~Rules~

Anne’s Rules

  1. None of the characters created by Anne McCaffrey may be used in any way.
  2. No religion, magic, or war on Pern.
  3. Other universes, whether created by Anne or other people, will not be involved with Pern.
  4. There are only five dragon colors, listed below. There are no other colors and there are no sport dragons.
  1. Golds will Impress only to women, bronze will Impress only to men.
  2. Benden Weyr and Ruatha Hold are off limits. The do not exist on our Pern and never will.
  3. 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:

  1. We reserve the right to change any and all of the following rules as we deem it necessary.
  2. 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
  3. No flaming. Enough said.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. The following formatting requirements are made for the various types of communication that occurs on Pern:
  1. 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. ;-)  
  2. 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:

  1. Impression of chromatic colors (brown, blue, and green) will not be restricted by gender or sexuality.
  2. At this time, there are the following restrictions placed on the riders that we will accept:
  1. 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.
  2. 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.
  3. Female candidates must be between the ages of 16 and 25, and male candidates must be between the ages of 14 and 25.
  4. 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:

  1. Craft membership and advancement within a craft is restricted by gender. Please keep the following guidelines in mind when creating a crafter persona:
    1. The following crafts are open only to females: Starcraft, Weavercraft, and Bakercraft
    2. 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
    3. The following crafts are open to both males and females, but there are very few female masters: Dolphincraft, Beastcraft, Whercraft, and Tailorcraft
    4. The following crafts are open only to males: Smithcraft, Minecraft, Tannercraft, and Farmcraft 
  1. 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:
    1. Apprentices: 13-18
    2. Journeymen/Journeywomen: 18-35
    3. Masters: 35 and up (not all people make it to the rank of Master)
  1. The following ages serve as a rough guideline for female crafters who have joined a craft listed under 18c:
    1. Apprentices: 15-25
    2. Journeywomen: 25-45
    3. Masters: 45 and up (not very common)
  1. 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:

  1. When you apply for a WherCrafter, you will receive a copy of the WherCraft Handbook.
  2. This is a real Craft.  It has a MasterWherHandler, masters, journeymen, and apprentices.  The CraftHall is at Tillek Sea Weyr.
  3. 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.
  4. 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.
  5. 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.
  6. “Metallic Wher Only” Apprentices will be accepted but are not recommended. Metallic Wher sonas may be asked to change to chromatic.
  7. 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.
  8. 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.
  9. 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.
  10. A full-grown gold Wher is the size of a horse, a green the size of a Great Dane dog. Roughly.
  11. 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:

  1. There are four species of pets: canine, feline, firelizard, and runner. A wher is not a pet and neither is a dragon.
  2. A character may have up to four pets in any combination that you would like (only three of them may be firelizards).
  3. 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.
  4. A dragonrider may only have a total of two non-firelizard pets.
  5. Candidates and Weyrlings may have only one pet.

 

Flitter Rules:

  1. 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.
  2. 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.
  3. There is a limit of one flitter per persona per hatching.
  4. There is a limit of three flitters per persona.
  5. 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.
  6. 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.
  7. 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.
  8. 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*