Canon

Can the average character afford a runner? (They're expensive.) How long does it take to travel from Honshu Weyr to Southern Hold by foot? (It's a very dangerous trip. About 10.5 sevendays.) Will the Weyrleaders approve of those six golden earrings in your left ear lobe? (No, metal is very rare on Pern, and multiple piercings dangerous.) One of the very first things a new player is required to do upon logging in to SouCon is to read what is and is not canonical for the world of Pern. These rules play an integral part in ensuring that we all feel we're playing in the same world.

This policy section is under development and will more than likely be modified in the future, so check back frequently for updates. SouCon is a place where we attempt to recreate Anne McCaffrey's World of Pern as closely as possible. However, a few things are different than in the books, this makes the game more playable and consistent. Area leaders are generally experts in their fields, and if you do have a question they would be happy to answer it. Please be sure to read the entirety of this file. It is important!

If you have any questions, the Wizards are the final authority on what is or is not canon on SouCon. If there is something you think is canon that should not be canon or vice versa, please +mail the Wizards.

Age

Within Pernese society individuals are considered to be young adults at the age of thirteen. This is when they are expected to make decisions about what to do with their lives, and while it’s not unusual to continue taking Harper lessons and studying, most do not. They also may marry considerably younger than is acceptable to our current society.

Pernese generally live well into their eightieth decade. Occasionally someone will live until one hundred Turns of age, but it is unusual. As a consequence, most Pernese retire from active duty, whether Craft, Hold or Weyr, around sixty-five or seventy Turns of age. Generally the principal Holders maintain their position until death, but they may step down for health or other reasons.

Senior Weyrwomen, whose rank is linked to the sexual reproduction of their dragon, are asked to retire when the character is between 55-60. Likewise Junior Weyrwomen should also retire when their character falls within that age range.

Animals

Felines (cats) and Canines (dogs) are the most common animals on Pern, they are no more clever than they are on Earth today. Runnerbeasts (similar to horses) are reasonably common, though a good runner, and especially the thoroughbreds, are expensive, and not available for the general population. ICly, we have managed to stop the invasion of Ferrets from the North Continent to the South, and OOCly we do not allow Ferrets at all on SouCon.

Areas

A number of Holds and Weyrs exist on SouCon that did not exist in the books. For a full listing of these, please look at '+mapindex' and NEWS WEYR COVERAGE. Additionally, please note no ranking NPCs are allowed in backgrounds without prior approval of the appropriate council. Please see NEWS NPCS for more details.

In the past Eastern Weyr was an open Roleplaying area on SouCon. However, SouCon has been requested to not utilize Eastern Weyr in any shape or form. Players who have this information in backgrounds or in NPCs will be asked to change the information to Southern Barrier Weyr (what was previously Eastern Weyr on SouCon), or Monaco Weyr (Eastern Weyr in the books).

Likewise, backgrounds that include Benden Weyr or Ruatha Hold should not be used as per Ms. McCaffreys request.

Clothing

Although Pernese clothing is considered medieval in appearance by many it has a few distinctive differences. Silk does not exist on Pern, in any shape or form, and it’s unlikely any has survived from Landing. However, sisal is similar in appearance and texture to this material.

Many Pernese clothe themselves in leather goods, particularly Dragonriders. It is not unusual to see them wearing leather trousers, jackets, helmets and boots should the weather permit. A common cloth, similar to denim but not the identical, is made for working clothes. Woolen sweaters are common in the colder areas, as are fur-lined cloth garments.

There are no zippers. Instead clothing items close with button flaps, drawstrings or a two-sided substance like Velcro.

There no kilts on Pern, no confederate style shirts, cheerleader uniforms or similar kinds of clothing that are found in modern society.

Dragons

Pernese Dragons can only be the following colors, any other color will not be allowed: Gold, Bronze, Brown, Blue and Green. Because of Dragon blood, ichor, some colors do not exist, for example silver. Red and black are rare, and should be used only as *highlights*. Also note that Anne has determined there will be no other white Dragons and no white *in* Dragon descriptions. Additionally, gray and pale colors are a sign of old age and ill health.

No Dragon would dream of disobeying the senior queen, and a gold will only follow a bronze during Threadfall. At all other times, the golds are the 'ranking' Dragons, followed by Bronze, then Brown, Blue and finally Green.

Green Dragons rise to mate approximately once a month once they reach maturity at the age of 1 turn 6 months. They do not have clutches. Gold Dragons rise approximately two times a turn from the age of three turns. Gold eggs result only from a gold-bronze pairing.

When Anne first conceptualized dragons she misunderstood the conversion between a foot and a meter. To correct this imbalance, and yet keep the standard measurements that everyone knows about the same i.e. 20-25 for a green, 25-30 for a blue etc., we have renamed the unit of measurement to a 'dragonfoot', which is approximately two standard feet. This takes into consideration all terms of measurement in the books such as the height of Ramoth's eye being that of Lessa's height. Please see the Webpage for more comparisons.

The ability to hear all Dragons is an ability the Wizards believe is rare. If you wish to play a character with this ability, you need to send +mail to both the Wizards and Weyr Council, asking for permission, and outlining your character background. Permission is, however, unlikely.

Dyes

Dyes and paints are made by the WeaverCraft, and are extracted from natural plants, shellfish, minerals and stones, found on Pern. Their primary purpose of course is to dye threads or fabric, but a collaboration project with the HealerCraft has found that one of them can be used to dye hair. This plant, which for want of a better name, is called Henna, and has the same effects as the Terran Henna in that it will color gray and blonde hair easily, and will add some gloss and a slight color change to brunettes. It does not have any effect on those with black hair. It is expensive, and as such is generally restricted to Lady Holders who wish to retain a youthful look.

Other color dyes that the WeaverCraft produce are not recommended for bodily use, because some severe reactions to the dye can result and again, they are expensive. However, if used, please bear in mind the following:

No dye will produce black hair, or will color black hair.
Bleach does not exist on Pern. Bleaching hair is not possible.
No dye will add more than a tinge of color to brunettes.
Dyes that color gray and blonde hair will wash out in a few days.

Dyes react with the sun, and therefore unexpected and often drastic results can become evident, such as hair falling out, breaking off, etc. Your skin, especially your hands, will also be tinted by whatever dye you use, but again it will wash out in a few days. The sun(s) do provide a minor bleaching effect, however, in hair it may lighten it a shade only, it will also fade clothing, but not to the point of whiteness. On Earth, bones take decades to become pure white in the sun.

It is important to remember that the Pernese do not believe in tattoos, and so the concept of using dyes for this purpose will never appeal to them.

Additionally, it is impossible to dye a Dragon's hide. The hide is impervious to all but a few substances, such as Numbweed. Furthermore, there would never be enough paint available to cover a Dragon's hide.

Food coloring/dye does NOT exist on Pern.

Fellis

Fellis is an extremely strong drug, and as such should always be used with caution. It is *not* used for minor injuries and aches or in any situation where a lesser remedy is sufficient. Fellis juice is *extremely* addictive, and its chronic use should be limited to terminally ill patients. Only Headwomen, Healer Journeymen and Masters, Holders, Weyrwomen, and CraftMasters, have the key to Fellis containing cabinets, and only those people are authorized to administer it.

Firelizards

Firelizards are not incredibly intelligent. They do what is asked, if they feel like it, and respond mainly to emotions. They cannot think in words, nor in concepts. They can, and do flame, if they have ingested firestone, but would be unlikely to be able to protect a Hold, or even a traveling wagon, from Thread. All Firelizards can rise to mate from the age of one turn. Green Firelizards cannot clutch a gold. Gold Firelizards flown by a brown cannot clutch a gold.

Firelizard numbers are restricted on SouCon MUSH. Furthermore, we have a tracking database ('+help fl' for more information) that allows players to see which Firelizard belongs to whom.

For more information on Firelizards see NEWS FIRELIZARD and NEWS FIRELIZARD CLUTCHES.

Health

Due to the level of genetic engineering that was available to the colonists, all genetic defects were eradicated. While it may be possible for such defects to have been re-introduced over time, please clear with the Wizards any background that may include such defects (for example: deaf, mute, blind, MS and cerebral palsy.). Characters who wish to be disabled as a result of a traumatic injury may do so without permission. Do be aware though that such illnesses will exclude you from search, and may influence where you live, i.e. it would be rare for a blind person to live in a dangerous place like a Weyr, Smithy etc. Serious injuries should be cleared through the Wizards.

Twins are considered rare on Pern, and are hardly ever born healthy. Twins require constant healer supervision and treatment through their initial months, generally due to our level of medical technology in comparison with their birth weights. Characters seeking to give birth to twins need to seek the approval of a Master Healer or the Wizards. Triplets are not permitted on SouCon MUSH, with the following caveat: a minimum of one child will be lost if a character chooses to give birth to triplets, quite possibly two. This number and approval of such are at a Master Healer and Wizards discretion.

The disease (see NEWS DISEASE) hit approximately 11 Turns ago (Turn 190 of the Interval) and rampaged for about a Turn. Therefore, if your Character is over this age you would've been alive when the disease hit.

Having the disease and surviving was a rare occurrence. If you had the disease and survived you would've undergone numerous tests from the Healers, including having blood extracted for vaccination testing. Characters who wish to Roleplay having had the disease need to have this background approved by the Wizards.

Overall, including those who did not seem to suffer from Nemar's Disease, survival was optimum during the teenage Turns. Survival of characters younger than ten or older than thirty rare, particularly in those who contracted the disease.

Honorifics

Only male riders may use an honorific, ie Niall would become N'all. Female riders may not use honorifics or contractions of their names with or without the apostrophe. They may, however, choose to abbreviate their names. For example, Marissa would become Mari. Maria would be unacceptable.

It is up to the individual Weyrs whether or not female candidates +mail the Weyrleaders to inform them of a desired name change should they Impress. It is strongly encouraged they do so, however. In order to enforce this, a Wizard may question a rider if she or he feels the their name change doesn't follow the guidelines of game canon. It is not the changing of the name that raises a concern, it is the timing. The Wizards of this game feel the rider chooses the name, not the Dragon.

Piercings

Due to the lack of sanitary conditions on Pern body piercings are not possible and are not canon on this game (there is no rubbing alcohol). The only piercings that are allowed are ear piercings. Multiple piercings on the same ear are not possible due to the danger involved in piercing areas of the ear other than the lobes themselves. The overall level of vanity of the Pernese people is expressed in clothing and not something as frivolous as body piercings, especially given the rarity of metals. If you do have body piercings in your description, you will be asked to remove the description item, no scars from the piercing will be allowed should such a request be made.

 

Rank

Rank is an integrated part of Pernese society. Very few people would argue with a Lord & Lady Holder; Weyrleader & Weyrwoman; CraftMaster & CraftSecond, and most would follow orders from any one of them. In their individual areas, familiarity might breed a more relaxed atmosphere, but on entering a new area you should not assume this. When Roleplaying with persons of rank be aware that being insolent and disrespectful, unless you have already otherwise agreed OOCly with them, will get you IC actions that are not always favorable. Treat them with respect. Saying 'you have to *earn* my respect' is completely OOC since the Pernese are raised from birth to respect rank.

Riders

Female riders, of any other color but gold, are rare in the books. We have chosen however to extend this to allow females to impress any color but bronze. Brown and blue impressions are, though, rare. For more information see NEWS WEYR MISC. Males are allowed to impress any color but gold. Gold and bronze riders are strictly heterosexual. The only circumstance this may be altered is in flights where the riders have no say, and the Dragons drive the emotions.

 

Swords

Metals are rare on Pern, and the populace is governed in such a way that they must cooperative in order to survive. Therefore, physical confrontations of a large scale are rare, and generally the only weapon most people carry is a belt-knife, used primarily for eating. Holds do have a limited supply of heavier weapons, such as swords, but these are generally kept under lock and key, used only on state occasions. Guards tend, therefore, to be burly, and deal with any problems with sheer physical mass.

Travel

Travel on the Southern Continent is not comparable at all to travel in RL. There are a number of dangers to consider. The first is Thread, which will eat through anything organic. The second is the jungle: it grows exceptionally fast and often overgrows the few trails that are cut. Thirdly, there is the matter of wild felines, which are known to attack humans or animals if alone. Finally, the seas are not easy sailing and are often left to those with sailing experience.

For approximate times to travel to various places, please see NEWS TRAVEL.