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Dovan, the Final Weyr of Pern

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lit-adv lit RP, Pern, loosely canon, dragonriders 

Tags: Pern, Dragonrider, Roleplay, Advanced, Literate 

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Toast Of Legend

PostPosted: Wed Jan 16, 2008 11:55 am


Fire Lizards/Flitters


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The Fire-lizard, also known as a Dragonet or Flitter.

The DNA from fire-lizards was used to develop the much larger dragons needed to defend Pern from the deadly Thread. Their benefits as pets were acknowledged, and their natural abilities were augmented through 'mentasynth' to allow better communication with people.

Fire-lizards average around 2 feet from nose to tail, although size varies with age and coloration. While both all female colors (Queens and Lessers) of fire-lizards can lay a clutch of eggs, only the queen fire-lizards devote enough time and energy to protect their eggs until they hatch.

Fire-lizards also have the ability to go between. Theoretically fire-lizards should also be able to move other objects through the process of telekinesis, however this has not been extensively studied trough anything more interesting than the tying of a message to a Fire-lizard's leg.

During the 'long interval' human contact with and knowledge of fire-lizards was lost. The practical rediscovery of the species and their abilities culminates in the discovery of a unique ability. Fire-lizards not only remember specific events of importance, but genetically transmit those memories, in good order, for many tens of generations.

Fire-lizards are very similar to dragons, but have three claws, one working opposite to the others, blunter muzzles, and less defined headknobs.

All fire-lizards can and do chew firestone without becoming infertile.

Firelizards return to the wild when their humans die. They do not suicide like dragons do.

Note that fire-lizards communicate by emotion only, and do not speak with words. They also communicate via the use of images- for example, a hungry fire-lizard may project an image of its owner feeding it, along with a strong hungry feeling.

Fire-lizards are available in all the colors, as follows:

Gold, Bronze, Brown, Blue and Green are available EVERYWHERE;

Platinum, Pewter, Onyx, Blood and Tanzanite are ONLY available at NIMDIN Weyr, Hold, and Seaport.
 
PostPosted: Wed Apr 16, 2008 5:44 pm


Watch-whers
The Dragon's Kin


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After the death of Kitti Ping, her granddaughter Wind Blossom ran various Eridani calculations on the genetic material of dragons, looking to create a "balancing" counterpart to them. Where dragons would fight in the air, and during the day, Whers were designed to fight on the ground, and in the dark. However, Wind Blossom's skills were doubtlessly inferior to her grandmother's and the resulting creature, though fulfilling all its assigned tasks dutifully enough, was disturbingly ugly and awkward compared to it's airborne relatives.

They are able to see in the dark through thermal imaging, though this renders them blinded during daylight, where the sun's heat interferes. Whers are slightly less intelligent than they dragon kin, but this fact is often masked by their inability to communicate in human languages- though they can understand them. However, they can communicate telepathically with dragons. A wher's handler could, with training, grow to understand the complex series of clicks and growls used as communication between whers.

A Watch-wher can fly, limitedly. However, these flights might better be described as long glides from a running jump. Whers do have extremely powerful legs, and can run and jump at astounding speeds and lengths. Like all dragon kin, Whers can travel between, and can even do so underground. Wher travel between is not dependent on finding a destination, but rather, on finding a specific person.

Their original purpose was to fight thread in the night while dragons- with poor night vision- slept. However, that use eventually fell out of common knowledge, and whers became trained as tunnel guides for mining operations, and as night guards for holds and weyrs.

Watch-wher bonds are different from fire-lizards and dragons. They are more independent and less picky. A watch-wher dam can choose to give her eggs and then the person must feed the wher. When the wher is old enough, one must perform the blood bond, which simply requires a sample of the handler's blood being given to the wher.

Unlike dragons, once a handler dies, the wher can be given a new handler. If it is not, it will suicide between.

Meridian Flare
Captain

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