carefully prepared and they were flown in and settled, just a mere two weeks before six of the seven successfully hatched at the new Weyr. A Half Turn into the occupation of Cerulean Weyr - so named for the beautiful water surrounding the island - the other Weyrs finally sent in a new clutch. Only a quarter-size at eight eggs, the clutch was selected to assist the small Weyr in re-population alongside the several riders who accompanied the clutch to its new home. With new weyrs being carved out each day, Cerulean is growing slowly. However, there was a lingering worry in everyone's mind for the few who chose to remain in Silver Cove. When the small clutch hatched, it was with high spirits that Cerulean welcomed them into the world with waiting candidates. Having transferred in some time before, Samhara, acting Weyrwoman for Cerulean along with Golden Trith, was a potent leader and utterly fair to a fault. Along with K'roi, the Weyrleader who had moved all riders to Cerulean, the pair wrought prosperity and a sense of safety. Trith rising in her first Cerulean Flight brought these hopes to an abrupt and horrifying halt as an unknown bronze forced his passion on the unwilling gold, injuring her in the process. Disappearing afterward and leaving the Weyr without a valid Weyrleader, the previous leader K'roi gathered several good wingleaders and created the Weyr Council as a temporary means of ruling until Trith rose again. These hopes were further ruined as a full wing of dragons led by the unknown bronze attacked the hatching sands on the day of Touching, when the eggs were hard enough to be around safely. Candidates and riders fell in the unexpected attack, and fires within the Weyr proper claimed several more lives. While three eggs were stolen and others crushed, Samhara fell fighting on the sands, leaving Trith alone to watch over her clutch and a newly bereft Weyr. Fought off by a wing of unknown dragons, the invaders retreated. The hatching of Trith's one and only clutch at Cerulean was both a happy and heart-wrenching affair. With many newly impressed hatchlings, the Weyr watched in revered silence as Trith rose and joined her bonded between, followed thereafter with the lamenting keen of a hundred dragons. Despite the several small mutations within the clutch, only one was severe enough to kill the hatchling. Now, the concern lies with how Cerulean can protect itself from possible further attacks, while raising a new generation of weyrlings, including Trith's golden daughter, Ellenath.
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Feb 6, 2009 8:40:07 GMT -5
Fire-lizards, or Flitters average around 3-4 feet from nose to tail, with size variations for age and color. The female fire-lizards can be gold or green in color while the males are bronze, brown or blue. While both gold and green fire-lizards lay eggs, only the gold or queen fire-lizards devote enough time and energy to protecting their clutch from predators to allow the eggs to hatch. In size the golden queens are the largest followed by the bronze, brown and blue males to the greens which are the smallest. They have six limbs: four legs and two wings.
The size of a golden clutch can range from anywhere around 15 eggs, and have a single gold egg and one or two bronzes, but a Green clutch will not have a gold or bronze, and is much smaller, usually less than 10 eggs. If not found by someone soon after being laid, a green nest will often be abandoned and die due to the disinterest of the green in tending it. Gold nests will be guarded and tended though until hatching, the queen often being very protective of her clutch, even to her bonded in captivity. Gold firelizards will first rise to mate at approximately six months of age, while greens may rise anywhere from two to four months of age. Flitters are mature at 4 months of age, and keep growing till 6.
Flitters vary in intelligence, though in most the intelligence is enough to train them in delivering messages and to understand general words and phrases. They communicate through feelings and colors, sometimes able to send a mental image, but they cannot speak in the way that dragons do. Often riders will ask their dragons to relay messages to their firelizards, as the larger cousins are able to speak directly to them.
Flights for firelizards are not nearly as controlling for their bonded as dragon Flights. Their humanpets might feel some increased urges to find someone to cozy up with for a bit, but they are in no way overwhelming. The bonded may choose to accept or deny the urges with little distress, though a gold's flight might give a bit more incentive.
-Colors-
Gold - The main egg layer, gold flitts are the largest as around 38-40 inches in length from nose to tail. They rise about once a year, and their clutches have about 15+ eggs, depending on age, and which male caught her in flight. The queen flitts will zealously guard their nests, driving away predators and other animals to keep them safe. Often laid in a sandy area, she will sometimes disguise the nest with pieces of wood, grass and leaves. Usually more intelligent than the smaller colors, a gold flitt can easily be sent on errands for letters, to search for someone, or any other number of useful tasks.
Bronze - Second in size, and the largest male, the bronze flitts are usually the ones to catch the gold when she rises. Slightly smaller at around 36-38 inches in length, they usually are fairly intelligent seconded only by the gold in ability to understand. They are protective of their chosen queen, but their loyalties are sometimes easily swayed and they will chase any female rising, to sometimes stay with said female afterward be it Green or Gold.
Brown - Third largest overall, and the second largest male, there is a bigger jump in size difference between brown and bronze than between gold and bronze. At around 34-36 inches in length, they also chase queen flitts, though they will often go after Greens as well. Mildly intelligent in general, browns make good companions due to their loyalty streak, both to their bonded and to any chosen female. They will chase any female that rises, but will afterward often return to their chosen queen.
Blue - The third largest male, blues are more common in a clutch than either of the three larger colors. Flighty and spontaneous, blues will most often chase Greens, as they cant keep up to a Gold flitt's chase. Of the same intelligence as a brown, blue flitts make good message delivery creatures, being smaller at around 32-34 inches in length.
Green - The smallest flitt of the five, and the smallest female at 30-32 inches in length, Greens are the most common flitt to see in a clutch, totaling about 50% of the population, much like dragons. Green flitts rise about twice a year, laying clutches with less than 10 eggs. They will often abandon these nests once they're laid, which most times means the hatchlings will not survive unless they are found by a person and cared for.
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Feb 5, 2009 19:39:01 GMT -5
This is the formatting to be followed for all character sheets. Copy and paste from the code box at the bottom and fill in the blanks. There are no length requirements so long as you are adequately descriptive. Please try to use correct grammar and spelling, as that is one of the points your application will be judged on. Once you have finished writing your application, please post it to the Pending Characters Board. Player:Name: (This is what you want us to call you OOC, which is helpful when referring to players with multiple characters. You should register this as your username for the forums when applying.) Are you 17+?:Contact Information: (Optional. This will be used if we have any questions or concerns but do not wish to reject the application completely, and you have not responded to comments.) AIM:Email:Past RP Experience: (If you don't have any that's fine, but providing links or names of characters/places you have RP'ed before would help us in determining your prior skill level.) Human Character:Name:Age:Gender:Sexual Orientation:Occupation: (Candidate, Rider, Healer, Holder, etc.; please provide rank when applicable.) Description:Personality:History:Fun Facts: (Morning person? Allergic to nuts? Scared of the color blue? Tell us!) Dolphin Character -Dolphins can be created independently of a human partner, and played as any other character. The information for dolphins and dolphineers can be found HereName: -Usually taken from old Earth names, or newer Pernese names to show honor. Age: Dolphins typically live to be between 30-50 Turns old, and are mature at 7-9 Turns. Gender:Species: -Either Bottlenose or Spinner Dolphin Specialization: If no specialization, write -None- Description:Personality:History:Fun Facts:Bonded Critter(s):Type: (Dragon, Fire-Lizard, Wher, or Dolphin) Name:Color: -For Dolphins, this is species. Choices are Bottlenose and Spinner Dolphin. Age:-IF DRAGON OR WHER- Telekinetic Rating: ? -Go Here for further information. Bonuses/Minuses: (Base Roll ?) + (-color- +?) Specialization: ? BreakdownStrength: ? Precision: ? Endurance: ? Concentration: ? Description:Personality:Fun Facts:-Dolphin Only- Specialization:((Note: This can also be used for a bonded Dolphineer. If your character has a normal pet, just modify the form appropriately. Keep in mind, though, that certain normal pets will incur an upkeep fee for any special needs they might have that will be deducted from your character's Marks Page once a RL month. Feel free to ask the mods about how much this fee would be.))Candidates:Type: (Dragon, Wher, or both.) Color Preference:Rider's Shortened Name: (If applicable.) General Info: (Anything you think should be considered when making a creature for you. We may or may not take this into full consideration.) RP Search: (If you would like, we will roleplay through your character's Search. Please say whether or not you would like to use this option, and tag an available rider. For wher Candidates, you could also feel free to tag one of the wherhandlers.) Craftskills: (All characters that are proficient to any degree in a craft should also have this in their application, whether current or prior to Search.) Craft:Level of Proficiency:Specialty:Weakness:Feel free to add and/or edit this form as you feel necessary. We definitely do not mind additional info! :D
[i]Player:[/i] [b]Name:[/b] [b]Are you 17+?:[/b] [b]Contact Information:[/b] [u]AIM:[/u] [u]Email:[/u] [b]Past RP Experience:[/b]
[i]Human Character:[/i] [b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Sexual Orientation:[/b] [b]Occupation:[/b] [b]Description:[/b] [b]Personality:[/b] [b]History:[/b] [b]Fun Facts:[/b]
[i]Dolphin Character[/i] [b]Name:[/b] - [b]Age:[/b] [b]Gender:[/b] [b]Species:[/b] [b]Specialization:[/b] [b]Description:[/b] [b]Personality:[/b] [b]History:[/b] [b]Fun Facts:[/b]
[i]Bonded Critter(s):[/i] [b]Type:[/b] [b]Name:[/b] [b]Color:[/b] [b]Age:[/b]
[b]Telekinetic Rating:[/b] ? [b]Bonuses/Minuses:[/b] (Base Roll ?) + (-color- +?) [b]Specialization:[/b] ? [b]Breakdown[/b] [i]Strength:[/i] ? [i]Precision:[/i] ? [i]Endurance:[/i] ? [i]Concentration:[/i] ?
[b]Description:[/b] [b]Personality:[/b] [b]Fun Facts:[/b] [b]Specialization:[/b] -Dolphin Only-
[i]Candidates:[/i] [b]Type:[/b] [b]Color Preference:[/b] [b]Rider's Shortened Name:[/b] [b]General Info:[/b] [b]RP Search:[/b]
[i]Craftskills:[/i] [b]Craft:[/b] [b]Level of Proficiency:[/b] [b]Specialty:[/b] [b]Weakness:[/b]
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Feb 5, 2009 19:32:40 GMT -5
Character:Name: K’roi Age: 33 Gender: Male Sexual Orientation: Heterosexual Occupation: Weyrleader, Bronzerider Description: K’roi is average height at best, some 5’7”, his body long and lean, though even at the age of 33, he still has some boyhood lankiness that will never go away. Narrow of shoulder and hip, his body is well toned, showing testament to agility and endurance rather than any great physical strength. His hands are a little larger than is typical for a man of his size, not awkward looking but affording him a sensitive, delicate touch to jobs that require dexterity. His skin is lightly freckled and pale in contrast to his dark mahogany-red hair, shot through with the occasional sun bleached auburn strand to give it a lighter sheen. His bangs are long enough to brush his pronounced cheekbones, the majority parted to the left in a windswept cowlick. The rest is longer, gathered at the base of his neck in a tail that ends between his shoulder blades. Thick and rather straight, it falls to his shoulders when down, the very ends curling in every which way if not brushed. Possessing an oval face, high cheek bones, and a aquiline nose slightly on the thin side, his eyes are dual colored. The left is jade in color, while the right is clear, dark blue, with flecks of the same green surrounding the pupil. The two tones are similar enough to not be obviously apparent, though a good look will reveal the dual-color nature. Most of K’roi’s riding leathers are a clean white, with much bronze stitching around the edges to give it flare. They make a stark contrast to Gareth’s dark bronze hide, making him easy to recognize from afar and on the wing. This is further aided while on the ground by his walk. Jaunty, and with long, even steps a bit on the fast side, he usually strides with purpose and direction, even when merely rambling. Personality: Rather straightforward, K’roi has a talent for telling the truth without seriously angering the person he’s speaking with. Despite his occasional love of purposefully irritating the sensibilities of some riders, he only does so when there is time to patch any hard feelings before the need to work in a wing is voiced. He would never do something to injure the quality of protection the wings provide. His dedication to the Weyr rises above everything else. Nearly everything he does is to better the Weyr and the people and dragons that live there. He tries to make a point of approaching and meeting with every new person to arrive, finding it easy to converse with people both in large crowd situations, and on an individual basis. Both the personal and far wider tragedy at Silver Cove have left their mark on him, however, as he has become both more quiet and slower to open up to others, especially other riders. Sometimes called brash by other riders, he nevertheless is a person one can easily like. Despite his past, he still finds it easy to smile and easier to laugh, he yet possesses a seriousness and level headedness that can be called upon in any situation, which has given him the respect of many. Upbeat, and charismatic, there are few things that can upset him, yet when upset, he is quick to anger and quicker to act. Gareth will often provide a soothing factor if he looses control of his temper, and the stability offered by the big bronze is one that the bereft Weyrleader has needed more and more after the loss of his weyrmate. Despite his passionate anger, K’roi is not prone to acts of violence, and will often let his wit end a confrontation if at all possible. If a confrontation should turn to fists or more, however, he will attempt to finish the fight quickly and decisively, effectively punishing if need be or letting slide in a mild altercation. History: A rather uneventful birth in Fort Hold led to a rather uneventful childhood for Kuroi. Born the only child of a fisher, Gerald, and his talented seamstress wife, Laurin, they lived in a ramshackle house on the edges of the Hold, living on a meager income from the combined effort of the family unit. His grandparents moved with his parents to Fort Hold to try their luck and skill in plying the seas after mastering the fishing craft in the placid waters of the river near Nabol a year before Kuroi was born. In later years, they regretted the move, finding that making a living on the ever-changing sea was much more difficult and dangerous. By then it was too late for them to return, however, as they had no funds, and no supplies for the trip or the transportation, and Kuroi was so young, the dangers were too great to risk. So they remained, eking out a meager repast from the harsh, unforgiving seas, sailing a second hand boat that needed repairs after nearly every tremulous voyage. It was mainly Laurin’s talents as a seamstress that kept the family alive during this time. Especially so after Kuroi’s grandfather was swept overboard and lost at sea during a particularly fierce storm that nearly sank the boat itself. At the age of 13, Kuroi joined his father in the fishing craft, taking his grandfather’s place on the two man boat. Wishing desperately to help his family, Kuroi put his all into learning the ways of the boat, and soon became the asset he had hoped to be. His parents bemoaned their son’s fate in silence though, and made plans to change the unfortunate series of events that led them to poverty, dragging their unborn with them. In times long past, the surest way to raise the boy up would have been to convince a search rider that he was candidate material, but the sight of a dragon near enough to hale was a rare occurrence near the outskirts of the Hold. They tried to remain positive that their son would have a better life as a rider than as a fisher in Fort, and began planning what they could to aid their son. On his 15th birthday, it was thus that Gerald began sailing north along the coast, further each day only to return home that night, claiming to search for better fishing grounds. In reality, he was hoping that the trips would offer a glimpse of a Rider who might be willing to land so he could talk. Luckily, the day came when a large blue dragon winged out of the sky, spiraling down to land on shore in answer to Gerald’s distress signals via colorful pennants tied to the topmost part of the mast. Kuroi had no idea what was going on, but Gerald quickly turned the boat landward, beaching the ship with a loud squeal as wood scraped against sand. Kuroi never saw the exchange of marks that passed from his father to the Rider, the meager savings his parents had scraped together for just such an occasion. It bought the Rider’s assurance that he would be taken to Ista –the Rider’s home Weyr- but not that he would be able to stand for candidacy. The Rider and dragon would need to study the boy first to see if he could Stand. Kuroi balked at leaving his parents without his help, but after his father practically shoved a small bag already packed with his few belongings, the boy gave in to his parents’ wishes. Joining the Rider then and there, the blue dragon lifted off and blinked to the frozen cold of Between, a tear blurred downwards glance the last time he saw his father until a handful of Turns later. The first few days at the Weyr were difficult for Kuroi. His mind was filled with worry for his family, and unease at how he’d left them to fend without his help, a deep feeling of guilt worming its way into his heart. Sick with grief, he took to wandering the Weyr and the surrounding area in a depressed stupor, studiously ignoring the people around him and searching for the only comfort available, that of being alone with his thoughts. It was on one of these ramblings that he came across a ruined flitt nest on the beach, the sun warming his back and the cool water an inviting presence to his right. His heart wrenched with sadness at the loss as he kneeled down to look at the smashed eggs, each jewel-like shard of shell glinting with its own fire in the high afternoon sunlight. He brushed some of the sand away, noting that it was quite warm, and still a little wet from the contents of the unfortunate eggs. He picked up a piece of shell, glancing around to see if the mother was anywhere near still. No bright speck of color did he see, so he studied the piece he held, eventually dropping it back into the nest. Examining the nest further, his interest piqued, he was surprised to find a single unbroken egg hidden beneath the fragments of its brethren. He wasted no time, and quickly removed his shirt, tying knots in the sleeves and crafting it into a crude bag. He then scooped armfuls of the warm sand into it, a cradle for his misbegotten egg to keep it safe and warm until he returned to the Weyr and found someone who knew what to do with it. Kuroi carefully tended the egg for a week, keeping it warm and dry according to what he was told, and his patience and care were rewarded when the egg hatched, revealing a tiny green flitt. He was alarmed at how weak she acted, nothing like the crazed hunger-driven actions that had been described to him. He gently nestled the newborn into the crook of his arm, holding pieces of meat in offering. She creeled weakly, suckling at the meat for a moment before eating the smallest piece he offered. He was touched by the flitt’s struggle to survive under such conditions, and vowed to help her live. With loads of care, and the help of the dragonhealers, he soon nurtured her back to a safe level of health, and Sakki, as he named her, soon became as rambunctious as any newly hatched flitt, though remained smaller than any green he’d ever seen. The little flitt was the key to opening Kuroi’s heart to the new life he’d been given. He shortly found his natural affinity for people blossoming forth again, and the welcome he received from the people of Ista Weyr was like a balm for his bruised heart. He was completely swept up in Weyr life, and everything associated with it. It wasn’t long before he was running around like any other weyrbrat old enough to learn a trade craft, though at times he was still a bit more subdued than others of his age. It was during this time, that the Bluerider was keeping his promise to the lad’s father. Watching the boy, he found that Kuroi was indeed candidate material, and completed his search by officially registering him as a candidate, several weeks after his arrival. Candidate training opened up a whole new world for Kuroi. The ins and outs of the dragon quickly became his passion, and watching the dragons and riders cavorting in the ocean spume merely honed his wish for one. His first Stand passed uneventfully without him impressing, but he refused to give up hope. Others had stood multiple times and still impressed, why couldn’t he? He continued on as a diligent candidate until his second stand, where his wish was granted beyond his wildest dreams. Close to the end of the hatching, with only a few eggs yet to hatch, he suddenly found himself supporting the large, wobbly body of a beautiful though ungainly dark bronze hatchling. Mine, I have found you! You are Gareth’s forever.[/color] and after a moment. Hungry!Their time as werylings passed quickly, and they were soon riding the skies for the first time with the other new riders. Time continued to pass, and it became obvious after two years of growth that Gareth’s now monstrous size was not an asset in the air beyond his ability to endure. His girth made for slow turns and slow reactions, which could mean ill for the pair in many a situation. Shrugging his inability to maneuver as fate, the bronzepair participated in drills as was required for several turns, rising to chase on many an occasion and generally enjoying the life afforded a rider, difficult thought it was, and despite how much more difficult it was likely to get when they returned. It was during this time that the happy reunion between K’roi and his family was accompanied by happy dragon calls from Gareth, and K’roi made certain to set aside part of his wages for the sake of moving his family to a better life. It was months after K’roi’s 26th birthday that Thread once again visited its damaging presence to Pern. It was not a surprise, with the StarHall’s eyes on everything in space, and it was fifty years later than a regular Interval. Resurgence in the support for the AIVAS machine’s attempt to push the Red Star out of orbit surfaced, however everything was washed away by the threat of Thread. Under that first fall and the next several, riders went down, many of which he’d grown to know, friends, and comrades. It was a difficult time for the pair, and Gareth gained many scars from close calls and the sheer inability to move his bulk with ease. After a particularly harsh threadscore on the bronze’s hind quarters had them out for a handful of months in recovery, K’roi decided that enough was enough. It was thus that the pair began a daily regime of practice concerning maneuvering Gareth’s bulk in different directions as quickly as possible. At first, there were no obvious results from the constant flying, but slowly, the bronze began to react sooner, and move faster. He would never be as nimble as a blue, or even a brown but his agility began to at least equal his size, and his skills began to grow apace. Their training became an obsessive daily ritual for the pair. A secondary result of so much practice was that the pair became so directly in-tuned to each other, that during a fall, their thoughts were instantly transmitted and understood without the need for words. K’roi used Gareth’s wings to turn when he saw danger, and Gareth used K’roi’s hands to feed him more firestone when he had need. They became a perfectly tuned bronzepair. The practice on top of the constant fighting of thread wore on the two, but they tried their best to keep up to the task at hand. After a while, with their maneuverability greatly increased by the daily practices, K’roi began adding difficult aerial techniques into the mix, trying to predict what they might need in any situation. Upside down turns, tight flips, the tossing of things from rider to rider and riders moving from dragon to dragon were a few of the initial objectives. Each maneuver was practiced until a degree of proficiency was reached, and then another was added. Gareth could catch K’roi if he fell, pick him up from the ground in mid-flight, and deliver him similarly with enough room. K’roi also worked diligently on being able to ride the big bronze from just about any location on his dark body, from the base of his skull to the tip of his tail. The list was endless, and every new happening added another bright spark of inspiration to their practices. Soon, the disadvantage of size turned around to become an advantage in speed, and those monstrous turnstile wings could carry Gareth just about anywhere in a hurry. He was now a bronze that could be a tremendous aid in threadfall. That fact pleased the pair to no end. Being an asset to the Weyr, and to the protection of the Weyr was something he could live for; Protecting the place that had given him a home. It was around this time that he was promoted to Wingleader. Not only did this open up a new avenue for the pair to help Ista, but K’roi also began getting his wing into the same shape for falls as he and Gareth were. Several new hand gestures and signals were created to aid his wing’s communication and to incorporate the new moves the bronzerider taught. Five years into the 10th Pass saw a huge increase in dragon numbers. Ista had grown too crowded, and it was decided that it was time to open up a new Weyr on the Southern Continent. Holds had sprung up far to the east, with dragons stretched thin to cover the expanse. A Weyr would ease the strain, and K’roi found himself eager to help, almost as if he claimed the new Weyr for himself and his need to protect. It was no surprise that his bronze chased and caught the senior queen Fannith a year after settling, making him the new Weyrleader of Silver Cove Weyr. They proudly flew protection over Silver Cove, Landing and the surrounding areas, spreading into the wild jungle and taming it for farm lands. A year later, the illness that struck the prime Weyr down so early in its conception claimed many lives; rider, holder and drudge alike. The possibility of evacuation circled, but no decision was made until the Weyrwoman Ruvna fell ill and threw herself from her weyrledge, Fannith dying and taking most of her latest clutch with her. Stricken by the loss of his weyrmate, K’roi ordered the evacuation to a likely spot located on a nearby island. The new Weyr, Cerulean, gave him something to focus on, but the somber Weyrleader kept in contact with the healer’s looking into the situation as they rebuilt their lives; aid from Honshu and Southern and even the Northern Weyrs promised and sent on dragon back. Fun Facts:Bonded Critter(s):Type: Dragon Name: Gareth Color: Bronze #996600Age: 19 Telekinetic Rating: 74 Bonuses/Minuses: (Base Roll 81) + (Bronze -7) Specialization: Strength Breakdown:Strength: 50 (40 + 10) Precision: 10 Endurance: 14 Concentration: 10 Description: Gareth is large. Overly so. He dwarfs all but the largest bronzes and browns. His hide is dark bronze, a shimmery gilt color for the most part, though lighter patches of a pale bronze color splatter along his spine and over his long ridges, covering a few entirely, making them almost reflective. His hide has a few threadscore scars, but nothing largely noticeable. Once detrimental to their aerial maneuverability, his size is now an asset due to hours upon hours of training. His wings are more narrow and long than broad and wide, and his body follows a similar pattern. Despite his size, his head is narrow, with a pronounced beak and long ear-knobs, and his tail is long and thick, able to toss a draft runner with an easy swing. The muscle power needed to lift his bulk is visible in each corded sinew, and the muscles that run along his legs and wings are nearly half again their normal size to compensate, though on his large frame it still manages to look sleek, if a bit thick. -Thanks Thorney! Personality: If ever a dragon loved his rider, Gareth would be it. The two are rarely parted when there isn’t need for it, and the amount of connection they maintain constantly is closer to the level of a flight than usual mindspeech. Despite his rider’s pleasant acceptance of almost everyone, and K’roi’s tendency to be an easy talker, Gareth does not like to talk to other humans, and barely tolerates any close proximity. He is certain to warn them off with a growl, though he will not strike out unless provoked. As for other dragons, he can and does tolerate their presence, and will use them to transmit messages to their riders, or rely on K’roi to translate for him. If K’roi is the fire and action to their partnership, then Gareth is the calm, cool inner voice he listens to. They balance each other rather well, even if they bicker back and forth quite a bit. It’s generally good natured, and it’s rare for either of them to feel genuinely insulted or hurt by the other’s words. So used to dealing with his bonded, Gareth is able to calm K’roi, or incense him to the point of blind rage with a few words. Such is their connection and the shared trust they have. Gareth has a love for water even above the typical dragon enjoyment for a swim, especially when he manages to find a pool deep enough to cover his form without the need to lie down. He will often laze in the ocean below his weyrledge where a particularly deep tide pool has worn its way into the rock to create a lovely place for basking. Otherwise, he spends much time sunning on the nearby beach until his skin is hot to the touch. Having grown up with Sakki, he accepts her previous claim on K’roi, and even likes the little green flitt, which is more than can be said about most other creatures. She will often sleep between his back ridges when she can’t be with Hers. Fun Facts:Type: Firelizard Name: Sakki Color: Green #7FFFD4Age: 19 Description: Sakki is a tiny green, easily a third smaller than most. Healers think that her stunted size is due to the time her egg was left unprotected to the elements after her nestmates were destroyed. Nevertheless, small she may be, unhealthy she is not. Thin and slender, her limbs are all proportional to her size, save for slightly larger wings and an over-long tail that helps her to keep a strong hold on her current perch of choice, usually Hers’ shoulder or head. Her coloring is rather unique. The clear, bright green of her body has a very visible blue sheen to it, changing to almost an aqua color in the delicate lines of her head and wings. She has been mistaken for a tiny blue before while flying, though if the unfortunate person who thought such voiced it in a way she understood, she would be right on them to chastise and correct such a misconception. Her small stature gives her a distinct advantage in agility, and she will often twirl about K’roi’s head in impossible turns and twirls, watching him watching her, and delighted to have his attention. Personality: Sakki’s unique jewel-like coloring has led her to believe that she is more important and beautiful than a queen. As such, she also believes that everyone should have their eyes on her. A chatterer, she is constantly talking to Hers, sometimes waking him at night to tell him something she thought important. When in the presence of other flits, she will often flutter about and demand their attention, sometimes with the desired result, and sometimes not. If ignored, she will retreat to Hers, curling inside the neck of his riding leathers to mope in depressed annoyance. Gareth is a welcome addition to the family of Hers, and if not around K’roi, she will treat the bronze in the same manner, chattering animatedly to him while he listens good naturedly. She can often be found sleeping between his ridges while he sunbathes, or hanging on while he swims. His acceptance of her previous claim on K'roi only further bolsters her impression of self importance. Fun Facts:Craftskills:Craft: Fishercraft Level of Proficiency: Apprentice Specialty: Sailing and fishing inland Weakness: Fear of sailing or getting caught in a storm.
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Feb 5, 2009 12:25:12 GMT -5
This is an updated list of the characters and positions currently available for creation.[/u]
Surviving Weyrlings: A total of seven eggs survived the death and destruction of the rest of their clutch, hatching six dragons with one dud. They are as of now newly mature and freshly graduated to Rider status. Each of the Weyrlings, Hatched and Impressed at Cerulean, are available for instant adoption. (Descriptions, personalities, etc., are open to the person adopting said Weyrling.)
Taken/Available: 5/6
Bronze 1/1
Brown 1/1 Blue 1/2
Green 2/2
Freshwater Weyrlings: Eight eggs were graciously given to Cerulean from the other Weyrs in an attempt to assist them in repopulating. Six months younger than the Surviving Weyrlings, they are still in Weyrling training. (See Adoptables for those available.)
Taken/Available: 6/8 Bronze: 0/1
Brown: 2/2
Blue: 2/2 Green: 2/3
Holistic Wherlings: Gold Rozsk's Clutch by brown Tovsk. Out of ten eggs, nine successfully hatched. Two went wild (a green and a blue) and one became brown Cerulesk, the Weyr's wher. The rest all bonded. (See Adoptables for those available.)
Taken/Available: 4/6
Brown: 1/1
Blue: 2/2 Green: 1/3
Adult Dragonriders and Wherhandlers: 'Insta-Riders' are dragonpairs that have already Impressed at some point outside of Cerulean's Hatchings. 'Insta-Handlers' are the same, with bonded wherpairs. They can either be in residence at Cerulean already or transferred in from elsewhere on Pern.
Insta-Riders Taken/Available:
Goldriders: 1/1 Bronzeriders: 3/5 Brownriders(male): 2/10 (no females being accepted at this time, though Candidacy is an option) Blueriders(male): unlimited Blueriders(female): 0/3 Greenriders(female): unlimited Greenriders(male): 1/3
Insta-Handlers Taken/Available: 2/15
Goldhandler: 1/1 Bronzehandler: 0/2 Brownhandler: 2/3 Bluehandler: 0/4 Greenhandler: 0/5
We are looking for more Wherhandlers for the Nightwatch!
We will be allowing created fire-lizards to the first ten characters created, a single flit to each one. Limit of two valid characters per person. Each fire-lizard may be created by the owner or a mod upon request. See Rouxy for further details.
Fire-lizards Taken/Available: 10/10
Gold: 1/1 Bronze: 1/1 Brown: 2/2 Blue: 3/3 Green: 3/3
Character Types Needed: Wingleaders Wingriders Candidates Craftspeople(all levels) - Artists - Astronomers - Dolphineers - Farmers - Glass-smiths - Fishers - Harpers - Healers - Herders - Miners - Printers - Runners - Smiths - Tanners - Weavers Drudges Headwoman(Weyr) Lord and/or Lady Holder Merchants Minor Holders Wherhandlers
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Aug 11, 2004 9:21:55 GMT -5
Dragon ColorsGoldGolden dragons are female, and always bond with heterosexual females. They Clutch but cannot chew firestone to produce flame, and are usually the largest type of dragon, ranging some 38-42 feet from head to tail. Their clutches normally range around 15 eggs with the first lay, with clutches of some 20+ afterwards. Generally speaking, there may be about one gold egg per clutch, though clutches without gold eggs are more common. When fighting thread, they cover the lower levels with flamethrowers wielded by their riders, and the Queen's Wing often holds weyrlings and riders who are pregnant and cannot tolerate the cold of between. The first gold to rise in mating flight at a new Weyr becomes Weyrwoman, and after that it is the first gold to rise after the previous Weyrwoman has either passed away or retires. Any other queenriders are given the title of Junior Weyrwoman. The Weyrwoman will sometimes attempt to ensure a chosen successor by stepping down right before her chosen successor's dragon is about to rise; though not often, if a Weyrwoman refuses to relinquish her post even after it is deemed her dragon will not Clutch again, then the Weyrleader and Wingleaders will force her to step down and rule by council until the next queen rises. Golds are usually only flown by either bronze or brown, as most blues lack the stamina necessary to keep up. Bronze Bronze dragons are male, and always bond to heterosexual males. They chew firestone and can hold a flame for several minutes. They are the largest of the male dragons, dwarfed only by golds, their sizes ranging around 35-38 feet long. Bronze dragons can and do usually fly the Queen, but due to the much higher bronze to gold ratio, they will often seek out Greens to sate Flight passion, despite their agility disadvantage against the smaller colors. The senior bronze of the Weyr is determined through which bronze wins the mating flight of the senior gold. The rider then becomes Weyrleader. Wingleaders for the thread fighting wings are usually Bronze riders, though not all bronze riders are Wingleaders. Brown Brown dragons are male, and the next largest in size to the bronze, at 30-35 feet long. They normally bond with males that are heterosexual, but the occasional homosexual male has impressed. Impressions to females are almost unheard of, though it has happened. They can chew firestone, and hold a good flame for several minutes. More agile than the bronzes, the browns can fly both the Queens and Greens, though the likelihood of a brown catching a queen is much lower than a bronze. Their riders tend to be Wingseconds, or secondary Wingleaders. Blue Blues are the smallest male at 25-30 feet long, and tend to impress to heterosexual and homosexual males, and the occasional female. Agile and strong, these dragons make up a third of the total dragon population, and their speed make them perfect for fighting thread in the air, despite their inability to hold a constant flame for long. Blues tend to only chase greens, as they don't have the stamina to keep up with the Queens, but they can usually last the entirety of a fall, and are invaluable as the backbone to the fighting Wings. Blue dragons often take up positions as search riders, as these dragons are the best at choosing possible candidates. Green Green dragons are female, and are the smallest dragon at 20-25 feet long. They can chew firestone, but they cannot clutch, and their flame is usually short, bursts of heat that make them ideal for mid to lower altitude cleanup during threadfall, despite their inability to last through an entire fall. Pregnant Green riders are often corralled into the Queen's low altitude wing. They generally bond to homosexual and heterosexual females, though the occasional male is possible but rare. Greens can be flown by both Bronze and Brown dragons. This is generally the most numerous type of dragon in a clutch, making up a good 50% of the dragon population. ImpressionWhen a firelizard hatches, it will Impress to the first thing that feeds it, be it man or woman, adult or child. If it doesn't like said person, it will leave them, and return to the wild. A dragon hatches from an egg, just like their tiny counterparts. When a dragon hatches, there is only one thing on its mind. It must find a lifemate. It will seek this goal, regardless of obstacles, because its very life depends on it. If no suitable lifemate is found, it will die. Designed to live only with a suitable partner, any dragon who does not find their bonded will suicide, flashing between in a heartbeat and forever lost without a way back. When a dragon has found its choice, it Impresses then. No one knows the exact mechanism of Impression, but the bond formed lasts a lifetime. The dragon always knows their own name, and they tell this to their newly Impressed lifemate. Dragons will never Impress someone unsuitable for them, and will never Impress the imbalanced or mentally ill. By tradition, no one with a physical disability will be presented to Dragons at a hatching, but theoretically, this would be no barrier to Impression. Dragon MaturityDragons take anywhere from around one and a half to two turns to reach their full, adult size. They grow quickly, and are able to start learning to fly around six months, when they've reached about half their adult size. Greens reach sexual maturity before they reach their full adult growth, and rise to mate for the first time around 1 turn of age. Golds mature a bit later, at 1 1/2 Turns of age. The other colors' sexual maturity falls between these two age categories, while growth slows and stops between 1 1/2 and 2 Turns. Female dragons will often begin to 'glow' before they mate, meaning a brightening of color almost to a shiny state, especially for golds. If a male is particularly interested in her, he will often dance attendance if he becomes aware of the female's upcoming flight to try and win her favor. -This wonderful chart was made by KasierFlame In this chart, the smallest white dragon represents Ruth, the only white dragon born in the 9th Pass. The largest is Ramoth, who easily overtook the position of largest dragon ever to grace Pern also during the 9th Pass. Sequentially down from Ramoth, is the average sized Gold, Bronze, Brown, Blue, Green, and Ruth. DragonlustDragonlust is the sensation a rider, and to a lesser degree others, feel when a dragon rises to mate. Especially strong in a rider who hasn't had much experience with the feelings their dragon puts out (weyrlings) dragonlust is strong enough to mentally take over even the most experienced of riders. Usually, an experienced rider can hold back the sensation long enough to do some preparations, such as going to the flight rooms or sequestering themselves in a room with a chosen partner before the effect takes control. The effect is an overwhelming desire to mate with the object of the dragon's lust. For a rider, this will usually mean the rider of the other dragon. As there can only be a single male with any one female however, some people will volunteer themselves as 'flight moths', meaning they attend the flight and give in to the feelings to help sate the losers of the flight. This practice has led to a relaxed view of sex and sexuality in the Weyr. For others who are not bonded to a dragon, a flight, especially that of a queen, will make one feel the urge, but it is in no way debilitating or controlling. The urge can be resisted or given in to at the person's discretion. Dragon TelekinesisThe telekinetic abilities of dragons was thought to have been lost when the AIVAS machine questioned the riders of the 9th Pass about this ability. In truth, the ability was used in an unconscious manner (to augment flight) until it was discovered as a conscious ability by the green dragon Zaranth and her rider Tai in the 31st turn of the 9th Pass. Since this discovery, the newly created Star Hall has worked in conjunction with the Weyrs to try and improve upon and further control this latent ability to aid in diverting dangerous Pern-bound objects. A type of voluntary selective breeding was enacted at Honshu Weyrhold at the end of the Pass in an attempt to magnify and further spread the telekinetic ability to the whole range of colors, as it seemed strongest in blues and greens. Even over the span of 250 Turns, the effects of the work at Honshu are not readily calculable. Higher ranking males with skill in the ability were hard to come by, as the program was limited to those males invited to join in the queen's flight. Often the queens in residence could not be swayed from their own personal preferences, nor would anyone want to pressure a Gold into mating with someone not of her choosing. The gradual spread of a stronger form of the telekinetic ability through the upper dragon ranks has therefore been slow with only minimal success. Greens and blues still typically hold higher talent in the ability. Interestingly enough, a male and a female dragon may pair up, thus increasing the skill each would have individually. Telekinetic skill typically shows in dragons when they begin learning how to fly as they master the conscious and subconscious aspects simultaneously. For this reason, learning as weyrlings is the preferred time for training to take place, however older dragons can pick up skills with a little more practice. Some weyrlings will show small signs of skill before they can fly, but the effect is usually instinctual, with little control.
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Rouxy
Cerulean Weyr Staff
Rouxy of the Jungle
Posts: 345
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Post by Rouxy on Aug 11, 2004 8:09:19 GMT -5
The rules of the Weyr are simple, so please follow them. 1. No applying with a Gold, please(unless otherwise stated as wanted). A few Bronzes are currently being accepted, but you will need a good application. All other colors are open for application, but again good applications are desired. If you are applying as a Rider, you can either apply as Transfer Rider or a Rider already in residence. If a Transfer Rider, please include where you are transferring from; Most will come from Honshu Weyrhold, Fort Hold, or Southern Weyr. This does not limit you from other Weyrs though. 2. No godmoding or powerplay. Forcing the actions of another character will cause your post to be either ignored or deleted. 3. Keep the number of characters you have to whatever you can handle. There is currently no limit, but characters that are being left idle will be noted. No set amount of posting is required at this time, but if inactivity runs rampant a minimum post requirement will be implemented. 4. Female and male Candidates must be of appropriate age, which means between 12-21. If you are applying as a Candidate for the Gold, then expect to write a well thought out and detailed description and history. 5. No fire lizards are being accepted when you join please, though exceptions can be made. Feel free to message the admins to ask, but be mindful that it will need to be discussed before a decision is reached. 6. No Force-Impressing! Whoever owns the clutch decides what you Impress, though Rouxy has the final say on every Impression - especially that of Gold. 7. Post all new characters in the Characters Pending section for approval. No character may be played until he or she has been approved by the moderators. 8. The male to female ratio needs to be maintained, so that we all have characters to develop relationships with. Expect to not only play males or females, and the more you are willing to spread out, the better your characters will be received. 9. Not everyone will be allowed to have twins. Twins are rare even in real life, and doubly so on Pern. Also, people with red hair and green eyes are not a common everyday thing. Most people will have dark hair and dark eyes, or blond with blue or hazel eyes. Ask one of the mods if you're truly desperate for one of these things, as we're fairly reasonable people. 10. Inactivity for a person, rather than just a character, will result in your profile being moved to an 'Inactive' group along with your characters. We will not adopt out characters for an inactive player unless they specifically say that it's alright to do so. If and when a player returns to activity, their profile will be placed back under the general accounts, and their character will be re-added to the appropriate lists. 11. If someone is looking to have a HAD (Hear All Dragons) they will need special approval from the admins, and describe to what level they have the ability. Either hearing dragons only, speaking to dragons only, or hearing and speaking. If you have any questions, please don't hesitate to ask us.
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