Day Whers of Atricis

Information about the animals and critters of the Atricis Area, as well as other creatures of Pern.
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Karkeloth
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Sun Mar 29, 2015 9:09 pm

Day Whers on Atricis: Awakening
Day Whers are a dragonkin featured here on Atricis: Awakening that we designed specifically for this site to add some more variety for bondable creatures. They are highly bondable like dragons and whers, but also have their own behaviors, appearance, and colors. We chose the name Day Wher based on how Pernese tend to name things a little more literally and the Day Whers appearing Wher-like. Whether or not they are actually closely, distantly, or not at all related to Whers is unknown and left up for debate, though they are at least distant enough to not allow for hybrid breeding between Whers and Day Whers.
Click for Wild Day Whers vs. "Domestic" Day Whers
Wild Day Whers vs. "Domestic" Day Whers
The only real difference between Wild and "Domestic" Day Whers are where they live. Wild Day Whers are those that live in the wild, in wild, naturally occurring packs. "Domestic" Day Whers are Day Whers that live alongside humans, such as Atricis' Day Whers, and often bond to humans and work with them. While there can be some minor behavioral differences, this mostly is due to the affect that being bonded to a human mind can have on the day wher and how they develop and see things. Other than that, there is very little difference between the two yet.
Day Whers of The South
Day Whers were never truly known before Atricis Weyr made its expedition to the Southern Continent of Pern. This is due to Day Whers only being found on the Southern Continent, West of the Sea of Azov. It is believed they are cousins to wild whers that branched away many, many generations ago and became their own creature. At New Atricis Weyr, Day Whers have been implemented well into Weyrlife, and serve a similar purpose that Isilian Whers do.

Wher Eye Colors
Our wher eye colors are based off the information gathered by AMCAlmaron, we try to leave some room for player interpretation. Unlike dragons, Day whers sport smooth glassy eyes like Whers do, however, their eyes don't appear to have the issue of reflecting light directly into their own eye, and aren't photophobic or sensitive to light at all. In fact, Day Whers appear that they can see in both lighting conditions, though they see much better during the day, and see well enough to get by at night, similar to human night vision. Like other dragonkin though their eyes also reflect with colors that indicate their moods. These colors tend to swirl and speckle in their eyes, with different color combinations capable of meaning various different emotions in the dragon. How fast the colors swirl can also indicate the intensity of their emotions at that moment. Generally, the basic colors are the same across all whers, but due to the variation in how some whers express themselves, some color combinations can have some slight variation from one wher to the next. Overall, knowing a day wher personally makes it easier to interpret their more intricate, more subtle emotions. Below, however, are the basics:
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Green & Blue
Keywords: Content, Nautral, Happy, Love
Generally, Green tends to represent Contentedness, and tends to be a general shade for neutral emotions, but still positive. Blue, on the other hand, tends to mean more Joy and Elation, Love, and even positive excitement, making it more of an "extreme" end of positive emotions. Combinations of greens and blues are common, and indicate varying combinations of Neutral/Content and Joy/Love emotions.
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Yellow & Red
Keywords: Fear, Anxiety, Battle
Yellow represents Fear and Anxiety, though some riders say a disapproving dragon may adopt yellow eyes as well. Yellow can also indicate more negative excitement. Yellow also combines with red during battle, suggesting a combination of anxiety and hostile anger is felt during fighting, though sometimes wher eyes will be just straight up red when fighting, suggesting more straight up rage in these moments.
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Red & Orange
Keywords: Rage, Hostility, Mating, Irritation, Hunger
Red tends to be the overall color for Anger/Rage and Hostility. Orange tends to represent Irritation, but there is a lot of overlap between these two colors, suggesting that the amount of red in the eye could indicate how close to full Anger a wher may becoming. Full red eyes also tend to indicate Hunger, and is the color when dragons Rise to Mate, reflecting both their anger and hunger when they Rise. Hatchlings also tend to hatch hungry, meaning they usually show red eyes up until they Bond.
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Purple & Lavender
Keywords: Worry, Concern, Stress
Purple is one of the more specific colors, usually showing during times of Worry of Concern. Lavender, on the other hand, tends to indicate stress, perhaps from a mixing of Purple and White.
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White & Gray
Keywords: Terror, Dread, Worry, Sickness, Pain, Sadness
White tends to indicate Terror or Dread, but can also indicate severe Worry. Gray can have similar meanings, but it usually indicates Sickness, Pain (physical or emotional), and Sadness.
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Rainbow
Keywords: Bonding
While not common, rainbow is considered important because it denotes Bonding. Because of this, the rainbow colors are only seen rarely in a wher's life, but are deemed amazing and important enough to be included here.
Click for General Appearance Info
Overall Appearance
At first glance, Day Whers don’t initially appear much different than normal whers, but a second look will show they are in fact quite different. While their basic form is the same as other whers, details set them apart. One of the first things noticed would be the wings, or lack thereof. Instead of wings, Day whers have a small spiny frill on either side of their torso in the spot wher wings would be. These frills are evolutionary remnants, and appear to have no function.

Second major change is their neck and back ridges. They appear to have flattened out and now resemble naturally growing plates of armor that serve as protection. These naturally growing plates can be damaged and broken, and aren’t a perfect form of protection, but they do help and can grow back if broken.

Looking at their feet will show these whers have three toes instead of two. Because of this, each tow is a bit smaller as are the claws on them, and their feet aren’t quite as wide, and almost paw-like. This makes their footprints almost entirely different from the nocturnal whers. They have ears like nocturnal whers, but they are set a little higher and tend to be more upward and erect, similar to pointed canine ears. They’re situated right next to their headknobs, toward the outside of their heads, which can look a bit odd at first to some people.

Speaking of headknobs, theirs are actually a little bigger than nocturnal wher knobs. They can be a bit longer, by a little under an inch on average than when compared to a nocturnal wher’s. But while their headknobs are a bit larger, their eyes are smaller. This is because they aren’t nocturnal, and therefore they don’t need the larger eyes like nocturnal whers. Their eyes are smaller, but other than that appear very much the same to nocturnal wher eyes and are smooth instead of faceted like other dragonkin.

Proportions wise, Day Whers are all around lither than nocturnal whers, and also have longer legs, though of course, there are exceptions as with any species. Their chests aren’t as rounded and deep, which stands to suggest they are capable of faster speeds than nocturnal whers, but not as built for stamina. Their tails are a bit thinner as well, and appear to serve a similar purpose to the tails on wild felines in that it is used for balance and aid in cornering when running.

Other details depend on the day wher’s color, which you can find more about below.
Click for General Behavior of Day Whers
General Behavior
Day whers are not only different in appearance and their ability to go out in daylight, but in their social behaviors as well. It is in fact, important to note right away that Day Whers don’t work on the hierarchy the way other dragonkin do. Instead of a concrete hierarchy like the dragons, Day whers do away with the color hierarchy completely, and in fact live with a pack mentality that each is born with. In fact, Day whers have never been seen solitary, and hate to be without others of their kind, getting depressed and lethargic when it happens for an extended period of time. They can be without others for short periods, but even so, they seem to work best with others, showing that they are highly social creatures.

In the pack, a wher’s rank isn’t decided by their color, but instead, their abilities and drive for rank. One wher will often push their way to the top rank, often through dominance fights. Dominance fights almost never end in death, maybe some scrapes and cuts, but Day whers don’t appear to like killing each other, so dominance fights, while can appear fierce and terrifying, are much more harmless and part of their society. Though once one wher manages to bring themselves to the top of the pack as the Alpha, dominance fights become much less frequent, though that doesn’t mean others might not challenge the Alpha from time to time.

An Alpha is the top wher in the pack, though most often it is a pair, usually a mated pair, but it doesn’t have to be. Though they don’t have to be mated, the alphas are always one male and one female, since it seems dominance fighting stays within the same genders of wher, and very rarely crossover. There are also other ranks, and in fact, each wher has their rank in the pack either above or below another. Betas are the second in command so to speak, and are picked through a combination of dominance fighting and the Alphas, since a wher that an Alpha doesn’t trust or like wouldn’t likely to be accepted as a Beta. From there, each pair of whers has their rank, going in succession so that each one is above and below another pair. The only pair of whers that do not have a wher above them are the Omegas. But this doesn’t make them any less important to the pack. Omegas, while the lowest, are almost like the peacekeepers of the pack. If a non-dominance fight seems like it might break out, the Omega will step in and defuse the situation in various ways.

Any wher of any color can have any of these ranks in a pack, and it isn’t uncommon for the in between ranks to shift around a lot. Despite the dominance fights though, day wher packs appear to be a tight kit community. They look out for each other, no member of the pack is left to fend for themselves, and they all take care of each other. This might be why day whers appear to dislike killing each other unless in dire circumstances, especially members of their own pack.
Click for Mating Behavior of Day Whers
Mating Behavior
Like nocturnal whers, Day Whers do share similar mating habits. For one, they Run to mate, with a female in heat leading suitors on a fast, challenging chase to test their speed and strength so they have the best chance of strong offspring. Surprisingly though, Day Wher females don’t appear very possessive over their males, and two females Running at the same time rarely causes problems. Granted, certain individuals may be more possessive than others, but even so, fights due to two Runs happening at the same time rarely occur. day wher runs also occur during the day, and almost never occur after dark due to their poor night vision.

However, Day Whers are quite unique in their mating habits. Day Whers will actually have two mates. As one might assume, one of these mates is decided by mating Runs. These are Procreative Mates, and are mates chosen solely for producing stronger offspring. These mates are temporary, usually only lasting until the Run is over or sometimes until the clutch is hatched. They also change frequently as one might assume, with a female sometimes choosing a completely different male each Run she has.

The second mates are known as Life Mates, and these mates are the truly important ones in a day wher’s life. Life Mates are devoted to each other, offering support and affection to each other in their mating. Like the name suggests, this mating is long term, and while it may not be strictly “for life,” it is very close to being so. Life Mates will stay so to each other except under certain circumstances. These circumstances are very long absences from each other (months to a turn), and death, and even influence from the handler on some occasions. A handler can in fact influence their wher’s choice in Life Mate, but other than this, a Life Mate is chosen by the whers.

Sometimes Procreative Mates and Life Mates can be the same from time to time, but it is very rarely, if ever, a permanent thing. A Running female may choose her Life Mate as her Procreative Mate for that Run, and then often choose a different male for her Procreative Mate on her next Run. Also, Procreative Mating outside of pack members isn’t unheard of either. This is most likely to help widen the gene pool and keep too much inbreeding from occurring in the same pack. Even so, the subsequent clutch will always belong to the pack the female wher belongs to, no matter where the male wher comes from.

It has also been found, at least in New Atricis Weyr's tame pack, the current largest tame pack, that females will sometimes skip their Run schedules, especially in the case of Roses. It is likely due to an instinct telling them when new offspring likely aren't needed right away, and so they will skip a Mating or two before Running again. Of course, they won't skip their Matings forever, and so far it has only been shown once or twice before the female will Run again. It is likely a way to help prevent overpopulation in large pack situations, even if large packs are far rarer in the wild.

You can find more specific information on Mating Runs Here.
Click for Clutching Behavior of Day Whers
Clutching Behavior
Surprisingly, Day Whers don’t brood over their clutches like nocturnal whers do, at least not usually. A female wher will often lay her clutch and be perfectly fine to leave it. However, this is because female whers will leave the job of caring for the eggs to the “caretakers” of the pack, unless the female herself is a caretaker. Caretakers are the ones that tend to clutches and watch over hatched young, while the rest of the pack members do their normal jobs for the pack. They will protect clutches and young to the death if need be. However, this doesn’t mean they are very mean either. Surprisingly, Day whers will let others get near the eggs more easily oftentimes, but will always keep a very watchful eye.

Because of the fact clutches are raised by caretakers, multiple clutches are one time aren’t unheard of, and cause very little, if any, tension amongst pack members. However, this doesn’t mean non-caretakers can just come in and out whenever they feel like. They actually need to get the permission from the caretakers before going to see the clutch, and will be watched and escorted by a caretaker until they leave. This doesn’t extend to all Day Whers though, just to members of their pack. Members of other packs will not be allowed near their clutch space or their young, even if the sire comes from another pack, the clutch is considered to belong to the pack of the mother female.

All day wher females are capable of clutching, though not every mating will always result in a clutch, the frequency depending on the female wher’s color as well as her personal fertility levels.

Greens
Begin Mating Runs: 1 turn of age
Run Frequency: 1 turn and 6 months (1 ½ turns)
Clutch Frequency: 35%
Clutch Size: 3 – 8 Eggs

Roses
Begin Mating Runs: 2 turns of age
Run Frequency: 1 turn (every turn)
Clutch Frequency: 95%
Clutch Size: 8 – 15 Eggs

Blacks
Begin Mating Runs: 1 turn and 6 months (1 ½ turns)
Run Frequency: 2 turns (every other turn)
Clutch Frequency: 45%
Clutch Size: 5 – 10 Eggs

Whites/Quartz
Begin Mating Runs: 1 turn and 6 months (1 ½ turns)
Run Frequency: 1 turn and 6 months (1 ½ turns)
Clutch Frequency: 65%
Clutch Size: 5 – 10 Eggs

Metals
Begin Mating Runs: 1 turn of age
Run Frequency: 2 turns (every other turn)
Clutch Frequency: 15%
Clutch Size: 1 – 6 Eggs

Sire colors appear to have little effect on the clutch size. However, males do have an effect on how many eggs are actually fertilized. Eggs that aren’t fertilized are often easily picked out not long after the laying, the eggs looking very malformed and the shells remain soft. Dud eggs aren’t unfertilized eggs, they are eggs in which the forming cub did not make it to term, or even, was unable to hatch on its own, so dud eggs aren’t included in the unfertilized count.

All males become sexually mature and start Chasing at one turn of age.
Grays = 75% fertilization
Bloods = 99% fertilization
Coppers = 85% fertilization
Whites/Quartz = 90% fertilization
Jewels = 65% fertilization

Note: Percentages and egg numbers are based on averages and are used more as a basis; they don’t dictate final numbers and frequency 100% of the time when we plan clutches.
Click for Day Wher Bonding
Day Wher Bonding
Day Whers are capable of bonding like other dragonkin, but their bonding is a bit different than many others. To start, Day whers actually choose who they bond to when they hatch, but they also aren’t completely dependent on the bond, so they can live without bonding. Even so, in the wild, it appears Day whers will bond to other members of the pack. This means though that they are bondable to humans, and the bond is even a bit stronger than the nocturnal wher bond.

They don’t require food or blood to bond, and will choose their bonded upon hatching most of the time, much like dragons. However, despite this similarity, the bond is still considerably weaker than dragon bonding. It doesn’t start at its strongest, and like nocturnal whers, the bond is strengthened over time. However this does mean the bond can also be weakened, or even severed in certain circumstances. But Day whers don’t between or die upon losing a bonded, and instead will sometimes find a new bond to make.

Interestingly though, the whers name doesn’t reflect the strength of the bond, since the bond strengthening is subtle, so the handler and wher have to depend on paying attention to each other to know if the bond is strengthening or weakening. Day Wher naming is very unique as well, and like their ability to bond, is somewhere between a dragon and a nocturnal wher. Instead of taking on part of the handler’s name with “sk” at the end, the first half of their names are something the wher picks for themselves, and the second half is the last portion of their bonded’s name. So for example, a wher bonds to a man named Kilahsul. So the wher will take the last portion of the name, “sul” or “hsul.” The wher chooses the first half of their name to be Samal, so the portions combine to Samalsul. The first half of the name is unique to each wher, with the last half always depending on their bonded. So if Samalsul breaks bond with Kilahsul and bonds to Mynahlin, the name becomes Samalhlin. The number of letters used from the end varies from one pair to the next. On very rare occassion, they may choose to leave off a letter from the end of the name of their bonded, but this is an exception, more than a rule, making it very rare. The same goes for a wher changing what last few letters from its bonded that it uses, it can happen, but on rare occasion and generally, it doesn't mean anything other than the wher, or perhaps even the bonded, decided they'd like it better if they changed it.
Click for Day Wher Speech Info
Day Wher Speech
Day Whers are capable of mental speech like Dragons and Isilian Whers, however, their speech is far more like that of a dragon's mindspeech. Day whers appear pretty intelligent, and therefore, Day whers bonded and exposed to humans and human speech are able to mentally articulate themselves in a way that's very easy to understand. The only thing that sets their mind speech apart really is how they appear to speak on a different "frequency" than dragons or Isilian whers do, so it can take a little bit of focus for a day wher to bespeak a dragon or an Isilian Wher and vise versa. However, Day Whers aren't as picky about who they bespeak as dragons are, and will bespeak anyone they deem as part of their Pack, so it's not uncommon for Day Whers so bespeak other Day Wher and non-day wher pack members, including other day whers' handlers or even day wher candidates.
Click for Dayhandler Jobs at Atricis
Day Wher & Handler Jobs at Atricis
The major job for handlers in Atricis are patrol groups. Handlers act as guards as well as the law enforcement for the Weyr. They guard the Weyr from outside threats, and also do rounds around the Weyr at night to ensure nothing illegal, against the Weyr rules, or anything else undesirable isn't going on. This can make it hard for candidates to sneak around outside of curfew, or for people to sneak in and out of the Weyr, especially as the handler teams have improved their ability at patrols and even developed the habit of partnering some handlers up within their Patrol teams. Handlers have the authority to arrest criminals or suspects, making them Atricis' equivalent to law enforcement. (Wherhandlers take on the nighttime hours of this job.)

Hunting in the wilds can also be seen as a job, especially because green and gray day whers hunt as a pack and supply food for the pack, reducing the amount of livestock the Weyr needs to provide for the local dragonkin (though day whers eating on the resident livestock also occurs occassionally). Sometimes handlers accompany their hunter day whers to help bring back more food for the Weyr itself.

Locating nearby wild wher dens are also part of their job, as well as terminating dangerous wild whers as well to help keep the population of wild whers in Atricis' territory low. Keeping away general predators such as the southern Felines is perhaps their more common job out of these two, often killing them or merely chasing them off if they aren't deemed a big enough threat.
Click for Dayhandler Teams Info
Wherhandlers and Dayhandlers of New Atricis Weyr are divided into one of four team groups based on their skills and capabilities. These teams are expected to fill different roles for Handlers and New Atricis Weyr. Within each team though, handlers are further paired up in a partner system that was established at Atricis Weyr in turn 2045. Handlers can be assigned partners based on various criteria such as initial compatibility to work together, whether or not a partnered pair works well together, experience, wher sizes, and time as a wherhandler with New Atricis Weyr. Most often, partnered pairs of handlers are either handlers that work very well together and are partnered indefinitely, or a more experienced handler mentoring a less experienced handler. How ranking handlers are partnered varies from one team to the next, however, due to differences in each team.

Patrol Teams - Topaz Trident & Emerald Echo
The largest of the teams, these teams are run overall by a handler titled a Captain, who is also the Wherhandler Leader’s or Dayhandler Leader’s chosen Second. The Captain is chosen by the Wherhandler or Dayhandler Leader. The Captain from there chooses their First Lieutenant and the First Lieutenant gets to choose the Second Lieutenant with approval from the Captain. The first Lieutenant is paired with the Captain of the team, while the Second Lieutenant gets to choose a Sub-Lieutenant that they will be partnered with. It’s rather common for those in these leadership roles to select individuals they wish to mentor as a potential replacement for their role, so it’s not uncommon for the higher ranked handlers to consider the partner when looking to replace a position.

With the advisement from their First and Second Lieutenants, the Captain then assigns the partners within the patrol team, shifting them around as needed for the betterment of the patrols and New Atricis Weyr.

Patrol team assigned partnered handlers have various roles from here, and often shift through assigned roles regularly to keep the handler base from stagnating into one role, at least in the case of Wherhandlers. Dayhandler assigned roles are a less fluid due to the natural roles of the daywhers being rather laid out, though there is some shifting of duties here as well. Overall, most handlers do a little bit of everything, with only some being assigned a specific role or set of roles indefinitely (most likely due to not doing as well in other roles but excelling in their assigned role).

Different roles vary between the below assignments:
  • Weyr Patrol
    Partnered handler pairs patrol the Weyr proper and the immediate area around the establishment. On this duty handlers are expected to keep the peace and handle situations or suspicious persons as deemed necessary. Handlers are essentially a “police force” for the Weyr proper on this patrol duty.

    Outer Patrol
    Partnered handler pairs go out further from the Weyr, but still stay within a certain distance. Similar to Weyr Patrol, Outer Patrol keeps an eye out on the nearby wildlife and takes care of any threats or reports potential threats or changes to their command. If an out of the ordinary threat emerges, Partnered handler pairs will be doubled up during this patrol duty (two partnered pairs, four handlers together).

    Border Patrol
    Border Patrol goes out even farther than Outer Patrol, with there even being Border Patrol barracks placed in key areas of Atricis’ territory due to handlers having to go so far out. This is often a very temporary patrol duty, and sometimes even relegated as a punishment duty due to its inconvenience. Handlers on this patrol are usually on this patrol for about a sevenday, longer if a punishment, and during that time they patrol the New Atricis territory borders and slightly inward from there. Handlers on this duty are usually out of the Weyr for the whole sevenday, and stay in the barrack buildings that are placed for them.
Diplomacy Teams - Diamond Dust & Amber Aria
These teams aren’t as large as the patrol teams, and in fact, the diplomacy teams are the only teams where handlers are assigned to on top of their normal team. The diplomacy teams, in fact, only come together as they are needed, though they will regularly meet and practice together to keep members familiar with one another so the team stays up to par.

With the same ranking system as the patrol teams, the Captain of the diplomacy team is selected by the Wherhandler or Dayhandler Leader, with suggestions from the patrol team Captain (the Leader’s Second). From there the Captain is given the authority to select their First Lieutenant, and the First Lieutenant can select their Second Lieutenant, with the Second Lieutenant selecting their Sub-Lieutenant. In this team, due to the need for it to work perfectly, handlers are most often partnered based solely on compatibility with each other, so it’s not uncommon for handlers paired within the diplomacy team to also be partners in their home team as well.

The diplomacy team officially comes together for duty when handlers are needed outside of Atricis’ territory, often to the aid of an ally. Sometimes members of the diplomacy team will also be called on to handle visiting leaders, but most often they are for outside aid to allies. Because of this, the team is made up of handlers with diplomacy skills and knowledge, as well as the more adept handlers of the Weyr, so be a combination of diplomatic/knowledgeable, and skilled/intimidating.

Healer Teams - Amethyst Arrow & Sapphire Sword
A relatively small team due to what is required of the handlers to be in this team, it also features a slightly different leadership setup. While the Captain of this team is chosen by the Wherhandler or Dayhandler Leader, they select this based on a combination of experience as a healer, and suggestions from within the healer teams. Because of this, Captains of this team are most often handlers with at least several turns experience as a Journeyman Healer, and most often winds up being the current member of the team with the most turns experience as a healer. From there, the First Lieutenant and the Sub-Lieutenant of the teams are selected also based on number of turns experience as healers.

Interestingly, leadership members of this team don’t partner with each other, and instead, partner with a lesser experienced healer-handler. Due to the heavy influence of crafter mentoring, this team is partnered up based dominantly on partnering a more experienced healer-handler with a lesser experienced one in order to mentor and teach them. This also enables healer-handlers to petition for crafter knots promotions with their crafthall due with relatively high chance of successfully testing for their next knots promotion.

The healer teams are as suggested, and are filled with handlers that are also healers. They are the primary medical team for handlers, and are also essentially emergency responders. They are generally called upon when a wher, daywher, and/or a handler needs healer attention, and are also essentially on-call all the time for emergency situations such as run in with felines or natural disaster that left individuals badly injured.

Support Teams - Onyx Oasis & Ruby River
Based off the original support team made for dayhandlers, the support teams are essentially a place for whers, daywhers, and handlers to be placed that cannot fit any other team but still have some potentially useful capabilities for the Weyr. Because of this being a smaller team that doesn’t patrol, the leadership is made up of a Captain and a Lieutenant and Sub-Lieutenant. The Captain is chosen by the Wherhandler or Dayhandler Leader. Though the Captain often ends up being a handler that can’t patrol for whatever reason, sometimes the Captain can be a capable handler that has been deemed more useful as the support team’s Captain. The Captain, however, isn’t partnered with another handler, they do, however, select their Lieutenant, with the Lieutenant selecting their Sub-Lieutenant from there.

While Captains in other teams are very active in their teams’ roles, Captains of the support teams mostly just take care of paperwork, assignments and jobs for handlers in their support team, and various other clerical work, even more than the Captains of other teams do. The Lieutenant and Sub-Lieutenant, however, are more hands on with the support team, often finding things for members of the team to do, checking in with team members, and noting who does and doesn’t work well together, which is all reported to the Captain.

The jobs in this team are varied, and most often are odd-jobs that benefit from a handler or a wher/daywher’s help or strength or skill. They can be anything from guarding small, vulnerable areas such as the creche or greenhouse, deliveries within the Weyr proper or territory, aiding in building or repairs, and many other things depending on the skills and capabilities of the handler and/or wher.

Members in this team are most often timid handler/wher pairs, Whers that don't patrol well (such as some caretakers), Lasting injury or trauma that keep handler or wher from patrolling but can still potentially do less demanding jobs
Click for Dominance & Leadership Behavior in Domestic Packs
Domestic Pack Leadership
Like their wild brethren, domestic Daywhers choose their leaders through dominance fights and displays. These fights look fierce, but rarely result in anything more than mild injury to those participating, as Daywhers have a strong bond with one another and balk at killing or seriously injuring a member of their pack. However, dominance fights in domestic packs appear to have shifted and changed to better suit the humans they tend to bond to in domestic situations.

Due to the sheer size of the Atrician domestic pack, dominance fights have been relegated to a mere sevenday in the mid autumn season. Every turn, the daywhers eligible to fight gather to challenge the current leadership. As long as they aren’t also challenging, Diplomat roled Daywhers will serve as a moderator to the proceedings, making sure the fights go in an orderly manner and don’t escalate too far, they also make sure general rules and etiquette is followed. Depending on the number of challengers, dominance “season” can conclude within a day or last the whole sevenday, but they rarely go beyond that timeframe.

Basics to know about Dominance Season:
  • Dominance season lasts between 1 - 7 days in the mid autumn season each turn.
  • Only Daywhers with handlers who have received an “invitation” to dominance season for that turn can participate, Daywhers who break this rule will be barred from the next turn’s fights.
  • Daywhers challenge the current leadership one on one, every daywher gets one chance per season to prove themselves.
  • There are breaks between fights so the current “champion” can rest for a bit to reduce the chance of a daywher winning solely because their opponent was already fatigued.
  • A Daywher wins a fight by pinning and holding down the other until they give up or it is clear they can’t get away.
  • Daywhers can back down in the middle of their fight without being pinned, this will name the other wher the winner
  • Fights are to decide Alphas and the Dayhandler Leader from there. Betas and Daysecond are selected by the current Alphas/Dayhandler Leader. The "secondary Alpha" who doesn't get Dayleader will usually get a Guard Captain assignment at least if not selected as Daysecond.
  • Invitation to a Dominance Season is based (IC) on if current leaders see potential for leadership in the handler, or if they have held leadership positions before.
  • A Handler must also be 18+ to be invited to Dominance Season.
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How Dominance Season is Run (OOC)
  • Isilsk will begin a thread in the Weyr Yard for dominance season. In the thread will be a list of the Daywhers allowed to participate and who is being challenged that turn.
  • Challengers intent to participate respond to the thread, generally within a week unless otherwise stated, so we know who is participating.
  • Once given the go ahead by Isilsk, the first challenger posts up their side of the dominance fight (first come first serve), then the current defending Alpha responds. Isilsk responds with who won the challenge. Repeat through all the challengers one at a time.
  • Please try to wait to post dominance fights until after the previous fight has had its winner announced.
  • In the end, the staff decide who wins the fights due to the winner(s) gaining a high rank among the Daywher Pack. (Staff dominantly looks into player activity overall and with that character specifically)
Average Day Wher Sizes
Image
Green: 13 feet
Gray: 13.5 feet
Blood: 15 feet
Rose: 15.5 feet
Black: 17 feet
Copper: 17.5 feet
Whites and Quartz don't have "average sizes" and are just shown here in their extreme sizes

Calculating approximate height
To calculate the approximate height for a day wher is very simple. Take the length of the day wher and divide it by 3 and that will equal the approximate height of the day wher in feet.

Example: 16 ft / 3 = 5.3 ft (So approximately 5 feet in height)
Click for Day Wher Growth
Day Wher Growth
Hatching (Month 1 ) Approx size: 30% of full growth
Day whers hatch from eggs that are shaped like dragon eggs, but much smaller and with a much rougher texture and deeper colored mottles across the surface. Upon hatching, day wherlets, known as cubs, will try to seek out a bonded. However, because a bond is not necessary for survival like with dragons, a cub may not always pick a bonded, if there isn’t one around to suit them. Those that bond are fed their first meal by their new bonded, if they aren’t bonded, they are fed by the adult caretakers.

Naturally, in the wild or unbonded, cubs are fed heavily chewed, regurgitated meat, so it’s common for a pack to eat right before they sense the eggs will hatch. Cubs that bond to humans are fed softened, small pieces of meat. This is because they are born with small, soft egg-teeth that aren’t suitable for chewing on anything hard. They are messy but eager eaters for this first meal, and will eat the equivalent to their egg-weight in food. After that, like other dragonkin, they will plop down for a long nap. Generally, they will sleep for a good few hours before waking up to be fed again.

For the first several days, day wher cubs tend to sleep and eat more than anything else, waking up every few hours to eat before going back to sleep. Luckily, this phase doesn’t last more than a sevenday or two. After this phase, cubs spend more time awake and exploring and playing. They begin to sleep through the nights and eating only during the day. At the end of this first month, their egg-teeth fall out.

Month 2 Approx size: 45% of full growth
The egg-teeth fall out at the end of month 1 because of the first set of teeth that the cubs get in the second month. During the time these first, baby teeth, grow in, cubs tend to teethe to help soothe their mouths and gums and help encourage the teeth to break through the gums. Teething doesn't stop until most of the teeth are grown in, which can be a problem for people with things they don't want chewed on.

Month 3 Approx size: 55% of full growth
Some cubs continue to teeth into this month of growth as the last of their teeth grow in. During this time, in the wild, day wher caretakers will eat closer to feeding time and the regurgitated meat is less soft so the cubs start to get used to eating regular meat. When bonded, day wher cubs are continued to be fed the tenderized cubes of meat. It is also during this month that day wher cubs really get their energy and play occurs much more often.

Month 4 Approx size: 60% of full growth
The neck and backside plate-ridges signature to Day whers begin to grow in during this month, starting out as little bumps in their hide that grow and flatten as they get larger. They keep their cub teeth for now, but gradually, the meat they are fed becomes more and more fresh, this helps their baby teeth begin to fall out at the end of this month.

Month 5 Approx size: 65% of full growth
At last their adult teeth start to grow in as their baby teeth fall out. Eating tougher, more freshly killed meat helps with this process as they are weaned off of the predigested meat or tenderized meat they were fed before. This also cues a second teething stage, one that has been known to be much more destructive as the sharper, and larger, adult teeth start to come in. It can be hard to find things a day wher in this stage can chew on without instantly destroying the more of their teeth grow in.

At this stage, day wher cubs also start to branch out to their respective instinctive jobs for the pack. Greens and Greys begin mock hunting with each other and adult members of the pack, sometimes even hunting small vermin prey. Bloods and Roses will spend more time with the caretakers, watching what they do and even mimicking their actions with each other, younger cubs, and sometimes even with small creatures or rocks. Blacks and Coppers begin to rough house with each other more in play fighting and also start to pace smaller circuits of the immediate territory around their haven in mimicry of the adults.

Month 6 Approx size: 70% of full growth
The neck and backside plate-ridges are grown in by now. The plates have reached their full size and now uniformly sit on top of one another properly, though the day whers themselves look gangling with long limbs and thin bodies. With their plates grown in, the mimicry that they showed in the previous months slowly becomes integration into their place in the pack. Adult hunters will start to take out the younger ones on short hunts, Caretakers will let the younger ones have more responsibility with the younger cubs, and Guardians will begin to stand watches with the younger ones.

Month 7 Approx size: 75% of full growth
Integration into the pack continues and this helps the young day whers begin to build their needed muscles for their jobs. This is also when it starts to be seen if an individual will defect from the pack. Generally, it does not happen at this age, but the signs of it start with the day wher in question acting out more often or appearing to struggle to fit in with their pack and job. This is seen much less often in a small pack (less than 10 day whers), but more often in a larger pack (more than 20 day whers), and is exceptionally rare if the individual is bonded.

Month 8 Approx size: 80% of full growth
Any adolescent day whers at this age will defect from their pack at this point if they choose to. It rarely happens later than this age, with individuals leaving their pack to find another or build their own. Generally, these are unbonded individuals, as bonded will usually stay with the pack they bonded into.

After the individuals that might do so leave, integration into the pack is completed and the adolescent day whers are taken into their jobs fully. This forms a deeper connection with the pack, which is likely why defecting after this age is rare.

Month 9 Approx size: 85% of full growth
Day whers are very filled out by this age and appear to have gained the builds needed for their respective jobs.

Month 10 Approx size: 90% of full growth
At this age, the more ambitious individuals may begin to challenge other pack members for dominance. This usually begins with their cub-mates and spreads out to the lower ranked adults. Although the adolescent day whers do not have a proper rank within the pack yet, this is them beginning to find their proper rank within the pack.

Month 11 Approx size: 95% of full growth
At this age, individuals start to find their ranking within the pack through trial and error. More submissive individuals will take warning growls and dominance displays obediently, testing to see which individuals they can test for dominance and which ones they should concede to. The more dominant ones will almost carve out their rank, and it isn't unheard of for day whers at this age to dominate the higher ranked individuals of the pack. However, they will not go for the Alpha or Beta just yet.

Month 12 Approx size: 100% of full growth
Male day whers and Green day whers become sexually mature at this age. By now they have reached their full growth and the appearance they will sport through their lives. If any individuals wish for high ranking in the pack, dominance fights will begin with whatever high ranked pack member they wish to claim rank from. As of right now, the day wher lifespan is unknown.
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Karkeloth
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Sun Mar 29, 2015 9:10 pm

Day Wher Roles/Colors
The colors that Day Whers come in are very much different from any other dragonkin. In total there are seven known colors, but perhaps the most interesting thing to note is that each color appears to be designed for a specific natural task, and in fact, there is a male color and female color for each natural task, which means that not only can Day whers be categorized by their color, but by their natural job as well. It is also important to note that Day Wher sizes aren’t as drastically different by color as other dragonkin. Overall there are three groups: Hunters, Caretakers and Guardians.

The Hunters
These whers are as their name suggests, hunting is their main job for the pack, and they are designed to be apex hunters. Overall they have a lithe build with long legs, built for speed and quick reactions. Their front paws have retractable claws so the claws stay sharp to make taking prey down easier. The frills on their backs tend to be the smallest out of Day whers, and their spines are very flexible. Their bodies often sport markings such as mottles or stripes that aid in blending in. They are also the smallest, but the most numerous in the pack, with a clutch often being at least half hunters.
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Green Day Whers
13 - 14 Feet in length
Female Wher
One would naturally expect to see green in any dragonkin. They are female like one would assume and the smallest, but only marginally so. They are the female hunters, so it stands to suggest this color was kept in these creatures because of the usefulness of blending into vegetation with such a color.
While their dominant role is hunting, they will lay eggs as well, though their clutches aren’t the largest either. Their maternal instincts don’t really need to be noted, since Day Whers leave their clutches with Caretakers instead of caring for them themselves.
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Grays
13.5 -14.5 Feet in length
Male Wher
These males are the male hunters of the pack, and only on average about six inches larger than the female hunter Greens. Like Greens, their color is as it is to aid in the ability to blend into certain surroundings to aid in hunting. There is some speculation that Greys might have evolved from blue whers, but there is no way to prove that of course. The only clue to this is the fact that, sometimes, Gray hides can have a mild blue tinge to it.
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The Caretakers
Caretakers serve two natural purposes. Their major job in the pack is to obviously care for clutches and young, and it is what they do from day to day. Their second natural purpose is breeding, in fact. They are vibrantly colored to attract more Procreative Mates, and overall produce larger clutches than the other colors do. Appearance wise, these whers appear heartier, and sometimes can look downright fat and pudgy. However, this gives them a higher amount of stamina and even allows them to go without food longer if food sources are low and there are young that need to be fed. Overall, Caretakers put clutches and young above themselves. In a clutch, there may be one or two caretaker colors, overall, because of their very specified role, they are less numerous than other colors.
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Bloods
15- 16 Feet in length
Male Wher
These whers are very easily recognized by their red color as well as hearty stature. The color across their hide comes in varying shades of red, and this is to attract mates and grab attention. This also allows the young to easily recognize caretakers. Unlike the Hunters, males are smaller than the females slightly, because females are designed to carry clutches while males are merely designed to sire clutches.
Fantastic, drastic markings aren’t uncommon on bloods, sometimes them having a darker body and then brighter, more vibrant markings. Solid colored whers are just as common in bloods as well. Also, it does stand to suggest that amongst other males, a Blood will be more likely to be picked as a Procreative Mate, but this isn’t always the case of course.
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Roses
15.5 – 16.5 Feet in length
Female Wher
Like their male counterpart, Roses are a brightly colored wher with the possibility for fantastic markings. However, these ones are pink, often a pale, soft pink, similar to that of a rose quartz, which is where their name derives from. This makes them more noticeable amongst the pack so that they will attract more potential mates and so that the young can recognize them.
Because they are designed to carry clutches, Roses are larger than their male counterpart, and often a bit rounder. It is easy to assume a Running Rose will attract more males to the Chase than other females, but of course, there are always exceptions to such things.
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The Guardians:
As their name suggests, Guardians are the guards of the pack. Because of this they are the all-around biggest and most heavily muscled. They are built like walls in comparison to their other whers, and will not go down easily in a fight. They are almost pure muscle, making them a force to be reckoned with. Their size and build is meant to ward off predators as well as act as defensive walls. They will fight to the death for the sake of their packs. However, it appears that Day wher young are calmed by the colors of the Guardians, so they also serve that purpose of keeping young at ease by their presence. If Hunters make about half, if not more, of a clutch, and caretakers only make up one or two, Guardians make up the rest, making them approximately one fourth to one third of a clutch.
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Blacks
16 - 17 Feet in length
Female Wher
Not only can the female guardians be recognized by their size, but by their color. They are an intimidating color of black, as if to naturally warn that this is not a creature you want to mess with. This can make them look highly intimidating to people as well, looking like large shadows.
Their Running and clutching habits are low, in fact. Blacks Run the least out of all female Day whers, and this is probably so that she doesn’t have to be taken away from her job of guarding frequently. However, when they do clutch, their clutches are somewhere between a Green’s and a Rose’s clutch, despite being larger than either color.
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Coppers
16.5 - 17.5 Feet in length
Male Wher
Interestingly, the only true metallic color of day wher, their hide is obviously meant to ward off predators. It is thought that the metallic hide warns the predators that they are strong and not easily taken down. However, the metallic shine isn’t strong, just enough to see a bit of a shine in sunlight, and in fact, other metallic dragonkin have stronger shines than Coppers do.
Coppers are sometimes the least likely to Chase, but they do still Chase, but are sometimes at a disadvantage than others due to their wall-like build making them the slowest.
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The Substitutes:
This grouping of day wher is very interesting, and many wonder if this group is a relatively recent addition into day wher social structure, or one from a long time ago when versatility in jobs might have been far more necessary. As their group name might suggest, Substitute whers are highly versatile whers with no predetermined pack job like the others have. They look different from other whers, likely to set themselves apart to distinguish themselves as substitutes to place in the pack as they are needed. Substitute day whers can struggle in the pack as they initially grow, due to not having any predetermined instincts to tell them where to go, however, adults thoroughly established in a pack tend to do better and be far more confident of their place. They take roles as the roles are needed, and while in a large pack they may keep their chosen role their entire lives, they usually are constantly shifting as is needed of them.
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White
14.5 – 16 Feet in length
Male or Female Wher
At first thought to be an oddly pale Grey wher, upon watching its interactions with the pack, this wher doesn’t fit the normal profile for a Hunter wher. In fact, in early life, this wher doesn’t fit into the characterizations for any of the known wher groups in Day Whers. It appears as if they are an odd color sometimes born, and because they are a rarity and not common to pack life at all, they are born with no discernible instincts that would land them in a specific job. White whers first born can have a hard life when young, while a caretaker would more than happily care for a white wher cub just like any other, the cub has no place to really fit in as it grows and starts to learn the dynamics of the pack. However, it has been seen that a white wher may eventually find a place to fit in to the pack, whether it be amongst the Hunters, the Caretakers or the Guardians, these whers appear to be the most versatile in the end and can easily switch jobs as is needed by the pack without instinct getting in the way.
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Quartz
14.5 – 16 Feet in length
Male or Female Wher
Quartz is a color of day wher no one ever had expected, and it isn't quite known if this color is a mutation, or merely a color yet to be seen due to its rarity. It is highly likely that Quartz have yet to be seen in the wild due to smaller pack numbers in the wild, as well as perhaps due to Quartz whers being too vibrant and spectacular in color, making them targets for predators. However, they do seem similar to Whites, in that they cannot be placed into any single category of wher, and if anywhere, could be placed in a "fluid" categorization alongside Whites. These whers will fill a role within the pack as the pack needs, and may even change its role in the pack over time if the pack needs something else from them. So perhaps Quartz are merely the natural partner to Whites like how all the other whers have their color partner for their job. Color wise they are often light blue on the base with darker blue markings and a unique iridescent shine over their hide in the sun, perhaps giving their name from Blue Quartz and Rainbow Quartz.
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The Diplomats
Diplomats, as they have been dubbed, are a rare pair of colors that only are born to large packs. No one is quite sure what it is that allows these colors to be born when only a pack is big. Whether it's wide genetic diversity or simply something in the mother or father daywher that denotes when a pack is reaching a large population that causes the right conditions for Diplomats to form and be born. Whatever it is, Diplomats are only born as often as Whites and Quartz daywhers, making them very rare, and arguably even rarer since the daywher population of a pack has to be the right population. Diplomats, however, were named for their apparent job, which is an interesting thing to note. Diplomats exist to help keep the peace within the pack. They act as internal peacekeepers, hearing out the worries or needs of pack members to relay to the Alphas, as well as aiding the Alphas directly by keeping a general eye on things as well as to keep Alphas from being swarmed with challenges to leadership. This helps to keep internal functions and relationships within larger packs stable. Another, secondary job, is to also act as emissaries when dealing with foreign packs, most likely other large packs. While the Alphas are also there to deal with outside packs, the Diplomats are liekly there to keep things civil so that essential wars between large packs don't break out. However, since wild packs rarely get so large, Diplomats are such a rarity that many wild Daywhers don't remember they exist.

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Jewel Day Whers
18 - 19 Feet in length
Male Wher
Jewels are named for their vibrant markings and the range of vibrant colors they can come in. Their dominant color is always a very dark, muted shade of blues, purples and grays. They are then vibrantly marked with colorful markings much brighter than their base hide, and they can have up to two very different colors of this vibrant color on their hides, or just one color, or similar shades of one color as well, making them range quite a bit in appearance. They are also metallic, with their metallic shine shining with the color of their vibrant markings, really making them stand out. It is interesting to note, however, that while larger than even the largest Copper, Jewel Daywhers, as well as their partnered Metal, are long and tall, but are very slender in build, meaning that Guardians still outmuscle and outweigh them.
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SIZE CHART COMING SOON

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Metal Day Whers
18.5 - 19.5 Feet in length
Female Wher
The partner color to Jewels, Metals are named for the metallic sheen and color possibilities of their hides. While their base hide ranges in varying shades of silvers and iron colors, they are adorned in markings that range in golds, bronzes, and copper tones. Because of this range of metallic tones, along with their metallic sheen, it is obvious why Metals were given their name. Along with Jewels, Metals are Diplomats, and as the female color, tend to handle diplomacy with other female whers the most. It is interesting to note, however, that while larger than even the largest Copper, Metal Daywhers, as well as their partnered Jewel, are long and tall, but are very slender in build, meaning that Guardians still outmuscle and outweigh them.
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SIZE CHART COMING SOON
Mutated (Unique/Sport) Day Whers
Mutated Day Whers
Mutated Whers are categorized as dragons that are neither Chimera or a Unique color of hide. Mutations can come in many forms, such as anything from size mutations, to gender mutations, to even color mutations such as albinism. Though Chimeras and Uniques are likely from mutations, they are categorized differently if only because of the extensiveness of their mutation. Oftentimes, Mutated Whers do still show the normal habits and expectations of a non-mutated dragon of their color, another reason they are categorized differently than others.

Documented Mutated Day whers
Wher - Mutation(s) - Turn Hatched
Gray Reshelde - Wingless, Saber Fangs - Turn 2039
Quartz Emoriana - Female - Turn 2049

Chimera Color Day Whers
Though a Chimera Wher has yet to be seen, at this point, they are believed to be possible, perhaps just not being seen yet in whers due to their small, infrequent clutches, and fairly common dud eggs. Many believe it is only a matter of time.

Documented Chimera Day whers
Wher - Primary/Secondary - Turn Hatched
Isamuyn - White/Copper - Turn 2036
Mesomian - Quartz/Jewel - Turn 2049

Unique Color Day Whers
Unique Color Whers are categorized as such due to seeming to be a color category of their own. Sometimes their color or personality or hierarchy ranking can point toward what color they may have originally mutated from, but determining this is not always possible, making it easier to categorize them as a Unique color instead. Whers in this color categorization have shown to range greatly in hierarchy ranking, personality, colors, sizes, and even who they Impress to, making it impossible to peg any shared habits or facts between them all. Relatively though, Unique Colors are quite rare across Pern, perhaps rarer than any other color or mutation.

Documented Unique Day whers
Wher - Color Name - Turn Hatched
Meralla - Royal - Turn 2049
Lyiren - Sport - Turn 2049

Updated Aug. 13, 2018
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Karkeloth
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Sun Mar 29, 2015 9:10 pm

Size Classes
Daywhers have a much less drastic difference in their sizes even from the smallest to the largest, which can make it difficult to distinguish differences in size classes based solely on size from nose to tail. For Daywhers, size classes are categorized more by the existing roles within a pack due to many of the colors currently seen being designed by nature for their roles. The existence of Subsitute Daywhers also complicates categorizations. Their basic stats are also called "Agility" and "Strength" to better reflect how the differences in size classes for Daywhers is less about speed and stamina than with many other Dragonkin. (Unique colored or chimeric Daywhers will most likely be categorized into one of these classes)

Note: Sizes listed are just average nose to tail sizes seen in these classes, some Daywhers can exist in a size class while being larger or smaller than the sizes listed for each if their build and capabilities matches that size class best.

1. Hunter Class
14.5 feet and smaller
Lithe musculature, long limbs
Agility: * * * * * * | Strength: * * * * * *

2. Substitute Class
14.5 – 16 feet
Balanced build between muscular and lithe
Agility: * * * * * * | Strength: * * * * * *

2. Caretaker Class
15 – 16.5 feet
Tend to hold weight, muscular but overall rounder
Agility: * * * * * * | Strength: * * * * * *

3. Guardian Class
16 - 17.5 feet
Muscular and heavyset
Agility: * * * * * * | Strength: * * * * * *

4. Diplomat Class
18 feet and larger
Light musculature and slender
Agility: * * * * * * | Strength: * * * * * *


Day Whers By Size
Day whers listed from largest to smallest
Update: NPCs will no longer be included


..::Stamina Class Day Whers::..
Metal Arcelias - 19.5 ft.
Jewel Pacaran - 18.5 ft.
Copper Atumra - 17.5 ft.
Copper Cambys - 17 ft.

..::Mix Class Day Whers::..
Chimera Mesomian - 16.5 ft.
Sport Meralla - 16.5 ft.
Chimera Isamuyn - 16 ft.
Rose Dolcekil - 16 ft.
Quartz Weisden - 16 ft.
Rose Nanarus - 15.5 ft.
Blood Rohinder - 15.5 ft.
White Sirhaal - 15.5 ft.
Quartz Khonlen - 14.5 ft.
Gray Zelian - 14.5 ft.

..::Speed Class Day Whers::..
Sport Lyiren - 13.5 ft.
Quartz Emoriana - 12 ft.

Updated Aug. 13, 2019
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