Rules

0. Yes, a rule 0. And that is: Have fun! Go wild. make the craziest plots possible. big plots,, small plots, angst filled plots, funny plots - whatever you want, do it, and if you can't do it by yourself, we'll find a way to help.

1. This rule you of course expect and I'm wrapping it all in one: No porn, no godmodding, no powerplaying.

2. This is a mature RPG - meaning some subjects could come up that have to do with sex, violence, or even substance abuse (the little they have on Pern) and various other subjects. Please be aware of this when you join.

3. Your first characters needs a sample post - after that they are only needed for auditions.

4. There is no such thing as a humanless dragon.

5. Ask before having a female Fly - unless another female is scheduled to Fly at the same time, you should be able to go. Also, all clutch statistics must be approved before a Hatching begins.

6. A small note on names - please try not creatures other than dragons with names ending in "th". It just gets confusing.

7. You may join green, blue, and brownriders (bronze and above are auditioned), and weyrlings from here and here.

8. Currently you may not join with a fire-lizard. Firelizards must be impressed when clutches are available or won through the various means (WOD, Lyric contests, etc)

9. As of this point, no person may play more than two mutant characters. Carriers do not count as mutants for those who want to play older characters. If they have three normal/carrier characters they may have a third.

10. The youngest candidates can be is twelve. The oldest is a bit more murkier but is generally early twenties.

11. If joining a dragonrider for High Reaches, remember that the last clutch before the Emerald was over thirty years ago before the eggs were stolen, and so they will not be mutants, and will be at least 43. Carriers maybe, but not mutants.

12. Only one character per player may be bonded to a queen dragon. Players with ranking characters already are less likely to get queens, and players with a Weyrleader or Weyrsecond can't have a queen in that Weyr, and players with queens can't have a Weyrleader or Weyrsecond played by them in the same Weyr.

13. For Navarnriders, unless it's a Blue it can be joined. Blues have to be auditioned - because there's not too many interested, I'm trying to keep it one PC pack per continent. That means there are no open spots for Blue-eyes in the south, and one of either gender in the North. What each Pack needs is in the info.

14. For those who have or are thinking of having anything that would be ranked Weyrsecond equivalent or above, I am now enforcing at least a bit of activity. Whether you respond to the activity or check or not, if you do not make a post with any of your characters in a month(that's one post, with any character), high rankers will go up for audition. If you post with other characters and just have no muse for that high one for a bit, that's fine. And if you do post with the high ranking character before someone auditions for it, you get it back, simple as that. Also, if within two months you have only made the two required amount of posts to keep active, they will be put up for audition permanently - as in you won't be able to reaudition them (at least not for a couple of months). I understand low muse, RL, etc, but we need certain characters. There is also the chance that I will kill them instead if it would be easier on the plot.


Mutant Specific Rules/Guidelines
  1. No more than two families can have the same mutation and no two people should have the exact same strengths and weaknesses, although there can be overlaps between related characters.
  2. All mutants have a scar in the same exact size and shape as the original person who received a Stone Scar. The color depends on their power(s).
  3. A mutant may have no more than two abilities, and only one of each type - one physical, one mental. That rule can be bent slightly sometimes in that some physical mutations can all fit under one - like cat-like mutations.
  4. A Stone Scar will be a color that signifies their mutation - it will fade to a secondary color for their less powerful mutation, if they have two. Unless someone already has one of your mutations you may choose the color(s). Look on the Mutations page before making a scar color to be sure.
  5. Carriers of a mutations will always have children with that mutation(s) - therefore, if one person has a mutation, all of their siblings will have the same mutation, unless they are a half sibling.

Accepting:
We're pretty much accepting a wide variety of characters. This includes (but is not limited to) dragonriders, weyrlings, and candidates, other weyrfolk, normal holdfolk, crafters and pirates. Also accepting a limited number of navarn riders and wherhandlers, as well as candidates for navarn/watch-whers. Any weyrling from the clutch charts can be joined, however if it's bronze or bigger include a sample post even if you have a character here.