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Guest Info Plot & Events

Current Month
8.2590 A.R.
9th Interval

Southern Winds has plotted events roughly every 4 or 5 OOC days. This means our story is ever evolving and Southern Winds is changing. Events for the current month are listed here, once you've registered for an account.

Our roleplay time is pretty fluid. We allow you to play anything that may have happened in the past, but not in the future, as events that may affect the entire weyr may ruin futuristic plots.

We list Flights, Clutches, and Hatchings for both Dragons and Flits here, as well as whers.  There are Candidate events and classes and Crafter plots. A little bit of something for everyone.

See previous events here!

Feel free to say hello, guesties! Registered members can request a colored name here.

this holds no IC consequence and is only for fun.

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Hello and Welcome!

http://southernwindsweyr.net/Images/news icon copy.png We are a mature, 9th Interval AU Pern. We've destroyed almost the entire planet in a catastrophic event. While we feature 2 new mutations, we stick pretty close to canon. We've Ranks, roles, and positions for just about anyone who wants to get involved, with a relaxed community. Play and post at your own pace. Swing by and say hello!

Southern Winds uses a subaccount system to distinguish between Players and their Characters. So REGISTER with your Player Account Name and the admin will assign you your Character Subaccount once your character is approved!

Southern Winds is a Mature Roleplay. This means we allow for sexual, violent content that would be found in a struggling, 9th Interval Pern. Sex is common place in the Weyr and terrible deaths are no stranger here. As such, our players should be 18+. These themes are to be handled maturely at all times.

Southern Winds Weyr

In the Beginning

No New Posts Weyr and Land Information

Since Southern Winds Weyr isn't on the northern continent, new information and data has been kept on this Weyr and the small continent it protects. Also, the shift in climate and some strange mutation has altered some of the Dragons. You'll find all the general information and reading to get into the setting here.

79 Posts
62 Topics

Last post by Southern Records
in Pre-SWW Events Guide
on October 05, 2017, 01:44:01 PM

No New Posts Announcements & Events

Information, news, and events are listed within. The OOC threads for our current events are listed here too. Please check in the Events with your Player Account if you're unable to participate with your characters.

2304 Posts
229 Topics

Last post by Spiffy
in Re: [ 34.10.2590 ] Alles...
on November 20, 2017, 09:44:14 PM

No New Posts OOC Hang Out

For anything that's not pertaining to Southern Winds In Character. Games, spam topics, and all them goodies. Also contains the Q&A board Should members or guests have questions.

1090 Posts
100 Topics

Last post by SirAlahn
in Re: oh holidays
on November 20, 2017, 11:06:36 AM

No New Posts Adverts

Advertise with Southern Winds. This be the only place for such things. [ Guest posting enabled! ]

+ Affiliate Request

493 Posts
482 Topics

Last post by Misha
on November 21, 2017, 09:55:19 PM

Character Information

No New Posts Character Creation

All the ins and outs of the submission process - the applications, the approved, the adoptable, and the graveyard. Please do not post your character WIPs here. Once finished, repost your completed apps in this board.

782 Posts
183 Topics

Last post by Southern Records
in Re: E'dan [15.05.2566] B...
on October 26, 2017, 06:07:49 PM

No New Posts Journals

A place to keep track of your wanted ads, threads, character WIPs, budding ideas, and anything else you might need. Your own space. Please post your character WIPs here.

1893 Posts
362 Topics

Last post by CatTiff
in Re: CatTiff's WHIPS
on November 17, 2017, 06:06:41 PM

No New Posts Plot and Scheme

Have an idea? Want someone to join it? Suggest plots and ideas here, whether they only affect one character or the whole Weyr. Thread ideas, plot proposals, and all that joy.

+ Looking for Threads?+ Optional Plotter Code

812 Posts
66 Topics

Last post by Drewliet
in Re: Drewliet's (actual) ...
on November 12, 2017, 04:36:54 PM

Southern Winds Weyr

No New Posts Weyr Bowl

At the bottom of the inactive volcano that makes up Southern Winds Weyr rests the Weyrbowl. Within you can find the holding area for herdbeasts, a cove cut into the side of the mountain that opens to the ocean and a sandy beach, the Starstones, the Ledges for the dragons, and finally a small grassy field that can be used for just about anything.
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A part of the mountain that faces the Ocean is cut away and has created a wonderful cove. The actual passageway for the water is relatively narrow though deep enough for boats to pass through. The mountain rises up on both sides of the pass to protect the Bowl and the Cove from the often thunderous storms, so the cove is almost always peaceful. Sandy beaches and crystal clear blue water finish the picture.

This large open space can be used for just about anything. Races for those who can claim a Runnerbeast happen here as well as friendly meetings. Exercise is best taken here or on the beach, as it affords lots of room to move about.

The Ledges are a place for the Dragons to rest and sun themselves, as well as meet and speak to other dragons. A hierarchy is normally established as the larger, more aggressive dragons take the bigger ledges. Dragons also come here to socialize, so it isn't uncommon to see more then one color on a larger ledge.

Also known as the feeding pens, though it does hold some runnerbeasts that survived the transition from the Northern Continent. They are relatively rare and so aren't consumed by the Dragons. The Herd beasts take up a large amount of the bowl for grazing. Set off to the side of the Holding Pens is a small stable and barn for the Runnerbeasts.

The training field is right along side the grassy meadow and will often include it. This is the area where the Wings meet for training and practice, and weyrlings will come out with their dragons for practice.

The surviving farmers from the now destroyed Craft Hall have claimed a small portion of the Weyrbowl in an attempt to re-cultivate crops.

602 Posts
61 Topics

Last post by Vironethian
in Re: In Competition with ...
on November 20, 2017, 12:03:31 AM

No New Posts Rider Weyrs

The Weyrs decorate the tall side of the mountain that faces in towards the island. They are caves that become impromptu homes. Most of the Weyrs can't be accessed by foot. However, some of the lower leveled Weyr have doors but aren't used that often. The Weyrs are sparsely furnished, with a bed and some pegs to hang clothing and riding gear.

468 Posts
46 Topics

Last post by M'lan
in Discussion with ones Dra...
on November 16, 2017, 06:48:23 PM

No New Posts Deep Cave System

Within the large mountain that holds Southern Winds Weyr is a wondrous cave system that is used for all sorts of things from the inner workings of the Weyr, Storage, and Crafting cave to the more secretive tunnels and passageways. There is also a spring fed set of pools the Riders and weyrfolk use as bathing springs, separated by gender. Could get dangerous, depending on where one would go and how deep into the rough tunnels you're willing to explore. There are all manner of vermin that can be found in the tunnel. Those brave enough can find a peaceful and very private underground lake.
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This large natural cave is used not only to store the Weyr's various goods, but not enough space remains for other tasks to be completed close to the items the workers may need. Weaving, herb drying, stocking, and washing happens here. Other various chores are performed in this large area and it is often the center of activity in the Cavern System

The various connectors to the larger caverns. These penetrate the mountain and link the Weyr together. All of the used passageways are lined with glow baskets, but there are some secret tunnels left unlit. These are dangerous, but sometimes used.

The various Craft Halls have all claimed a cavern for themselves and their work. It's nothing like the spacious Craft Hall they're used to and many lack an open floor plan or enough storage. Each of the 'established' Halls (Smith, Miner, Fisher, Harper) have their own cave space, the remnants of the others are hobbled together in the Storage Cavern.

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This collection of large caves consists of the women's alcoves, the family alcoves, and the Creche. All those that live and work at the Weyr reside somewhere within these caverns along with their material possessions. They're split loosely on who still maintains they're a Holder and who has fully integrated in the weyr.

Following a series of twists and turns, through a tunnel crafted at the beginning of Southern Winds, it opens into a small underground lake. The way is treacherous and those that aren't overly familiar may find themselves lost in the innards of the mountain. All manner of insects and vermin frequent these dark tunnels and can be potentially lethal. The lake isn't deep but it's cool year round and a favorite spot for those wanting to take a break from daily life and are confident enough to find it. Some don't believe it actually exists. The tunnels leading to the lake are not big enough for a dragon, or even most weyrlings, to travel through.

286 Posts
32 Topics

Last post by Vironethian
in Re: Ways of Life [16.07....
on November 20, 2017, 12:12:28 AM

No New Posts Weyr Hall

This is a large area set off into the mountain used as a general gathering for Riders though it also houses the kitchen. The Rider Tables are also here, as well as a cozy nook set off to the side, where some plushy couches are set aside for those just dropping in for a drink. There's a small section of the Hall designated for the Candidates and their rooms.
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Holds the ovens and the helpers, who work round the clock so the main courses are always ready. Someone is always in the kitchen, even in the middle of the night. Bread and other various things are always being cooked, and a small plate of things often sits along one of the counters closest to the doors, just in case someone needs a bite late at night.

All Riders of all the wings, the weyrfolk, crafters, and holders, share a general breakfast, lunch and dinner beside one another. The long wooden tables house at least fifteen on each side and allow for the riders and weyrfolk to mix and sit where they please with whom they wish.

Set along the far wall, several couches face a small fireplace. This is most often used during the night or when someone wants some privacy during meal time. The soft furniture is the perfect place to relax after a long night, wearing day, or a quiet place to wake up.

There is a hallway set aside with alcoves for the current Candidates. They're usually 4-6 people in one room and they share most of what they have.

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At the entrance to the Candidate Hall is the large classroom and office space for the current Candidate Master. It is here they report for lessons, or may check in should they need additional direction or help.

Across from the Candidate Master's office is the small series of caves that serve as offices for the Weyrleadership: Weyrwomen, Weyrleader and 'Seconds, and Wingleaders.

260 Posts
40 Topics

Last post by Velatha
in Re: We Need to Get Out o...
on November 09, 2017, 10:59:02 AM

No New Posts Healer Hall

Since the settling of Fort Island, the Healer Hall took up residence within the Weyr. Currently, it is the only Craft with a "Hall" large enough to deserve the name, rather than just a scattering of rooms. Since it's easier and more convenient for the Dragon Riders, the Healer Hall is found within the Weyr.
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This is for the people sick or injured. They can either go there themselves or be brought. The large room has many soft beds made and ready to receive patients. Always at least two healers on duty during the day.

There is a small room set within the Healer Hall which holds their records, drying herbs, and their stores. Tables fill the small space, with shelves lining the walls, and is opened to those that seek the knowledge of the Healer Craft Hall. Apprentices spend a lot of time studying here, or working with the supplies and going over supply lists.

Close to the Weyrbowl, the ground level Weyrs were created for the easy move of injured Dragons. A large overhang marks the entrance of the Ground Level Weyrs for sick Dragons and other injured beasts.

Those in the Healer Craft Hall actually stay in alcoves in the Hall itself should an emergency arise and additional hands are needed.

If anything needs to be addressed it is best to bring it to the Healer's Office. Not only do they handle the actual running of the Healer Hall, but they schedule Herb Gatherings and days when certain Healers work, as well as schedule night shifts.

161 Posts
14 Topics

Last post by Saidra
in A Lesson In Pain Managem...
on November 09, 2017, 08:44:25 PM

No New Posts Weyrling Barracks

Those who have recently Impressed are moved to the Barracks to train and stay with their dragons and others their age. Training and such often happens either within or close to the barracks, to include written and physical lessons. This is a larger cavern off the weyr bowl peppered with small nooks and crannies that serve as bedrooms.
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When the Weyrlingmaster isn't training, he can be found in either his office or his weyr. They are connected to one another for easy access.

A general meeting place and where the weyrlings go to eat. Studying can be done after dinner hours and after training, if needed.

Intentionally sectioned off to discourage dalliances, the weyrlings have their own section of the weyr to call their own, with easy access for their growing dragonets. Their weyrs are a stone's throw away from the Weyrlingmaster.

143 Posts
22 Topics

Last post by Sa'se
in Re: Movin' on up [ 29/09...
on November 21, 2017, 02:17:37 PM

No New Posts Hatching Sands

The warm sands are open for anyone to enter, though only when a clutch isn't waiting to hatch. A small room is set off to the side for the Weyrwoman when her Gold rests on the sands. This is located across from the barracks, in its own alcove with a wide opening big enough for Gold dragons to walk through, but sheltered from most of the elements. At Southern Winds, the Hatching Sands is large enough to comfortably house two clutches at a time, without territorial disputes between the Golds.
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When a Gold is on the Hatching Sands with a clutch, the weyrwoman will stay within these weyrs. They're attached to the Sands with a cloth door for privacy, but have windows to the outside to keep it cooler than the Sands. They are sparsely furnished with little to no personal effects.

After the dragonets have hatched, they're ushered to an open space outside the Sands where food and oil have been prepared for the newly bonded. This is also where the Rider's Bet takes place. There is an overhang to shield from the weather.

163 Posts
10 Topics

Last post by C'ren
in Re: Midnight Snacks [ 34...
on November 19, 2017, 02:52:51 PM

First Hold

No New Posts Mountain Base Construction

The site chosen for First Hold sits at the western base of the mountain that houses the weyr. Clinging close to the safety of the dead volcano, Miners have begun to dig into the stone to clear out the tunnels that will comprise the bulk of the Hold. Others have begun to cut and burn back the edge of the jungle in order to clear farmland. Until secure living quarters have been built, all workers will return to the safety of the Mine Hall at nightfall. Random Hunter attacks may occur in threads posted in this board.

28 Posts
2 Topics

Last post by Tresrissa
in Re: By the Skin of Your ...
on October 20, 2017, 03:47:47 PM

No New Posts Mine Hall

For now, the Miners have not connected their sealed tunnels to the unfinished Hold ones for safety reasons. The entrance to the fields is sealed with heavy iron doors made by the Smiths, anchored securely to the rock and reinforced with bars both inside and out. Since the Miners will now be living in the Hall full time, the place has been outfitted with a mess hall, living caverns, wells, small bathing springs, and other amenities necessary for life. They will, of course, still need supplies from the weyr in exchange for the materials they mine, but the presence of heavy mineral and firestone deposits means that this should be a rather lucrative arrangement.

112 Posts
13 Topics

Last post by Ilue
in Re: Come One, Come All [...
on November 21, 2017, 06:09:34 AM

Outside Hold and Weyr

No New Posts The Jungle

This dominates most of the island continent that Southern Winds has fled to. It's a thickly vegetated place full of 'wild' flitters and the dangerous Hunters that stalk human and dragon alike. Forays are made for supplies, but it's best not to go without a dragon or three. Random Hunter attacks may occur in threads posted in this board.

7 Posts
2 Topics

Last post by Y'vis
in Re: Herbs for the Soul [...
on September 07, 2017, 09:53:55 PM

No New Posts Elsewhere

The rest of Pern is desolate and barren. Nothing survived the 9th Pass save the island now called Fort. The weyrs are empty and mostly taken over by spinners, tunnelsnakes, and fungi. All the wherry and firelizards can be found on Fort Island. But there are the remains of the weyrs, holds, and halls for adventurous riders to explore.

47 Posts
4 Topics

Last post by N'iko
in Re: Dirt and Dust [18.04...
on September 14, 2017, 07:58:41 PM

No New Posts Past and Possibilities

For anything that isn't within the current IC time frame or for threads where you want to know 'what if this happened' but it will bear no IC consequences. So play out past craziness, family matters, or Flights. Or during a time of Thread Fall. Anything can take place here without suffering the repercussions.

539 Posts
48 Topics

Last post by T'kray
in Doomed from the Start [3...
on November 12, 2017, 03:51:19 PM

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Open Threads

If you have any open threads that aren't listed, let us know.
In-Depth Character Prompts - For SOLO Threads

Don'tcha Just Hate It When... - 21.06.2589 x Seaphonellqua

Just Teasing - 01.09.2589 x Nishi

Death by Boredom - 32.10.2589 x Callista

Klah and Long Nights - 23.01.2590 x Isotarïne

In the Radiant Sun - 15.03.2590 x T'lor

Three Cheers to Sweet Isolation - 17.03.2590 x Penderton

Napping on a Wher - 18.03.2590 x Sarinea

Coryza - 20.03.2590 x Vanelwynne

Now It's a Party! - 07.04.2590 x B'lye

Dragon's Dance - 08.05.2590 x Bekareni

Evening Showers - 11.05.2590 x K'ran

Singing with Flits - 20.05.2590 x Lokin

They Aren't That Heavy - 21.05.2590 x Tiynnalacia

Talking to a Wher - 22.05.2590 x Omenya

Lunch With Mum - 35.05.2590 x B'lye

Avoiding Responsibility - 04.06.2590 x Elremmiria

Another Homecoming - 15.06.2590 x K'eir

Come One, Come All - 15.06.2590 x Notkerric

In the Dark of the Night - 35.06.2590 x Tayvelle

Try and Try Again - 01.07.2590 x Saviavi

Congratulations Are in Order - 02.07.2590 x Kenna

Training for the Test - 09.07.2590 x Zilanie

Storming Brainstorming - 10.07.2590 x W'lleni

Ways of Life - 16.07.2590 x Vironethian

Soggy Salutations - 28.07.2590 x Roxalin

Drills, Drills, Drills - 10.08.2590 x Wa'by

Morning Shenanigans - 11.08.2590 x Tythinaden

Training a Flit - 15.08.2590 x S'den

In The Beginning - 16.08.2590 x W'um

To Dance in the Rain - 23.08.2590 x Isalia

Flit Eggs and Fun! - 03.09.2590 x Arlais

A Hard Day's Night - 04.09.2590 x Elrethra

The Pain Never Fades - 25.09.2590 x Allevaithe

Who Doesn't Want a Surprise Flit? - 27.09.2590 x A'lori

Movin' On Up - 29.09.2590 x Wa'by

Communication is Key - 05.10.2590 x W'um

Breakfast Chitchat - 21.10.2590 x Cetorex

Here a Flit, There a Flit - 28.10.2590 x Arlais

When the World is Waiting - 33.10.2590 x Allevaithe