Whers and the Wher Hall
What Is A Wher?
Whers are a draconic species that sprang from the same genetic stock used to create dragons. Whers were created second to dragons, after some additional genetic tinkering that had its advantages and disadvantages. Whers are are not ‘defective dragons’! They are equally sentient, sensitive, intelligent creatures with their own important niche to fill in Pern’s society.
Whers cannot fly, and their wings are very small, almost vestigial. They are used more to facilitate “body language” than for any other purpose, although they also act as stabilizers during high-speed direction changes.
Whers can flame, however, as well as any dragon. They chew smaller chunks of stone than dragons of course, and their flames are also scaled to fit. In the physiology and process, however, they are exactly the same as their airborne brethren.
Whers are photophobic due to the nature of the faceting of their eyes. This faceting focuses so much light onto the retinas that bright sunlight causes whers extreme discomfort. It is this discomfort which makes them nocturnal. Bonded whers can wear smoked goggles which allow them to function in daylight during Threadfalls or other necessary duties. Whers require a longer adjustment period to become diurnal, and they never truly prefer it but they tolerate it well once given time to adjust and with proper eye protection.
Feral whers are solitary, territorial and profoundly vicious creatures. Bonded whers retain some traits of neoteny (see section below) which allows them to function in groups and to accept control and training from their human partner.
There are no true ‘wild whers’ as they are a man-made species not native to Pern. All feral whers were either once bonded to a Handler or are the offspring of a bonded wher gone feral, no matter how many generations removed.
Whers have limited speech, but are as intelligent as a dragon, and just as loyal. Wher speech is not restricted or stilted, but they do have trouble with the use of pronouns. For instance instead of using you, they will use a name or descriptive term, and for me they will use their own name or "This wher".
In spite of their size and apparent bulkiness, they can be extremely agile when the need arises. Case in point; Lessa's Wher in the original book turned himself mid-jump, but being old, he landed on his back and broke his neck. A younger beast would have been able to execute that move flawlessly.
That episode also shows how loyal and obedient a Wher is to their Handler. They would rather die than disobey an order from their Bonded, once trained.
The bulk does have its drawback, however. Whers are too heavily boned to swim well, and many of them have severe aversions to water. This will make bath time so much fun for their Handlers. Occasionally, there will be a wher who is not afraid of water, but for the most part, they are like felines in this regard.
Either gender may Impress to any color wher, including the metallics.
Wher-Handlers are titled by color (Ex: Brown-Handler), but given or removed from responsibility depending on their skill, experience, loyalty and honor.
The only restriction on requesting a character with a wher is that the BoD must approve you for Gold before sheet submission. All other colors have plenty of open slots as of this writing.
Whers cannot fly, and their wings are very small, almost vestigial. They are used more to facilitate “body language” than for any other purpose, although they also act as stabilizers during high-speed direction changes.
Whers can flame, however, as well as any dragon. They chew smaller chunks of stone than dragons of course, and their flames are also scaled to fit. In the physiology and process, however, they are exactly the same as their airborne brethren.
Whers are photophobic due to the nature of the faceting of their eyes. This faceting focuses so much light onto the retinas that bright sunlight causes whers extreme discomfort. It is this discomfort which makes them nocturnal. Bonded whers can wear smoked goggles which allow them to function in daylight during Threadfalls or other necessary duties. Whers require a longer adjustment period to become diurnal, and they never truly prefer it but they tolerate it well once given time to adjust and with proper eye protection.
Feral whers are solitary, territorial and profoundly vicious creatures. Bonded whers retain some traits of neoteny (see section below) which allows them to function in groups and to accept control and training from their human partner.
There are no true ‘wild whers’ as they are a man-made species not native to Pern. All feral whers were either once bonded to a Handler or are the offspring of a bonded wher gone feral, no matter how many generations removed.
Whers have limited speech, but are as intelligent as a dragon, and just as loyal. Wher speech is not restricted or stilted, but they do have trouble with the use of pronouns. For instance instead of using you, they will use a name or descriptive term, and for me they will use their own name or "This wher".
In spite of their size and apparent bulkiness, they can be extremely agile when the need arises. Case in point; Lessa's Wher in the original book turned himself mid-jump, but being old, he landed on his back and broke his neck. A younger beast would have been able to execute that move flawlessly.
That episode also shows how loyal and obedient a Wher is to their Handler. They would rather die than disobey an order from their Bonded, once trained.
The bulk does have its drawback, however. Whers are too heavily boned to swim well, and many of them have severe aversions to water. This will make bath time so much fun for their Handlers. Occasionally, there will be a wher who is not afraid of water, but for the most part, they are like felines in this regard.
Either gender may Impress to any color wher, including the metallics.
Wher-Handlers are titled by color (Ex: Brown-Handler), but given or removed from responsibility depending on their skill, experience, loyalty and honor.
The only restriction on requesting a character with a wher is that the BoD must approve you for Gold before sheet submission. All other colors have plenty of open slots as of this writing.
Wher Sizes
Gold:
Size:
Height: 5-6ft at the shoulder
Bronze:
Size:
Height: 4.5-5.5-ft at the shoulder
Brown:
Size:
Height: 4.7-5.7ft at the shoulder
Blue:
Size:
Height: 4.3-5.3 ft at the shoulder
Green:
Size:
Height: 4-5ft at the shoulder
Size:
Height: 5-6ft at the shoulder
Bronze:
Size:
Height: 4.5-5.5-ft at the shoulder
Brown:
Size:
Height: 4.7-5.7ft at the shoulder
Blue:
Size:
Height: 4.3-5.3 ft at the shoulder
Green:
Size:
Height: 4-5ft at the shoulder
Wherhall
Wher Hall is contained within a very large cavern that opens on one side of the Weyr "bowl." The central part of the cavern is a commons area that is used for training and other Wher Hall community purposes. Ringing the cavern and extending up the walls are small living quarter units much like dragonrider weyrs, dug back into the stone.
Some of the lower quarters, called dens, have foot access via steep, narrow stairways but most are only accessible via Betweening. Unlike dragons, which are discouraged from Betweening in a structure or from the ground, whers have no difficulties in going from Here to There regardless of launch point, especially when they can see their destination themselves.
Each individual “den” does contain an actual sleeping den-- a closed-in space rather like a masonry igloo, that the whers use as their sleeping area and place of private retreat. Only the WherMaster or the wher’s own Handler would dare trespass on a wher in its sleeping den.
Otherwise, a Handler’s den is much like the quarters of a dragonrider. On the whole, they are generally on the smaller side and there is no real difference in size between quarters assigned to metallics and those assigned to the other colors.
On either side of the dragons’ Hatching Ground entrance are a few man-made "caves" built into the cavern walls. These share the scorching heat that bakes the Hatching ground and are used for clutching golds and those greens permitted to brood their clutches.
Handlers use the Weyr’s communal bathing facilities and the whers take their baths in the pool used by dragons. Whers, not being natural swimmers, are not great fans of total immersion. A small section of the pool's bottom has been built up with sand so that the whers can stand without having to keep themselves afloat. The truth is, many Handlers wash themselves when they wash their wher-- and often, this strategy is the best option for coaxing a balky wher into the water.
The Wher Hall uses the general Weyr facilities for food prep and serving, medical care, laundry, etc. The Wher-Handlers and Initiates contribute labor and resources to the Weyr, just as all other Riders and Lower Cavern folk do.
The WherMaster and WherConsort have their own, larger quarters and both have attached offices. There is also a conference room nearby that is used for Initiate classes and any larger meetings.
Wher Hall, as a part of the Weyr, is subordinate in most logistical ways to the Weyrwoman. However, Wher Hall is a self-governing, self-directed body. Wher-Handlers answer first to the WherMaster and secondly to the WherConsort in all matters pertaining to Wher Hall and its duties.
Some of the lower quarters, called dens, have foot access via steep, narrow stairways but most are only accessible via Betweening. Unlike dragons, which are discouraged from Betweening in a structure or from the ground, whers have no difficulties in going from Here to There regardless of launch point, especially when they can see their destination themselves.
Each individual “den” does contain an actual sleeping den-- a closed-in space rather like a masonry igloo, that the whers use as their sleeping area and place of private retreat. Only the WherMaster or the wher’s own Handler would dare trespass on a wher in its sleeping den.
Otherwise, a Handler’s den is much like the quarters of a dragonrider. On the whole, they are generally on the smaller side and there is no real difference in size between quarters assigned to metallics and those assigned to the other colors.
On either side of the dragons’ Hatching Ground entrance are a few man-made "caves" built into the cavern walls. These share the scorching heat that bakes the Hatching ground and are used for clutching golds and those greens permitted to brood their clutches.
Handlers use the Weyr’s communal bathing facilities and the whers take their baths in the pool used by dragons. Whers, not being natural swimmers, are not great fans of total immersion. A small section of the pool's bottom has been built up with sand so that the whers can stand without having to keep themselves afloat. The truth is, many Handlers wash themselves when they wash their wher-- and often, this strategy is the best option for coaxing a balky wher into the water.
The Wher Hall uses the general Weyr facilities for food prep and serving, medical care, laundry, etc. The Wher-Handlers and Initiates contribute labor and resources to the Weyr, just as all other Riders and Lower Cavern folk do.
The WherMaster and WherConsort have their own, larger quarters and both have attached offices. There is also a conference room nearby that is used for Initiate classes and any larger meetings.
Wher Hall, as a part of the Weyr, is subordinate in most logistical ways to the Weyrwoman. However, Wher Hall is a self-governing, self-directed body. Wher-Handlers answer first to the WherMaster and secondly to the WherConsort in all matters pertaining to Wher Hall and its duties.
Wher-Handlers
Males and females between the ages of 10 and 35 may be Wher-Handlers. Their duties and expected behavior varies, of course, according to age, training, experience and the age of their wher.
In general, a Wher-Handler Initiate must be healthy, with decent teeth, exhibiting no mental aberrations and of at least average intelligence. Because of the powerful, volatile nature of whers, Initiates must also exhibit strong character and a firm sense of personal efficacy and will, often known as “backbone.”
Of course, this personal powerfulness can also exhibit as stubbornness or willfulness, qualities that must be tempered with a teachable attitude and an ability to submit to authority.
An issue that Wher-Handlers must deal with more than the general population is the physical effect of living a largely nocturnal life. Sunlight in any pharmaceutical strength is hard enough to come by in this Pern’s climate, and for those who rarely see the sun at all, an adequate intake of vitamin D is literally vital.
Fish liver oil is taken liberally and frequently by those in Wher Hall. The flavor is an acquired taste at best, but the consumption of adequate amounts to bolster health is a non-negotiable duty.
In general, a Wher-Handler Initiate must be healthy, with decent teeth, exhibiting no mental aberrations and of at least average intelligence. Because of the powerful, volatile nature of whers, Initiates must also exhibit strong character and a firm sense of personal efficacy and will, often known as “backbone.”
Of course, this personal powerfulness can also exhibit as stubbornness or willfulness, qualities that must be tempered with a teachable attitude and an ability to submit to authority.
An issue that Wher-Handlers must deal with more than the general population is the physical effect of living a largely nocturnal life. Sunlight in any pharmaceutical strength is hard enough to come by in this Pern’s climate, and for those who rarely see the sun at all, an adequate intake of vitamin D is literally vital.
Fish liver oil is taken liberally and frequently by those in Wher Hall. The flavor is an acquired taste at best, but the consumption of adequate amounts to bolster health is a non-negotiable duty.
Terms of Address:
All titles are gender-neutral
WherMaster (WhM): The rider of the Senior Gold. Corresponds largely with the responsibilities and duties of a WeyrWoman.
WherConsort (WhC): the rider of the bronze or brown who mates with the Senior queen. Like the corresponding title of WeyrLeader, this rank may change with each mating.
Wher-Handler (WhH): The partner of a mature wher.
Initiate: A male or female who has been accepted into training as a potential partner for a wher.
Whelp-Handler (WpH: The partner of an immature wher.
Whelp Master (WpM): the Handlers(s) in charge of the care and training of immature whers and their Handlers.
Initiate Master (IM): The person(s) who are in charge of training and disciplining the Hall’s Initiates. While this role is always taken by a seasoned Handler, it need not be one who is elderly or otherwise unable to perform more strenuous duties. It is preferred that the position be held by someone with a real aptitude for teaching and a strong parental instinct.
WherConsort (WhC): the rider of the bronze or brown who mates with the Senior queen. Like the corresponding title of WeyrLeader, this rank may change with each mating.
Wher-Handler (WhH): The partner of a mature wher.
Initiate: A male or female who has been accepted into training as a potential partner for a wher.
Whelp-Handler (WpH: The partner of an immature wher.
Whelp Master (WpM): the Handlers(s) in charge of the care and training of immature whers and their Handlers.
Initiate Master (IM): The person(s) who are in charge of training and disciplining the Hall’s Initiates. While this role is always taken by a seasoned Handler, it need not be one who is elderly or otherwise unable to perform more strenuous duties. It is preferred that the position be held by someone with a real aptitude for teaching and a strong parental instinct.
Duties of Wher-Handlers
Herding: Protecting grazing flocks and their herdsmen against depredations by wild animals or human raiders. This comes with specialized training, as livestock have the same inborn fear of whers as they do of dragons and feral whers often prey on domesticated flocks and herds.
Guarding: Wher-Handlers are assigned to stand watch over the Halls and major Holds. This is generally considered an “honor-guard” duty assigned to Jr. golds and to bronzes. However, pairs will often be assigned to guard large fields, vineyards and orchards when these crops ripen and are being harvested.
In this game there are no unbonded, chained “watch-whers” as in the books. On this Pern, there are only Handler-bonded or feral whers. No exception.
Mining: Whers provide safety warnings for bad air and explosive gases in mines, sniff out seams of coal and ore, act as guides, do light draft-work and serve as guards for shipments to and from the mines.
Thread-fighting: A group of organized whers for Threadfall, when and if it occurs, is a Phalanx, after the dragon Wing formation that resembles it. Whers fight Thread on the ground with many of the same maneuvers and formations used by Wings, adapted for ground use. Fighting Thread on a wher is somewhat more hazardous. There is less threat from wind-blown clumps, but casualties are likely from ‘friendly fire’ and the reality that while dragons possess six ways to dodge, whers have access to only four, and many of them occupied by their phalanx mates. Like dragon pairs, wher pairs are trained to return instantly to the Wher Hall if scored or badly injured otherwise.
Communications: With their ability to go to any point on the planet within the space of a few seconds, and the ability to telepathically communicate with their Handlers, other humans and their own kind, whers are ideally suited as the “email and Fedex” of Pern. Low-level communications are ferried by young Wher-Handlers, while certain especially trustworthy Handlers may transfer sensitive information and small cargos between the major authority figures on Pern. Wher Hall took over this duty slowly over the centuries, as the population became more and more sparse and scattered (replacing the obsolete Harper Drum system), and the numbers of dragonriders dramatically diminished.
Guarding: Wher-Handlers are assigned to stand watch over the Halls and major Holds. This is generally considered an “honor-guard” duty assigned to Jr. golds and to bronzes. However, pairs will often be assigned to guard large fields, vineyards and orchards when these crops ripen and are being harvested.
In this game there are no unbonded, chained “watch-whers” as in the books. On this Pern, there are only Handler-bonded or feral whers. No exception.
Mining: Whers provide safety warnings for bad air and explosive gases in mines, sniff out seams of coal and ore, act as guides, do light draft-work and serve as guards for shipments to and from the mines.
Thread-fighting: A group of organized whers for Threadfall, when and if it occurs, is a Phalanx, after the dragon Wing formation that resembles it. Whers fight Thread on the ground with many of the same maneuvers and formations used by Wings, adapted for ground use. Fighting Thread on a wher is somewhat more hazardous. There is less threat from wind-blown clumps, but casualties are likely from ‘friendly fire’ and the reality that while dragons possess six ways to dodge, whers have access to only four, and many of them occupied by their phalanx mates. Like dragon pairs, wher pairs are trained to return instantly to the Wher Hall if scored or badly injured otherwise.
Communications: With their ability to go to any point on the planet within the space of a few seconds, and the ability to telepathically communicate with their Handlers, other humans and their own kind, whers are ideally suited as the “email and Fedex” of Pern. Low-level communications are ferried by young Wher-Handlers, while certain especially trustworthy Handlers may transfer sensitive information and small cargos between the major authority figures on Pern. Wher Hall took over this duty slowly over the centuries, as the population became more and more sparse and scattered (replacing the obsolete Harper Drum system), and the numbers of dragonriders dramatically diminished.
Wher-Handler Initiates
Anyone between the ages of 10 and 35 who wishes to be a Wher-Handler may present themselves to the Initiate Master for entrance into the Initiate program. Those who are below the age of 15 must have the permission of a parent or guardian.
Not all who apply to the program are accepted, and not all who are accepted are allowed to present themselves to an egg. For gold clutches, the dam (mother) and the dam’s Handler have decision authority over who may or may not Impress from that clutch. This decision may be amended or over-ridden by the WherMaster, but it rarely happens.
For those green clutches allowed to mature, the WherMaster decides who is best suited to Impress to the resulting whelps, and then those are presented to the mother and the eggs. The female makes the ultimate choice on whether an initiate gets an egg, and which one. This goes for green or gold.
Initiates do sometimes “wash out” of training or are removed for poor behavior. One of the more unusual, non disciplinary reasons for “washing out” is an inability to function nocturnally. All initiates are transitioned to a nocturnal schedule within two sevendays of admission to the Hall. Most people can easily reset their circadian rhythm to accommodate permanently exchanging day for night.
In some cases, however, it causes extreme physical distress and even mental distress. There is no predicting this difficulty and those who suffer from it are helped to establish themselves in some other Craft or endeavor.
In females, pregnancy is grounds for dismissal if it is not promptly reported. No pregnant female may present herself to an egg, even if previously chosen for Impression. There is mandatory pre-hatching pregnancy testing.
Fighting is strongly discouraged, though it is not always an automatic dismissal. A preference for using fists over words to settle disagreements, however, will get an Initiate bounced out of the Hall.
Wher-Handlers do tend to be aggressive and sometimes volatile personalities, but they must also possess a strong ability, and willingness, to exert self-control.
Not all who apply to the program are accepted, and not all who are accepted are allowed to present themselves to an egg. For gold clutches, the dam (mother) and the dam’s Handler have decision authority over who may or may not Impress from that clutch. This decision may be amended or over-ridden by the WherMaster, but it rarely happens.
For those green clutches allowed to mature, the WherMaster decides who is best suited to Impress to the resulting whelps, and then those are presented to the mother and the eggs. The female makes the ultimate choice on whether an initiate gets an egg, and which one. This goes for green or gold.
Initiates do sometimes “wash out” of training or are removed for poor behavior. One of the more unusual, non disciplinary reasons for “washing out” is an inability to function nocturnally. All initiates are transitioned to a nocturnal schedule within two sevendays of admission to the Hall. Most people can easily reset their circadian rhythm to accommodate permanently exchanging day for night.
In some cases, however, it causes extreme physical distress and even mental distress. There is no predicting this difficulty and those who suffer from it are helped to establish themselves in some other Craft or endeavor.
In females, pregnancy is grounds for dismissal if it is not promptly reported. No pregnant female may present herself to an egg, even if previously chosen for Impression. There is mandatory pre-hatching pregnancy testing.
Fighting is strongly discouraged, though it is not always an automatic dismissal. A preference for using fists over words to settle disagreements, however, will get an Initiate bounced out of the Hall.
Wher-Handlers do tend to be aggressive and sometimes volatile personalities, but they must also possess a strong ability, and willingness, to exert self-control.
Pre-Impression Training
Physical training, esp. balance and strength training: Bodyweight exercises to develop strength, power and agility are the main focus of physical training, although cardiovascular training and exercises that develop a keen sense of balance and spatial self awareness are almost equal concerns.
Martial arts: This is a Pernese adaptation of many styles of Terran open-hand and closed-fist fighting, but it most closely resembles krav maga in that it is a brutally practical art that focuses on quickly disarming and disabling a threat, and only minimally touches on martial arts as a means to inner peace. Training in the use of edged weapons is included.
Intro to Mining Craft Wher-handling: Whers’ first duty on Pern were to serve as aides to Miners. That tradition continues. Whers provide safety warnings in mines, do light draft-work and of course, serve as guards for shipments to and from the mines. Although it is an ancient tradition, it is also a very technical one so Initiates who show aptitude for the skills required to serve at the mines are shunted into a special education curriculum.
Equestrianism: Because Wher-Handlers are wher riders, and because bonded whers do not normally suffer anyone else to be on their backs, Initiates get their first taste of being mounted the old-fashioned way, on equines.
Initiates start out with bareback training, and if they do not Impress before their first Turn in the program, they progress to saddled riding and low jumps, often utilizing a modified steeplechase-type course.
Thread-fighting 101: Initiates receive exactly the same introductory instruction to Thread and Thread-fighting that Candidates do, with the exception of information dealing with issues relating only to flight.
Remedial Academics (if required): All Initiates must prove linguistic and mathematical literacy to what would be an eighth grade level before they are allowed to Impress.
Hall/Hold/Weyr Diplomacy and Responsibilities: Because of their close, daily ties to Holds, Halls and Mines, Wher-Handlers need to be keenly aware of their responsibilities and the network of duties, obligations, mutual respect and diplomacy that keeps Pernese society from completely unraveling into anarchy and widespread deprivation. All Initiates are given extensive training on these issues. Perhaps to a greater extent than are Candidates, as individual Wher-Handlers are far more likely to have frequent contact with a large variety of “civilians” than any non-ranking Rider in the the Weyr.
Ground-crew Training: Initiates are given Post-Fall Ground Crew training with agenothree tanks, first aid and burrow-eradication techniques. These early lessons will be expanded upon to include mounted techniques and wher-flaming after Impression.
Martial arts: This is a Pernese adaptation of many styles of Terran open-hand and closed-fist fighting, but it most closely resembles krav maga in that it is a brutally practical art that focuses on quickly disarming and disabling a threat, and only minimally touches on martial arts as a means to inner peace. Training in the use of edged weapons is included.
Intro to Mining Craft Wher-handling: Whers’ first duty on Pern were to serve as aides to Miners. That tradition continues. Whers provide safety warnings in mines, do light draft-work and of course, serve as guards for shipments to and from the mines. Although it is an ancient tradition, it is also a very technical one so Initiates who show aptitude for the skills required to serve at the mines are shunted into a special education curriculum.
Equestrianism: Because Wher-Handlers are wher riders, and because bonded whers do not normally suffer anyone else to be on their backs, Initiates get their first taste of being mounted the old-fashioned way, on equines.
Initiates start out with bareback training, and if they do not Impress before their first Turn in the program, they progress to saddled riding and low jumps, often utilizing a modified steeplechase-type course.
Thread-fighting 101: Initiates receive exactly the same introductory instruction to Thread and Thread-fighting that Candidates do, with the exception of information dealing with issues relating only to flight.
Remedial Academics (if required): All Initiates must prove linguistic and mathematical literacy to what would be an eighth grade level before they are allowed to Impress.
Hall/Hold/Weyr Diplomacy and Responsibilities: Because of their close, daily ties to Holds, Halls and Mines, Wher-Handlers need to be keenly aware of their responsibilities and the network of duties, obligations, mutual respect and diplomacy that keeps Pernese society from completely unraveling into anarchy and widespread deprivation. All Initiates are given extensive training on these issues. Perhaps to a greater extent than are Candidates, as individual Wher-Handlers are far more likely to have frequent contact with a large variety of “civilians” than any non-ranking Rider in the the Weyr.
Ground-crew Training: Initiates are given Post-Fall Ground Crew training with agenothree tanks, first aid and burrow-eradication techniques. These early lessons will be expanded upon to include mounted techniques and wher-flaming after Impression.
Impression
Unlike dragons, wher Impression is under the control of the humans overseeing the clutch. Whers do not choose their own life-mates, but Impress on whoever greets them with copious food and intense thoughts of love and acceptance the moment they free themselves from their shell.
Like dragons, whers do name themselves at hatching. All wher names end with ‘sk.’ Most whers take some part of the name of their Handler and attach the wher-suffix. John would become Johnsk or Josk. The common belief is that the more of a Handler’s name that the wher incorporates, the stronger the bond between wher and Handler, but that is not always the case. Some whers do not incorporate their Handler’s name at all, but that is quite rare.
Handlers’ names are not elided or otherwise altered. All Handlers are addressed as “Wher-Handler ‘Name’” or “ColorHandler ‘name’” . Inside the Hall, most are simply called by their names.
Unlike dragons, whers of any color may Impress to either gender. Males may Impress golds, and women may Impress bronzes and browns. It is generally assumed that a gold-riding male is effeminate and probably homosexual, but this is not always the case by far.
The same stereotypical assumptions are made about females who Impress bronzes, and somewhat less so about those riding browns.
There is no particular sexual-preference assumption attached to those who ride blues or greens, unlike those who ride the corresponding colors of dragons.
When the queen or green’s Handler is alerted that the eggs are ready to hatch, the Initiates are gathered together in the clutching area. Each Initiate is placed before the egg selected for them, separated from others by several feet all way around. Once Impression is made, the new whelp is fully fed, examined, and settled in to sleep in their new den in the WhelpHandler’s Barracks.
There is a Hatching Feast, smaller and less extravagant than that thrown for newly Impressed dragon-pairs and generally for the Wher personnel only. Once the newborn whelp is settled and deeply asleep, the new Handler may attend the festivities.
WhelpHandler training begins at sundown the next day, and continues until the whelp is fully mature, or the pair is deemed ready to graduate, for those few pairs who have training difficulties.
Like dragons, whers do name themselves at hatching. All wher names end with ‘sk.’ Most whers take some part of the name of their Handler and attach the wher-suffix. John would become Johnsk or Josk. The common belief is that the more of a Handler’s name that the wher incorporates, the stronger the bond between wher and Handler, but that is not always the case. Some whers do not incorporate their Handler’s name at all, but that is quite rare.
Handlers’ names are not elided or otherwise altered. All Handlers are addressed as “Wher-Handler ‘Name’” or “ColorHandler ‘name’” . Inside the Hall, most are simply called by their names.
Unlike dragons, whers of any color may Impress to either gender. Males may Impress golds, and women may Impress bronzes and browns. It is generally assumed that a gold-riding male is effeminate and probably homosexual, but this is not always the case by far.
The same stereotypical assumptions are made about females who Impress bronzes, and somewhat less so about those riding browns.
There is no particular sexual-preference assumption attached to those who ride blues or greens, unlike those who ride the corresponding colors of dragons.
When the queen or green’s Handler is alerted that the eggs are ready to hatch, the Initiates are gathered together in the clutching area. Each Initiate is placed before the egg selected for them, separated from others by several feet all way around. Once Impression is made, the new whelp is fully fed, examined, and settled in to sleep in their new den in the WhelpHandler’s Barracks.
There is a Hatching Feast, smaller and less extravagant than that thrown for newly Impressed dragon-pairs and generally for the Wher personnel only. Once the newborn whelp is settled and deeply asleep, the new Handler may attend the festivities.
WhelpHandler training begins at sundown the next day, and continues until the whelp is fully mature, or the pair is deemed ready to graduate, for those few pairs who have training difficulties.
Post-Impression Training
Wher Riding: WhelpHandlers spend many, many candlemarks in the saddle once their whers are able to bear their weight. They do mounted drills and also drill on foot, their whelps at heel. Overland treks, on foot and mounted, are also undertaken to condition the whelps and to familiarize the pairs with the territories they will be charged with protecting from theft, predation and Threadfall. As the whelps mature, they are also trained in maneuvers very similar to equine haute ecole “airs above the ground.” Unlike the highly stylized equine movements, for whers these quadruped gymnastics retain all of their practical purpose and are utilized as part of guard-training and during Threadfall.
Wher Care: Care of a growing whelp is much the same as caring for a weyrling dragon. Much attention is paid to hide care and digestive health, as well as enforcing early submission to the Handler’s will.
Tack Repair and Care: Unlike dragonriders, most Handlers do not make their own riding equipment, though all are trained to repair it and to maintain it. Most also learn-- unofficially-- how to tool the leather and otherwise ornament and personalize it to their taste.
Martial Arts with Wher Attack & Guard Training: Practice and training begun as an Initiate is continued, with the addition of their wher partner as defensive and offensive adjunct. Whers are trained with adaptations of skills taught in systems like K9 military dog training and schutzhund training.
Hunt training: Hunting while riding an apex pack-predator is entirely different from hunting from an equine mount or on foot, with or without hounds. Whers hunt nocturnally and with the typical pack-animal strategies, but of course under human direction.
Most bonded whers prefer to hunt in pairs at least, and Mairja, the WhM at the time of writing, insists that hunts consist of no less than three Handler-pairs, for safety’s sake.
Mine-Craft Training: Once the whelps are past ‘babyhood,’ the Mining pairs spend most of their days rotating between the different operations across Pern in a modified form of apprenticeship to seasoned Mine Handler pairs. They receive martial arts training and hunting training as well, but less intensive thread-fighting training as Handler-Pairs on the generalized training path.
Flaming and Thread-fighting Training: Other than adaptations for ground-based use, there is little to no difference between how dragon pairs and Handler pairs are trained to flame and fight Thread.
Wher Care: Care of a growing whelp is much the same as caring for a weyrling dragon. Much attention is paid to hide care and digestive health, as well as enforcing early submission to the Handler’s will.
Tack Repair and Care: Unlike dragonriders, most Handlers do not make their own riding equipment, though all are trained to repair it and to maintain it. Most also learn-- unofficially-- how to tool the leather and otherwise ornament and personalize it to their taste.
Martial Arts with Wher Attack & Guard Training: Practice and training begun as an Initiate is continued, with the addition of their wher partner as defensive and offensive adjunct. Whers are trained with adaptations of skills taught in systems like K9 military dog training and schutzhund training.
Hunt training: Hunting while riding an apex pack-predator is entirely different from hunting from an equine mount or on foot, with or without hounds. Whers hunt nocturnally and with the typical pack-animal strategies, but of course under human direction.
Most bonded whers prefer to hunt in pairs at least, and Mairja, the WhM at the time of writing, insists that hunts consist of no less than three Handler-pairs, for safety’s sake.
Mine-Craft Training: Once the whelps are past ‘babyhood,’ the Mining pairs spend most of their days rotating between the different operations across Pern in a modified form of apprenticeship to seasoned Mine Handler pairs. They receive martial arts training and hunting training as well, but less intensive thread-fighting training as Handler-Pairs on the generalized training path.
Flaming and Thread-fighting Training: Other than adaptations for ground-based use, there is little to no difference between how dragon pairs and Handler pairs are trained to flame and fight Thread.
Rank Structure of Mature Handlers
Distribution of golds and how they subordinate to WhM and Sr. Gold: The Senior Gold is the only gold wher sure to be in constant residence at Wher Hall. She is not, however, the only gold on Pern. Because of the more intense territoriality of golds, her mature daughters and golds of other bloodlines are distributed across the planet. These golds serve as “honor guards” at major Holds, and also as ‘supervisors’ in territories watched over by Handler-pairs guarding assets or working in the Mines.
Regardless of where they are stationed, all golds remain subordinate to the Senior Pair, and any orders given by a Junior gold can be vetoed by the Sr. Gold. All whers give first obedience to the Sr. gold, and where orders do not conflict with the Sr. Gold, then give second obedience to the Jr. Golds.
All mating runs and clutches (of both golds and greens) take place at the Wher Hall, and all hatches and Impressions take place there as well. Partners of female whers know their bond-mates well enough to get them back to the Hall in time. There are NO in-character exceptions to this rule, and NO exceptions will be granted by OOC request.
The in-character reason for this rule is to maintain vigilance over the breeding, clutching, Impression and training of whers and Wher-Handlers. This is the same reason that dragons only breed, mate, clutch, hatch, and Impress at Weyrs under the Weyrleadership’s watchful care.
In the event of the loss of the WherMaster or Senior Gold to death or incapacity, the next gold to have a mating run becomes Sr. Gold and her partner becomes WherMaster. In these momentous chases, all males are allowed to take part, and the partner of the winning male becomes WherConsort.
Because of this process, “Senior Gold” may not necessarily indicate greater age. A very young gold may become Senior over those many Turns older, due to the ‘luck of the draw’ in becoming proddy first when the Sr. Gold is removed.
Implicit in this process is the Wher Hall’s belief that any Initiate who is worthy to Impress gold is also worthy (and has had the proper training required) to step into the ultimate leadership position at any moment.
OOC, this process will be determined by the BoD when it becomes necessary.
Regardless of where they are stationed, all golds remain subordinate to the Senior Pair, and any orders given by a Junior gold can be vetoed by the Sr. Gold. All whers give first obedience to the Sr. gold, and where orders do not conflict with the Sr. Gold, then give second obedience to the Jr. Golds.
All mating runs and clutches (of both golds and greens) take place at the Wher Hall, and all hatches and Impressions take place there as well. Partners of female whers know their bond-mates well enough to get them back to the Hall in time. There are NO in-character exceptions to this rule, and NO exceptions will be granted by OOC request.
The in-character reason for this rule is to maintain vigilance over the breeding, clutching, Impression and training of whers and Wher-Handlers. This is the same reason that dragons only breed, mate, clutch, hatch, and Impress at Weyrs under the Weyrleadership’s watchful care.
In the event of the loss of the WherMaster or Senior Gold to death or incapacity, the next gold to have a mating run becomes Sr. Gold and her partner becomes WherMaster. In these momentous chases, all males are allowed to take part, and the partner of the winning male becomes WherConsort.
Because of this process, “Senior Gold” may not necessarily indicate greater age. A very young gold may become Senior over those many Turns older, due to the ‘luck of the draw’ in becoming proddy first when the Sr. Gold is removed.
Implicit in this process is the Wher Hall’s belief that any Initiate who is worthy to Impress gold is also worthy (and has had the proper training required) to step into the ultimate leadership position at any moment.
OOC, this process will be determined by the BoD when it becomes necessary.
Duties of the Ranking Handlers
Duties of WherMaster:
Gold Mairjask (10) of Whermaster Mairja - Wher Hall
Duties of WherConsort:
Bronze Aramask (10) of WherConsort Karaman - Wherhall
Duties of Jr. Golds:
Gold Aminsk (15) of Goldhandler Samina - Minecraft Hall
Gold Figusk (23) of Goldhandler Figula- New Fort Hold
Gold Disk (44) of Goldhandler Diadre - Desert Plains Hold
Gold Mairjask (10) of Whermaster Mairja - Wher Hall
- Stationing wher-pairs around Pern
- Overseeing clutches, culls, and Hatchings
- Diplomatic relations with the other “factions”
- Overseeing induction of Initiates and selection for Impressions.
- Overseeing Wher-healers
Duties of WherConsort:
Bronze Aramask (10) of WherConsort Karaman - Wherhall
- Overseeing training of whelps under the Whelp Master
- Leading Thread Drills and ‘Fall
- Continuing training of mature whers in specialized fields
- Overseeing and settling disputes between Handlers
- Diplomatic relations with the other “factions”
Duties of Jr. Golds:
Gold Aminsk (15) of Goldhandler Samina - Minecraft Hall
Gold Figusk (23) of Goldhandler Figula- New Fort Hold
Gold Disk (44) of Goldhandler Diadre - Desert Plains Hold
- Determined by station
- Helping train the young whelps and newly matured pairs in adjusting to their stations
- Keeping the WhM and WhC apprised of situations in Hold and Hall
- Posting guards and otherwise allocating tasks to the pairs under their jurisdiction
- Diplomatic communications with their stations, especially the Holds
Biology and Psychology of Whers
Breeding: Whers mate by way of a Run, which is the ground-based version of a Flight. It serves the same purpose in both species, to raise the body temperature to a point that heightens fertility, and to help ensure that only the most fit individual inseminates the forming eggs.
Unlike dragons, wher-breeding is under human control and that control is used for the purposes of improving each bloodline and creating judicious out-crosses to keep genetic diversity as high as possible in bonded whers.
Of course, with the ability to Between, no one could prevent a particular wher from taking part in a mating chase, if he was determined to do so. However, by the point of sexual maturity, Handlers have developed the high level of control over their partners necessary to ensure obedience even in these most primal of urges.
That’s not to say the frustrated wher is going to be at all happy about the situation, and it’s wise to steer clear of the testy Handler till the Chase is over and done, as well!
Unlike dragons, the neoteny of whers will allow a proddy Junior Gold to chase without provoking aggression in the Sr. gold or other Jr. golds, so long as the other golds are not also proddy. If two golds (or two greens) go proddy at once, they are strictly separated and one Chase is relocated to somewhere far enough from the Hall to prevent the Chases crossing paths. Whers never Between during a Chase.
There is no conflict between a proddy gold and a proddy green at the same time, because the presence of the proddy gold will temporarily suspend the mating readiness of the green.
The impregnated gold or green will be allowed to return to non-hazardous duties, but will be returned to the Hall for clutching and subsequent Impressions. There is NO exception to this rule, IC or OOC.
Whers gestate for four months, and then their eggs are clutched and brooded for about four weeks. From the beginning of the fifth week of brooding to the middle of the sixth is the average time range for a normal Hatching.
Effects of Wher-Runs on Humans: Unlike a gold dragon-flight, the only people affected by the sensual fallout of a wher-run are those who have whers in the chase. That doesn’t mean, however, that others might not take a gold-run as an excuse for a good ol’ raucous party.
Because following the nocturnal chase on horseback would be far too hazardous, wher Handlers participate in much the same way Terran coon hunters participate in their hounds’ hunt.
Wher-Handlers sit by a bonfire, drink copious amounts of alcohol and follow the distant action by the distinctive bellowing of their partners.
The partner of the winner of the chase does tend to wind up the night in carnal relations with the partner of the gold or green. Even this is not an absolute, however. Only the chases of the Senior gold have lasting consequences and/or ties for the Handlers, barring an unexpected human pregnancy.
Husbandry of Wher Matings: Green clutches are where human intervention for animal husbandry comes into most obvious play. A gravid green will have some or all of her eggs collected by the WhM and destroyed immediately after clutching, as there is no way to give contraceptives to a green. The majority of green clutches will be culled to some extent. Culled eggs will be fed to the Weyr’s hogs.
It may seem cruel, but this keeps the population of whers stable, genetically sound and matched to both needs of the people and to the resources available.
As green whers do not tend to be diligent mothers at the best of times, the destruction of her clutch doesn’t cause undue distress to the wher, nor does it trigger any sort of “reaction proddiness.” With green wher eggs, it’s largely out of sight, out of mind for the wher.
Even golds are not immune to manipulation of their reproduction. If a gold has a fault of temperament or conformation (ie: Mairjask’s burly “bull-gold” physique) then the bronzes and browns allowed to take part in her chase will be those whose virtues would tend to cancel out the dam’s fault.
Chasers are also selected with an eye to keeping the bloodlines as diverse and fresh as is possible. Draconics do not show the ill-effects of inbreeding as quickly as mammals do, but undesirable and dangerous recessive genes lurk in all species. Inbreeding concentrates these recessives in a population and increases the chances of offspring not receiving the opposing protective dominant gene.
Neoteny of Whers: Neoteny is the retention of juvenile features in the adult animal. These features can be physical or behavioral. In whers, neoteny is triggered by the Impression process and the resulting Bond These traits include a willingness to obey and be trained by a human Handler, a need for affection and companionship with their Handler and to a lesser extent, their own kind, complete submission to the Senior gold (and strong submission to any gold in the lesser colors), and retention of the whelphood pack mentality that allows these otherwise solitary, fiercely territorial creatures to live communally and cooperate.
Because neoteny in whers is triggered by Impression, this is the reason why unbonded whers go feral-- their original programming takes over in the absence of the dampening effect of bonding, much as a dominant gene will suppress expression of a recessive one.
Reaction to Death of Handler or Bonded Wher: Although the bond between Handler and wher is as intimate as that between Rider and dragon, it is not as all-absorbing. Whers do not become an inextricable part of their Rider’s psyche as do dragons.
If a bonded wher should die, the Handler will be deeply grief-stricken but will not go mad or suicide at any greater rate than the average person who is faced with the loss of a loved one.
Bereaved Handlers who are below age 35 at the time of their wher’s death may re-Impress. This is entirely up to the former Handler and there is no stigma attached to those who decide not to take on another life-mate.
Bonded whers who lose their life-mates rarely suicide. Those rare few who do suicide die as dragons do, Betweening into nothingness. A very rare few may pine themselves to death, refusing food and water. Both of these extreme reactions occur only in immature whers.
Most bereft whers simply go feral, running off into the wilds and refusing any further contact with humanity. A good percentage however, choose to re-bond with another human. Often this ‘replacement Handler’ is someone who was close to their deceased Handler. In these cases, the person the wher bonds with may be older than the age of eligibility for Impression.
Unlike dragons, wher-breeding is under human control and that control is used for the purposes of improving each bloodline and creating judicious out-crosses to keep genetic diversity as high as possible in bonded whers.
Of course, with the ability to Between, no one could prevent a particular wher from taking part in a mating chase, if he was determined to do so. However, by the point of sexual maturity, Handlers have developed the high level of control over their partners necessary to ensure obedience even in these most primal of urges.
That’s not to say the frustrated wher is going to be at all happy about the situation, and it’s wise to steer clear of the testy Handler till the Chase is over and done, as well!
Unlike dragons, the neoteny of whers will allow a proddy Junior Gold to chase without provoking aggression in the Sr. gold or other Jr. golds, so long as the other golds are not also proddy. If two golds (or two greens) go proddy at once, they are strictly separated and one Chase is relocated to somewhere far enough from the Hall to prevent the Chases crossing paths. Whers never Between during a Chase.
There is no conflict between a proddy gold and a proddy green at the same time, because the presence of the proddy gold will temporarily suspend the mating readiness of the green.
The impregnated gold or green will be allowed to return to non-hazardous duties, but will be returned to the Hall for clutching and subsequent Impressions. There is NO exception to this rule, IC or OOC.
Whers gestate for four months, and then their eggs are clutched and brooded for about four weeks. From the beginning of the fifth week of brooding to the middle of the sixth is the average time range for a normal Hatching.
Effects of Wher-Runs on Humans: Unlike a gold dragon-flight, the only people affected by the sensual fallout of a wher-run are those who have whers in the chase. That doesn’t mean, however, that others might not take a gold-run as an excuse for a good ol’ raucous party.
Because following the nocturnal chase on horseback would be far too hazardous, wher Handlers participate in much the same way Terran coon hunters participate in their hounds’ hunt.
Wher-Handlers sit by a bonfire, drink copious amounts of alcohol and follow the distant action by the distinctive bellowing of their partners.
The partner of the winner of the chase does tend to wind up the night in carnal relations with the partner of the gold or green. Even this is not an absolute, however. Only the chases of the Senior gold have lasting consequences and/or ties for the Handlers, barring an unexpected human pregnancy.
Husbandry of Wher Matings: Green clutches are where human intervention for animal husbandry comes into most obvious play. A gravid green will have some or all of her eggs collected by the WhM and destroyed immediately after clutching, as there is no way to give contraceptives to a green. The majority of green clutches will be culled to some extent. Culled eggs will be fed to the Weyr’s hogs.
It may seem cruel, but this keeps the population of whers stable, genetically sound and matched to both needs of the people and to the resources available.
As green whers do not tend to be diligent mothers at the best of times, the destruction of her clutch doesn’t cause undue distress to the wher, nor does it trigger any sort of “reaction proddiness.” With green wher eggs, it’s largely out of sight, out of mind for the wher.
Even golds are not immune to manipulation of their reproduction. If a gold has a fault of temperament or conformation (ie: Mairjask’s burly “bull-gold” physique) then the bronzes and browns allowed to take part in her chase will be those whose virtues would tend to cancel out the dam’s fault.
Chasers are also selected with an eye to keeping the bloodlines as diverse and fresh as is possible. Draconics do not show the ill-effects of inbreeding as quickly as mammals do, but undesirable and dangerous recessive genes lurk in all species. Inbreeding concentrates these recessives in a population and increases the chances of offspring not receiving the opposing protective dominant gene.
Neoteny of Whers: Neoteny is the retention of juvenile features in the adult animal. These features can be physical or behavioral. In whers, neoteny is triggered by the Impression process and the resulting Bond These traits include a willingness to obey and be trained by a human Handler, a need for affection and companionship with their Handler and to a lesser extent, their own kind, complete submission to the Senior gold (and strong submission to any gold in the lesser colors), and retention of the whelphood pack mentality that allows these otherwise solitary, fiercely territorial creatures to live communally and cooperate.
Because neoteny in whers is triggered by Impression, this is the reason why unbonded whers go feral-- their original programming takes over in the absence of the dampening effect of bonding, much as a dominant gene will suppress expression of a recessive one.
Reaction to Death of Handler or Bonded Wher: Although the bond between Handler and wher is as intimate as that between Rider and dragon, it is not as all-absorbing. Whers do not become an inextricable part of their Rider’s psyche as do dragons.
If a bonded wher should die, the Handler will be deeply grief-stricken but will not go mad or suicide at any greater rate than the average person who is faced with the loss of a loved one.
Bereaved Handlers who are below age 35 at the time of their wher’s death may re-Impress. This is entirely up to the former Handler and there is no stigma attached to those who decide not to take on another life-mate.
Bonded whers who lose their life-mates rarely suicide. Those rare few who do suicide die as dragons do, Betweening into nothingness. A very rare few may pine themselves to death, refusing food and water. Both of these extreme reactions occur only in immature whers.
Most bereft whers simply go feral, running off into the wilds and refusing any further contact with humanity. A good percentage however, choose to re-bond with another human. Often this ‘replacement Handler’ is someone who was close to their deceased Handler. In these cases, the person the wher bonds with may be older than the age of eligibility for Impression.
Betweening
Whers Between the same way dragons do, and for the same “three coughs” duration. Like dragons, they need a strong visualization to safely make the jump. Whers are more like firelizards however, in that they are able to Between on their own and it is not a skill that must be taught, only refined and put to human use. Unlike firelizards, they cannot Between from birth, but only after they are about half-matured.
Whers Between from the ground, unlike dragons who must be in flight. Whers can also Between into and out of enclosed spaces (with proper visualization) which dragons are strongly discouraged from attempting.
Closely repeated skips Between are tiring for whers, so even though they are able to Between on their own, most prefer regular locomotion to popping about here, there and everywhere on a whim or from laziness. The tiring effect may be related to their ability to safely Between without being in mid-air.
Whers Between from the ground, unlike dragons who must be in flight. Whers can also Between into and out of enclosed spaces (with proper visualization) which dragons are strongly discouraged from attempting.
Closely repeated skips Between are tiring for whers, so even though they are able to Between on their own, most prefer regular locomotion to popping about here, there and everywhere on a whim or from laziness. The tiring effect may be related to their ability to safely Between without being in mid-air.
The Conflicts Between Holder, Dragonrider, and Wher-Handler
The relationship between the Holds, the Dragonriders, and the Wherfolk of Pern is stressed. With the Riders raiding, feral whers killing off people and stock, and the Holders withholding proper tithe, the tension grows day-by-day. While Dragonriders and Wher-Handlers are still allowed to frequent Gathers, the holders generally view them with contempt and suspicion that borders on malice.
Things between the Wherfolk and Weyrfolk are strained too. The Dragonfolk are resentful of the Wher Hall "leeching" their resources. The Wherfolk believe they are just as capable of fighting the Thread that may or may not come as a Dragon, and safer due to being ground bound. These two things cause strife to bubble just beneath the surface between the two factions.
Thread has not fallen yet, a point which is in great contention between the three, and even within each faction. Though the Holds predominantly believe that it is still too cold for Thread to Fall, the Weyr and Wher Hall predominantly believe in Thread’s return, that it will fall again, and that, however sporadic, the Dragonriders and the Wher-Handlers need to be READY for it.
Things between the Wherfolk and Weyrfolk are strained too. The Dragonfolk are resentful of the Wher Hall "leeching" their resources. The Wherfolk believe they are just as capable of fighting the Thread that may or may not come as a Dragon, and safer due to being ground bound. These two things cause strife to bubble just beneath the surface between the two factions.
Thread has not fallen yet, a point which is in great contention between the three, and even within each faction. Though the Holds predominantly believe that it is still too cold for Thread to Fall, the Weyr and Wher Hall predominantly believe in Thread’s return, that it will fall again, and that, however sporadic, the Dragonriders and the Wher-Handlers need to be READY for it.