~Rules~
Anne’s Rules
- None of the
characters created by Anne McCaffrey may be used in any way.
- No religion, magic,
or war on Pern.
- Other universes,
whether created by Anne or other people, will not be involved with Pern.
- There are only five
dragon colors, listed below. There are no other colors and there are no
sport dragons.
- Gold
- Bronze
- Brown
- Blue
- Green
- Golds will Impress
only to women, bronze will Impress only to men.
- Benden Weyr and
Ruatha Hold are off limits. The do not exist on our Pern and never will.
- No fanfiction or
poetry, whether your own or quoted from Anne’s works, posted anywhere on
the internet or published in any manner.
Our
Rules
General Rules:
- We reserve the
right to change any and all of the following rules as we deem it
necessary.
- The BOD has the
final say in all matters. However, we will gladly listen to any and all
suggestions, complaints, and weyr-wide plot ideas. If you have a matter
you would like to discuss email us at: tsw_bod@yahoogroups.com
- No flaming. Enough
said.
- We have multiple RP
lists. Please keep your posts limited to the appropriate list: i.e. don’t
post OOC messages to any list other than the OOC list.
- We play in a mostly
round robin style, but full posts are more than welcome. If you write one,
please include a little header that let’s us know who, when, and where the
story is taking place.
- In order to make
reading posts easier, please take the time to spell check, use
capitalization and punctuation, and stick to basic fonts and colors. It’ll
make it easier for all of us and we’ll have more time to spend on having
fun.
- You may have as
many characters as you want, but please keep them all active. We ask that
you post to the weyr-wide RP list twice a month and your character’s
“personal” RP list once a week. For example, if you have a weyrling in
group one and a weyrling in group two, each weyrling must be posted on the
weyr-wide RP list at least twice during a month. The weyrling in group one
must also be posted once a week on the Group One Weyrling RP list, while
the weyrling in group two must be posted in the Group Two Weyrling RP list
once a week.
- While we don’t have
specifics beyond what has already been mentioned in rule seven, those
members with higher ranking characters will be expected to be more active.
If we feel that you are not being active enough, we will warn you once. If
you do not improve, your character will be demoted or removed from play.
- Although Pern
traditionally has only 28 days in a month, for simplicities sake, we are
going to go with a Terran dating system when dating our posts. If you want
your post to take place on Sunday, October 31st in real life,
the date in your subject line will be m10.d31. We are currently in year
763.
- The following
formatting requirements are made for the various types of communication
that occurs on Pern:
- ~~firelizard
emotion/thought~~
- {{human to
dragon}}
- [[dragon to
human]]
- ^human to wher^
- ^^wher to human^^
- While “traditional”
Pernese families are rather large, families on our Pern are generally very
small. All births must be approved by the birthing council and while most
couples will be allowed to have at least one child, there are a low number
of families that get two children, and only the most “important” families
get more than two. If you want to have your character come from a large
family, contact Kasha at kasha@mchsi.com.
She’s our resident specialist when it comes to finding logical ways around
this rule. ;-)
- The
following explanations describe the five political affiliations that exist
on our Pern:
·
Traditionalist: A traditionalist believes that things
should stay the way they’ve always been. Men are in charge for a reason and the
weyr is in power for a reason and those of a traditionalist bent will fight to
keep it that way. Those who are on the marriage council or in charge of the
male-only and male-dominated crafts are of this political affiliation.
Heterosexual men and bronze and brown riders are the typical members of this
group, although there are a fair (and perhaps surprising) amount of women who
associate themselves with this group.
·
Neutralist: A neutralist believes that things are
fine as they are: men are in charge but what they don’t know can’t hurt them.
As long as the “minorities” are quiet about what they do, they’re welcome to
their own beliefs and power. They tend to be one of the quieter groups and are
generally made of older women, goldriders, and some other female riders and
higher craftswomen.
·
Progressive: A progressive believes that times are changing
and that they need to continue to change. However, they believe that “slow and
steady wins the race.” This is the affiliation for anyone who’s somewhat
conservative but doesn’t fit under the traditionalist or neutralist headings.
More forward thinking bronze, brown, and gold riders make up the majority of
this group, although there are members among any craft, age group, or hold.
·
Radical: A radical believes that while there
are some good things about society, there are some things that need to change
NOW if the society is going to continue to grow and flourish. They believe
dragonriders are a breed apart, but they recognize that it takes the crafters
and holders in addition to the dragonriders in order for the population to
survive. They believe that all of the “minorities” (namely the goldriders,
women, and “non-major” crafters) should have more power. Women and young
crafters are the typical members of this group.
·
Undecided: This is exactly what it says. A person
who is undecided is either still forming their political beliefs or does not
care about politics enough to form an opinion.
Dragonrider Rules:
- Impression of
chromatic colors (brown, blue, and green) will not be restricted by gender
or sexuality.
- At this time, there
are the following restrictions placed on the riders that we will accept:
- Mostly unlimited
number of males on chromatics
- Six bronze riders
- Two female brown
riders
- Four female blue
riders
- Eight female
green riders
- Females will only
be Searched when there is a gold egg on the sands. Once they have been
Searched, they have the option to stay on as Candidates or they may go
home and hope to be Searched if and when another gold egg is on the sands.
Also, regardless of gender, if your character is Searched, he or she is
required to stand for at least one hatching.
- The majority of
females who Impress are weyrbred and female Impressions from the stands occur
on a more frequent basis. However, we still require you to submit a
proposal for why your female should Impress from the stands.
- Female candidates
must be between the ages of 16 and 25, and male candidates must be between
the ages of 14 and 25.
- The first gold was
Xyriath and the first bronze Kaelyth. Any oaths that would normally
reference Faranth will instead reference Xyriath. Example: “by the first
egg of Faranth’s clutch” will instead be “by the first egg of Xyriath’s
clutch.”
Crafter Rules:
- Craft membership
and advancement within a craft is restricted by gender. Please keep the
following guidelines in mind when creating a crafter persona:
- The following
crafts are open only to females: Starcraft, Weavercraft, and Bakercraft
- The following
crafts are open to both males and females, and the rate of advancement
and the number of masters are roughly equal between males and females:
Healercraft and Harpercraft
- The following
crafts are open to both males and females, but there are very few female
masters: Dolphincraft, Beastcraft, Whercraft, and Tailorcraft
- The following
crafts are open only to males: Smithcraft, Minecraft, Tannercraft, and
Farmcraft
- The following ages
serve as a rough guideline for all male crafters, regardless of their craft,
and for any female crafters that have joined a craft listed under 18a or
18b:
- Apprentices:
13-18
- Journeymen/Journeywomen:
18-35
- Masters: 35 and
up (not all people make it to the rank of Master)
- The following ages
serve as a rough guideline for female crafters who have joined a craft
listed under 18c:
- Apprentices:
15-25
- Journeywomen:
25-45
- Masters: 45 and
up (not very common)
- As crafter personas
are created, we will make more specific guidelines (in the form of a craft
handbook) for each craft. Anyone who is particularly fond of or
knowledgeable of a particular craft is free to submit a MasterCrafter for
any craft (except for Whercraft) and help to create the craft handbook and
the craft hall description.
WherCraft Rules:
- When you apply for
a WherCrafter, you will receive a copy of the WherCraft Handbook.
- This is a real
Craft. It has a MasterWherHandler,
masters, journeymen, and apprentices.
The CraftHall is at Tillek Sea Weyr.
- There are 2 kinds
of Wher: “Night”Whers, who are photosensitive, and Wind Blossom’s first
attempt at protection for the colonists. Her next attempt, “Day”Whers, are
the same as the NightWhers except for one thing: DayWhers can see as
Dragons do and can come out during the day. DayWhers are as common as
NightWhers.
- The BoD chooses,
randomly, if you have a Night or DayWher. You can request which you would
prefer, on your persona sheet, but have a reason.
- NightWhers are
photosensitive and cannot stand bright light. They need a VERY good reason
to come out into the daylight. NightWhers are nocturnal. DayWhers are not.
- “Metallic Wher
Only” Apprentices will be accepted but are not recommended. Metallic Wher
sonas may be asked to change to chromatic.
- Dragonriders cannot
be WherCrafters. WherCrafters are not allowed more than two other pets.
They must concentrate on their WherCraft, and not study another. A Wher Handler is expected to tend to
his Wher as a dragonrider tends to his dragon. The Wher is his Handler’s
love, life, and Craft.
- All whers names end
with –SK, they usually begin with a variation of their Handlers name or
their hold or hall. Choosing a name very close to their handler’s name can
show a wher’s devotion to their Handler. Eg: Kisk vs Nuellisk.
- Whers can rebond,
and don't always suicide when their handler dies. If a wher feels that
they would be better served by choosing another bond, whether because of
their current handler's inability to continue caring for them or because
they find someone that they particularly like, they'll transfer their
bond. When a Wher's bond transfers, his name changes to suit his new
bondmate.
- A full-grown gold
Wher is the size of a horse, a green the size of a Great Dane dog.
Roughly.
- Whers can be
trained as Guards, helpers in Mines and above and underground work,
building, tunneling. Also, NightWhers can be useful for Smiths as they see
heat, including the heat of molten metal. They can be trained to help
healers sniff out infections and fevers, and make good rescue crews. They
can sense earthquakes and heat vents, and predict eruptions.
Pet rules:
- There are four
species of pets: canine, feline, firelizard, and runner. A wher is not a
pet and neither is a dragon.
- A character may
have up to four pets in any combination that you would like (only three of
them may be firelizards).
- A dragonrider may
have a runner, but the runner will be considered “the weyr’s property” and
will be available for use by all. Because of this, the runner will not
count towards the dragonrider’s pet count.
- A dragonrider may
only have a total of two non-firelizard pets.
- Candidates and
Weyrlings may have only one pet.
Flitter Rules:
- There will be no
double metallic Impressions except for random hatchings. This includes a
metallic flitter with a metallic dragon, or a character with two metallic
flitters.
- You may request a metallic
flitter on a persona sheet, but you may be asked to switch to a chromatic.
We are saving metallic flitters for deserving sheets and deserving
members.
- There is a limit of
one flitter per persona per hatching.
- There is a limit of
three flitters per persona.
- Due to the early
recognition of the usefulness of flitters, flitters are rather common in
Tillek Sea Weyr’s territory. Almost everyone has one at some point within
their lifetime, and most people have gotten one by the time they are
declared “marriageable adults” at the age of twenty. However, the BOD must
approve all firelizard flights, clutchings, and hatchings before they
happen.
- If you have a
firelizard, play it. If we notice that you aren’t using a particular
firelizard, it will go wild or become a snack for a larger predator.
- A Candidate may
Impress a firelizard even after they have been Searched (as long as they
do not already have a pet) as long as the firelizard will be six months
old by the time the next hatching occurs. If a Candidate Impresses a
firelizard and it is not six months old by the time of the next hatching,
he or she will not be allowed on the sands for that hatching.
- A Weyrling may not
Impress a firelizard until he or she has made it through between
training.
I’m Still Interested!
*This club has been approved*