Dragonkin Mating Runs & Flights Tips & Guidelines

For all the Mating Flights and Runs of all dragonkin who wish to test their suitors of New Atricis. Tips on Flights and Runs can be found within as well.
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Karkeloth
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Joined: Sun Mar 15, 2015 12:08 am

Mon Mar 30, 2015 1:58 am

Important Note to players:
We feel it is very important that we explain that, on Atricis IC and OOC, it is not acceptable to use Mating Flights or Runs as an excuse for characters to degrade, abuse, or rape other characters and play it off as being ok behavior. IC, a character found to be abusive or even as forcing another character can be met with punishment which can include being grounded from future Flights or Runs. We are honestly not ok with allowing abuse or rape to be considered part of normal Weyr life, so on Atricis, it is a punishable offense for characters found to behave in such a way.
Hosting Flights/Runs
------ Hosting a Non-Clutch Flight/Run
  • Players can toss their dragonkin into Flight/Run at any time.
  • We suggest posting in the Mating Flight/Run Planning forum to let people know when you are thinking of hosting a Flight.
  • Minor-clutching dragonkin (green whers, black daywhers, etc.), can be tossed into Flight/Run at any time. The staff will decide if the Flight/Run results in a clutch or not.
  • Non-Clutch Flights/Runs can be fully open, locked, or closed Flights. Offscreening is also allowed, which is most often done by posting in the planning forum and letting people reply with what males Chased and picking/randomizing the winner.
------ Hosting a PC Clutch Flight/Run
  • Players of clutching dragonkin can only host Flights/Runs as planned with the staff.
  • The Flights/Runs of clutching dragonkin cannot be closed to dragonkin participants, though it is acceptable for the rider/handler to lock their door from the human participants.
    --- Note: IC there is an established reason for clutching riders to leave their doors open due to locked doors usually resulting in smaller clutches. However, as per Atricis IC and OOC rules and guidelines, clutching riders are allowed to lock their doors without being shamed.
  • Single round PC Clutch Flights/Runs are allowed. That way people don't have to feel pressured to do a multi-round Flight if they don't have it in them at that time.
------ Hosting an NPC Clutch Flight/Run • If you have any questions, please ask a staff member.

Mating Flights/Runs & Rider/Handler Age:
• Dragons/Whers of young riders/handlers will not Rise or Chase even once the dragon/wher has reached sexual maturity. The dragon/wher will wait for their rider/handler to age and become ready for sexual situations in order not to cause any harm to their rider/handler.
• If the rider/handler is under the age of 16 turns of age, it is very very rare that the dragon/wher will Rise or Chase. This means that players with characters under the age of 16 aren't allowed to put their dragons/whers into Mating Flights unless special permission is granted on a Flight by Flight basis. (i.e. You need to ask permission from both the staff and the Flight/Run hoster for every Flight/Run an underage rider will participate in.)
• Most dragons/whers with "underaged" riders/handlers appear to rarely ever feel the desire to Rise or Chase, so fighting the desire to do so from the dragon's/wher’s position doesn't usually seem to be a problem, though whers may have to fight the urge a little more since the bond isn’t as strong.
Types of Mating Flights/Runs at Atricis:
Click for Types of Mating Flights/Runs Info
Open Flights/Runs:
The most common type of Flights in a Weyr, these are how they sound and are open completely to any male dragon and their rider to participate. Generally the easiest to orchestrate. Most Dragonriders, even in Atricis, participate in this type of Flight.

Closed Flights/Runs:
A much less common type of Flight in a Weyr, but not unheard of. A Flight in which it is closed to both the dragons and riders other than one or more chosen by the host of the Flight. Normally these Flights are much harder to orchestrate, requiring perfect timing to be able to take the female and the male(s) chosen out of the Weyr so no others try to Chase. Queenriders & Jr. Queenriders are not allowed to host these sorts of Flights.

Locked Flights/Runs:
A very new concept in Flights, though is becoming the second most popular choice in Flights for Atricis Dragonriders. Right now, only Atricis Dragonriders participate in this sort of Flight. These are Mating Flights in which any male dragon can participate, but the rider of the female chooses to lock their door to the rider participants either alone or with whomever they desire. To make these Flights as safe as possible for everyone, some things have been implemented to Atricis.
The List
Dragonriders only
A list has been posted up in the Dining Hall in the Weyr that has listed all of the female-riding riders who wish to lock their door during their dragons' Flights. A second list is kept with the current Watchrider on duty, so if a female Rises, the Watchrider's dragon can announce if it is a "locked" Flight or not. Wherhandlers and Dayhandlers don't have a list due to it not being viewed as necessary since Run Lust isn't as intense as Flight Lust and Closed or Locked Runs having been common for a long time.

Those who want to be placed on these lists can inform either one of Atricis' Queenriders, the Headwoman, or any of the Harpers that work in the archives. The list will be promptly updated. Tampering with these lists will result in immediate punishment. Riders of female dragons who are on this list must also wear the arm bands on themselves and their dragons around when they believe their dragon is about to Fly.

The Bands
Dragonriders, wherhandlers, and dayhandlers can all wear this
These bands can be obtained from any of the Queenriders or from the Healers in the Infirmary. These bands are for individuals who will let their dragons Fly or Chase openly, but they do not wish to participate the same way with the rider participants and lock themselves away from the Flight. Dragons of these riders also wear a similar colored leather band on their hind leg. The band is so everyone involved knows that rider's stance on participation and everyone, including the band wearer, can remain safe.

Refusal to obey an individual's wishes about Locking their door during a Flight or not wanting a Flight Moth will be considered a crime and a trial held before punishment is decided upon.
Clutcher Flights/Runs for NPC Clutches
Click for NPC Clutch Flights/Runs Info
As mentioned before, NPC Clutch Flights/Runs are Flights/Runs of a clutching dragonkin (Gold, Rose, etc.) that will result in an NPC Hatching. NPC Hatchings are hatchings that take place IC, but PC players do not Impress/Bond at them, and only generally faceless NPCs do. This is to keep our Clutchers Rising regularly, without having too many PC Hatchings. However, the staff later decided to expand this a bit further after some time. Now, any Flights/Runs that will result in NPC Clutches (which we will call NPC Flights/Runs from here on out) won't be scheduled by the staff anymore, giving the players of those dragonkin more freedom with those Flights/Runs as well as a bit more of the responsibility we often talk about for clutcher players.
First, we want to make it clear that this only is in regards to NPC Flights/Runs. Flights/Runs resulting in PC hatchings will be scheduled by the staff with the help of the player of that clutcher to decide the date of the Flight and the subsequent hatching. This is ONLY in regards to NPC Flights/Runs.

Guidelines on NPC Flight/Run
  • If you are given a clutcher, the staff is entrusting you to post their Flights/Runs in a timely manner, the same goes for NPC Flights/Runs.
  • Please try and post your NPC Flight/Run in the appropriate season for your female. Below there is a "schedule" that is kept up to date to reference back to as needed.
  • As a reference: Early season = 1st - 14th of RL month. Late season = 16th - 30th/31st of RL month. Mid season 10th - 23rd of RL month. This doesn't mean you can only post Flights/Runs at these dates, this is just a guideline to have an idea. Fuzzy timing is totally acceptable as needed though, so don't feel you've completely missed your window if you go outside of these dates, just fuzzy time it.
  • It is highly encouraged for NPC Clutch Flights/Runs to be hosted as a single round or offscreen.
  • Single round Flights/Runs are allotted One Week to conclude. Multi round Flights/Runs are allotted Two Weeks to conclude.
  • If your Flight/Run goes outside of its allotted time, the staff will send you a reminder PM. This isn't to be pushy, this is to give you a chance to complete it.
  • While we try to be lenient, if your Flight/Run goes too far outside of its allotted run time after we send you the reminder PM, the staff will use the Isilsk account to choose the winner of the Flight/Run. Please know we don't do this lightly, this is just to ensure things are concluded in a timely manner and to keep the Flights/Runs open for players to have fun with their non-clutching females as they desire as well.
  • The staff decides what season your clutcher will Fly/Run in due to needing to spread them out as is best for the site.
  • If planning on using Early Riser on a clutcher, please let the staff know first so we can help figure out when your clutcher would Rise.
  • While NPC Flights/Runs with predetermined winners are acceptable on occasion, we do require that you make it known to potential Chasers this is the case. Keep in mind though that players may be less interested in participating in a Flight/Run with a predetermined winner.
  • We encourage players to post in the Mating Flight/Run Planning Forum beforehand to alert players to an upcoming Flight/Run.
  • Staff decides the clutch number and color distribution and will send you the necessary information after the Flight/Run is concluded.
To help everyone have ideas of when our clutching females may Rise at any time instead of always having to wait for a date to appear in the sidebar of the site, the staff has put up a schedule for everyone to look at. It may be edited as needed to be as up to date as possible so that non-clutching players can have a little better idea of when they can run a Flight/Run if they want.

Clutcher Mating Cycles
{Cycle 1 - Odd Turns}
IC Autumn --- Andromedath (Late Season)
IC Winter --- Dolcekil (Mid Season)
IC Spring --- Lennoth (Early Season)
IC Summer --- N/A
{Cycle 2 - Even Turns}
IC Autumn --- N/A
IC Winter --- Lauruth (Late Season)
IC Spring --- N/A
IC Summer --- Soquilith (Early Season)
{repeat}
Last edited by Karkeloth on Sun Mar 20, 2016 3:08 am, edited 3 times in total.
User avatar
Karkeloth
Posts: 369
Joined: Sun Mar 15, 2015 12:08 am

Mon Mar 30, 2015 1:59 am

Dragon Mating Flights
Click for Dragon Mating Flights Info
Riders
  • While it can vary from one individual to the next, Mating Flight Lust is a very strong feeling that is very hard to fight. Because of that, most Riders don’t fight it, simply accepting the saying, “The dragon chooses and the rider complies.” However, at Atricis, individuals are still expected to keep enough hold of themselves and to not lose themselves to their dragons completely.
  • Riders still new to Flights can have a harder time keeping themselves from being completely taken over by their dragons. They can also have a harder time remembering the Flight, oftentimes having a hazy, very broken memory of it at best, though there are exceptions.
  • The winning rider and rider of the female traditionally engage in intercourse and this is not considered wrong or "cheating" on a lover since Flights generally don't mean anything between the partners and Flights may be the only time they share a bed.
  • While, at Atricis, Mating Flight Lust and sex are just as acceptable as in any other Weyr, as well as Flight Moths, Flight partners that are abusive and are reported may receive punishment that may include being grounded from Flights. The same goes for those that force another.
  • Riders can choose to Lock themselves away from the Flight participants as well. Those that do this are required to wear a red and gold armband so everyone is aware to keep everyone, especially the band wearer, safe.
  • Those that participate in Flights, but may not want to be approached by a Moth, can also wear the arm band. Anyone who disregards the meaning of the band can be tried as a rapist if the act is reported.
Leadership Flights:
  • Established in 2039 by Weyrwoman Eavan of Gold Paiseantath in an effort to secure experienced Leaders, only Dragonriders with at least Five (5) Turns of full fledged Rider experience in a Wing will be allowed to participate in the Senior Golds' Mating Flight.
  • Some concessions can be made for those who achieve Wingsecond or Wingthird positions within those first five Turns.
Male Dragons:
  • All Male Dragons become sexually mature at One Turn of age. This means that a male dragon can Chase a Rising female before he has graduated from Weyrling status.
  • Bronzes normally Chase Golds. However, they will Chase Greens from time to time as well, and Zultanites a bit more often than greens.
  • Browns can Chase Golds and Greens and Zultanites, but have a lower chance of Catching a Queen, but a very good chance of Catching a Zultanite due to similar sizing. A Small brown may Chase an Opal as well.
  • Blues Chase Greens, Opal dragons and Zultanite dragons. They do not Chase Golds.
  • Pewters most often Chase Green, Opal, and Zultanite dragons, but it may be possible for a large Pewter with high stamina to Chase a small Queen.
  • Pyrites Chase Green dragons, Opal dragons and small Zultanite dragons.
  • NOTE: The rules of which colors Chase and Catch which females may be bent/broken for very specific circumstances if the staff approves it. Such as dragons with very drastic size mutations, as an example.
  • It can be assumed that male dragons usually stay mated with a female if they have successfully Caught her in Mating Flight, and it can also be assumed that they may not Chase any other females to that female until he Chases at her next Mating Flight.
  • While many assume males always stay mated to one female at a time, we will leave the decision if your male does that or Chases every female that Flies up to you.
    The little notes below are some possible ideas of males and mating, and may help a player decide if their male will only Mate with one female at one time.
  • Bronzes are possibly much more likely to Chase multiple females than the smaller Green Chasing males.
Gold Flights: If you have a fully mature Gold dragon one of the staff members will discuss with you when to toss your Gold dragon into Flight.
  • Gold dragons become sexually mature at Two Turns of age.
  • Gold dragons Rise to Mate once per Turn during a Pass.
  • Gold dragons are hungry when they Rise to Mate.
  • The rider mentally forces the Queen to blood her kill instead of eating the flesh.
  • Gold dragons very rarely Rise at the same time, and if they do they will fight to the death. (I know Atricis has had a duel Gold Mating Flight once, but more than likely we won't do it again)
  • Blue dragons cannot and will not Chase a Queen and Catch her.
  • Brown dragons can Chase a Queen but don't win that often, however, it can happen.
  • Bronzes most commonly Chase and Catch a Queen.
  • A large enough Pewter may be able to Chase a Queen, if he can or cannot Catch her is debatable.
Garnet Flights: If you have a fully mature Garnet dragon you are allowed to throw her up into Flight whenever, so long as she is fully mature.
  • Garnet dragons become sexually mature at Two Turns of age
  • Garnet dragons Rise once per Turn.
  • Garnet dragons are hungry when they Rise to Mate.
  • The rider mentally forces the Garnet to blood her kill instead of eating the flesh.
  • Garnet dragons rarely Rise at the same time, but if they do, their likelihood at fighting depends on the individual personalities and the mental handle their rider has on them.
  • Blues will only Chase the smaller Garnets on occasion, and likely only the larger Blues.
  • Brown Dragons can Chase a Garnet, and may or may not have a fair chance to Catch her, depending on the size difference.
  • Bronzes most commonly Chase and Catch Garnets.
  • Larger Pewters may Chase a Garnet, but might not have the best chances at Catching.
  • Pyrites will not Chase Garnets at all due to being far too small.
Zultanite Flights: If you have a fully mature Zultanite dragon, if you can or cannot host Flights whenever depends if they are clutching or not.
  • Zultanite dragons become sexually mature between a Turn and a half to Two turns of age.
  • Zultanite dragons can Rise to Mate anywhere between once per turn, to twice per turn.
  • Zultanite dragons are hungry when they Rise to Mate.
  • The rider mentally forces the Zultanite to blood her kill instead of eating the flesh, however they are not as hard to sway as Golds.
  • Zultanite dragons rarely Rise at the same time, however, if they do, they are much less likely to fight and kill each other, as long as the rider has a good mental handle on them.
  • Blue dragons can and may Chase a Zultanite and Catch her.
  • Brown dragons most commonly Chase a Zultanite, and have a good chance of Catching her, due to similar sizing.
  • Bronzes will often Chase a Zultanite, and have a chance of Catching her.
  • Pewters seem to most commonly Chase Zultanites.
Green Flights: If you have a fully mature Green dragon you are allowed to throw her up into Flight whenever, so long as she is fully mature (which is usually after they graduate from Weyrling status.)
  • Green dragons become sexually mature at One Turn and Six Months.
  • However, while it is very uncommon, some greens may Rise as early as One Turn of age.
  • Green dragons Rise to Mate up to four times a Turn, usually once per season.
  • Green dragons can or cannot blood their kill before Mating Flight. (We will leave the decision to do this up to the player.)
  • Green dragons usually don't Rise at the same time, but it can happen from time to time and they are less likely to fight to the death but may attack each other (you can only have your green attack and injure/kill another with permission from an admin and permission from the player of the victim dragon).
  • Green dragons are much less possessive of the males.
  • Any color male dragon can Chase a Green dragon. However, Bronzes rarely Chase Greens and are usually too slow to catch Greens, since Bronzes are built for stamina, not speed. Browns and Blues most often Chase Greens.
  • It is not uncommon for the same male dragon to Catch the same female multiple times, especially if the riders have an emotional bond. (Despite this, we will not allow you to start a Flight with the winner in mind. You need to be fair and give all of the Chasers a chance. Use an online randomizer if you feel you are making an unfair decision!)
  • Green Mating Flights will not produce eggs, however it may happen if a Green has not chewed Firestone yet. But Green dragons usually chew Firestone at least once before they even graduate from Weyrling Status and become fully Mature.
Opal Flights: If you have a fully mature Opal dragon you are allowed to throw her up into Flight whenever, so long as she is fully mature (which is usually after they graduate from Weyrling status.)
  • Opal dragons become sexually mature at One Turn and Six Months, or sometimes a few months earlier.
  • However, some opals may Rise as early as Eleven to Twelve months of age, and in fact isn't as uncommon as with Greens.
  • Opal dragons Rise to Mate up to three to four times a Turn.
  • Opal dragons can or cannot blood their kill before Mating Flight. (We will leave the decision to do this up to the player.)
  • Opal dragons usually don't Rise at the same time, but it can happen from time to time and they are very unlikely to fight. (you can only have your opal attack and injure/kill another with permission from an admin and permission from the player of the victim dragon).
  • Opal flights are the fastest of all Flights, but as such are also the shortest.
  • Opal dragons are the least possessive of the males.
  • Blues, Pyrites and Pewters most commonly Chase and Catch Opals.
  • Some smaller Browns may Chase and Catch an Opal, but this is rare.
  • Bronzes cannot, and will not Chase and Catch an Opal, they are just far too big.
  • It is not uncommon for the same male dragon to Catch the same female multiple times, especially if the riders have an emotional bond. (Despite this, we will not allow you to start an open Flight with the winner in mind. You need to be fair and give all of the Chasers a chance. Use an online randomizer if you feel you are making an unfair decision.)
  • Opal Mating Flights will not produce eggs, even if they have not chewed firestone. Opals are just far too small to produce eggs and may potentially even be completely sterile.
Wher Mating Runs
Click for Wher Mating Run Info
Handlers
  • Because the bond is not as strong as a dragon’s bond, the Run lust pull is not as strong as a dragon’s. The handler may find themselves effected, but the desire to be with the one their wher is Chasing is not nearly as strong.
  • Because of this, it is not considered necessary for handlers to comply to their whers, and is something that most, if not all, wherhandlers can easily control. Some handlers can even choose to ignore Run lust.
  • Whers do not project like dragons do, so people outside of the participants of a Run won’t be affected.
  • Dualhandlers with both whers in the same Run often feel the lust twice as strongly as other handlers, but it still is controllable, even if the desire to do so might be a bit lower for a lot of people in this situation.
Male Whers:
  • All Male Whers become sexually mature at Nine Months of age. This means that a male wher can Chase a Rising female before he has graduated from Wherling status.
  • Male whers are not as limited in which females they can Chase and Catch as dragons are due to the size differences in colors not being as dramatic.
  • Bronzes normally Chase Golds. They will also Chase Andalusites and the occasional Green.
  • Browns can and will Chase any color of female wher.
  • Agates are much like Browns and can and will Chase any color of female wher.
  • Prisms can and will Chase any color of female wher, but generally seem to prefer Greens and Andalusites.
  • Blues most often Chase Greens and sometimes Andalusites as well. Golds they can also Chase, but they have a pretty low chance of actually Catching them, and it seems that they much prefer the smaller females anyways.
Gold Runs: If you have a fully mature Gold wher the staff will discuss with you when to toss your Gold wher into Run.
  • Gold whers become sexually mature at Two Turns of age.
  • Gold whers Rise to Mate once per turn regardless if it is a Pass or an Interval.
  • Gold whers are hungry when they Rise to Mate.
  • Though not as intense or difficult as with dragons, the handler mentally wills the wher to blood only.
  • Gold whers very rarely Rise at the same time, but if they do, the handlers have to keep a firm mental grip on their whers to keep them from fighting. Gold whers are less likely to fight to the death, but will try to kill the other if unrestrained.
  • Blue whers rarely Chase Golds, but can Chase Golds, but have a low chance of Catching her.
  • Prism whers can and will Chase Golds, but do have a lower chance of Catching her, though it can happen.
  • Brown whers can and will Chase Golds, with only a very slightly lower chance of Catching her than a Bronze.
  • Agate whers can and will Chase Golds, with only a very slightly lower chance of Catching her than a Bronze.
  • Bronzes most commonly Chase and Catch Golds.
Andalusite Runs: If you have a fully mature Andalusite wher the staff will discuss with you when to toss your Andalusite wher into Run.
  • Andalusite whers become sexually mature at Two Turns of age.
  • Andalusite whers Rise to Mate once per turn regardless if it is a Pass or an Interval.
  • Andalusites, like Golds, are considered "full clutchers" due to clutching almost all of the time like Golds do.
  • Andalusite whers are hungry when they Rise to Mate.
  • Though not as intense or difficult as with dragons, the handler mentally wills the wher to blood only.
  • Andalusite whers very rarely Rise at the same time as other females, but if they do, the handlers have to keep a firm mental grip on their whers to keep them from fighting. Andalusite whers are less likely to fight to the death, but will try to kill the other female if unrestrained.
  • Due to their more mid size, Andalusites can be Chased and Caught by just about any color of male wher, with only Blues and smaller Prisms appearing to be at a disadvantage.
Electrum Runs: If you have a fully mature Electrum wher you are allowed to throw her up into Run whenever, so long as she is fully mature. Clutching will be decided by staff per Run.
  • Electrum whers become sexually mature at one and a half turns of age.
  • Electrum whers Rise to Mate once per turn regardless if it is a Pass or an Interval.
  • Electrum whers are considered "semi-clutchers," since they only clutch approximately 50% of the time.
  • Electrum whers are hungry when they Rise to Mate.
  • Though not as intense or difficult as with dragons, the handler mentally wills the wher to blood only.
  • Andalusite whers very rarely Rise at the same time as other females, but if they do, the handlers have to keep a firm mental grip on their whers to keep them from fighting. Electrum whers aren't as likely to try to kill rival females, but mental control keeps things safe.
  • Due to their more mid size, Andalusites can be Chased and Caught by just about any color of male wher, with only Blues and smaller Prisms appearing to be at a slight disadvantage.
  • Electrum Mating Runs will only produce a clutch if the staff decides, as Electrum Whers have about a 50/50 chance of clutching.
Green Runs: If you have a fully mature Green wher you are allowed to throw her up into Run whenever, so long as she is fully mature (which is after they graduate from Wherling status.)
  • Green whers become sexually mature at One Turn of age.
  • Green whers Rise to Mate anywhere from four times a turn to once per turn, depending on the individual.
  • Green whers are considered "demi-clutchers" due to only clutching small clutches part of the time.
  • Green whers can or cannot blood their kill before Mating Runs. (We will leave the decision to do this up to the player.)
  • Green whers usually don't Rise at the same time, but it can happen and they aren't likely to fight to the death but may attack each other (you can only have your green attack and injure/kill another with permission from an admin and permission from the player of the victim wher).
  • Green whers are much less possessive of the males.
  • Any color male wher can Chase a Green dragon. However, Bronzes only occasionally Chase Greens and are usually too slow to catch Greens, since Bronzes are built for stamina, not speed. Browns and Blues most often Chase Greens.
  • Emotional bond between handlers appears to have only minor effect on Run outcomes.
  • Green Mating Runs will only produce a clutch if the staff decides, as Green Whers oftentimes aren't very fertile.
Day Wher Mating Runs
Click for Day Wher Mating Run Info
Handlers
  • Because the bond is not as strong as a dragon’s bond, the Run lust pull is not as strong as a dragon’s but is stronger than a night wher's Run Lust. Handlers will find themselves affected, and whether or not they act on their Lust impulses and how they do, if they do, is dependent on one individual to the next.
  • Because of this, it is not considered necessary for handlers to comply to their whers' Runs. Though some individuals may find it harder than others to ignore the Lusts and impulses.
Male Whers:
  • All Male Whers become sexually mature at one turn of age.
  • There is no limit to what colors male whers can Run and Catch, though some may have better chances than others, all males can Chase any female.
  • Bloods are the best Chasers, partly due to the mid size but partly because they are naturally designed to be breeding males and are the most likely to Catch any color of female.
  • Coppers may tend to Chase Blacks and Roses a bit more than smaller Greens since their bulk makes them slower than other males and they have a better chance of Catching a Black or a Rose than a Green.
  • Grays tend to favor Greens and smaller Roses, but many are eager to Chase any female that Runs anyways.
  • Whites don't appear to have any color preferences for which females they Chase.
  • Quartz don't appear to have any color preferences for which females they Chase.
Rose Runs: If you have a fully mature Rose wher the staff will discuss with you when to toss your Rose wher into Run.
  • Rose whers become sexually mature at Two Turns of age.
  • Rose whers Rise to Mate once per turn.
  • Rose whers are hungry when they Rise to Mate, however, appear to have developed to know to blood only and do not gorge.
  • Due to the pack mentality and importance of the pack, Rose whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Despite being mid sized, Rose Runs tend to be the longest of day wher Runs.
  • Any color of male day wher can Chase and Catch a Rose, though Grays are at a slight disadvantage due to their size and preference for speed over stamina.
  • Rose day wher Runs tend to attract more potential mates to them than other female Runs.
  • Rose day wher Runs have a 95% chance of producing a clutch, making them the "true" or "major" clutchers of day whers.
Black Runs: If you have a fully mature Black day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • Black whers become sexually mature at one and a half turns of age.
  • Black whers Rise to Mate every other turn.
  • Black whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, Black whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Despite being the largest female, Black Runs are the second longest but the physically slowest Runs due to their weight.
  • Any color of male day wher can Chase and Catch a Black, though the small Grays may be less likely to Chase the larger Black.
  • Black day wher Runs have a 45% chance of producing a clutch, which is near to half of their Runs, depending on the individual. Because of this, staff will decide if a black's Run produces a clutch or not
Green Runs: If you have a fully mature Green day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • Green whers become sexually mature at One Turn of age.
  • Green whers Rise to Mate one and a half turns.
  • Green whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, Green whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Because they are the smallest and built for agility, Green Runs are the shortest but the fastest in regards to physical speed.
  • Any color of male day wher can Chase and Catch a Green, though the heavier Coppers are at a disadvantage.
  • Green day wher Runs have a 35% chance of producing a clutch. Because of this, staff will decide if a green's Run produces a clutch or not but allows players more freedom with hosting Runs.
White Runs: If you have a fully mature White day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • White whers become sexually mature at one and a half turns of age.
  • White whers Rise to Mate every one and a half turns.
  • White whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, White whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • White Runs, due to their mid size and balanced build, are somewhere in the middle of Runs in regards to length and speed.
  • Any color of male day wher can Chase and Catch a White.
  • White day wher Runs have a 65% chance of producing a clutch, which is a little over half of their Runs, depending on the individual. Because of this, staff will decide if a white's Run produces a clutch or not.
Quartz Runs: If you have a fully mature Quartz day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • Quartz whers become sexually mature at one and a half turns of age.
  • Quartz whers Rise to Mate every one and a half turns.
  • Quartz whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, Quartz whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Quartz Runs, due to their mid size and balanced build, are somewhere in the middle of Runs in regards to length and speed.
  • Any color of male day wher can Chase and Catch a Quartz.
  • Quartz day wher Runs have a 65% chance of producing a clutch, which is a little over half of their Runs, depending on the individual. Because of this, staff will decide if a white's Run produces a clutch or not
Last edited by Karkeloth on Sun Mar 20, 2016 3:03 am, edited 1 time in total.
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