Welcome to Sorrow's Forge, a science fantasy, non-canon, loosely Pern based rp for dragon lovers, space cowboys and king makers.
600 years have passed since the destruction of thread and the planet Pern finds itself in what is swiftly becoming the close of a technological and cultural golden age. Humans and dragonkin struggle to ensure their place in the world and lawlessness spreads with each passing day of unrest. Do the people of Pern even have time to pay attention to the message received from long forgotten Earth, begging for help?Sorrow's Forge is a discord based RP for adults 21+, welcome to our main hub where all our world information is stored. Click the discord icon below to join!
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Thread
Pern is an earth colony established by human settlers 3123 years ago on the third planet from the sun in the Rukbat system. Many other colonies were founded in other systems, but Pern thrived in isolation.
Originally Pern and it's settlers were threatened by an interstellar lifeforms known as Thread which fell every few hundred years in a living, acidic rain that destroyed all organic material it came into contact with.
In order to combat this, the first settlers modified the indigenous pernese lifeforms called a firelizard to create both dragons and whers - intelligent lifeforms capable of flight and breathing fire in order to combat Thread. Dragons required a bonded human to survive and guide them, where as whers were viewed as a 'failed' experiment and relegated largely to guard duty and assisting with manual labor.
Because of Thread there was a 2000 year technological regression of society as a whole, reverting to medieval technological standards. Weyrs were established to cultivate dragonriders and breed dragons, supported by human settlements known as holds with tithes paid to the weyrs.
Roughly 700 years ago, weyrholds were established with the intention of being self sustaining, no longer requiring tithing which historically had a habit of causing friction between holds and weyrs.
600 years ago, AIVAS, an AI left behind by the first settlers, instructed dragonriders on how they could destroy Thread for good. With it's help they managed to permanently destroy Thread.
The Golden Age
After the destruction of thread, AIVAS shut itself off, seemingly for good, and left humanity and dragonkind with the ability to both reclaim their history and ancestry, as well as launch forward into a technological golden age.
Technological advancement was made at record speed and settlements previously restricted to being built into stone and underground to protect it from Thread now began sprawling across the planet, out in the open.
Humans and dragonkind both contribute to scientific advancement, with dragonriders and their dragons especially making many notable contributions and laying the foundation in many fields.
In this technological golden age, with the main purpose for the cultivation of dragons destroyed, dragons and whers began to recognize their agency and sense of self. Mutations arose and dragon intelligence increased. The breeding of dragons and whers to serve human purposes is recognized among dragonkind and some humans as eugenics, one that is no longer a necessary evil.
Some weyrs hold to the old ways as tradition and the engineered purpose for dragons has made many people's feelings towards dragonkind's rights hard to accept, as it would require the acceptance of wrongdoing.
Holds grow mistrustful of weyrs, many of which try to enforce continued tithing even though there is no longer Thread for them to fight against.
Hold opinions towards dragonkind sours as they gain individuality and they begin to self govern, thus the creation of arms to protect holds against dragons begins.
The Collapse
The population of Pern continues to sprawl with borders being erected and disputed over, resulting in widespread skirmishes and battles between opposing holdstates, leading to famine among warring populations. Many holds offer incentive to leave the holds and some families and groups try to strike out on their own and start small towns, farms and outposts. Many of which do not receive promised support from the hold and are forced to struggle.
Weyrs, on the other hand, always needing people to Impress newly born dragonets, offer refuge and to always take care of anyone who impresses one of their dragonets, and this becomes contentiously regarded as the best way to secure a living for oneself in an increasingly fractured and economically unstable world.
The golden age begins to end as Pern drifts towards a disparate state where there is little unification in either weyrs or holds. Dragonkind fight for their freedom in the halls of politics while some weyrs keep to tradition that many outside of them see as a humanitarian crisis. Holdstates battle to maintain their borders and against the many rising terrorist groups that form to advocate for the people and dragonkin.
Myriani Weyrhold which was established to safeguard AIVAS and the plateau it is memorialized on as well create a foundation for the SpaceCrafthall, in the midst of the powder keg that Pern has become, bears witness as the computer that housed AIVAS comes to life with a plea for help; received from Earth.
Narration
Far flung into the future, humanity is scattered and isolated amongst the stars like debris of their once great civilization. For many, Earth is not even a memory and the record of human history has been lost to time as humanity fled the consequences of their hubris across a sea of stars. Colonies were founded and failed, connections were lost and those who survived became distorted reflections of what Earth once was.One of those colonies was almost lost in a complete regression of technology and culture, curtailed by the presence of an interstellar life form called Thread that once fell through the atmosphere to the colony planet’s surface in a rain that destroyed all life. Thousands of years passed since settlers first landed on the third planet in the Rukbat system and named it Pern, though disaster saw the degradation of much of human technology. The first settlers managed to leave their descendants with a gift that would save them; a genetically engineered species derived from an indigenous pernese life form.They left them dragons, fire breathing creatures with incredible telepathic and telekinetic abilities that could combat Thread after bonding to a human rider.3,123 years have passed since humans first settled on Pern, and roughly 600 years ago, Thread was destroyed with the help of one last gift left by the first human settlers. AIVAS, an artificial intelligence brought with the first settlers, spent many long years studying the stars and tracking the progress and evolution of dragons. With AIVAS’s knowledge, the abilities of the pernese dragons and the bravery of their human companions, Thread was destroyed for good, and an age of peace and prosperity was brought to Pern like it had never seen.During that era of peace humanity recovered lost knowledge and advanced with tremendous speed - decades saw the resurgence of technology with advances in medicine, electricity, combustion and computers. A hundred years after the victory over Thread and human settlements once carved into the stone and mountainsides that Thread could not penetrate sprawled out onto the landscape. Modern buildings now dot the historic skylines over Pern’s holds, and it was the dragons who continued to usher humanity forward into a new era.In the current day humanity thrives with advanced electronics, sophisticated medicine, cultural golden ages, entertainment, instantaneous planetary communication conducted by satellite relays and space faring, but like all advanced societies, contentment breeds resentment. No longer unified by a common enemy, differences became divides. Holds and weyrholds began to draw lines on maps and fight to enforce their placement. Centuries old resentment for dragonkin, their riders and the weyrfolk that supported them surfaced with prejudice that began to drive laws.Amidst this conflict voices once heard only by the dragonriders themselves rose - for the first time in Pern’s history dragons spoke freely, and their voice rang in unison on one pivotal issue. They sought equality with humanity for themselves and their kin. Tensions are high across the planet as dragonpower and innovation continues to drive humanity forward, but dragons are still seen by many as dangerous and outdated weapons of a dead era despite the contributions of dragons themselves in pursuits both intellectual and physical.While war has not yet broken out, fringe groups of freedom fighting humans wielding technology have risen to lash out against dragons and their riders, causing similar groups of dragonriders and weyrfolk to form their own unsanctioned groups of freedom fighters. Skirmishes litter the surface of Pern, threatening to bring about lawlessness as the governments of holds and weyrs both struggle to find the right approach to get control of the volatile political climate washed across Pern.And yet even as battles both physical and intellectual rage, what is left of AIVAS glows to life in the monument constructed around it. A message from Earth has been received; a cry for help.
Setting
This server is a 21+, futuristic, space western roleplay loosely based upon the series DragonRiders of Pern by Anne McCaffrey. You do not need to know anything about the series as all information pertaining to it will be covered in materials provided by the server, all you need is a love of dragons, space westerns, science fiction and science fantasy.This roleplay takes place on an earthlike planet called Pern that humans have inhabited for roughly 3000 years, during that time there was significant degradation of human technological advancement due to the presence of a now extinct interstellar threat called Thread which killed all life it came into contact with. The presence of Thread lead to the artificial creation of Dragons by humans, and together humanity and dragonkind kept Thread at bay for thousands of years until the rediscovery of the AI called AIVAS, which instructed dragonriders and their dragons on how to destroy Thread for good.600 years after the extinction of Thread, the world of Pern is now in a futuristic state that is experiencing economic and cultural collapse following a several hundred year long golden era of cultural reclamation and technological innovation. Previously Pern was a medieval society that had lost touch with it's Earth roots, but that has since been reclaimed, resulting in revived and reinvigorated languages in all corners of Pern, as well as broad knowledge of English and other common Earth languages. This has also lead to the return of some species of wild animals who were grown and cloned from embryos found in cryogenic preservation aboard the Yokohama, one of the remaining original colony ships in orbit around Pern.The populace is incredibly stratified with holds, weyrs and weyrholds generally being updated for modern convienece. Weyrs and weyrholds often adhere to a socialist economic structure where everyone is fed, sheltered and cared for in relative comfort so long as they contribute if they are able. Holds and the occasional weyrhold tend to veer towards capitalism, and as such there are great heights of wealth and personal ownership that can be obtained by anyone, but at the cost capitalism takes out of a population.There are also numerous settlements, farms, and outposts scattered outside the holds, weyrs and weyrholds. In the past few decades many holds have encouraged their population to go out and settle Pern now that the threat of Thread is gone to free themselves of the economic and sociological burdens of increasingly overpopulated holds with a rising number of unemployed.Many holds made promises to financially support those settlements and outposts for a designated number of years, and then failed to ever provide said support, often finding loopholes to default on a claim. Thus there are many which are abandoned, some that have thrived, and others that are hanging on. The displaced settlers who are unable to find a place to go often turn to raiding in an effort to take what they don't have, which has resulted in most places in Pern that are not densely populated relatively unsafe.There are four distinct civilized species on Pern:
Humans - descended from the human Earth colonists.
Dragons - a genetically engineered species created from the native pernese firelizard by Kitti Ping
Whers - a genetically engineered species created from the native pernese firelizard by Wind Blossom Ping.
Dolphins - descended from the dolphin Earth colonists.
Humans are the most numerous population and have the most power and assets, with most settlements both hold and weyr having partial or full human governance. Dragons and whers are equally prevalent and are currently advocating for the recognition as an independent species with equal rights to humans, which is more accepted in some areas than others. Dragons reside largely in weyrs and weyrholds, where as whers find themselves able to inhabit most everywhere. Dolphins rule the seas and have thus far maintained a stance of neutrality towards the surface dwelling species.
Technology
This page will be an ever growing list of decided upon concepts both historically old to Pern and new. It is by no means a restrictive list, but merely a building compendium of an ever growing world.
Spacecraft - Space craft can be as small as personnel carriers that are transport to and from worlds with room for a few passengers, smaller dragonkin and some light cargo to large dreadnoughts that carry massive amounts of cargo. Ships are very expensive and valuable, but they are accessible, roughly equivalent to buying an upper middle class home for a smaller ship to a mansion for a mid sized craft. They can be equipped with weapons, however the weaponry aboard spacecraft are all specialized for combat in a vacuum, thus are more expensive and many private citizens and small groups choose to forgo the extra expense.Aircraft - Aircraft can very from propulsion based planes, jets and helicopters to hovercraft both large and small. Hovercraft tend to be slower than both planes and jets, and all propulsion based aircraft is much more expensive, however private citizens will find personal hovercraft such as hover cars relatively accessible, with older, used models being much more readily available to the average person. Hover trams are widely used for public transportation.Ground Vehicles - Ground vehicles accessible on Pern very much mirror what has always been accesible on Earth. Though they tend to run on battery power rather than combustion, combustion engines do still exist but are more rare. Many are able to be recharged with onboard solar equipment or can otherise be plugged into a power grid. Ground vehicles are widely available, though the average citizen will find more modest or older models to be more accessible to them.Medical Technology - Medicine on Pern has made huge improvements. For the wealthy or very fortunate, the invention of MedPods has automated much of human healthcare; fully enclosed cubicles containing a table to lay on and medical equipment all operated robotically. MedPods are able to perform minor surgeries, treat injuries, set broken bones, administer antibiotics and supportive treatments and prescribe medications. For those not so blessed, there is a budget version known as the MedTank which requires a doctor or healer to run, however will do so with robot assisted precision and that will make recommendations to be approved or denied by the attending. Often due to their size and because there is not nearly as many centuries of knowledge to pull from, dragonkin do not have as many luxuries as humans do, often having to traditionally rely on the skills and availability of physicians.Shields - Velocity based shields have been developed that will stop any fast moving object and absorb energy, but they require a bulky shield generator, making them impractical for personal use. Some have been modified to be carried by dragons and whers but they are mostly found on spacecraft. Some can be large enough to shield small settlements, but require a building sized shield generator.Weaponry - Both projectile based weaponry and energy based weaponry exist, but projectile based weaponry is much easier to come across and far cheaper, with guns of many sizes being very accessible to the average person. Larger weapons and energy based weapons including energy based hand guns are harder to come by due either to their complexity, danger or both, but it isn't a stretch for a private citizen to obtain them. Missiles, bombs and large area of effect weapons are very expensive and governments will usually try to keep their production and distribution to government use only, however where there is a will there is a way and many underground groups have either made their own or stolen deadly weaponry.Communication - Tablets, touch screens and projectable holographic touch screens are all common and easily accessible to all of Pern. Access to the network is free and reliable, the public net is equivalent to the internet, with anonymity being as achievable as keeping a secret and information being both vast and readily available as it can be unreliable misinformation. The stream of data and traffic is next to impossible to regulate and social media is prevalent and ever changing, thus many things that no one would ever dare say aloud get said online, coded messages going largely undetected.
Questions
But in the canonical Pern setting _____
This is not a canonical Pern setting. Deviations from the canon are intentional and purposeful. It’s valid if a non canonical DRoP roleplay is not for you, while DRoP roleplays are uncommon these days many of them are canonical or very close to it and if this is not for you, we encourage you seek those out.How much about DRoP do I need to know?
None, just read the informative material provided by the server. Sorrow’s Forge differs from canonical pern in some key ways so you won't be coming into the rp at a great disadvantage from longtime fans.Does my character have to have a dragon/firelizard/wher?
Nope, having a bonded dragonkin is not required for any characterCan I be on staff?
You can submit an application - help is appreciated and welcome, but not all applications will be approved.Can my dragon look like the dragons from game of thrones/HTTYD/eastern dragons/other dragon?
No, the dragons look like Pernese dragons.Where did you get the templates used for the dragon NPCs/header image and color charts? Can I use them?
The header image is by TaimaTala. The templates used on the colors page is by HybridGeist. The HybridGeist templates are available in their KoFi shop and the header is one of our Sorrow's Forge exclusive templates and is only used by staff and in hatching events.At what rate does time pass?
Time passes for your character and your plot lines at the speed you deem appropriate. During events such as hatchings time passes at a 3:1 rate, so if you have a character that impressed a dragonet, six months later you will have a fully grown dragon. If that is a little fast for you, don’t sweat it, you are free to rp scenes that happened in the past at any time, just make sure you mark at the beginning of your thread when the scene is occurring.What is the state of the technology like?
Imagine any of your favorite space westerns such as Cowboy Bebop, Star Wars, Dune, Firefly etc and think of how there is advanced technology but the state of the art stuff is pretty expensive and inaccessible to most people, whereas most people have rundown but functioning technology. Now just adapt all of that to have space ships that can accommodate dragons at least 15 feet in length and interspecies buildings and domiciles that can accommodate creatures that are 10 to 60 feet in length. Things are big here. Specific technological advancements are open to suggestion and discussions and will be compiled on the Technology page.Can I automatically join a faction on join without communicating with the faction OOC?
Yes, though only for factions that are Open for Auto Join in the factions channel.Can I make up locations, factions or historical events that happened in the past 600 years?
Yes, there is a form that can be submitted for review and if your idea is approved we can add it to the canon.Can I just get in my ship and go explore space?
Yeah, have at it, but only write out encounters with uninhabited planets or planets with no sapient life/without discoveries that would alter the course of the world. For those things, go to Plot Advertisement in Discord and submit a form for something you’d like to get an NPC writer for or staff approval for. Once staff approve it, it will be posted in the Plot Advertisement channel where you can either volunteer to write all the narration and NPCs or wait for someone else to offer.I love conflict! Can I create some conflict/battles?
Absolutely. If it’s between characters, just clear everything together OOC, and if it’s something that needs NPCs or might have a significant impact to the world and change the state of Pern in ways that other characters would find, submit that through the Plot Advertisement Form and wait for staff approval. Once staff approve it, it will be posted in the Plot Advertisement channel where you can either volunteer to write all the narration and NPCs or wait for someone else to offer.Can I run my own dragon/wher hatching?
Yes, but you have to submit a Plot Advertisement form because that is a substantial OOC effort that will also have a lot of IC impact, and upon approval we will work with you to get that all set up. If you’re going to run your own hatching understand that you will be expected to source all the help you need, write eggs descriptions, any dragonkin impressed, run egg touchings, the hatching itself and provide thoughtful, proof read posts when a dragonkin impresses to a candidate because that’s a very special, pivotal moment for that character. You’re free to enlist help, of course, but if you have elected to organize it then you are responsible for those scenes, dragonkin and impressions.
Timeline
The Collapse
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The Golden Age
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Age of Parturition
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Age of Innovation
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Reclamation Era
2,605 - 75 years after AIVAS has shut down, Myriani Weyr in cooperation with the ComputerCrafthall and the SpaceCrafthall move what remains of AIVAS' memory storage to the craft halls and memorializes the site as a public landmark with an accompanying festival that becomes annual.
2,597 - Myriani Weyr is established on the coast north of Landing, alongside the SpaceCrafthall and ComputerCrafthall. Many mutated dragons, whers and their bonded humans flock to the new weyr for the community and opportunity it offers them.
2,580 - The first mutated dragon is born - Opal Soloth. Though other mutations arose elsewhere, Soloth is hailed as the progenitor of new mutations despite the same mutations arising in firelizards and whers shortly after and in unrelated family lines.
2,576 - With the combination of DNA testing and publicly available information on Earth cultures and traditions, many people of various races and ethnicities begin reconnecting and reclaiming their cultural practices, stories and traditions.
2,572 - The rediscovery of blow back operation results in the resurgence of projectile weaponry.
2,571 - The first satellite is launched into orbit, and with it wireless communications and the internet is brought to Pern, with information dissemination among the populace beginning in earnest.
2,570 - New species of Terran animals are recovered from the Yokohama cryo storage banks - Many flora and fauna that never existed on Pern are introduced to jumpstart a thread free ecosystem, including grazers such as deer, bison and buffalo, predators such as wolves, bears and other big cats as well as species of fish, crustaceans, insects and many species of plants and trees.
2,556 - Aerospace engineering begins in earnest at the newly constructed SpaceCrafthall that was built at Landing.
2,550 - Aircraft and aeronautics returns to Pern, providing an alternative to dragonflight.
2,547 - Motorized ground vehicles return to Pern and become widely available.
2,542 - Clean energy power grids begin being erected across Pern, using power sources such as solar, hydroelectric, and wind farms.
2,537 - Communications technology returns to Pern in force, beginning with radio signals and wired communication.
2,532 - Combustion energy returns to Pern, however fuels with which to power combustion generators are hard to come by.
2,530 - The Reclamation Era begins - Pern begins recovering lost technology, knowledge, culture, languages and traditions. Medical and surgical science is among the first things to return, drastically improving healthcare worldwide almost overnight.
2,529 - Thread is destroyed, AIVAS shuts down
Code of Conduct
You must be 21 years of age or older and that any character you make must also be 18 years of age or older.
Bigotry of any kind is not tolerated, including but not limited to: racism, sexism, homophobia, transphobia, and ableism
Harassment of any kind is strictly not allowed. Even if you do not mean it as harassment, if someone tells you it makes them uncomfortable and you persist, it is harassment.
All potentially triggering content must be spoilered and warnings given appropriately.
Consent is king - always ask for consent and respect if consent was not given.
If any thread is going to contain material that is triggering or nsfw material that must be included in the title of the thread
Erp is fully allowed but trigger warnings must be provided, even in private threads. Remember that staff can see all threads.
Backstories which include sexual abuse, indentured servitude/slavery and child abuse are okay, but those topics should otherwise not be conducted in active rp and should not occur as part of a plotline or between characters. If you chose to rp this, do so outside the server and do not make mention of it in the server.
Understand that you are responsible for any content you post on this server. Dark and mature themes are welcome, but treat topics that mirror real world issues with respect and do your due diligence.
Please do not post any nudity or nsfw images of yourself or other real world people. Credited art is fine.
Any art for your characters should either be done by you, a commission of that character or you must have explicit permission from the artist to use that work. For this reason celebrity and professional model face claims, character generators, picrews and colored free to use dragonkin templates are encouraged for character images, and images are not required.
Staff of Sorrows Forge have the right to ask for age verification or to kick/ban without providing reason if they feel it is in the best interest of the server.
Try to stay on topic in the individual channels.
Please ask staff before advertising for other roleplay servers/games or asking for others interested in other servers/games.
Behave like an adult, use common sense and be kind to one another.
Roleplay Rules
There is a soft limit of 5 characters, and of those 5 characters you may only have so many of the certain types of characters listed below. This does not mean you have to make the types of characters listed below.
1 dragonrider or wherhandler of a noble clutch bearing dragon or wher
1 dragonrider or wherhandler of a noble non clutch bearing dragon or wher
1 leader of any faction
1 candidate - if your candidate obtains a dragon, you can make another once their dragon has matured.
If you have met a character limit, you can apply to have more.
While candidates can be 16 - 30 in traditional weyrs and 16-35 in progressive weyrs, we do not allow characters who are younger than 18. You are however allowed to say that your character was a candidate at 16 or 17 in your backstory.
Time passes as a rate of 3 rp days to 1 irl day, however with that said - Your character ages up when you choose to age them up, outside of dragonets growing to maturity in six IRL months.
Understand that all applications and forms are not guaranteed approval and all rejections are made with the server as a whole in mind, as well as with server events that have not yet been revealed as part of that consideration. Generally staff are pretty accepting of them and will do our best to explain in the event of a rejection, but understand application acceptance is not guaranteed.
Sorrow's Forge welcomes community worldbuilding during character creation and during roleplay, but focuses on new worldbuilding as a collaborative effort or one that drives character stories. Unexplored worldbuilding aspects (ex. up and coming factions, religions, and ideologies, unexplored locations or technology, etc.) can be introduced in the context of a character or during roleplay, such as expanding on a small Hold for a character's backstory or inventing a neat gadget. Large changes or potentially important world additions (ex. dangerous new engineered fauna, powerful factions, and lore that challenges the setting of the story (see Setting page)) should be handled in-game as part of a plot through the Plot Advertisement Form or other applications (ex. Location Addition, Faction Creation).
The setting will remain a Pern based roleplay with science fantasy and space western themes. We welcome the strange and weird and in order to maintain our overall site themes we will be selective with large, exciting proposed additions to the lore. Sorrow's Forge isn't big enough (yet!) to have spin-offs, and we only have the energy to work with a limited number of setting elements.
Anyone can volunteer to be an NPC writer or you can write your own NPCs yourself, staff just need to approve it and have you locked in as the writer for that plot so other participants and anyone who has questions about it know who to ask.
Combat can be handled however you choose to - you can use rolls, discuss with your roleplay partners what hits or doesnt, or you can ask someone to be an unbiased referee. If someone is running a plot and has laid out combat rules, refer to those.
Be reasonable with your characters - power is very easy to access in this server as dragonkin and technology are equally matched and technology, albeit run down, is readily available to anyone who has a mind to seek it out. That said, destruction and widespread crime will draw attention and consequences.
There is no word count, however we ask that all rp posts be at least three sentences long and we highly encourage more. Also please try to ensure you’re using proper spelling and grammar. This will not be strictly enforced.
No character can be killed without the player’s consent. If a character is killed who has a dragon, staff will discuss with their player if their dragon will survive and if it does, that dragon will become an NPC or take up one of their 5 character slots. This is the only non-application way to have an unbonded dragon character as they're relatively new to the world and very rare.
Activity checks are conducted every 30 days. You need to have made an rp post in 60 days or have stated you are on hiatus in the hiatus channel. Otherwise your characters will be made into NPCs. If you return you can have them back or chose to leave them as NPCs and start fresh.
Remediation
Remediation for rule breaks will be very case by case basis, and will be treated as objectively as possible and with the effect on the community it has in mind. Staff will do their utmost to evaluate if a rule break, either IC or OOC is a prodcut of an internal failing on staff's part or something that doesn't make sense in the lore before passing down any sort of remediation. If a rule break occurs staff will reach out to involved parties privately to discuss the rulebreak and ascertain if it was intentional, accidental or due to something that requires a moderation or logic change.
Because of this, if it is an actively occurring situation staff may temporarily server mute participating parties to investigate the situation. We urge you not to delete your posts in this event and will take screenshots and delete them ourselves if needed. All screenshots will be provided to you. If you have been muted for this reason, staff will send you a DM privately to inform you. This should only be expected to last a few hours - day depending on staff availability.
Rulebreaks that occur due to a misunderstanding or accident will not incur any remediation or penalty other than a request that things be edited and damaged parties be apologized to - with the mediation of staff if requested.
Rulebreaks that are found to be malicious, widely harmful and have triggering after affects or in cases where the perpetrators refuse to apologize to damaged parties will be dealt with case by case, with temporary server mutes that last between a few days to a week, temporary kicks or ban depending upon severity. Staff will keep you appraised and will only jump to bans in extreme situations, such as explicit bigotry or similarly inflammatory content.
Glossary
General
Pern - An earth-like planet that is the third planet from the sun of the Rukbat system that was settled by human colonists roughly 3123 years ago.
Thread - A now extinct interstellar organism which used to fall regularly on Pern as a rain called Threadfall and would devour all life it came into contact with. Thread was destroyed roughly 600 years ago with the help of dragonriders and the artificial intelligence brought by the first pernese human settlers called AIVAS, now inactive and memorialized.
Thoughtspeak - A telepathic form of communication used by dragons and whers. Historically dragons only spoke to their riders and rare few others and whers did not speak at all, but now it is more common for dragons and whers to speak freely to whomever they wish.
CraftHall - A form of trade specific university and institution. CraftHalls are considered to be the pinnacle of their crafts, however smaller branches have cropped up amongst holds far from their foundation crafthalls.
Holdstates - Large areas of land governed by either a single hold or a combination of weyr and hold.
Weyr - A settlement that primarily serves as a home for dragonkin, dragon riders, wher handlers and the weyrfolk who are their families and support. Weyrs generally cannot provide for their needs and rely heavily upon trade. Weyrs can be anywhere but many of the rooms and chambers are carved out of either the ground or surrounding mountain sides by whers and their wherhandlers. Also a weyr may refer to an alcove in a cliffside or other form of domicile of a single dragonrider and their dragon.
Weyrhold - A type of settlement like a weyr that has a substantially higher human population that also is capable of fulfilling most of its basic needs, trading mostly for luxuries and items that cannot be produced locally. These are generally large cities with many facilities and functions catering to dragonkin.
Hold - Holds are large cities and primarily human settlements with little to no accommodation for dragons and some accommodation for whers in service roles and pet fire lizards. Once holds were governed by a ruling family that held a title of Lord or Lady, however most holds now adhere to state government and democratic leadership.
Flight Weyr - A small, usually uninhabited weyr that is far enough from populated areas that mating flights can occur there without disruption to daily life in a populated area. They are community locations free to be occupied for a short time, usually within a short flight’s distance of a weyr or weyrhold.
Dragon Rider - A person who is paired to an adult dragon.
Wherhandler - A person who is paired to a wher of any age.
Weyrling - A newly impressed dragon rider who’s dragon has not yet reached 18 months of age.
Candidate - A person ages 18-25 who is going to stand for a clutch of dragon eggs in hopes of impressing one of the newborn dragonets.
Weyr Bowl - For weyrs built into cliffs and mountainous regions, this refers quite literally to a very large bowl of flat land in the center which serves as both a plaza and a place for dragonkin to congregate, socialize and relax. This serves the same functions in weyrs not built into cliffs and mountains as structures will be arranged in a crescent moon shape to form the bowl.
Search - This term refers to the mission undertaken by dragon riders to surrounding holds and towns to search for candidates for a clutch that is about to be laid.
Egg Touching - A pernese tradition for candidates where candidates will familiarize themselves with the eggs and touch them so that in turn the soon to be hatching dragonets are also familiar with them.
Dragonkin
Dragonkin - A word used to refer to the group of lifeforms that include fire lizards, dragons and whers.
Dragon - Large genetically engineered sapient beings who resemble their genetic ancestor, fire lizards and who are capable of flight.
Firelizard - A small indigenous pernese life form capable of flight that is non sapient and who occur naturally on all continents of pern, preferring the southern continent where there are vast amounts of wild fire lizards.
Wher - Large horse sized, nocturnal and robust genetically engineered sapient beings who vaguely resemble their genetic ancestor, fire lizards and who are capable only of short bursts of flight.
Dragonet - A young dragon who is less than 18 months old.
Wherlet - A young wher who is less than 18 months old.
Hatching Sands - Incredibly warm, soft sandy areas found in weyrs in which dragons will lay their eggs.
Glowing/Proddy - Terms used to refer to clutch bearing dragons that are drawing near to estrus.
Rising/Riser/Runner - A term used to describe when a clutch bearing dragonkin has entered estrus and is beginning a mating flight, or as a short hand for a clutch bearing dragon(riser) or wher(runner).
Chaser - Short hand for a non clutch bearing dragonkin.
Queen - A term used to refer to the clutch bearing dragonkin of the noble caste, it is a term more often used by those with Traditional values and usually refers to gold female identifying dragons and whers.
Between - A black void in which you can see yourself and any dragonkin or items accompanying you as though there were light. It is extremely cold and there is no oxygen, however dragons and firelizards are able to enter this void to facilitate feats of teleportation across the planet they are on.
Government
Progressive - This is a political party which has adapted their view of the world and the peoples who inhabit it with a more modern viewpoint. Progressive weyrs and holds largely support the equal rights of dragonkin to mankind and have adopted government systems that usually fall somewhere between capitalism and socialism. They are also generally governed by a checks and balances system comprised of three branches - the weyrleader/prime minister, the head person and the weyr council/hold council. Progressive weyrs and holds are more open to mutated colors of dragonkin, dragonkin of different gender identities and sexs than traditionally understood and also to dragons having professions and obtaining higher education. Progressivism is a sliding scale, as with any political party.
Traditional - This is a political party which adheres to the traditional values and customs of pern and upholds faith to pernese culture and ancestry. Traditional holds support dragons as protectors but praise the rider over the dragon, and are resistant to equal rights for dragonkin. They also employ dragonkin only in their traditional roles - as messangers and taxis for dragons, miners for whers and watchdragons or watchwhers. Traditional weyrs adhere to the old values and while they love and value their dragons, humans rule over them. Tradtional weyrs also only support traditional colors and sexes of dragons, being fertile female golds, male bronzes, male browns, male blues and green infertile females. Traditional holds can be capitalist or socialist governments and Traditional weyrs are almost always socialist governments. Traditionalism is a sliding scale, as with any political party.
Weyrwoman - This rank has been done away with in Progressive weyrs. In Traditional weyrs, a weyrwoman is the normally cis female rider of a gold(or rarely, opal) dragon queen. The senior weyrwoman is the weyrwoman with the most seniority, and all weyrwomen that fall beneath her are assistant weyrwomen.
Weyrleader - In progressive weyrs this is an elected official of a weyr, similar to a governor, however both the weyrleader and their dragon participate in gubernatorial activities. Can override the Head Person but balanced by the WeyrCouncil. In Traditional weyrs this position is not elected but the usually cis male rider of the dragon who catches the senior queen in a mating flight.
Head Person - The elected official who oversees the logistics of running a weyr or hold, similar to a city manager. Can override the Council but balanced by the Weyrleader or Prime Minister.
WeyrCouncil - An elected council of 10 officials with the ability to pass laws, 5 of whom who are dragon riders or wher handlers and 5 who are not. Can override the Weyrleader but be balanced by the Head Person.
Prime Minister - An elected official of a Hold, similar to a governor. Can override the Head Person but balanced by the Hold Council.
HoldCouncil - An elected council of 10 officials with the ability to pass laws. Can override the Prime Minister but be balanced by the Head Person.
Tribunal Council - A committee of elected officials who will hold and decide tribunals, from small tribunals held by 1 or 2 councilmen to larger tribunals held by 20 councilmen depending upon the gravity of the offense.
Weyrling Master - A senior dragon rider who is responsible to coordinate and host the training of weyrlings in how to care for their dragonet and learn essential skills.
Wings - This term refers to a unit in which a team of dragons will fly together. Wings were originally developed to fight Thread, however now they form both a discipline and drill based function for all dragons living in weyrs and weyrholds. Community wings are loose wings that will practice and drill only occasionally, for dragons and dragonriders who have chosen other vocations, whereas Guard Wings and Military Wings are more regimented and do more regular drilling for dragons who have taken vocations as hold or weyr guards or military. Traditional weyrs will not have different types of wings, all dragons are part of a wing unless physically unable or found incompetent.
Wingrider - These refer to the underling ranks of a wing.
Wingleader - This is the leader of a wing, who may have an accompanying wing second for larger wings.
Wingsecond - The second in command of a large wing.
Flora and Fauna
Tunnel Snake - An indigenous reptilian pernese lifeform that has an elongated body and six small limbs, a burrowing vermin species.
Wherries - A large, six limbed, chicken like indigenous life form with leathery wings and downy fur, occurring both in the wild and in domestication. Domesticated wherries are generally only capable of pheasant-like flight and have a larger body size than wild wherries.
Glows - Bioluminescent fungal mycelium indigenous to all landmasses of Pern that before the golden era was used in glow lanterns and glow baskets to provide light indoors and at night.
Grubs - A genetically engineered invertebrate created by the first settlers on Pern and released into the wild. Created with the purpose of devouring Thread that fell to the ground and burrowed into the soil, preventing it from destroying crops and draining nutrients from the soil. They were originally only released on the Southern Continent, which is why there is greater biodiversity on the Southern Continent. Though their purpose is no longer relevant, grubs still exist and can be found in the soil of all continents as a precaution.
Dragons
This is some general information about pernese dragons that apply to this server. Some of the canon about pernese dragons has been changed to support the setting and to be more open with regards to sexuality and gender representation, however for more in depth information that may or may not be canon to this server you can visit the Pern wiki here
General
Dragons are carnivorous, oviparous and sapient beings, artificially created thousands of years ago by the first human settlers on Pern by the manipulation of the indigenous firelizard genome with the intention of existing to fight Thread. Thread, now extinct, was an interstellar lifeform with an acidic body that fell from the atmosphere in a rain known as Threadfall, decimating all life they came into contact with before ultimately perishing. Dragons are intelligent beings on par with human intelligence however they tend to be more emotionally stable than humans and generally are more laid back and willing to settle their differences civilly. Just like humans, dragons can be any gender identity regardless of their ability to bear clutches or not and can be any sexuality.Dragons are six limbed creatures, with front limbs with a five clawed, dexterous hand-like paw, two wings and digitigrade hind legs. They vary widely in size, being anywhere from 10 feet long measured nose to rump and a height of 4-6 feet at the shoulder to 60 feet in length and 25+ feet tall at the shoulder. Larger dragons tend to have greater stamina than smaller dragons, and smaller dragons tend to have greater speed than larger dragons. Dragons are known to be able to hold their breath for about 15 minutes and can survive the vacuum of space for about that long. They reach sexual maturity at eighteen months of age and if they survive the death of their rider can live up to three hundred years.All dragons must be “impressed” or bonded to a human rider when they are born. While this is an artifact of their genetic engineering, there has not yet been any scientific advancement to bypass this need. Newly hatched dragonets will try to go between without destination if they have not impressed to a rider, and will fail to thrive even if they are prevented from doing so. It is only after an impression that a dragon will give themselves a name, always ending in a “-th” suffix.The bond between human and rider is incredibly strong, and though they are both distinct beings with their own opinions and personalities, they strongly empathize with one another and can communicate with each other telepathically so long as they are both on the same planet. Likewise they can always sense where the other is and their emotions. In the past when one died before the other often the other would shortly follow either through a decline in health or taking their own life, however there are now treatments and therapies to help both dragons and riders overcome the symptoms of this psychological severing and loss. It is still however very touch and go for the half of the pair left behind.Like their firelizard progenitors, dragons have a smooth, leathery hide and bleed green rather than red blood. Their eyes are multifaceted compound eyes that change color depending upon their mood, with green and blue being ambient and red-orange and yellow generally representing fear or anger. They vary in size based upon color, which was once a way of denoting an inherent caste system, with larger dragons of various colors having once been considered more dominant over other colors that applied to smaller dragons. Over the years this caste system has been largely abandoned as the dragons continued to evolve, becoming more intelligent and adhering less and less to the genetically engineered design intended for them. However, dragons of different castes do still see physiological variance, notably dragons with a “nobility gene” being larger and more robust with stronger telepathic abilities.
In Society
In most weyrs, weyrholds and habitations surrounding them dragons are treated as full citizens with equal recognition as humans. There they take up a variety of professions, such as farming and ranching to provide food for humans and their fellow dragonkin, acting as planetary couriers, providing security, participating in local politics, becoming professionals in any field of study, working in space-faring and galactic exploration, and sometimes simple home making. Smaller dragons tend to hold more technical roles as it is easiest for them to interface between dragonkin culture and human culture for the exchange of work and ideas, however this is not a hard limit.In holds and cities that are not near to a weyr and historically have never been home to dragons until recently, things are much different depending on the hold. While some rare holds and their surrounding cities are very open to dragons joining in human vocations as they are in weyrs and weyrholds, most others are not tolerant to dragonkin taking up positions other than manual labor and couriership. This is a remnant of a time before technological advance when holds used to have to pay tithes to weyrs during threadfall so that the weyr’s time could be devoted to keeping holds and weyrs safe from Thread. Though this practice was abolished years ago with the extinction of Thread, remnants of that anger and distrust still remain. Generally holds that are not as accepting of dragons will only tolerate dragons of 5th and 4th castes due to their smaller size. Larger dragons in these areas are seen as threatening and dangerous by the locals.
Breathing Fire
Dragons are capable of breathing fire when they ingest phosphine bearing rock known colloquially as firestone. This must then be later regurgitated, usually within 6 hours of being ingested. It can be regurgitated at will, but will do so forcibly if it is not regurgitated voluntarily. Firestone will render any clutch bearing dragon infertile, and as such it is suggested that only clutch bearing dragons who are two years or older be allowed to choose firestone as it is a life altering decision.Clutch bearing dragons with the nobility gene are also in general allergic to the ingestion of firestone, however scientific advance has found some treatments to bypass this allergy if a dragon is not severely affected and chooses to chew firestone.With Thread extinct, some dragons may find no reason to chew firestone any longer, and it is a personal choice, however it has great militaristic and self defense capabilities. Traditionalists do treat the chewing of firestone as a cultural experience, so many Traditional dragons will be trained in the chewing of firestone regardless of use.
Reproduction and Mating Flights
Dragons are typically sexually mature at the age of eighteen months and clutching dragons typically have their last fertile estrus cycles around the age of 60 but may continue to have nonfertile ones. Mating for dragons is performed through a mating flight as dragons mate in midair. Once a clutch bearing dragon enters estrus, they will usually choose to eat and then fly as high as they can as they cannot fly while mating. If they are not infertile and choosing to clutch, it is recommended that they only drink the blood of their kill, as there is correlation between the length of the flight and the number of eggs produced, thus it is better to be lighterOther interested dragons will then attempt to “catch” the clutch bearing dragon, though force catching is outlawed and a banishable offense, thus the clutch bearing dragon will select their mate during this flight. Unless a dragon already knows which mate they are going to choose, generally they will choose a dragon that can catch up to them the quickest and who can keep up with them. Dragons do not have any genitalia and mating is an exchange of genetic material through the melding of minds, as such the mating pair may be a clutch bearing dragon and a non clutch bearing dragon or two clutch bearing dragons, one of whom is not in estrus. Two clutch bearing dragons in estrus will often show aggression towards one another, no matter how they otherwise feel about each other and should be kept apart. While some dragons with a strong will can ignore that impulse, it is rare and it is generally suggested dragons about to enter estrus take themselves and interested parties to a flight weyr to avoid preventable conflict.A clutch bearing dragon in estrus will have a strong ambrosial effect on the surrounding dragons, firelizards, whers and humans. These influences to their emotions are felt most strongly by their riders, who will generally be compelled to copulate when their dragons do. As such many riders may choose to sequester themselves during this time alone or with a partner, as they will otherwise be drawn towards the other rider of the mating pair. It is generally suggested that a clutch bearing dragon, their rider and interested parties not be in close proximity to populated areas when their dragon rises to mate, with most weyrs and weyrholds having ‘flight weyrs’ which are small, uninhabited weyrs that dragons about to rise and interested parties may gather in.
Clutching and Dragonets
Clutch bearing dragons with a nobility gene tend to have much larger and stronger clutches than dragons of other castes. This is the effect of genetically engineered eugenics, and as such much work has been done to assist clutch bearing dragons without a nobility gene to have healthy clutches as well should they choose to, though they do still tend to have fewer eggs and generally will not bear an egg of a caste higher than the highest caste of the parents. Dragons with the nobility gene also enter estrus much less often than dragons of lower castes, sometimes only rising to mate once a year or every two years, whereas dragons without the nobility gene can rise to mate three or four times a year. After a successful mating, 1.5 months later a dragon will then lay a clutch of eggs, preferring secluded, warm and sandy areas, generally provided at a weyr’s hatching sands. The clutch bearing dragons will then brood over their eggs, needing to be fed as they protect and warm their eggs until they hatch three months later.When a clutch of dragons hatches, a group of human candidates are required to impress the hatchlings and usually more candidates will stand for the hatching than there are eggs to ensure that each dragonet has an ample chance to find a suitable rider. As such, clutching and the subsequent hatching are things that must be planned for, with extensive preparation needed. Generally a dragon should be staying at a weyr if they are clutching as it is very hard for a dragon to clutch without the support of a weyr and its facilities. Unplanned clutches are an emergency that can be aborted before laying with medical intervention, however after laying if the clutch bearing dragon chooses not to brood often the clutch will be adopted by another dragon.Upon being impressed, a dragonet will tell their rider their name and the dragonet may also choose to shorten the rider's name. It is then up to the newly impressed rider - referred to as a weyrling - to care for the dragonet’s needs until they come of age. As this is a rigorous responsibility, human candidates are required to be at least 16 years of age, and generally no older than 30 in traditional weyrs and 35 in progressive weyrs. This is to ensure their dragonet can spend as much time with their rider as possible due to the fact that it is very hard for an impressed pair to survive the death of one member.After impressing a dragonet, both dragonet and weyrling are required to live in the weyr until their dragonet becomes an adolescent at 18 months of age. During this time they will live in weyrling barracks and be taught by the weyr’s resident weyrling master, who will instruct them in the care and schooling of their dragonet. This includes but is not limited to learning to care for the fast growing dragonet’s hide by applying oil to prevent cracking, breaking and infection, feeding them, teaching them to hunt, learning how to go between and also teaching them about the world and discovering what they want their life to be like. There are specialized remote university courses for weyrlings to help the weyrlings obtain higher learning alongside their dragonet.
Abilities
Dragons have telekinetic and telepathic abilities, primarily in that they communicate through human languages via a form of telepathy called thoughtspeak. And while they are capable of telekinetically assisted flight as a means of travel, they are also able to teleport through a method called going between. During which they enter an extra dimension that is an immensely cold, oxygenless, lightless void, and when they and whatever they were carrying emerge from this extra dimension they appear at their predetermined destination - so long as they had a clear picture of that place beforehand, usually with the assistance of their rider.Going between is dangerous - without a clear picture, it is possible to never emerge, or to emerge in a space that is already occupied by another object or being which is almost always fatal. As such, going between is best done from the air and with a clear, focused mind and with a midair destination. Going between large distances means that more time is spent between, which poses great risk to both dragons and riders. It is possible to go too far, and be unable to emerge from between, and much more likely that the dragon will emerge and that their rider will not survive the journey.It has been found to be relatively safe to go between to anywhere on the surface of Pern, with longer jumps generally requiring more experience. Some riders have tried to go between to Pern's moon and never returned. Supplemental oxygen and suits to protect against the cold can be taken between to help the rider survive this, however spending prolonged periods in the void of between has profound psychological effects that make it hard to maintain destination. Dragons will also become exhausted by large movements between.Dragons have the ability to influence the emotions of humans, whers. firelizards and other dragons, most notably during mating flights when the estrus of a clutch bearing dragon will have a strong ambrosial effect on any such individuals nearby. This is generally the only time when others who are not a dragon’s rider will feel their emotions, however dragons with strong telepathic and telekinetic abilities might induce other strong emotions on those nearby.As the wingspan of a dragon is not technically a large enough wingsail to lift their weight, all dragons use an unconscious telekinetic ability to fly, and also are noted to be able to lift whatever they think they can regardless of actual weight. While this ability is largely not honed by most dragons, some dragons are able to manipulate this inherent and unconscious telekinetic ability to move objects, however it can result in a great deal of exhaustion.
Whers
This is some general information about the dragonkin known as whers that apply to this server. Some of the canon about whers has been changed to support the setting and to be more open with regards to sexuality and gender representation, however for more in depth information that may or may not be canon to this server you can visit the Pern wiki here. For context, it is best to start by reading the information sheet on dragons first.
General
Whers are a genetically engineered, carnivorous, opivarous and sapient species descended from fire lizards. Like other dragonkin, they are six limbed, having tridactyl forelimbs, a winged pair of limbs and a digitigrade hind limbs. Originally designed in tandem to dragons as a second option to fighting the now extinct Thread, whers are quite different from dragons despite some basic resemblances such as bleeding green blood rather than red. They are smaller and stockier, having a robust muscular structure, and much less dexterous forelimbs with a tridactyl claw. Their wings are shorter relative to their body size than both dragons and firelizards, so with rare exceptions, whers are not capable of flight. However they are much faster than dragons on foot, keeping pace with even the fastest horses and felines. Like dragons, all whers name themselves with a name ending a “-sk” suffix, though may choose a nickname or a common name.Whers are intelligent beings who naturally live to roughly 200 years of age, being on par with humans in intelligence however whers have more faculty with interpersonal and emotional skills than either humans or dragons and tend not to prioritize intellectual pursuits. This does make them generally somewhat reclusive, preferring the company of Impressed humans – called handlers or wherhandlers and other whers as many whers view both dragons and humans as emotionally volatile. Whers also have some general mistrust of humans and dragons as for several centuries whers have been considered lesser beings and kept chained in holds to act as miners and guard dogs of these human settlements. Whers who live in weyrs and weyrholds tend to be more trusting as they are much more appreciated there where they and their wherhandlers are responsible for the bulk of construction and maintenance of the werys and weryholds.Unlike dragons, whers cannot digest firestone to produce flame despite having a stronger bite force per square inch than dragons, notably being able to bite through most stone and concrete. However like dragons, they do have the same caste system. As the development of culture and independent thought is relatively new, originating only 400 years ago, whers are still culturally bound to their castes, with leaders generally being larger whers of the noble caste. This however is handled differently than in dragons, as whers have never strictly adhered to the caste system and leaders are considered guides, matriachs and patriarchs as opposed to governing bodies and thus the opinions of all whers are regarded by their merit and not by the size of the wher offering them.Like dragons whers communicate telepathically using thoughtspeak, though they are prone to a clipped, to the point and straight forward statements and questions as they are also able to convey their emotions through empathic bursts to whomever they are speaking to.
In Society
At large, whers still fulfill many of the same functions that they always have. They are excellent guardkin and assist both with mining and the construction weyrs, weyrholds, homesteads and holds themselves to a varying degree. Many whers beholden to traditional values have taken up positions devoutly as law enforcement, miners and patrolkin, trying to defend human settlements from outside threats. Though this is a role that whers slide easily into, acceptance is still varied within a hold and ultimately, this is the minority of most whers.The majority of whers have unified and pulled their focus inward rather than outward. With the advent of the Wher Sterility Epidemic (WSE), birth rates sharply declined and as it became apparent that it was immediately felt Pern wide and thus likely not of natural origin, a network of wher intelligence was created. Whers, their wherhandlers and the dragonkin and people loyal to them all became part of The Network. In the beginning, wher's didn't have the means to combat the WSE, and so they built the infrastructure to better care for themselves and extend their lives during a time when nearly 0% of laid eggs were viable.The Network is a web comprised of the majority of whers who have used their advanced abilities to bulk share information between each other at large distances by creating bonds with each other much like the bonds forged between wher and wherhandler. Using The Network, whers are able to exchange information for the preservation of wherkind but also fund their interests such as WSE research and affordable birthing facilities and equipment through the sale of information not pertinent to them to outside parties.As largely blue-collar workers, whers and wherhandlers are privy to many of the secrets exchanged by holders and weyrs both, whers quietly and dolefully gather information, maintaining a veneer of simpleness despite their collective Network mind and vast intelligence.
Reproduction, Mating Runs and Impression
Wher reproduction is very similar to dragon reproduction, however instead of taking place entirely in the air whers will run and then once they have selected or been caught by their chosen partner they will then mate midrun. Similar to dragons, whers have no genitalia and genetic transfer is accomplished through the melding of minds, however unlike dragons clutch bearing whers about to mate will often bulk up on food so as to have more protein to increase their stamina reserves. While whers do have an empathic, ambrosial effect on the surrounding humans and dragonkin, this effect is not nearly as far reaching, thus whers can perform their runs in secluded fields. Just like dragons and their riders, the wherhandler will feel this ambrosial effect the strongest and will be drawn towards the other handler of the mating pair unless steps are taken to sequester themselves alone or with a partner.Very early after the destruction of Thread, wher birthrates began to decline sharply with most eggs being passed as duds or stopping development during hardening, and even many clutch bearing whers hitting 'menopause' far earlier than natural. It was an acutely recognized near-extinction as prior to the Wher Sterility Epidemic whers were undergoing a population boom and then, seemingly overnight, that was stopped. Modern medicine has improved to help wher clutches along, however the Wher Sterility Epidemic (WSE for short) has made it mandatory that a clutch be assisted both with incubation and hatching and that pregnancies are planned for.Once a clutch bearing wher is gravid and wishes for their clutch to survive they will then clutch with medical assistance and stay brooding over their clutch in a medical facility, requiring feeding as they will not leave their eggs until they have been impressed or hatched. Wher impression is much simpler than dragon impression, where prospective wherhandlers need only ask the clutch bearer's permission and be present for the hatching. Prior to the WSE eggs were simply given away, however now it is recommended for the survivorship of the wherlet that they and their new handler remain in the medical facility for at least a week until the wherlet is stable. It should be noted though that a brooding wher can be very dangerous due to a protective instinct triggered by how fragile their eggs are so it is best to have the clutch bearing wher’s handler or other trusted persons present to ease the translation of if permission to impress an egg is given or not.Unlike dragons, whers do not need to impress to a wherhandler to survive as the clutch bearing wher will take over parenting any eggs which were not selected for impression. In the event that a wherhandler dies, the wher will not feel a psychological severing such as a dragon would for their dragonrider, and will most often be capable of living on with a new wherhandler or without one. Whers have a slightly shorter lifespan than dragons, the most long lived individuals recorded at 200 years.
Abilities
While whers do have telepathic and telekinetic abilities, they are generally not as strong as those of dragons. They speak through a combination of thoughtspeak and empathic bursts, sharing their emotions with whomever they speak to so as to better convey their message. A few rare whers are capable of telekinetic flight just as dragons are, however even less are able to harness this ability for sustained periods of flight, most of these rare individuals being capable of 10-20 minute bursts of flight or gliding.Though whers are not as skilled at using their telekinesis to move themselves through the air, they do have a far greater ability to use their telekinesis to enhance their strength. A wher is stronger than any animal and most machines of comparable size, with notably incredible bite force, both due to their stocky and more muscular build and also due to unconscious telekinesis. If a wher thinks it can do it, it can, and most whers think that they can move mountains. So they do, and thus they are able to tunnel weyrs and weyrholds out of solid rock and tow incredible loads.A skill unique to whers is the ability to form multiple Impression bonds. While this is usually limited only to one human wherhandler, whers have found it is very simple to form impression bonds with eachother. This is not a widely known fact of whers and a more recent development, but as such whers are easily able to sync up their minds for the quick and distant transfer of large amounts of information.
Colors/Sizes
These are sorted from highest to lowest caste. The example colors are not the only shades that these dragonkin can come in, and dragonkin can have markings, they are just a generalized example.
The example uses a dragon image for reference but these colors are for all dragonkin.Also please note that the suggestion on on what caste can catch which is in the event that the rising dragonkin is leaving their partner up to pure physical compatibility. If the dragonkin chooses a partner for other qualities, even if they are of a caste that cannot organically catch them, then choice rules over biology.
Noble Caste
Dragonkin of the noble caste were historically defacto leaders, traditionally limited to only clutch bearing golds and non clutch bearing bronzes, treated as royalty and valued for their ability to produce large, robust clutches. In progressive weyrs they are highly valued for their military prowess due to their size and telekinetic and telepathic ability. Many progressive non militaristic professions include leaders, guides, teachers, historians, ambassadors, farmers, ranchers, architects and much more.
Gold
95% Clutch Bearing, 5% not
Dragon: 50-60 feet in length
Wher: 17-20 feet in length
Firelizard: 3-3.5 ft in length
Nobility Gene
1% of population
Metallic Hide
Can vary from pale, white gold to a dark, rusty gold hue
Clutch bearing mates once every 1-2 years
Can generally catch any clutch bearer
Clutch any color of egg, with a clutch size of 8-16
Opal
90% Clutch Bearing, 10% not
Dragon: 50-60 feet in length
Wher: 17-20 feet in length
Firelizard: 3-3.5 ft in length
Nobility Gene
1% of population
Iridescent Hide
Can vary from iridescent white to iridescent shades of pale pink, pale green, pale blue or pale purple
Clutch bearing mates once every 1-2 years
Can generally catch any clutch bearer
Clutch any color of egg, with a clutch size of 8-16
Bronze
5% Clutch bearing, 95% not
Dragon: 45-55 feet in length
Wher: 15-18 feet in length
Firelizard: 2.5-3 ft in length
Nobility Gene
3% of population
Metallic Hide
Can vary from a coppery red color or brassy to very dark antique bronze
Clutch bearing mates once every 1-2 years
Can generally catch any clutch bearer
Clutch any color of egg, with a clutch size of 8-16
Oil
10% Clutch bearing, 90% not
Dragon: 45-55 feet in length
Wher: 15-18 feet in length
Firelizard: 2.5-3 ft in length
Nobility Gene
3% of population
Iridescent Hide
Can vary from an iridescent black to an iridescent dark blue, dark red or dark green
Clutch bearing mates once every 1-2 years
Can generally catch any clutch bearer
Clutch any color of egg, with a clutch size of 8-16
2nd Caste
Dragonkin of the 2nd caste are serve as the workhorse in a traditional weyr, with only non clutch bearing browns generally being allowed. Despite this, they are almost indistinguishable from noble caste dragons with the exception of generally having less innate telepathic ability. In progressive weyrs many 2nd caste dragons are also valued for their militaristic ability, but outside of that may find themselves as leaders, guides, teachers, historians, ambassadors, farmers, ranchers, architects and much more.
Brown
5% Clutch bearing, 95% not
Dragon: 40-50 feet in length
Wher: 13-16 feet in length
Firelizard: 2-2.5 ft in length
5% of population
Matte Hide
Can be any shade of brown from a very dark brown to a light tan
Clutch bearing mates 1-2 times every 1-2 years
Can generally catch other 2nd caste dragons and lower, occasionally noble dragons
Clutches 7-10 eggs, occasionally clutches noble caste eggs, clutches all other castes
Red
90% Clutch bearing, 10% not
Dragon: 40-50 feet in length
Wher: 13-16 feet in length
Firelizard: 2-2.5 ft in length
5% of population
Matte Hide
Can be any shade of red to purplish or pinkish shades of red
Clutch bearing mates 1-2 times every 1-2 years
Can generally catch other 2nd caste dragons and lower, occasionally noble dragons
Clutches 7-10 eggs, occasionally clutches noble caste eggs, clutches all other castes
3rd Caste
Dragonkin of the 3rd caste are mid sized dragons who in traditional weyrs are limited to non clutch bearing blues. In a traditional weyr the role of the 3rd caste is that of a grunt, messenger and errand beast. In progressive weyrs 3rd caste dragonkin have more versatility available to them due to their smaller size than larger castes. While some may show great militaristic prowess and skill, many find it easy to integrate into human society, able to exist in most holds and human town centers with relative ease due to the long history of serving as messengers. Professions of a progressive 3rd caste dragon can be anything from leaders, guides, teachers, historians, ambassadors, farmers, ranchers, and architects to working and coexisting in human spaces, preparing food, working as part of local law enforcement, computer science, business and more.
Blue
5% Clutch bearing, 95% not
Dragon: 30-45 feet in length
Wher: 11-14 feet in length
Firelizard: 1.5-2 ft in length
7% of population
Matte Hide
Can be any shade of blue to a very dark blue to a very pale blue
Clutch bearing mates 2 times every year
Can generally catch 3rd caste dragons and smaller, occasionally 2nd caste, rarely noble caste
Clutches 3-5 eggs, occasionally clutches 2nd caste eggs, rarely clutches noble caste eggs, clutches all other colors
Orange
90% Clutch bearing, 10% not
Dragon: 30-45 feet in length
Wher: 11-14 feet in length
Firelizard: 1.5-2 ft in length
7% of population
Matte Hide
Can be any shade of orange from yellowish orange to reddish orange
Clutch bearing mates 2 times every year
Can generally catch 3rd caste dragons and smaller, occasionally 2nd caste, rarely noble caste
Clutches 3-5 eggs, occasionally clutches 2nd caste eggs, rarely clutches noble caste eggs, clutches all other colors
Purple
50% clutch bearing, 50% not
Dragon: 30-45 feet in length
Wher: 11-14 feet in length
Firelizard: 1.5-2 ft in length
7% of population
Matte Hide
Can be any shade of purple to pinkish purple to bluish purple
Clutch bearing mates 2 times every year
Can generally catch 3rd caste dragons and smaller, occasionally 2nd caste, rarely noble caste
Clutches 3-5 eggs, occasionally clutches 2nd caste eggs, rarely clutches noble caste eggs, clutches all other colors
4th Caste
Dragonkin of the 4th caste are mid to small sized dragons who in traditional weyrs are limited to clutch bearing greens. In a traditional weyr the role of the 4th caste is that of a grunt, messenger, errand beast and infertile flight/run haver. In progressive weyrs 4th caste dragonkin have more versatility available to them due to their smaller size than larger castes. While some may show great militaristic prowess and skill, many find it easy to integrate into human society, able to exist in most holds and human town centers with relative ease due to the long history of serving as messengers. Professions of a progressive 4th caste dragon can be anything from leaders, guides, teachers, historians, ambassadors, farmers, ranchers, and architects to working and coexisting in human spaces, preparing food, working as part of local law enforcement, computer science, business and more.
Green
95% Clutch bearing, 5% not
Dragon: 20-35 feet in length
Wher: 9-12 feet in length
Firelizard: 1-1.5 ft in length
22% of population
Matte Hide
Can be any shade of green from pale green to deep green
Clutch bearing mates 3-4 times a year
Can generally catch 4th caste dragons and smaller, occasionally 3rd caste, rarely 2nd caste and almost never noble caste
Clutches 1-3 eggs, occasionally clutching 3rd caste eggs, rarely 2nd caste, almost never noble caste
Black
50% clutch bearing, 50% not
Dragon: 20-35 feet in length
Wher: 9-12 feet in length
Firelizard: 1-1.5 ft in length
22% of population
Matte Hide
Can be any shade of black from dark bluish black to dark purplish black
Clutch bearing mates 3-4 times a year
Can generally catch 4th caste dragons and smaller, occasionally 3rd caste, rarely 2nd caste and almost never noble caste
Clutches 1-3 eggs, occasionally clutching 3rd caste eggs, rarely 2nd caste, almost never noble caste
5th Caste
Dragonkin of the 5th case have the most ease integrating into human society. There is no place for them in most traditional weyrs where they are regarded as undesirable runts. As such, most 5th caste dragonkin are very progressive and due to their small size, their options are incredibly vast. 5th caste are mostly widely noted for their involvement with the SpaceCraftHall, even though dragonkin of higher castes also participate. They also tend to have many specialized professions, and it is very common to see dragonkin of the 5th caste obtaining degrees in advanced fields. This is not true for all 5th caste dragons as they are individuals, and some do find themselves in militaristic positions for their tactical effectiveness as infiltrators.
White
5% Clutch bearing, 95% not
Dragon: 10-20 feet in length
Wher: 6-9 feet in length
Firelizard: .5-1 ft in length
5% of population
Matte Hide
Can be any shade of white from off white to a pale grey
Clutch bearing mates 4-5 times a year
Can generally catch 5th caste dragons, occasionally 4th caste, rarely 3rd caste, almost never 2nd caste and only noble caste if the noble clutch bearer has chosen them
Clutches 1 egg, occasionally clutching 4th caste eggs, rarely 3rd caste, almost never 2nd caste and never noble caste eggsm
Pink
90% Clutch bearing, 10% not
Dragon: 10-20 feet in length
Wher: 6-9 feet in length
Firelizard: .5-1 ft in length
5% of population
Matte Hide
Can be any shade of pink from pale pink to magenta
Clutch bearing mates 4-5 times a year
Can generally catch 5th caste dragons, occasionally 4th caste, rarely 3rd caste, almost never 2nd caste and only noble caste if the noble clutch bearer has chosen them
Clutches 1 egg, occasionally clutching 4th caste eggs, rarely 3rd caste, almost never 2nd caste and never noble caste eggs
Clutch History
Ongoing
None currently, check back later!
Past
Hearts of Stone - Qisksk Pass Whers - Wher Clutch - Summer 2024 (IC Summer 3124)
Beasts of the Wild - Gold Asterath x Green Hecatath - Dragon Clutch - Spring 2024 (IC Spring 3124)
Mysteries of the Cosmos - Oil Moth x Opal Frith - Dragon Clutch - Fall 2023 (IC Fall 3123)
IC Information
Candidacy refers to when humans, aged 16-35 in progressive weyrs or 16-30 in tradtional weyrs will stand for a clutch, be it either dragon or wher. For dragon clutches, candidates are required as each dragonet must impress to a human lifemate in order to survive. For whers this is not the case as whers are able to live independently, however the parents of the clutch or lack thereof may ask for candidates to stand for their clutch.Candidacy begins by being Searched by either a dragon or wher who are aware a clutch is on the sands. There are no special requirements or merits of character for a candidate to be Searched and they will only be searched if a dragon or wher, through telepathic intuition, senses that a human would be able to bond with one of the babies inside the eggs. This is not always correct and is just a best guess, some candidates will not impress and sometimes the right person isn't present for a specific baby, but the latter is very rare in a well searched candidacy. Candidacy will last from the time the eggs are laid to the time that they hatch.Many people can stand for several clutches before they finally impress, others impress on their first and some will stand for many and never impress. For this reason, candidacy can be a job until someone ages out of it, or candidacy can be a brief period in someone's life (where they may be asked to briefly stop their other career if it can't be done at the weyr, or remotely. Traditional weyrs typically expect all other aspects of a candidate's life to be put on hold.Search is both an honored tradition and something that is loathed by many, since while it can lift people into a new life that is a positive change, some may also see it as negative. Those outside of it can interpret Search as a coming of age moment or pivotal life change for those candidates, but just as often others see this as people being taken from their homes and families being separated as it is sometimes quite sudden. While candidacy is an entirely consensual opportunity and every potential candidate can say no, that nuance is not always appreciated and understood.
OOC Information
For right now you can only have one character who is a candidate, but once that one candidate impresses you are free to create a new one. While the age limit is 16-35 or 16-30 depending upon the political stance of the weyr, any 16 or 17 year old candidates will not be approved to be on screen as we only allow characters who are 18+. That said, you can have your character be a candidate in their backstory that young.For more details on how Sorrow's Forge handles candidacy, please see this google doc of our Candidacy Q&A
World
Map by midnight-gardener
For a comprehensive list that gives a brief explanation of every location of the map, please visit our Locations, NPCs and Structure sheet!
Characters
Delft
Character Type: Blue Wher
Pronouns: They/them
Occupation: Ceramist/potter
Affiliations: The Network, The Night Watch, Southern Hold
Played By: Storm
Factions
The Night Watch
The Night Watch is the most prolific and well known terrorist organization advocating for the worldwide rights of dragonkin currently in active operation. They are highly volatile and condemned by almost every government, both weyr and hold. They are characterized as vigilantes and extremists, celebrated widely among the younger generations of the population which is aided by their online presence and the vocal, public approval of many private citizens who herald them as the only ones actually looking out for Pern. The Night Watch is implicated in a long list of crimes, many of which involve the theft of supplies, food and medical equipment as well as the murder of known traditionalist, anti-progressive activists, perpetrators of hate crimes, politicians and bringing vigilante justice to criminals. They are known for using UV paints to tag public surfaces and denote where safe spaces are, and also always attack at night whenever they do, painting themselves in fluorescent, glowing paints and attire that glows in the dark.
L I N K: Click
L E A D: Staff
R E A C H: Worldwide
N O T O R I E T Y: Infamous
S T R U C T U R E: Massive, anonymous and crowd sourced amount of 'silent' members with core members
H E A D Q U A R T E R S: Unknown, referred to as 'The Nest'
A U T O J O I N: Yes
Diphylleia Grayi -The Skeleton Flower
This organization is a group of individuals dedicated to gathering information to use for the greater good. A small subset of individuals also operates as assassins. Though many informants are sex workers this is NOT required and the faction has a diverse array of roles available.
L I N K: Click
L E A D: Riyel
R E A C H: They operate on both the Northern and Southern Continents. Anywhere an informant can be integrated they can go. Overall, Diphylleia Grayi deals in subtlety and tries to keep it that way.
N O T O R I E T Y: Its existence is whispered about but Diphylleia Grayi has little public notoriety. Most sex workers have heard rumors of Diphylleia Grayi as the faction is known to assist individuals in that line of work. All members of The Night Watch are aware of Diphylleia Grayi’s existence due to their close ties.
S T R U C T U R E: Led by the owners of five brothels that are independent but support each other as needed. Information is shared via a central database. Faction leaders will come together to jointly discuss issues that have large-scale effects.
H E A D Q U A R T E R S: Three brothels on the Northern continent and two on the Southern. Members do not have to be stationed at these locations.
A U T O J O I N: Yes
The Order of Faranth
A fairly young organization, having only been around for the past 30 years, The Order of Faranth has none the less come to the forefront of society for better or worse and made themselves a household name as the self proclaimed defenders of Pern. They are dedicated to protecting and uplifting it's people both with their widespread humanitarian efforts and relief programs as well as with the heroic, charismatic power suits known as Paladins. Though the militaristic organization is often criticized for its reliance on militant structure and values to accomplish its goals, it still cannot be disputed that The Order is at the very least is here to stay.Should you ever find yourself down on your luck and without a soft place to land, The Order of Faranth awaits you with open arms.
L I N K: Click
L E A D: Ezra/Staff
R E A C H: Global, with agreements for operations in almost every holdstate with the exception of Jordan and Western holdstate.
N O T O R I E T Y: The Order of Faranth is a globally recognized, household name that many revere as the heroes and servants of Pern. If people don’t know of them from their widespread humanitarian efforts, the programs in which they provide aide, jobs and education to those struggling to get on their feet or their many scattered recruitment offices, it is likely people will know of them by their use of the combat specialized power suits known as Squires and Paladins. Paladins especially are a household topic, the object of many a child’s adoration and having many a cult following for the flashy, unique and powerful mechs capable of matching even the largest dragon’s strength, and their brave, skilled and charismatic pilots. And if people live completely under a rock, it is still hard not to know the name of the Order’s Queen Commander, Ghidoranth, a record breaking 70 foot long gold queen who is 122 years old, sister to Myriani Weyrhold’s prime minister, Lunaroth, and a historical figure taught in many classrooms for her long service to Benden Weyr and the efforts of her now deceased rider and former Benden weyrwoman. Though many may speak ill of the Order for their openly traditional values and militaristic approach, the Order’s public mission statement is to protect Pern, its culture and people from enemies both foreign and domestic.
S T R U C T U R E: The Order follows a military hierarchical structure, broken into Defenders (the military core) and Keepers (the support core), all of which come below the rank of Queen Commander.
H E A D Q U A R T E R S: In the mountain range between Benden Hold and Benden Weyr there is a massive, partially underground campus that is both the headquarters of The Order and home to its private college, boot camp and flight academy known as Blythe Park. The Order has at least one base in a remote location near every major hold and weyr in holdstates in which they have an agreement to operate in, but Blythe Park is by far the flagship of the Order.
A U T O J O I N: All roles except Warden and Justicar First Class (roles detailed on carrd) are open for auto join.
The Syndicate
The Syndicate is a large-scale organized network for the sale of illegal goods and services, predominantly focusing on the drug trade. They oversee the production of different drugs, connect drugs to dealers, connect dealers to customers, and much much more. The Syndicate has developed a strong reputation for delivering quality, consistent product, with some of the best discretion in the game.
L I N K: Click
L E A D: Felix Valesco (@aestheticallyboy)
R E A C H: The Syndicate is a mysterious organization shrouded in secrecy, many low-level members don’t even necessarily realize they are a part of such a large group. Despite the delicate separation between members and intentional space left between different bases of operation, The Syndicate has a massive global reach, and is ever growing.
N O T O R I E T Y: The Syndicate keeps their organization incredibly hidden, and intentionally confusing, trusting select few with the whole scope of their operation. Sparse corrupt politicians and powerful criminals know Felix and The Syndicate by name, but most do not know there is any connection between their bases, much less their full scope.
S T R U C T U R E: The Syndicate has a branching structure with individual leaders (Heads) at various holds. Below them are Elite Dealers and Street Dealers. Above them is the Council and Felix himself, along with Sources (of drugs, contraband, etc).
H E A D Q U A R T E R S: A hidden office fronted by a run-down “Financial Management” company, few have ever been here, and most never will. Above ground it seems like a poorly managed Financial Institute, with several barren apartments above it. Below ground, there almost appears to be a portal into an office of opulence, decorated to the nines with stolen art and flashy signs of wealth. Felix is often found here.
A U T O J O I N: Some ranks are open to autojoin, others are ask to join. DM or ping @aestheticallyboy in the server for more info.
Mysteries of the Cosmos
Art by hexwolfe
Oil Moth x Opal Frith
15 eggs laid in Myriani Weyrhold
Fall 3123
Myriani Weyrhold has been abuzz with the news that Opal Frith had returned home ready to clutch - new dragonets breathe new life into a weyr, both literal and figurative, in the shape of the new people who now come to call it home and who arrive at its doors to have their life forever changed. And now he has taken to the sands, and broods over a clutch unlike any the weyrhold has seen before. It is so very like the Opal and Oil pair to make a clutch which instills such a feeling of being bound in fate and wrapped in the shadowy unknown. What candidates will step forward into the unseeable abyss and embrace their destiny, even at their own risk?
Beasts of the Wild
Art by hybridgeist
Gold Asterath x Green Hecatath
Spring 3124
Gold Asterath caught by GREEN Hecatath in a surprise upset at Ista Weyr on Sorrow's Forge after a long and stormy flight! That means Sorrow's Forge is opening for its second PC clutch. This clutch is player-run and will have a theme of Beasts of the Wild. We're open now for OOC candidate signups and taking volunteers for egg writing, with eggs due and Touchings starting the week of April 7th.Ista Weyr is a traditional faction and this clutch will deal with the fallout from the nontraditional pairing, mutations, and lots of other fun, toothy RP scenarios.Come join in the fun and chaos!
Hearts of Stone
Art by Min/SkomorokhFossa
Qisksk Pass Whers
Summer 3124
In Qisksk Pass, life and death grip the population and bring equal measures of joy and trepidation. A flurry of recent rumors indicate that three whers from the mining town have completed mating runs and are scheduled for transfer to a medical facility in Ruatha.Once they have clutched, the whers and eggs will remain in the Ruathan facility until they are stable enough for transfer back to Qisksk Pass. Will they breathe new life into the tightly-knit community? Or will the reality of the Wher Sterilization Epidemic bring new loss?
Planned & Ongoing
Hearts of Stone - Wher Clutch - In Qisksk Pass, life and death grip the population and bring equal measures of joy and trepidation. A flurry of recent rumors indicate that three whers from the mining town have completed mating runs and are scheduled for transfer to a medical facility in Ruatha.Once they have clutched, the whers and eggs will remain in the Ruathan facility until they are stable enough for transfer back to Qisksk Pass. Will they breathe new life into the tightly-knit community? Or will the reality of the Wher Sterilization Epidemic bring new loss?
Beasts of the Wild Yeetening (Phase 2) - A little less than half of the newly impressed weyrling class in Ista escaped the weyr the night of the feast alongside their dam, Gold Asterath. Their sire, Green Hecatath of the Order of Faranth remains unaccounted for as the remaining weyrlings in Ista come to terms with what has happened, what life is like now, and if they want out, what they are going to do next.
Past
Beasts of the Wild Yeetening (Phase 1) - The Beasts of the Wild clutch has hatched, yet hostilities break out in the Hatching Feast and the infirmary where many of the newly impressed weyrlings have been taken after a particularly bloody hatching. A plan unfolds where most didn't know there was one, and Gold Asterath absconds to Malay River with her rider Noeli, her family, and less than half of the newly impressed weyrlings with help from shadowy organizations unknown.
Beasts of the Wild Dragon Clutch - Gold Asterath rises and is caught by Green Hecatath in an upset to traditional Ista Weyr. The candidacy proceeds with considerable judgment from the weyr and suspicions that something will go awry, but in turmoil the candidates find lifelong friendships in each other.
The DuhaNapping - A Stolen Weyrling - A radical faction had plans for Duhalocth and their rider Nova that they were certain they could acquire the dragonpair's consent to if they just got them alone. Stolen away from Myriani Weyr, little did this faction know that Duhalocth's clutchsire is one of the core members of The Night Watch. The Mysteries of the Cosmos weyrlings flung themselves into action, culminating in a rescue performed in secrecy by The Night Watch.
Mysteries of the Cosmos Dragon Clutch - Opal Frith was flown by Oil Moth and resulted in a clutch that brought unexpected heat to Myriani Weyrhold. Shortly after the eggs are laid The Order of Faranth makes it's overture into Myriani to try and gain a foothold in Jordan and act upon their suspicions of Night Watch involvement among the clutchparents and weyrlingmasters, hoping to uncover that the weyrhold itself is complicit with the terrorist organization. The Order comes away with insubstantial evidence - for now.