Post by Kaya on Jul 13, 2013 20:26:33 GMT -8
Whers
Also called watchwhers or watch-whers.
Whers are an intelligent, draconic species that work in mines to move heavy loads and as the guard or nightwatch in many regions. Whers are chiefly nocturnal because of their aversion to light but can work during the day in dark places such as mines.
Wher Anatomy
Whers are generally the same length from point of shoulder to point of rump as they are tall. The height of a wher is measured from the withers (top of shoulder) to the ground. A wher’s tail is roughly the same length as its body measurement, although this is subject to a great deal more variation than is the body length.
They have reflective eyes and good low light vision and have pit organs that allow them to sense infrared thermal radiation. Thick hides protect them from the harmful elements. Each of their feet has two gnarled front digits and a rear stabilizing projection. Like their firelizard and dragon cousins, whers have jewel-like eyes, though their eyes are more smoothed over. Their eyes swirl with colors that reflect emotion.
The size of whers varies less than does that of dragons, so that all whers fit into one of five size categories. A wher is always within three inches of the average height and length measurements for its category. The average height and length measurements for whers are, by category:
To determine which category a particular wher color belongs to, please consult the following list:
Wher Psychology
Whers are territorial beasts with a prominent fight instinct. They lack great intelligence, the best whers capable of taking commands like exceptionally trained canines. Whers are not capable of speech but do share a visceral bond with their handler. This bond is an effective way for a Handler to communicate with and command a wher. Whers have very poor memories.
Whers bond or Impress to a single Hanlder but, unlike dragons, can survive without a bond. They generally go for someone with food but when many food options are presented to them whers can be slightly more selective. In addition, wher handler pairs make a blood bond, which strengthens the Impression. This happens when the newly Impressed human cuts their hand or a finger and allows their wher to taste their blood. Other times, the wher may force it by biting the Candidate. But once blood is tasted the bond is considered officially made. A wher can be bound to a person they have not created a bond with by being give that person's blood. This is most traditionally done with Hold guard whers being blooded to the Lord's family.
Once Impression has occurred, the bond between wher and Handler must be developed. By training together and learning the quirks of the other the pair becomes a synchronized team. The Handler has a better knowledge of what their wher is communicating with body language, sounds and other nonverbal cues, and the wher is better aware of the Handler’s intent and possesses a strong desire to please them.
Whers will do anything to protect their Handler. An Impressed wher can always sense when their handler is in danger. A Handler can only handle one wher at a time. If a Handler or wher of a pair dies, in most cases the remaining individual can rebond. A wher does not have to be Impressed to be cared for by a Handler, but it is a much more difficult and rocky relationship. The Handler will have less control over the wher, which is able to be far more disobedient, as they don't share a visceral bond. Whers without Handlers are decisively more wild, territorial and temperamental. Because of this, whers that do not Impress are either transferred and blooded to a Holding family in need of a watchwher or culled.
Wher Runs
The number of times a Wher Runs per Turn is listed below. Runs last for as long as the female feels she can keep going, and ends when she stops and chooses. This is often near the end of her strength but can occurr when a suitor excels and a choice is made earlier. She and her male chase away the other suitors. Should there be objections to her choice, the males can get into rather nasty, but short, fights.
Run Frequencies
Queens - 1 time a Turn max; 2 Turns to maturity
Bronze-sized and some large Brown-sized females - 1 time a Turn max; 2 Turns to maturity
All others - 1-3 times a Turn max; 1.5 Turns to maturity
Wher Hatchings
A Hatching will occur about a sevenday and a half after the eggs are laid. The time from Run to Clutch takes about three sevendays. There are always 'dud eggs' that do not hatch in each clutch. The way Hatchings are held largely depends on the Clutch Mother. If she is wild she will not allow the Candidates to take the eggs away. Candidates must attend at the location of the eggs when they hatch. If the wher is Impressed and tame, she may allow certain Candidates to present themselves for approval. If she likes them, the wher will allow the Candidate to take an egg from the Clutch. Sometimes the female will indicate which egg a Candidate should, or has to, take. After an egg is taken, it is cared for by the Handler to-be until their egg hatches. Sometimes, females only let Candidates take the eggs when they are near their Hatching time.
Clutch Sizes
Gold-sized 3-10 (5-8 common)
Bronze-sized 3-8 (4-6 common)
All other females 0-2 (usually no eggs produced)
Also called watchwhers or watch-whers.
Whers are an intelligent, draconic species that work in mines to move heavy loads and as the guard or nightwatch in many regions. Whers are chiefly nocturnal because of their aversion to light but can work during the day in dark places such as mines.
Wher Anatomy
Whers are generally the same length from point of shoulder to point of rump as they are tall. The height of a wher is measured from the withers (top of shoulder) to the ground. A wher’s tail is roughly the same length as its body measurement, although this is subject to a great deal more variation than is the body length.
They have reflective eyes and good low light vision and have pit organs that allow them to sense infrared thermal radiation. Thick hides protect them from the harmful elements. Each of their feet has two gnarled front digits and a rear stabilizing projection. Like their firelizard and dragon cousins, whers have jewel-like eyes, though their eyes are more smoothed over. Their eyes swirl with colors that reflect emotion.
The size of whers varies less than does that of dragons, so that all whers fit into one of five size categories. A wher is always within three inches of the average height and length measurements for its category. The average height and length measurements for whers are, by category:
White sized: 36 inches (3’0”)
Green sized: 42 inches (3’6”)
Blue sized: 48 inches (4’0”)
Brown sized: 54 inches (4’6”)
Bronze sized: 60 inches (5’0”)
Gold sized (or Queen) 66 inches (5’5”)
To determine which category a particular wher color belongs to, please consult the following list:
White sized (Wood, Grey, Citrine, White)
Green sized (Flame, Sunset, Green, Brick)
Blue sized (Aurora, Black, Midnight, Blue, Jungle, Pink, Sunlance, Cloud, DarkBlue,)
Brown sized (Blood, Brown, Chrome, Copper, Moonlight, Purple, Dream)
Bronze sized (Silverlight, Tiger, Bronze, Crimson, Ice (m), Starlight, RR Flame, Iron)
Gold sized (Gold, Abyss, Rainbow, Silver, Ice (f), Azure)
Wher Psychology
Whers are territorial beasts with a prominent fight instinct. They lack great intelligence, the best whers capable of taking commands like exceptionally trained canines. Whers are not capable of speech but do share a visceral bond with their handler. This bond is an effective way for a Handler to communicate with and command a wher. Whers have very poor memories.
Whers bond or Impress to a single Hanlder but, unlike dragons, can survive without a bond. They generally go for someone with food but when many food options are presented to them whers can be slightly more selective. In addition, wher handler pairs make a blood bond, which strengthens the Impression. This happens when the newly Impressed human cuts their hand or a finger and allows their wher to taste their blood. Other times, the wher may force it by biting the Candidate. But once blood is tasted the bond is considered officially made. A wher can be bound to a person they have not created a bond with by being give that person's blood. This is most traditionally done with Hold guard whers being blooded to the Lord's family.
Once Impression has occurred, the bond between wher and Handler must be developed. By training together and learning the quirks of the other the pair becomes a synchronized team. The Handler has a better knowledge of what their wher is communicating with body language, sounds and other nonverbal cues, and the wher is better aware of the Handler’s intent and possesses a strong desire to please them.
Whers will do anything to protect their Handler. An Impressed wher can always sense when their handler is in danger. A Handler can only handle one wher at a time. If a Handler or wher of a pair dies, in most cases the remaining individual can rebond. A wher does not have to be Impressed to be cared for by a Handler, but it is a much more difficult and rocky relationship. The Handler will have less control over the wher, which is able to be far more disobedient, as they don't share a visceral bond. Whers without Handlers are decisively more wild, territorial and temperamental. Because of this, whers that do not Impress are either transferred and blooded to a Holding family in need of a watchwher or culled.
Wher Runs
The number of times a Wher Runs per Turn is listed below. Runs last for as long as the female feels she can keep going, and ends when she stops and chooses. This is often near the end of her strength but can occurr when a suitor excels and a choice is made earlier. She and her male chase away the other suitors. Should there be objections to her choice, the males can get into rather nasty, but short, fights.
Run Frequencies
Queens - 1 time a Turn max; 2 Turns to maturity
Bronze-sized and some large Brown-sized females - 1 time a Turn max; 2 Turns to maturity
All others - 1-3 times a Turn max; 1.5 Turns to maturity
Wher Hatchings
A Hatching will occur about a sevenday and a half after the eggs are laid. The time from Run to Clutch takes about three sevendays. There are always 'dud eggs' that do not hatch in each clutch. The way Hatchings are held largely depends on the Clutch Mother. If she is wild she will not allow the Candidates to take the eggs away. Candidates must attend at the location of the eggs when they hatch. If the wher is Impressed and tame, she may allow certain Candidates to present themselves for approval. If she likes them, the wher will allow the Candidate to take an egg from the Clutch. Sometimes the female will indicate which egg a Candidate should, or has to, take. After an egg is taken, it is cared for by the Handler to-be until their egg hatches. Sometimes, females only let Candidates take the eggs when they are near their Hatching time.
Clutch Sizes
Gold-sized 3-10 (5-8 common)
Bronze-sized 3-8 (4-6 common)
All other females 0-2 (usually no eggs produced)