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News: We have four different themes for the Site, which you can change with a dropdown at the bottom. Named after the different Wings of Southern Wings Weyr : Jungle, Beach, Prairie, and Mountain.

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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.



Remember,
this holds no IC consequence and is only for fun.

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Welcome!

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!

Registration?
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.

Regards,
Southern Winds Weyr

Suggested Characters


If you're unsure of what you should make, or don't have any ideas, we're here to supply some suggestions and cover the basics! Keep in mind, we have no requirements for Riders of any color beyond Gold, who will always be an admin guided Ranked position. You can also have as many characters as you'd like to create and you can post your Works In Progress ( WIP ) in the Journals.

Recommended Links:
Hold Life
     This thread details what life is like for Holders, both now and earlier in the Pass. It also goes over various occupations available to them.
Weyr Life
     This thread details what life is like for Weyrfolk, both now and earlier in the Pass. It also goes over various occupations available to them.
Adoptables
     This forum lists completed profiles of adoptable characters, both ranked and unranked. The ranked characters cannot be your first character.
NPC Adoptables
     This lists our Ranked Adoptables that are important to our plot. They don't have full profiles completed, which will need done should you wish to claim them. Again, they cannot be your first character as they are Ranked.
Bare Bones Concepts
     This thread has suggestions members have posted of character ideas they think would be interesting. Feel free to snag up any that inspire you.
Hatchling Bank
     Is a bank of colored Hatchlings available for pick up. If you have an idea for a weyrling but don't have a dragon to go with them, you can stop here to see if there's one to snag.
Wanted Ads
     This is the forum where all our members have placed their Wanted Ads, from romance requests, wanted family and friends, enemies to be made, and anything else they can think of!

The 'Factions' of SWW:
Traditionalists
Riders
     These Riders believe the old ways of doings things - without the mutations - are the correct way. Black and Red dragons are abominations, Bronze dragons should fly Queens, Browns should support their superiors, while Greens and Blues do as their told and fall in line. Everyone has a job, everyone has a role to play, and everyone should adhere to the Weyr hierarchy and not make waves. They survived the 9th Pass through determination, adhering to order, and fulfulling their duty as Riders to protect what is left of Pern. Generally, Riders of this belief fall into Jungle Wing, as it is the most strict and orderly of the Wings while maintaining a 'Thread could still fall' mindset. They train hard, work often, and allow for no slackers.

Holders
     These Holders are the rough and hardened people who survived Fort Hold and are now forced to live in a Weyr. They believe in arranged marriages, the adherence to family honor and traditions, and working hard for the life you live. While many Holders are both grateful and thankful to the Riders for the protection granted during the 9th Pass, many were passed down the story of who was to blame for the catastrophe. And now that it's over, they want out of the Weyr. It's been 2+ turns since the move to Fort Island. After being a working force for the Weyr, the Holder population is fed up at being unrecognized, under-represented, and underappreciated. Led by Maeron, their former Lord Holder at Fort, these people are ready to carve out their own home at the base of the mountain to get out of the Weyr and they believe the Riders owe it to them to protect them while they do so.

Crafters
     Stuck in a rough place where some Craft Halls have been serving the Weyr for a long time and others have been Hold bound, many crafters will find themselves torn on the issue of where to stand. Traditional Crafters adhere to those laws writ into their Crafthalls, accepting apprentices into their Halls at 12 and putting their heads down to work. To them, it doesn't necessarily matter where there crafthall is because that's not been a factor for a long time now. Their job is to produce and so long as they're being provided for, their loyalty often lies with whomever is doing the providing - which at the moment is the Weyr.

Progressives
Riders
     These Riders are those that believe with new challenges come new solutions. While the old way certainly carried them through the 9th Pass, Fort Isle has new threats that should be met differently and new opportunities that, maybe, could be seized. They work closely with crafters to do what needs to be done for the Weyr, such as fishing with the Fisher Hall, and are generally sympathetic to the Crafter's and Holder's frustrations about being holed up in a Weyr they don't belong in. While that doesn't mean they agree with every method the Crafter's and Holder's may take, it does mean they're more willing to listen to opinions than they are to dismiss them. These Riders are also more apt to embrace the new mutations, or at least willing to let them prove themselves before passing judgement. Generally, these riders fall into either Beach Wing if they're adept and capable of working with Crafters or Prairie Wing if they're young, inexperienced, but willing to accept a newer way of tackling the world's problems.

Holders
     These are the younger Holders who have either never heard the story of how the Riders are to blame for the 9th Pass Catastrophe, don't care, or are too young to know any better. While they may wish for a Hold of their own, or to even get out of the Weyr, they don't necessarily believe in breaking the Weyr's rules to do so. Surprisingly enough, though they're progressive by Hold standards, they're far less troublesome to the Weyr at large than the traditional Holders - but fewer in population and quieter in voice. That's generally because they are either members of a family that have no say, such as children, or those with no family at all and thus no weight in the community. If the latter, they're usually on the fringes of society as the general population of Holders still runs very traditional and are apt to scorn those that do not follow the norm.

Crafters
     Progressive Crafters will find themselves speaking out against the Weyr that provides for them and, while many crafters may very well agree with them, may not vocally support them for fear of losing Weyr support and thus supplies. It largely depends on if the craft is a necessary one, such as the Farmer, Weaver, Smith, or Mine craft. Those of the previous Halls are often vocal about taking ongoing construction outside the Weyr, while the Healer and Harper Hall have a long standing relationship with the Weyr, are likely to remain neutral or on the side of the Weyr.

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