Welcome to Southern Weyr!

About Southern

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Southern tends toward more canonical when compared with Igen Weyr. We do stretch the boundaries of canon where we find them restrictive, but we are generally more inclined toward staying within the confines of the world of Pern presented in the novels.

Southern is where you'll find staff-driven plots that range from the dark and the dangerous to the mysterious and the intriguing. The "meta-plot" at Southern Weyr could probably be summed up as, "We can't have nice things."

The flavor of the Weyr changes with its current population and current staff members, but we do have a history of plots involving murder mysteries and pirates. To say we enjoy "dark" RP might be a stretch, since even our grittier plots are liberally laced with a good sense of humor, but don't be surprised if your character is confronted with a few dead bodies.

In terms of atmosphere, RP, etc. It's a place focused on crafters and fostering relationships with the various crafthalls, which is why Southerners have built a craft nexus building within the Weyr to house representatives from all of the crafts. You'll find many of our plots include crafters as key players.

The political climate of the Weyr varies based on current PC population. We have a solid mix of progressive conservative characters, and you may find the occasional butting of heads over the conflict between the two.

Note: Players are not limited in keeping their personal plots/RPs to the scope listed above. This is a general statement of the direction that Staff is going to be driving Southern Weyr. Within the scope of the whole of Southern's theme players are welcome to RP whatever they want with consenting partners wherever in any room owned by the Southern builder!

This distinction is only for determining Staff-driven Area plots/TPs.

Recent Events

News
Title OOC Date Summary
An Uneventful Hatching March 8, 2024 NPC Hatching
Whiskers & Words Cafe: Theme Nights! February 13, 2024 Update re: Whiskers & Words Cafe
Rank ShakeUp February 09, 2024 Rider Rank Changes
Eggs In Winter February 8, 2024 Suanjiath's NPC Clutch is Laid
Out of the Depths February 6, 2024 Giant Water Snake Attack!
Announcements
Title OOC Date Summary
Southern Announcement: Away, Away-O~ February 19, 2024 Player Availability
Southern Announcement: PLANES, SHIPS, & AUTOMOBILES! February 19, 2024 Player Availability
Southern Announcement: Away February 15, 2024 Player Availability
Southern Announcement: A Curious Confluence: Suanjiath, Caught! January 24, 2024 Leadership Flight Conclusion!
Southern Announcement: Whiskers & Words Cafe: Open for Business! January 14, 2024 New Shop is Open!

Older news & announcements can be found in our Archive.

Southern's History

In the interests of storytelling pacing, in deference to RL interferences, and in response to requests from players, the timeline of plots starts to seem a little silly when you look at actual IC dates. Please keep in mind that many things have to be hand-waved, so don't sweat the details too heavily. :)

Plot Timeline

Southern Weyr has a long history of plots (some detailed, some simpler) that have a lot of back-story and info to enrich the area's background. This quick timeline just puts all those plots into a timeline perspective for you. :)

Twelfth Pass

Turn 27

OOC dates: 24 August 2022 - 22 December 2022

Month 3 Suanjiath rises and a new Weyrleader, R'zel, is confirmed.
Month 4 The latest class of senior weyrlings graduate. There is also Threadfall over Paradise River.

Turn 28

OOC dates: 23 December 2022 - 21st April 2023

Some rumblings of trouble with the Orokee may be afoot, and the Turn ends with a particularly unusual Hatching.

Month 3 Xiawen and R'zel are confirmed as Weyrleaders. Jesha has turned 100 turns. A triumph of survival!
Month 4 Fashion prevails at Southern.
Month 5 Wrayth's flight lands brown Fnoranth as catcher.
Month 6 L'denn is, at first, temporarily, and then permanently, promoted to Wingleader of Ocelot.
Month 7 Halfway through the month, and Wrayth clutches a total of 17. Threadfall, first over Lithattu territory and then over Island River Seahold.
Month 8 V'len is promoted to the Weyrlingmaster's staff.
Month 9 Things are afoot with the Orokee Wildings, seemingly low in numbers and still hostile.
Month 10 Daeja is promoted to Wingsecond under new leadership.
Month 11 Wrayth and Fnoranth's clutch hatches. Following, Masters Morden, miner, and Torryen, vintner, convene on the Sands in order to investigate the aftermath of the Hatching's revelations.

Turn 29

OOC dates: 22nd April 2023 - Present

The Paradise River theft investigation picks up and concludes with the revision of The Sunset Splendour, followed by Southern leadership going to an intruder.

Month 1-2 Happy Turn's End! The Weyr's investigation into the Sands-wine also continues in earnest with R'zel accidentally routing up more evidence that Cyrah is able to bring to Iakovos. Muriel also questions Paradise River's steward directly.
Month 3 Master Harper Nathan goes uncover to investigate rumors that the Splendour's crew are unhappy. L'denn hears the confession from his wingrider, Albertine overhears rumors of Black Rock Hold's involvement, and Kynzi confronts Marlys regarding her possible behavior related to the thieves.
Month 4 Marlys fabricates evidence that's found by The Tunnel's staff that helps close the case against the The Sunset Splendour crew. Suanjiath rises in a Leadership flight, knocking R'zel from the game and introducing Igenite usurper Ze'ran as Weyrleader.

Pre-Twelfth Pass


Southern Room Descs

Use the Table of Contents for Quick Navigation


This page is used to archive the descriptions of the Southern Weyr Rooms.

Instructions: Make sure to use the highest heading for your room's name, that way it's easy to find in the toc on this page.


Antechamber (#1888)

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Here lies a smaller room between one cavern and the next. It's not so large, just an entranceway really. Glow baskets are fixed to the walls on either side of the tall ornate door to illuminate this space. There are a couple of benches, meant both for a person to sit down on and also as storage. Because we wouldn't want boxes to just straight up sit on the floor, right? The floor is recently dusted and it seems like everything has been scrubbed clean.




Archive Library (#7466)

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Where once books reigned supreme, this open space is now dominated by a stalwart skybroom reaching to the sky through a broken ceiling. What was once evidence of collapse is now ornately carved with engraved ivy, matched by a clever contraption of stone that allows the gap to be closed in inclement weather. A small garden occupies the space around the tree-trunk, all manicured bushes and flowering shrubbery enclosed by a grated gutter. The walls are lined with bookcases, while a spiral staircase leans on the western wall to wind upwards to the second level. Tucked in the corners and scattered in the main areas are tables and chairs, cafe-style, and comfortably worn overstuffed armchairs. It is the perfect place for individuals to gather, to enjoy the offerings of the food-cart or a spirited conversation.



Baths (#5085)

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The steamy fog of the baths could be an entirely different world, transitioning from the well-lit brilliance of the inner caverns: a different world entirely, one wrought in dreams and humid fog. Steam lifts from hot waters, obscuring those who bathe within, drenching any who dare enter. Well-maintained, well-stocked, the baths offer pre-netted portions of soapsand in various scents, fluffy towels in orderly rows, and five separate spring-fed pools, all of differing temperature: from scorching hot to soothing chill.




Beach (#6485)

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An eerie mirror, the glass-quiet Sea of Azov: the clear waters stretch along the dark-pebbled shores, and along this narrow beach. Here the faintest lap of waves belies the calm beyond; here the rocks have been ground down into finest, softest sand - those observant would mark upon the similarity between it and the sands of the hatching grounds. The soft sand soaks up summer sunlight as a sponge; painfully hot during the warmer months, it is only truly pleasant at wintertime. Rocks rise to east and west, lichen-limned and green against the abyssal darkness of stone.



Boardwalk (#2990)

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Ancient-cut stone stretches broad, smoothed by the wind and the weather and the rain to create a boisterous center of commerce. Wood overlays stone in places, patterned and pretty, to attract the eye of those traversing the strip to particular vendors. Though not the size of the tremendous markets of the North, the boardwalk's offerings show the knowledge of ageless crafters: Smith contraptions, Herder-certified animals, Starcraft maps and Weaver textiles are only some of the things that may be purchased, among the spicy scents of beach food and the contrast of bright shells and dark stones from the shoreline.


Brig (#24017)

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It's clean — that's more than can be said for most similar locations around Pern. There are sturdy bars to keep that which would try to leave, in; and sparce furnishing enough to keep those who would want to enter, out. Each private cell is equipped with a latrine and cot; the group cells contain bunks. There is no privacy to be found in the brig of Southern: only meagre are the comforts offered those who break the laws of the land.




Candidate Barracks (#17483)

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Perhaps the safest place in the weyr, these barracks: the stonework here is old, perhaps as old as the weyr is itself, for the uncanny cleanliness of ancient stonecutters marks neat corners and perfect arches. Richly-lit by glowlight, tapestries reflect scenes of yore from the walls - dragons flaming, holders farming, and one particularly well-made that depicts the impression of a dark-haired girl to a light-toned gold dragonet, dripping and fierce. The barracks themselves are open-air, with not even a curtain to divide the space of male from female. Bunk-bed style cots line each wall, hammocks strung along the middle for those unfortunate enough to lack the privacy that an adjoining wall brings. There are privies in the back and locker-style item storage in the front, and one especially large table next to a book-case filled with basic Harper texts.


Caravan Grounds (#19315)

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This special little place in the flatlands is a wide, open meadow, perfect for a caravan grounds, and that's exactly what it's been turned into. Where caravan wagons aren't sitting in rings, wild lavender and salvia grows with sweeping grasses and pink and purple wildflowers. Surrounded on one side by jungle and the other by the flatlands, it offers a view of two very different worlds. A stream runs through, bubbling and babbling and so clear one would think it made of glass, it ends in a large pool of water at the edge of the meadow, it's waters so clear and blue and dark in the center, no one knows how deep it is. Off to the west end of the meadow, a set of caves springs out of three rolling hills covered in lichen and moss. Often there is someone standing outside and welcoming people in and it seems to be an inn or tavern of sorts.

Caspian Lake (#9431)

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The lake is the hidden jewel of Southern with its tranquil waters and deep emerald color, emerging from a bend in the Lower Black Rock River. The lake itself is large; large enough that it is almost impossible to see one side from the other. Bordered on all sides by cliffs, the lake itself is not easy to get to, accessible only by boat with only one small beach upon which to set anchor. The seclusion of location is a prize all to itself, however, the true value rests in the teeming schools of fish that live deep within its waters. Constantly fed nutrients by the rushing river that forms the upper boundary of the lake, this bubble of aquatic oasis is a thriving microcosm unto itself.



Catacombs (#19853)

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The creaky door from the subterranean herbal garden swings open to reveal a steep staircase downwards and into the bowels of the weyr. Debris have been cleared away, yet the area is still dusty and the air stale from disuse. Cobs too are not an usual sight, they feel expected. As if they belong here. Glows have been hung near the surprisingly high ceiling, illuminating an entranceway to more of the catacombs. Pillars flank the tall opening, guarded by the watchful eyes of winged serpentine creatures. They're almost dragon-like, but not quite. And beyond them the tunnels seem quite dim. The build of the walls is smooth, the stone cut by man and not the occurrence of time and nature taking its course.



Catacombs Ruins (#3072)

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Claustrophobia gives way to higher ceilings and the promise, somewhere of natural light. From that place where light enters, the shadows are drawn long across this expanse of hall. Thick columns provide the support for alcoves that might have once contained benches, but now hold nothing. A disused grate lies against the floor, near to an old ventilation shaft. Echoes and noises from the other tunnels can be heard very faintly. While it's clear that this area has been cleaned up, it's still obvious that time has taken its toll. Crumbling bricks and cracked foundations aren't uncommon sights. At the end, there's nothing. It's a dead end! Such a cruel joke. Except where it's not, a 'trapdoor' is set into the ground. A few good tugs can break it open and lead to a short staircase and a tunnel beyond.


Catacombs Stairway (#13461)

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The stairs go down, the stairs go back up in a dizzying display of confusion until the cavern opens up again. Fresh air sweeps into this space and natural light pours in from an opening above. The catacombs, at least this portion, come to a true end here. A staircase leads up and twists through natural rock that's been hewn away, an iron railing drilled down into the stone for support. At the landing, water swirls into a natural pool that bubbles and churns before it's washed back out into a stream. Through the vines and moss that cover the natural opening in a giant green curtain the Southern jungles and the water can be seen tumbling downstream to join the river.



Catacombs Tunnels (#13263)

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If a person didn't suffer from claustrophobia before, there's a solid shot of them developing it now. The walls here have been unevenly hollowed out and they seem to be closer to you in some spots than in others. A short set of stairs at the end of the hall leads into a more well lit area, however the hall seems so far. It's unlikely you'll be able to reach it without the rough, cloying walls of scratching your skin. That light and hint of fresh air is so far away. What appears to be shelves have been etched out. And maybe at one point this was just an overflow area used for storage, but right now it just feels like a place for tunnelsnakes to hide. It's almost like you can feel their eyes watching you.


Cave Entrance (#21924)

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The stifling, stale air of the catacombs opens up into this lush rich section of the jungle. It's too densely populated by plantlife to be reached by dragonback and secluded enough that it likely hasn't been heavily traveled by hunters. Cool blue waters pool in front of the caves opening, tumbling over age worn stones into an active stream that leads down into the river below. The expanse of Southern's bowl wall looms overhead, contributing to the shadowy atmosphere of the area. Mossy rocks cluster around the water, soft and inviting to a person that's just spent too much time underground in the dark. An enterprising person has begun the work have chopping a path around the wall, leading to the main drag of the weyr's territory.







Clearing (#7691)

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The rise from sea to Weyr is made serene by a charming road winding sand-trodden from beach below to stonecut entrance above. The path wanders among a surprisingly green valley where purple flowers bloom in charmingly unfettered profusion. The meadows themselves are often in high demand as picnic areas, for dragons are not allowed to land in the narrow valley itself. No trees nor cliff lies near to shadow the clearing, however, and the intensity of sun can be unbearable for those not familiar with the humid drench of Southern's summers.



Council Room (#22803)

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Spacious, this room is cut from the same scale as the living caverns: vast and given to inspiring awe for those who enter. The floor is tiled in a shining cross-hatch of dark and light, an ironic chessboard setting for the looming and overlarge council table. Weathered it is, long and rectangular, with a matching sideboard twice again as long as it is. This is a room for meetings, for work, for decisions: such is evident by the hearth in the corner, and the always-fresh pot of klah.


Cove (#11730)

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A saber's curl along the coast of the Azov Sea, the cove is a clash of green and black; where deeply forested jungles encroach upon the curving expanse of this tiny cove, found only past the rocky barrier that serves as demarcation between cove and beach. Lacking the softly ground sand of the beach, the cove is made up of dark, volcanic pebbles, making it trickier to navigate than the beach itself. Yet, what a surprise is given if one braves the less comfortable path that curves around a long-forgotten cinder cone to find the quiet tranquility of seclusion. Brilliant against the black pebbled beach, greenery is only enhanced by the purest of turquoise waters, pleasantly warm all turn from the heat of a deep volcanic vent and churned by hidden currents that further feed into the relative calm of the sea itself. A small school of rainbow fish and yellowfish swims around here.


Craft Complex (#7194)

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Expansive and airy, this space, now adorned and decorated with the pride of well over a hundred crafters. A vaulted cavern encompasses two levels, fit with clever skylights from innovative smithcrafters that illuminate tapestries displayed from the bannister of the second-floor: Healer purple, Harper blue, the yellow of the Farmcraft — all the colors and all the crafts are upon display, proudly. The lower level is given to tables and chairs and a hearth stocked with klah; it is brightly-illuminated and a place to study and congregate socially both. The upper level is given to residential rooms, lending the whole atmosphere a pleasant, if somewhat supervised, aura.


Craft Shops (#17872)

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Every day is Turn's End, deep within the sheltering stone of Southern's craft shops, for nigh every material desire may be sated by the contents of the merchants which have settled here… if one has the marks to spare. Elements of the garden terrace roam within, freshening the air, while skylights above vie with glows set clever along the bottom edges where walls meet floors. Towards the entrance are vendors suitable for most common purchases; but as those ascend towards the graceful walk of the Harper's Solarium farther within, the shops grow luxurious in taste, and far more rich in necessary expense.





Cramped Tunnel (#1224)

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This tiny, cramped little cave was once a lava tube that's since become hollow. Half-moon in shape, the floor is littered with sharp lava rock, and the high ceiling boasts of impressive stalactites that reach down towards the ground like huge, thin fingers. The air is not as oppressively hot as one might imagine; the stone itself aids in cooling the small cavern down. Not to mention, the extremely high ceilings do a lot to funnel the humid heat upwards, allowing cooler air to settle. However, tall boys and girls would find this room exceedingly difficult to navigate, especially given the rather wicked and majestic stalactites, but the view is worth it. Not only does the small opening have the perfect vantage point of the creamy, black and white sands, but provides a close-up view to the eggs and their sitting parents than might be comfortable to some. Why, an adventurous Candidate might be able to reach out and touch one… but that wouldn't be advisable! Nor would speaking too loudly… this cavern — as close as it is — would be close enough for those on the sands to hear the echoes of those within!





Crescent Cove (#6526)

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The beach is a narrow strip, with patches of sand bounded by rocks and pebbles. Curved like a sickle, it is sheltered at the western end by sheer cliffs that cast it into shade during the hours of daylight. At the eastern end, more open both to access and to light, a rocky slope scattered with grass and bushes provides an approach. But it's the waters of this cove that are so stunning. In daylight, theyre a clear deep turquoise worthy of the tropics, while at night, the waves often trigger flurries of bright lightning-blue from the tiny sea-glows that float beneath the surface."




Dark Cavern (#1770)

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This is a good sized chamber whose sides and rounded ceiling have been roughly cut from dark-hued stone. Now that the walls of debris that it once held have been removed, it can be seen that it's larger than it seemed before as another part of the room has been revealed. The modest passages that lead up to the Stores and deeper into the tunnels are outshone by a well-wrought staircase leading downwards.





Docks (#19363)

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In dark morn and dusky eve fog lies grim and humid against the still waters of Azov Sea. Only the noontime sun burns away the concealing clouds of man's height, revealing that which lies beneath the mist- an awe-inspiring stone pier that stretches far into the inland sea, to the east of the line of orderly boat-slips for the locals and larger, open spaces for transport ships along a broad stone quay. Fishermen are often as common as seagulls upon the pier's length in particular, ill-concealed and ill-clothed in the loose dun homespun of Southern's natives. Behind the quayside rise the stone buildings belonging to the Seacraft and Dolphincraft.



Dolphincraft Apprentice Dorm (#5118)

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This long room, accessed from the balcony, has been partitioned into smaller cubicles each sleeping two people. Each apprentice has a wooden cot with a brightly-coloured bedcover, a bedside table and a chest for storage. Girls' cubicles are at one end of the dorm and boys' on the other. In between, an open space contains a small blue-tiled hearth and tables and chairs for study.





Dolphincraft Stone Complex (#14343)

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Behind the Docks, beyond the Seacraft complex, the cavernous building used by the Dolphincraft shows its origins as a warehouse. Standing tall, with arched sea-facing windows almost the height of the building, its exterior is dark and unprepossessing. Inside, however, all has recently been refitted. Large windows give bright comfortable accommodation. A mezzanine has been constructed to give space for individual rooms and an apprentice dorm off a long balcony, while below are a classroom, a craft office, and even a small bathing room. The heart of the building is a comfortable common room with tables and chairs, and klah always on the hearth for those chilled by much swimming.


Dragon Infirmary (#17672)

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An exceptionally large cavernous area is set aside for the dragons of the weyr to convalesce. Immediately adjacent to the ground weyrs, it provides some privacy for those pairs whose injuries require more silence and solitude for recovery. But there are also a number of dragon wallows here for triage and diagnosis; those with the worst injuries have the wallows nearest the open air exit reserved for them until they're well enough to be moved further in. Bins, shelves, and locked cabinets store all of the medicines and raw ingredients the dragonhealers will need for treatment, as well as things like blankets and 'medicinal whiskey' for the riders of the afflicted. A lettering system applied to the shelves above one lone desk hint at a filing system used by those who work here.



Eastern Catacombs (#14932)

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The hollow halls of the catacombs are full of twists and turns. There are many paths to take, all having the opportunity to bring a person to the end of their individualized journey. This particular choice brings one into what once must have been a grand old chamber. Tile work rises up from the floor, now crumbled and cracked. A deep square in the floor, banked by old slabs of marble would suggest this was once a bathing cavern. Instead it's just another testament to lost grandeur and what once should have been filled with warm swirling waters, is a nest to vermin. Glows are fixed to the rounded ceiling, allowing for a better visual of the intricacy of the tilework.



Echoing Passage (#15808)

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This high, barrel-vaulted tunnel has a stone-lined roof and walls that cause every step to echo. The floor is uneven, a mixture of flags and smaller pebbles bedded in hardset, and rough enough to trip the unwary. At one end, through a lower section of tunnel with a succession of arches, a staircase rises to a level above. At the other are a set of doorways. Some lead to other rooms, while others are shams, constructed, or so it seems, purely for symmetry or show.




Feeding Pastures (#10746)

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Up the side of the mountain, stone fences mark the lines of the different parts of the feeding pastures. Bovines, woolies, ovines, caprines, herdbeasts; they are all collected here, dotting the hillside in lazy repose to stand stark against the brilliance of the green pastures. Rich, rich grass grows here, fed by the humidity and tropical climate. The sounds here are a blend of bleating, baying, and the thundering of many steps as the different herds move about. Occasionally, the whiff of something foul is carried downwind from the collection of animals that serves as the weyr's food supply.



Feline Territory (#9470)

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The heart of the rainforest is more than the weight of so many trees, the impossibly thick fines that fall from the tops of the canopy, nor the jungle floor littered with detritus from the centuries the rainforest has made a home on the Southern Continent. The silence is eerie here, where not even the call of birds filters through the densely packed trees. The presence of something malevolent watching is easily felt here as anything that finds their way into these far reaches of the jungle would feel it necessary to 'run' from whatever it is that hunts these depths. Even Rukbat's light barely filters through, adding shadows and green-filtered light to further trick the eyes. Something deadly hunts here.



Fields (#10275)

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Terraced over the rolling mountains of Southern's wilds, crops fight against the encroaching jungle that must be held at bay by diligent farmers. Guards are stationed at intervals across the hills, where the trees growth is thick enough to allow the lurking predator to hide. It's not Thread that threatens the luscious crops that cling to the side of the mountain, it's the felines and wherries larger than life that would partake of the feast that awaits the courageous. Each terrace lays claim to a large swathe of arable land; the fields themselves cover a vast portion of the hilly slopes. To cross the fields, from one end to the other, without runner or wagon, would take several candlemarks.
In one broad field is what seems at first to be a stranded fleet: ships out of water, converted into dwellings and each with a dragon's wallow alongside. Another hillside hosts cottage-weyrs, built of local stone, each raised on pillars to allow airflow and sheltered by a deep-eaved roof of terracotta tile.


Galleries (#11612)

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Stone benches rise up.. and up.. and up: grooves upon grooves show marks of their hand-hewn origins, small chips and uneven textures to tell the tale of humble beginnings in a place which looks upon the black-and-white Sands of Southern, a place of greater beginnings indeed. The Galleries take up roughly a third of the perimeter of the Sands: to the west are flat, staggered entranceways, ledges for dragons interested in watching the proceedings. Below and just easterly, a stitched-hide curtain covers the entrance to the bowl, keeping the wind away from the precious cargo often housed upon the Sands. It cannot help the shrieking of the wind above: though it is muted in this hollow, the intermittent sighs and moans of the thermals shrieking through the viewing-ledges above can be unsettling.







Gallery Ledges (#1675)

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Eerie, the moaning sounds of wind drifting through the jagged-toothed ledges: to the Sands below it may sound like a lament of a thousand lost souls.







Garden Terrace (#3204)

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Tucked-away and bejeweled, here is a hidden treasure of Southern, beckoning and beguiling those who may tread the entrance of weyrbridge: steps cut upwards, switching back and outer-railed, to terminate in a sheltered ledge of stone. Here, greenery blooms in fragrant profusion, scenting the air and quieting the minds of those who stroll amongst the cultivated rows of cultivars. Flowers, and tiny fruit-bearing trees limn the walkways. Tables and benches scatter organic throughout the rambling concourse, providing easy rest for those who challenged the stairs… or the craft shops beyond the scrolled wooden door at the innermost part of the terraced ledge.







Ground Weyrs (#23698)

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Neatly ordered are a series of ground-weyrs, each generic and functional rather than ornate. The caverns are unevenly staggered in a variety of sizes: some so small as to be a snug fit for the smallest of nowtimer greens, while others are roomy enough to fit two oldtimer queens. Each ground-weyr is fitted with a reed-strewn couch and a cozy nook with a bed and clothespress.





Guard Barracks (#25276)

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Past the rough decorum of the compound proper, there is a certain casual order to the barracks that house Southern's guard corps. There is no differentiation between rank or gender: recruits are housed with guardsmen, women with men. The barracks are gridded out in cubes, four bunks to a cube, each cube open-facing but giving each set of bunk-beds the scant privacy of an abutting wall. Though each cube is given a certain spartan allowance to individualization, the colors here are kept immaculately organized: black and green, with a hint of guarding gold.



Guard's HQ (#16436)

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Grimly clean and grimly guarded, this is the house that upholds the peace and the law of justice in Southern. Co-opted by the legists and guards alike, this expansive room is roomy enough, set in a whole suite of micro-rooms shallowly adorning the leeward stretch of the weyr entrance. A main desk is always manned by some manner of guard, with individual desks of smaller scale peppering the remainder of the space. In the back, a large and roomy brig spans the full length of the guard compound, in individual and group cells alike. To the north is a much-worn door heading into the barracks: to the south is an office that lies more often in dust.





Guest Quarters (#25228)

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Stone-cut walls bear the suspicious precision of ancient stonecutters; these rooms are some of the oldest in all of Southern, and though mystery clouds their origin, modern comfort garbs them. These quarters range in scope from large suites suited for such dignitaries as visiting Holders, to cozy double-bunk rooms homely enough for any stablehand. They are all well-appointed with fine linens and sumptuous bedspreads and thick rugs, while the walls are adorned with paintings and tapestries that exemplify Southern and its people. All of them have a wardrobe or press of some sort, with a few possessed of large trunks for longer-term storage of personal effects. The furniture - from beds to wardrobes to chairs and more - is of a modern Pernese style, down to the glowbaskets, suggesting a fairly recent renovation.





Hallway (#17056)

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A connection between the bowels of the Weyr and the heart of the leadership, this hallway sweeps along a majority section of the inner section of the Weyr: the residential quarters. Glows light the way, but little adorns the rough-hewn walls. It is an area of transition, not a place to linger.






Harper Wing (#9168)

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Learning takes place here, and mayhap a headache or two: this room is a continuation of the vaulted space of the main craft complex, two-levels and cluttered with the trappings of life. Above, classrooms and niches pocket the mezzanine that serves as the second level, while below lay open-air studios devoted to all the minutiae of Harper life: instruments of music and art and law and books, of learning and entertaining and everything yet in between. Far in the back, a door beckons brightly to the Harper's gallery of Southern, while far to the eastern side, a tiny nook is carved out for the daily living: a few tables and couches, heavily used, and a hearth for klah, used yet heavier.



Hatching Caverns Entrance (#13735)

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A grand and storied entrance into a place where dreams and dragonets roam: it is western-facing, this greatest-entrance, and not heat nor rain nor ferocious wind can disguise the truth of the hatching grounds beyond. Adventuresome merchants occaisionally take root in the sheltering stone-roof of the otherwise open-air entrance, selling klah or stuffed meatrolls or even jewelry and tiny knick-knacks frequently draconic in nature.





Hatching Sands (#10537)

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The Sands are surprisingly soft to the feet and to the eyes: rich grains of gold commingle with the ground basalt-black that mark the shores of Azov's Sea. The whorls of lighter color pattern into the sands, larger-grained and often settling at the top, as golden driftwood against dark shores. … but the moaning from above sounds like the chorus of the damned, lessening the natural beauty here below.





Healer Complex (#18378)

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Done lovely in lavender, this room, soothing to the eye as it is soothing to the soul. Fragrant herbs often waft aromatherapy from the far four corners of this cozy commons, adding yet another dimension of relaxation for those menders of the weyr who so frequently need it. There is a large hearth set against a wall, with an assortment of mismatched, overstuffed chairs in front of it; a buffet against the wall across from the entrance to the infirmary is kept stocked with foodstuffs. Tables and benches assume the rest of the space, the combination of brightly-lit quiet ambience of the room making it ideal for studying.





Herder Complex (#10022)

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Oh, the scents of hay and runnersweat and leather: no matter how many expensive, fat wax candles are burnt in this long hall, the pervasive Eau de Herder will remain predominant. Spaces are haphazardly stacked, one after the other: there, brightly-lit for study and mending tack; there, a miniature library to rival the Harper's in animal husbandry; there, the medicinal tang of redwort and numbweed, the beasthealer's stockery; and there, no different from the rest, the smell of sweetrolls and klah, furniture torn and worn and chosen for comfort.



Herder Pastures (#6640)

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Dotting the hillside, woolies and caprines can be seen grazing among the boulders that compose the upper reaches of the rolling high points in the mountainous area around the weyr. Verdant grass provides a good source of nutrition, while the rocks hold the soil against the wind's eroding force. The occasional sounds of herd animals echo across the hills and into the valleys where the land dips towards the weyr. Relatively free of human interaction beyond the occasional Herder seen in the large pastures, the prized breeding animals live in quiet seclusion.



Hidden Treehouse (#8106)

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If one looks up in just the right spot, they'll find it: an open-sided treehouse of a sort, cleverly built among the trees. The roof is thatch and easily maintained by those with a skill for it. Supports and corner posts are all hewn of a sturdy wood that's been richly stained and thoroughly sealed, while a vertically railed fence encircles the majority of it, save for the section that allows entry. It's spacious enough for four people or so, with only a hammock in the middle to break up the space. Cunningly rolled sections of oilskin are stashed under the roof segments, with discreet hooks and connections in both the oilskin and various places within the treehouse allowing for the open-walled construction to be reasonably sealed off against all but the worst kinds of weather.


Hillside Path (#14109)

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Winding around the mountain, the pathway is not buried within the jungle as some of the other, more overgrown pathways may be. Instead, the relatively easy little dirt trail-head is bordered by stones buried in clinging greenery, with lichen and other moss and fungus holding fast to their stony faces. The dirt is loamy, easy to walk on, and provides a good grip to those who would walk barefoot through the pathways that lead down to the river's edge. The pathway itself is a series of switchbacks to allow for an easier time climbing and descending. In the distance to the east, the winding Black Rock River beckons.





Infirmary (#15727)

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Sterile and scoured, the surfaces of the infirmary, well-tended and beloved by the complement of Healers due a weyr of Southern's size. Soothing tissane simmers at the large hearth, while comfortable chairs circle that particular feature in a waiting-room of sorts. Tables of dull-gleaming oldtimer metal lie as examining slabs, neatly lined in rows with pull-curtains enabling full privacy as needed. A low wall separates the southern half of the room from the rest, and those practicing the apothecary's trade can be seen compounding medicines under the watchful eye of the posted Master.



Inner Caverns (#14610)

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As straightforward as can be, the hallowed halls of Southern's innards are blessed with a prolific cultivation of wild glows, tended in a way to illuminate the valuted arches with warm light. The halls themselves are a mix of rough-hewn wall and carefully-carved architecture, stunning in contrast and beauty. All the passageways are well-kept, here, though certain paths show heavier wear: the corridors terminating in the baths, the latrines, and the main thoroughfare that moves through to the Living Caverns beyond.





Island Lagoon (#18731)

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Broad white sands spread below high north-facing cliffs to create an expansive sun-trap. Bright turquoise blue waters span out from the beach all the way to the reefs that form an incomplete barrier. Best passed at high tide, the reefs keep the sands from being destroyed by all but the worst storms that sweep through the area. Rock pools scatter the water's edge, home to spiderclaws and other sealife, and rocky outcroppings make good perches for those who like to climb, while the cliffs themselves hold a few small caves. The water of the lagoon is nearly crystal clear. Near the shore, the bottom can be seen clearly, along with rocks that must at some point have dropped from the cliffs. Vibrant glimmers of colour reveal fish in their various schools: rainbows are plentiful, along with yellows and even some whitefish. A small school of rainbow fish swims around here.


Jungle (#12984)

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As the clearing is left behind, a deep silence permeates and soaks into the very ground that towering trees grow out of, accompanied by the humid heat of the enclosed rainforest. The silence is broken by the chittering call of wild firelizards, the chirruping of distant avians, and the ominous rustling of large, feline predators that stalk the deeper heart of the jungle. 'Vines' drape from the trees, falling to the jungle floor, which carries the hint of decay. Water drips from the canopy above, the soft sound almost musical against the echoing call of the jungle's denizens. To the north, a stream flows between near-submerged rocks. Westward, with the tangled overgrowth and the shadows of the deeper rainforest, the forest looms dangerous.



Jungle Campground (#19212)

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This small clearing is an ideal campsite. It's a patch of lush grass just large enough to let the sunlight kiss the ground between the tall trees, situated next to a clear stream with a gently sloping bank. On warm days, the fragrance of herbs fills the air. There are few signs of occupation: careful campers leave little trace of their passing.





Jungle Flatlands (#11604)

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Rising higher than the deeper parts of the forest, the flatlands provide a unique view of the rolling mountainous jungle regions that stretches far across the western parts of Southern. Trees rise up to the south and west as the land slopes away to the east and north, allowing a brief glimpse of the winding Black Rock River far, far, in the distance. Various trails wind through these parts, providing a good place to 'hike'; with the sounds of wildlife echoing in the distance, this part of the jungle is relatively safe.





Kitchens (#8296)

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Renowned, the culinary prowress of Southern, and suitable her kitchens to the task. A broad and airy sweep of room, it cannot help the sweat-drenching heat — though hearths are cleverly set within the ground itself to maximize efficiency. Big copper pots gleam along long tables, cooks hustling to and fro to prepare the necessary meals. There is never a candlemark the kitchens are left unstaffed: even in the wee hours of the night, bakers can be seen shaping loaves and mixing biscuits. For those who miss meals, a sideboard brims with leftovers that are easily transformed into portable potables, complete with sweet herbal tea and a large wheel of a soft, white, crumbly cheese.



Klah and Quackers (#20009)

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Outside, a small handful of tables and chairs are scattered, a stone's throw from the Sinkhole and the shade of the Bowl wall. On wooden poles, sailcloth billows overhead as extra shade from the heat of high Southern summer. Inside, elaborate bracings of skybroom wood support the high ceiling of this cave, adding elegant structural support. Metal chains bearing glass lanterns swing from the beams, illuminating the tables below. Ferns sprout from cunningly disguised baskets along the rocky walls, adding a bright splash of verdant green to the stone. Well worn dark wooden tables are scattered over the floor, each set with a neat white tablecloth and a small flower arrangement. Mismatched chair cushions add a cosy air. At the furthest end of the cave is a wooden bar. Scrawled on a flat piece of wall in white writing is a menu, detailing what's on offer. Behind the bar, a glow-lighted doorway leads further in, where the magic happens. The myriad scents of spices and cooking emanate from within.

Lake Shore (#4950)

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A small, pebbled beach clings to the side of the cliff face at the eastern most edge of the lake itself. Formed from the long ago erosion of part of the cliff wall, the little beach is bordered by impassible cliffs on one side, and the waters of the vast lake on the other sides, jutting out as a half-moon formation before the lake bed sharply drops away. The cliffs are choked with greenery, making it impossible to see the hints of grey and beige stone beneath. In the summer time, the pebbled sand formed of small rocks and broken shells is only delightfully warm against bare feet, making it a favored place to relax and sunbathe.





Latrines (#23092)

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Spotless and clean, the toilets shine with the glow of units well-worn from the numerous backsides of residents of Southern. The left half is for skirts, the right for pants, and there is a little protest petition tacked up under that skirt sign… something about discrimination, with a Serval rider's name prominently displayed.



Laundry Room (#22542)

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The laundry room is a bustling center of activity in the lower caverns. Crumbled pillars have been restored and pools cleaned and properly sealed to attend to the weyr's massive commercial cleaning efforts. Personal laundry as well as all the weyrs rags, work clothes and other assorted things are taken care of here. There's a desk towards the main entrance where people can drop off their laundry and receive a ticket to hand back in when they come to pick up. There's almost always a crew of people on duty. Dirty underwear waits for no man.





Leadership Courtyard (#25128)

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Nigh palatial, this gorgeous sweep of cultivated bowl: a courtyard proper, a fountain bubbles in the middle of a grove of orange-trees, next to a stone bench that has weathered many a turn. Rare metal stands out at the sweep of steps upwards to the landings of queens'-weyrs and other administrative personnel; handrails to prevent… mishaps, and sparse doors of spiraled cast-iron to lock out any vagrants.




Lithattu Territory (#11307)

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It's an expanse that covers several miles of terrain, from the jungles to a curved sweep of cove along the Sea of Azov. The Lithattu have staked out their own lands in the valley between two headlands, with forested hills to either side channeling toward a sandy crescent of beach. A sheer cliff of rock forms one wall of the valley and those that make the difficult trek up will be rewarded with a stunning view of the sea. In the valley, there's plenty of fertile land to be farmed or used for livestock, while also allowing the people here to settle their homes either in the flatlands or tucked into the jungle just out of sight. The dwellings are an ever-changing mix of wooden or bamboo constructions, brick-built cottages with terracotta tiles and the Lithattu's traditional tents. A river divides the regions of work and home, with a wide, wooden bridge to bring those two halves together.



Loft (#26736)

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Light and airy, this space is interesting moreso due to how accessible it is from a staircase that hugs the outer stretch of the stables: it is frequented by more than just herder apprentices, the sweet and acrid scents of runner sweat, hay and feed commingling with the earthier tones of dirt and manure. It isn't an unlikely location for a winter nap, being often warm and dry and restful.





Lower Black Rock River (#21014)

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Closer to the Sea of Azov, the winding Black Rock River's water turns darker, greyer as the riverbed itself drops lower forming a wide, lazy river that slowly makes its way towards the inland sea. Through its winding path, Southern's hills rise up on all sides, providing only a few spots down the long length of the lower river where ships may dock and the river's bank touches at water level. Otherwise, towering cliffs provide high vantage points to see across the length of the lower river, towards the Caspian lake and beyond. As the water encroaches upon the river delta that marks the entrance to the inland sea, the waters change yet again, providing a deeper blue hue as the depth only increases.



Lower Bowl (#23401)

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Cobblestones sweep as far as the eye can see, a unique feature to the lower section of the bowl — but necessary, perhaps, as the stepped western bowl drains off into this high-trafficked area. The shallow bowl is bounded by craggy-black bowlwall with entrances pockmarked - and some boarded over in an effort to prevent entry from un-renovated caverns. Directly south, the wall neatly crumbles away to roll southerly into rollicking fields of soft hills; a glance of the stables can be seen through the gap, nestled against the entrance bridge that spans westward.







Lower River Lands (#6268)

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As the land slopes away from the upper river plateaus, the drier climate slowly takes over from the savannas to the distant east. Lushness gives way to plants that live in the domain between desert and jungle. Rocks jut up from the dusty ground, bounded by scrub and the shorter, more tolerant grasses of a more arid climate. In the distance, the verdant greenery of the jungles of the upper mountains provide a stark backdrop against the golds and browns of the lower lands of the river. What little life-giving water makes it down this far is consumed by the scraggly plants before giving way to true desert-ridden savanna.



Nighthearth (#25147)

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A comfortable nook, this natural extension of the living room is cozily attired with overstuffed chairs and a couple of well-worn loveseats. All have been covered in various shades of green, giving the very incongruous appeal of a miniature forest hidden away inside… a grove of man-made proportion. Fish stews and spicy white-wherry chili are often kept hot on the minor hearths east and west of the main, for those whose hours defy when meals are kept. Ornate, the largest hearth towers high, rich with carving and utilitarian in fashion: it holds court by providing the weyr with rich klah, the air thick with the scent of cinnamon wafting.





Nursery (#25456)

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A place for sleeping children, all cozy in their beds, cribs, and bassinettes.







Playroom (#22794)

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A durable room, this place, painted with bright colors with whimiscal scrawlings done along the walls. Childrens toys are EVERYWHERE — and so are children, with nannies both frantic and adoring chasing after them. It is, in a word, mayhem.





River Bank (#16542)

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With the towering cliffs left behind, the forested growth slopes downward towards the river's edge. Not as forested as the main jungles, yet still temperate to allow for full-fledged greenery, the river's bank is a mixture of sandy mud. One of the lower points of the river, the bank allows for easy access for both people and small sea-going vessels. A rickety dock, woven of water-damaged stone and wood, sits on the water's edge, bearing the mark of time. The blue-green waters of the river are gentler here, lapping against the bank in gentle caress, whirling in small eddies around the stone columns of the small dock. The call of avians and wild firelizards echo through the trees, with the quiet sounds of moving water aiding in giving this spot a hint of comforting tranquility.


River Clearing (#16731)

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Just north of the river delta, the jungle's grip loosens enough to expose the sand-enriched soil and lichen-kissed rocks as the river battles through the rapids before dumping into the gentler delta. Cacophony of sound is made through the roar of the rapids, the spray of white water as it rains upon the nearby shores, and the shrieking of birds and wild firelizards that call from the nearby jungles. Treacherous to cross, most would follow the bank to either the river's delta or the calmer river bank, but a few courageous souls find the lure of the rapids too tempting to not cross as the far bank holds the promise of accomplishment.





River Cliffs (#1668)

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Towering cliffs topped with the verdant growth of brilliant greenery hover over the churning, steel-grey river far down below. The winding Black Rock River crashes against the base of the cliffs, churning as speed is slowly picked up over the rapids as it spills quickly towards the Caspian Lake, seen as a glimmering jewel in the distance. When the chilly grip of ghostly fog rolls in, it clings to the jungle that grows right to the very edge, giving the whole length of the river's cliffs an eerie sense of danger. In the distance, a feline's yowl may sometimes be heard. Dotting the towering cliffs are ledges; this is one of the best spots for those who seek a view in Southern, though those weyrs are precious and few. A whole section of the cliffs has collapsed due to seismic intervention, leaving a jagged and inhospitable stretch of stone.



River Delta (#13873)

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At last! The winding Black Rock River spills into the Sea of Azov through the fingers of the river delta. Small islands form around the estuaries as the deep river rises up to meet the shallower inland sea. Rich in nutrients, this part of the river teems with fish that come to lay their eggs at the boundary where fresh and salt water mix. During the mating seasons, the delta is clogged with seacraft and trader vessels fishing for the best catch of the year. The stirring of silt from the estuaries creates the murkier waters of the delta; a stark contrast to the crystal clarity of the inland sea.

Rocky Outcropping (#13933)

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This place has been roughly cleared, a highland area stretching from the rocky cove to the south to curve seamlessly upwards into the foothills of the Barrier Range to the west. Those who explore the eastern ridge may note evidence of hidden pools and dangerous miniature cliffs, a break in the ridge that proves treacherous to traverse. North is lost to the curve of jungle dissecting this place from the outer edge of the weyrwall, a formidable denseness of foliage that deters those who would otherwise brave the tiny trail snaking northwards.



Savanna (#16083)

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Verdant reaches of jungle are a thing of memory here in this dry, scrub-filled plain that reaches into the far distant eastern stretches of the Southern Continent. As the shoreline stretches away, the plains themselves seem endless, broken only by the mesas that litter the landscape. Dry, dusty, and hot, little human habitation occurs here, though herds of beasts roam untamed which only makes this stretch of land a favored spot for feeding hungry dragons.





Sea of Azov (#10319)

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An inland sea, and vast: the glassy stretch of calm waters stretches distant from the dark-pebbled northern beaches to the snow-capped mountains of the far south. Shallow it is, and perilous for those ships that traverse the length of Black Rock River: bottoms lurk among scattered stretches of dark stone that loom visible and hidden just below the surface both. The clarity of the water is startling from north to south, with the single exception of the delta to the northwest: there, the riverwaters remain eternally conflicted, a mire of dark silt swallowed by the towering cliffs the river cuts through.



Seacraft Stone Complex (#18153)

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Thick stone encases the immense sea craft complex, keeping people and equipment safe from thread, but also trapping moisture in the air. The majority of the complex is one large room, the central hub for the craft. Long tables skirt the far side of the room, providing work space for individuals and crews. Behind the tables are stands where maps of sea lanes and currents can be hung for study. The middle of the room is set for coils of partially finished rope that hang from hooks, and a place to repair nets, all surrounded by chairs. Adorning the wall above the entrance to the barracks is a painting of an old regal ship, open masts full of wind, on hull reads, Storm's Defiance. On the opposing wall, above a large fireplace, hangs the seacraft banner, anchor of silver set against a sea-blue background. The hearth is surrounded by large comfortable chairs, where sea weary men can warm their bones.


Secret Garden (#21978)

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Ornate brass handles are kept shiny and bright, their age belied by tarnish in deep crevices. Brackets on the wall hold glow baskets to keep the smallish sized cavern lit up. On sunny days light spills through an iron-framed window fitted into a natural break in the weyr wall, invisible to the eye from above.

The sound of running water echoes like a ghost from a small pool set back just beyond the reach of the light. Fed by some subterranean stream that remains unseen, the water is cool and crisp. Small, dark fish dart in the shadows of stones and water plants. All around the little pond a soft carpet of mossy grass and ferns grow, some of it having gone over the carefully laid stone barrier to keep it in check. It would seem this place was at one time an indoor garden, but whether for work or recreation has long since been lost to knowledge. It is now a place of quiet and repose. Retreat. Vegetation abounds in raised stone beds, herbs and flowers alike. Though the growth in beds is wild, there was certainly a lot of thought put into the delicate but functional layout. Chairs, couches, bookshelves and desks fill the space forming clusters of seating areas. In the shadows, there's the outline of another door.

Serene Rock Garden (#21037)

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Surrounded by the lush and wild Southern greenery is an open air rock garden. Large stones have been shifted from debris from a Southern earthquake and organized into small geometric structures and the paths between them. Spanning the distance between paths, within the open spaces, is gravel, raked in circles about a few of the larger stones. Every dragonlength or two are raised stones, laid out in a flat bench formation, for ease of resting and taking in the garden's serenity. Conversations within this garden are low, both in rememberance of the lives lost in the earthquake and to maintain the calming atmosphere. Rakes are available near the entrance for those who wish to partake in the gentle relaxation of shifting the gravel surfaces.


Shady Cave (#4489)

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Seeming at first no more than a bite out of the southern outer wall of the Weyr's mountain, this little cave is a cool haven even in the middle of summer. The rounded walls are dull and grey, and flat offcuts of stone have been arranged around the edge in lieu of benches. Look up, though: the upper part of this small cavern is formed from a broken geode, and the ceiling glitters with crystals of amethyst.





Sinkhole (#27608)

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Roughly sixty feet across or so, this body of water is a peculiarity; indeed, the sinkhole's edges are a foot or two higher than the surface of the water itself for much of its circumference, though on one side the land slopes into the pond. The water has a faintly greenish hue, but is otherwise clear and promises to be a comfortable temperature no matter the season. The pond has been planted with a wide variety of grasses and other aquatic plants, especially thick along one section of shoreline that's meant to be a Duck-Only zone. Myriad ducks populate the waters and the bank. Some are fully iridescent and green or greenish black, while others are drab or pale-bodied with green heads. Nestled in the reeds and grasses on the bank is a low stone hut meant to provide shelter for any ducks who might feel the need to flee.

Smith Wing (#14734)

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Wooden workbenches and tool racks greet visitors to this, the productive wing of the Smithhall of Southern: there is not a great deal of aesthetic to the heavily scarred tops of benches, burnt racks and utilitarian tools, but they are functional and beautiful to the Smiths that use them. A corner of the area carefully offset is given to the forge: anvils and bellows, and tubs of various quenching baths; nearby looms the smelting furnace, tucked far in the back of the room. Specialty niches are given to the other side: a small place for glassblowing, a larger airiness for the woodcrafters, a well-lit table for the jewelcrafting. A stubby hallway branches out to storerooms and offices.



Sparring Room (#6056)

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The sparring room of the guard barracks is wide and square, with a high vaulted ceiling. The floor is wooden, the stain and varnish long since worn off. All manner of weapon that one could imagine the Pernese training with line one wall, open use for those that are there for practice. There are also the expected punching bags and dummies, as well as padded mats to prevent anyone from busting their behind. Near the door a few benches are set out for a person to catch their breath. Sweat and body permeate the overall atmosphere.



Stables (#10882)

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The stone stables of Southern sweep breezily in arches and vaulted ceilings, done in the same architecture that figures so prominently within the inner caverns. A half-loft in the back shows neatly stacked hay bales, the sweet scents from the fodder drifting down to commingle with the aroma of runner and leather and sweat. There, broad box stalls house inhabitants safely away from the fancies of dragons: nickers and restless stompings fill the air, nirvana to those so inclined.



Star Stones (#13590)

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Jutting from the jungles, the caldera's northern most edge has been fashioned into the necessary star stones; two great boulders push up against the sky, weathering the winds that scour the ever-encroaching lichens that cling to the humid-moistened rock. A singular stone, so obviously man-made, serves as the eye-rock, long forgotten with only the wind's erosive touch to keep the greenery away. The stones stand upon the flattest point of the caldera, and any who climb the winding stairs, up the mountain's face, will be treated with a view worthy of the effort of the climb of the seemingly endless stone steps. Far and away, the entire weyr is exposed as are the vast jungles and terraced fields that dot the horizon. The Southern Barrier Range looms above the weyr, and from this vantage point, one can see the snows that clings to the summits. The winding Black Rock River sparkles far, far below. The ledge itself is small, however, so only a few brave souls and possibly one dragon could fit up here. With no handrails, the edge of the star stones's ledge offer a danger to the unwary who think to stand where the rock curves down into the bowl below.



Stores (#20136)

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A vast and sprawling cavern, the main storage area of the weyr is well-tended by the loving and stern hands of those who oversee the bounty stored within. Depending on the time of day, it is a place of illuminated neatness, stacks of dry goods and foodstuffs labeled clearly… or it is a place of werelight and stygian darkness that taunts those who would dare challenge the depths thereof.





The Booty Boutique (#26773)

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They sell lingerie. Enough said.









The Harper's Solarium (#23307)

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The sunlight never shines so bright except when to showcase the displays of art and hand-wrought delicacies that man can bring to bear: here, then, it shines the brightest, through sweetly cunning skylights slanted through the roof high above, producing a quality and quantity of light that is an unnatural marvel given just how cozy this room is well-within the boundaries of the craft complex. It is a long stretch of a room, capable of handling several exhibitions simultaneously, and often filled with people admiring the pieces displayed — and Harpers hovering to guard these treasures from sticky fingers. To the south, a discreet doorway exits into the craft shops; to the north, the bold blue of the Harper's Wing beckons.





The Tipsy Kitten (#24841)

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Here there be drunkards: a marble bar and the gorgeous array of colored bottles behind it would be enough to draw them in, but more yet lures those to enjoy the recreation the Kitten has to offer. Windows allow light to naturally illuminate the first floor of the tavern in the daytime, while green-tinted glows shine after nightfall. A door behind the bar leads to the tiny kitchen, while a stairway leads above to the rooms available for rent. Among the hubbub and the ruckus, a calamity of tables scatter through the open space, plenty enough for dragonpoker tournaments on restday eve.




The Treble Clef (#3955)

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This is a place of idyll repose, a place of music, a place of soul: no liquor finds the tables of this endeavor, nor does darts nor dragonpoker. This is a place for the Harper's soul to rest, with hearty fare served to a degree of sophistication higher than the kitchens in the weyr proper, if for a price… but the draw of it is no doubt the open platform front-and-center, where a bar would likely stand. The Treble Clef does not deal in alcohol, but it does promote the artistry of amateurs and Harpers alike in the well-outfit stage for those to entertain those who stop to sup within these gently-outfitted walls.



The Tunnel (#27176)

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The Weyr is full of tunnels, but there's only one Tunnel. It's more of a large passageway than a room, with rough-cut walls of pale stone. A barrel of a roof is just high enough for a tall person to walk beneath in the centre, though they'd need to mind their head at the sides. The entrance is a rounded doorway at one end. The bar is nearby: it's a rough counter, made of solid beams of re-used wood that might once have been a ship's timbers. Behind it are recesses in the stone, used for storage and display. On a busy night, when the lights are low and the atmosphere's buzzing, the bartender's call to 'Move on down!' encourages patrons to take their seats rather than block the way. A mismatched assortment of tables, chairs and benches line the long walls. Each table sports a small glowbasket, but theres little other lighting except at the bar. At the far end, a deep arched alcove has been cut into the wall from waist-height to roof; it's filled with old furniture and other assorted clutter, and leads onto a ventilation shaft through a barred and shuttered window.

The drinks on offer vary by the season here: while there's usually some wine made from Southern fruits available, the higher end beers and wines of the cooler part of the year make way for unusual and experimental offerings of varying drinkability in the warmer months. Whatever the time of year, the only food on offer consists of salted nuts, pretzels, and porcine scratchings. If one's looking for a meal, one's better off finding it aboveground.

Thread Shelter (#12978)

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The Thread Shelter is long and mostly narrow, its outer part tunnel-like, built from stone with a steeply pitched tiled roof and sandy floor. The inner part is broader; hollowed out from the cliff, it runs deep into the rock, with tool-smoothed walls. It's large enough to shelter many beachgoers, and even dragons too young to fly. Cushioned benches line the walls beneath enough glowbaskets to give a subdued ambience, leaving the central space clear. At the inner end, two small pools provide drinking water for humans and dragons, whil a smaller side-chamber can be used to store folding furniture, or other useful items. After all, Southerners are quick to spot a good place for a party!



Training Grounds (#2491)

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A broad and sheltered swoop of bowl lies bare for the talons and tread of countless weyrlings that-will-be, encased by stone scoured and scarred by those-that-were. Dirt lies as neatly as dirt can lie, swept and raked daily, at the mouth of the caverns that must indubitably be the weyrling barracks. Devoid of decoration, the place stands strangely absent of pressence when empty, the everpresent wind of Southern giving strange acoustics to those under the shelter of the towering bowl-wall.





Training Pens (#4480)

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A herd of elderly herdbeasts mill about in aged chaos, just beyond the neat line of fencing: this is a place for the young to overtake the old, make no mistake. A small spring bubbles up out of stone in the far corner, lending a bubbling noise as soothing background above the sounds of restless pacing.





Turquoise Pools (#22643)

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Such beauty! Water the color of pure turquoise reflects the filtered light of Rukbat that comes through the small opening of the upper canopy; surrounded on all sides by lush greenery, the jungle stream tumbles into the brilliantly colored waters of the pool creating a waterfall that refracts the light into giving a near-constant, imperfect rainbow. The stream continues on, long past these hidden pools of turquoise, leaving behind the crown jewel of Southern's getaway spots. The spray of water from the small waterfall mists the rocks, and at some point in the centuries that Southern has been inhabited a quaint stone bridge was built to span the width of the small pools. Vines and jungle growth further add to the sense of seclusion, surrounded on all sides by nothing but nature.







Underground Hall (#9277)

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A vast and echoing chamber is this, with worn tapestries hung on the walls and braziers and glowbaskets arranged, just so, to provide warmth and light to an otherwise cool and dark space. The smooth stone floorsare swept clean of debris and the area is, by and large, a very open space indeed for one to move around in. But, it's a multi-purpose locale for those who might need to gather a crowd - the floors are perfect for dancing, with some furniture neatly stacked along a back wall to quickly transform the area into a work room, a meeting hall, or even a place to host a swap meet of some sort. The acoustics are good enough for a Harpering band's music to fill the space, and on lively evenings, this space is full of dancers who have spilled from The Tunnel in search of room to stretch their limbs.









Underground Pool (#14497)

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A manmade winding tunnel that seems to go on forever leads into this wide, circular cavern. The ceiling is way up high, dark stone glittering with mineral deposits, reflecting the light of the sun or moon that shines through the gaping hole above. Rugged steps head down to a stone pathway that edges the deep turquoise and cerulean blue pool. Meanwhile dark green creeping vines and thick blankets of moss cover the surrounding rock.





Upper Black Rock River (#7657)

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As the ocean flows inland, the Black Rock River is formed; a jade jewel further enhanced by the towering cliffs that serve as the gateway into the deeper river wilds. Hints of grey stone peek from beneath a covering of verdant greenery as lichen, moss, vinery, and small, clinging plants weave together to become a covering for the the stone beneath. Here, the waterway narrows, forming the first of the winding river as it snakes its way deeper into the heart of Southern, carrying the occasional vessel of trade goods.









Upper Bowl (#20197)

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The graceful sweep of spacious bowl lies scoured clean by an easterly breeze. Detritus is whisked neat to the eastern steppe of the bowl that lies several feet lower than the western plateau. White walls contrast the rough granite of the rivercliffs: the giant maw of the Hatching Cavern lies in the thickest part of the western wall, sheltering the training grounds and weyrling barracks lying nor'west. Southwest, not far from the Hatching Cavern, a sinkhole pond is made manifest, offering accessible respite for those in need of relief from the heat. Northeast lies the leadership courtyard, heavily humid and subtly scented by intrigue.







Upper Plateau (#6374)

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The upper lands of the Black Rock River give way to the plateaus of the coast in the same way as the jungles release their tight fist upon the flora to allow for waving grasses and vast sweeps of land with little to cling to the rocky surface than weeds and summer flowers. In the spring and summer months, the upper plateau is rich in color: purples, pinks, yellows, oranges and vibrant red, as every flower known to Pern blooms among the tall green grasses. During the late summer and winter months, it's a magnificent field of gold. In the distance, the sapphire sea glitters as its turquoise edge meets blindingly white sands. As the coast curves, the plateau cliffs slope downwards as a winding trail finds a path towards a cove that links the western-most Southern coast with the dotted islands that extend into the Southern ocean. Strong winds lay claim here, unimpeded by the growth of jungles, whipping across the flat plain of the plateau, bringing the fresh hint of salty-sea air to cleanse the humidity of the jungles.

War Room (#13414)

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Within this room there is a constant buzz, a low-pitched thrum of activity no matter the time of day — or night. Here are the records for the current leadership, and pertinent information for the time: inventories and star-charts, ledgers and tithe manifests and wing records. Such valuable information is kept twice-watched by two disparate forces: a guard at the door and the archivist at his table, and none quite sure which of the two is more dangerous.



Waterfall (#20760)

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The lush Southern rainforests hide snake-like rivers that wind through the thickest part of the underbrush; it is one such river that provides a view that must be seen once in a lifetime. Powerful, the waters spill over the edges of the cliffs, falling from high, high above to land in a large swell of water that feeds into the Black Rock River. On a sunny day, a kaleidescope of colors can be seen as the light of Rukbat is refracted in a rainbow array of vibrant hues. At the base of the waterfall, where even a dragon would feel dwarfed by the towering cliffs and thick plume of falling water, the swell of water is surrounded by greenery of all kinds: trees, flowers, ferns, moss, lichen. As the point where the waterway narrows into a feeder stream to the larger, Black Rock River, a tiny little bridge spans. All around, water roars, eclipsing even the sounds of wildlife.


Western Catacombs (#16411)

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Large portions of rough hewn rocks build up these tunnels, arches overhead giving support to the ceiling. At least they're supposed to be giving support to the ceiling. This place is so old though, there's no telling what's stood the test of time unless you're an experienced Smith. And there are far too many long winding tunnels for them to have all been perfectly tested. Each passageway seems to go on forever, whatever light that is available casting haunting shadows down from the corners.





Weyr Entrance (#17221)

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No standard weyr-arch for Southern, no, not when an open-air bridge could curve so gracefully into the exterior of the bowlwall, the concave swoop of the weyrbowl itself nestled against the far high-rise of the rivercliffs. A pocket of white marble is delineated in gorgeous architecture at the termination of the bridge, a staircase switching back to a terace above; the stone buildings of the guard compound rise in a vivid vein against the rough-hewn darkness of the cliffs it settles against. The classic arcs only possible by ancient stonecutters show through, Southern's ageless beauty to be admired by all who trespass her walls.







Weyrling Barracks (#22757)

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Natural entropy lies restrained by sheer force of will within the chaotic spiral of Southern's weyrling-barracks. The large entry hollows out into an immense common area at the front of the barracks, where sustenance can be procured for both sides of the lifebond: tables are typically set out with at least the trimmings for sandwiches, and often carcasses lie in the hollowed pit for fresh weyrlings to carve chunks of meat for their new lifemates. Beyond, the couches are set within a U-shape around a long pool, spring-fed, large enough to bathe growing dragons.
Heavy tapestries line the stone walls towards the rear of the barracks, while space is at a premium towards the front: shelves and pegs hold leathers and tools, books and useful trinkets of the dragonriding trade. The narrow-point of the U branches into two hallways: one for the candidate barracks, and one for the weyrlingmaster's office.



Weyrlingmaster's Office (#10269)

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Tidy disorder reigns in this space: there is a main desk, heavily scarred, with two chairs undismayed by any sense of fashion but yet comfortable, with a library of hides and scrolls and books behind. A functional credenza often holds leather straps, to the side, and abuts a smaller desk for weyrling work or even one of the assistants. Past the cluttered domain of the staff, there is a small classroom in such matter that it could easily be converted to a conference room. There is always iced klah and juice and water to be found on the sideboard in the meeting room, and stables aplenty for sandwiches.



Weyrwoman's Office (#22423)

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The Weyrwoman's office is a space of culture and elegance, where the past meets the future in a cohesive whole. The marks of past Weyrwomen remain, from the dark, cherry-mahogany desk to portraits, to other elements that combine Southern Weyr's history of goldriders in a colorful mosaic of styles. Rich, leather chairs of a thickly-cushioned variety are positioned on either side of the desk, comfortably able to provide seating for a good handful of people. Bookshelves of dark wood line the shelves, neatly packed with folios, files, scrolls, and books of all sorts. If it's Craft- or Weyr-related, copies can likely be found here and within easy reach of the Weyrwoman that claims this space. Glow baskets provide dim light during the morning and evening, but delicate oil lanterns illuminate the space when shadows threaten to gather. A sideboard contains an assortment of offerings at most times of the day, with braziers readily available to provide heat during the winter months or to heat up klah or tea as the situation demands. The rugs and tapestries on the walls do much to both provide much-needed color and some measure of insulation. All of them are bold in Southern's colors and display a variety of things that the Weyr - and the continent - are known best for. On the wall behind the Weyrwoman's chair are several framed maps of both Southern Weyr and its layout, as well as the continent as a whole.

Wine Cellar (#25392)

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A spacious chamber is this, with rows upon rows of niches carved into the stone to house the Weyr's supply of wine, beer, and other things that require the dry coolness that only the catacombs can provide. It's kept meticulously clean and the caverns workers are keen to maintain the inventory as accurately as possible. Lighting is provided through glows and wall-mounted lanterns, keeping the place warmly lit if not overly bright. Casks are arranged in racks that run through the middle of the room, with wines filling the walls to either side. Other goods are arranged in shelving along the back wall, from cured meats to dried items that aren't as commonly in use.




Archived Room Descs

This is a list of room descs archived from Southern Weyr rooms.

Pre-Reboot Old Southern Descs

A Slippery and Dank Cave (Outdoor TP Room)
As the name suggests, it's a slippery and dank cave. It's not attached to the cave system in the area, so it's safe to explore without worrying about getting lost forever and ever. There's enough light from the entrance the main cavern is illuminated, what can be seen is lots of moss and a small fresh water spring that feeds all this moisture. The place is full of mushrooms, ferns and other plants that enjoy this kind of environment. There are a few smaller tunnels that shoot off of this one. It's possible there's more of 'this' down them, but it's very dark down there.

Art Fair (Hold's Indoor TP Room)

Colors and fabric assault the eyes as the warmth of the Atrium replaces the frigid chill of the courtyard. Tables have been assembled and bear the burdens of all kinds of art. From more homespun kitted scarves and pot holders to extravagant paintings shipped in from 'round Pern, stepping into this room envelops one in culture. Some things are easy to pocket, others would look rather strange carried away. There is something here for any taste.

AU: Humbug Lane, 1845 (Outdoor TP Room)

In the golden lamplight that spills newfangled holiday cheer out of mullioned windows, bars of illumination falling uncaringly on well sooted snow. While the yule fires inside might be quite delightful, the weather out here is dreary and frightful. While those with the means enjoy the excesses of the season, out here? Out here the struggle for survival continues unabated. Store fronts sell the illusion of merriment, replete with jolly Saint Nick's bells and warm fur-trimmed red suits. Just a couple of steps further in the mucky slush, are beggars and vendors of small trinkets, hollow cheeked and dressed in rags. They huddle around binfires, and hidden down alleys, there are more fires, and more pitiful souls just trying to survive. From the pub on the corner trickles the earmarks of another sort of cheer - raucous and forced, along with the occasional brawl as have-nots try to forget that all is not bright. Progress comes at a cost, spiritually, financially, and physically, and this street encompasses it all: the joy within and the struggle without.

AU: Megamall (During the Holidays), Present Day (Outdoor TP Room)
Wide thoroughfares paved in shining tile sprawl in each direction, spangled with the glitter of festive lights and ribbons and ornaments draped from second-floor railings and pillars, ceilings and facades. Stores of every stripe can be found along each stretch - toys, candy-makers, jewelers, makeup salons, department and sports outlets, international speciality shops, bookstores, and more. Restaurants are in abundance of course, from the lowly food court to bubble tea and cinnamon roll vendors to more high-end seated establishments. Holiday music blares above the mild roar of bustling shoppers, cycling through familiar tunes in styles ranging from classical to jazz to pop. Scents both sweet and savory waft through the boisterous air, though the aroma of holiday spices and all things baked seem to dominate.

AU: Ski Resort, Vail, Colorado (Indoor & Outdoor TP Rooms)

Picturesque snow falls without, fluffy and white, with that faint hiss that comes as it hits almost fairy-like buildings. Wide walkways wind themselves about skating rinks and areas to build snowmen under the watchful eye of snow-laden pine trees. The mountains raise sharply above giving grandeur to the otherwise quaint scene. Inside the shops hot chocolate and coffee steams as skiers and vacationers mix and mingle to a slower pace.

AU: Somewhere Else, Chicago (Indoor TP Room)

It's a cold and blustery holiday season. Christmas shoppers frequent this corridor of commercial activity: big box stores may be just around the corner from this awkward trying-too-hard-to-be-downtown locale, but for the strip of ice and snow and slush before the threshold of this coffeehouse, it could be the coziest of any midwest nooks. Where does one go to escape the cold? Somewhere Else, of course, a boutique coffeeshop that caters to an eclectic crowd. The pastries are good. The coffee is better: enough to tempt in commuting businesspeople and hipsters alike. The coffee bar is massive polished rosewood with shiny brass fittings; there are soft chairs and a dubious-looking couch surrounded by scattered two-tops downstairs; upstairs is the domain of laptop-wielding coffee junkies, with communal tables and plenty of powerstrips. The baristas are friendly and alternatively styled behind black aprons: for the right money (or the right gossip), they can be persuaded to change the XM off The Coffee House.

AU: Terminal 5, Heathrow (Indoor TP Room)

It's snowing… snowing… snowing. The white flakes and immediate future are easy to see in the state-of-the-art facility, all lofted ceilings and walls of glass. Planes are grounded. Flights are delayed. People are stranded. It looks like it's going to be a doozy, all ice and snow, and nobody quite knows when life will get back to normal. For now, terminal 5 of Heathrow is a sad, half-full jumble of people not smart enough to leave and not lucky enough to have not made it here in the first place. It's not all fields of uncomfortable airport chairs, though surely there are generous amounts of those as well… There's a long row of shops on the gate level, most of them with metal gates closed over shut doors, dim and dark. Those that remain open include a Starbucks and a gourmet candy shop, and an atypically fancy seafood bar not far from a lonely shoe-shiner, stranded with the rest. The strain is in the air, with Christmas imminent and delays ominous; emotions seem to range the full spectrum, from festive to angry to resigned. But hey, Tiffany's is still open. Go buy something expensive.

AU: Yuletide Manor, 1845 (Indoor TP Room)

Welcome to the Manor House for the Christmas of 1845! The drawing room has plenty of space for our guests to sit and converse, or share in convivial entertainments. It's a high room with ornate plaster ceilings, oak-panelled to half-height and with a hand-printed wallpaper above, fleur-de-lis on terra cotta, with a frieze below the coving. The curtains are red velvet with fringes, and there are lace nets at the windows. The room is lit by beeswax candles and oil lamps; we don't trust the new gas lights. The focal point is a huge stone fireplace, recently updated with a tiled surround. A log fire burns in the grate, making the room warm and comfortable; if you're chilly after a stroll in the grounds, the armchairs that surround it are very cosy! On the wide mantelpiece, candelabras add to the light, while ornaments and framed daguerrotype portraits crowd the rest of the surface, as well as several small tables. You can even see the greeting card that someone has sent us by the new Penny Post! There's a mirror above the hearth and family portraits on the walls. This year, we have followed the Royal example: a Christmas Tree, so recently introduced to this country by Prince Albert, stands in one corner of the room, gaily decorated and lit with white candles - a fine supplement to the sprigs of holly and other greenery that wreathe the fireplace and hang from the walls. Look out for the mistletoe! There are comfortable places to sit: padded, wooden-armed chairs and and a pair of chaise longues are placed around the room, while the cushioned window seats in the leaded windows provide more casual accommodation. You might like to use a card-table for a hand of whist, or play chess or backgammon. Of course, you are welcome to use the library, the billiard room, or the smoking room. In the evenings, we might gather round the piano to sing carols - if you sing or play, perhaps you will entertain us? And do take a look at the children's toy theatre, with its cardboard scenery and figures! During the afternoon, mulled wine will be served, or negus for the children, and of course, tea. Small minced-meat pies, cold cuts and sugar plums are among the delicacies laid out on the side-board. Or perhaps you would like a glass of claret? When the village carol-singers arrive, though, the wassail punch-bowl will make an appearance. If you lack anything, please avail yourself of the bell-pull, and the parlour-maid will assist you.

Beach Obstacle Course (Outdoor TP Room)
This unused stretch of beach not far from Southern Weyr is now home to a custom-made obstacle course, designed to test a rider's limits of endurance, agility, and strength. Following the path of the jungle, it is set along the soft sand at beach's top, to provide additional difficulty. The course starts with parallel bars, in which one must use upper body strength to move oneself along. Then there is a low wall to be climbed over, then a high wall to pull oneself up and over using rope. Next comes a dug-out portion of beach, which always seems to have a little water in it, covered with wooden slats with sharp spikes pointing down to ensure that one uses their belly to move along beneath them. Standing vertically, a cargo net comprised of thick rope stretches tautly toward the sky, to be climbed up and then down. Balance logs test steadiness, lengths of slender tree trunk that ends in a transfer rope, where one has to climb one rope, use a metal ring embedded in the wooden rail to transfer to another rope and slide down. Then comes an obstacle that has no name (unless it's swear words), thick logs that one must jump on, then on to a higher log spaced uncomfortably far apart. Jumping down from that, next comes a set of metal poles between wooden rails, through which one has to weave; horizontally. The 'bridge' is reached by running along an inclined balance log; it's a bridge made entirely of rope in an open triangle formation, with the point being where one places one's feet. A declining balance log brings one to a stretch of running, only to come to a structure where one has to pull oneself up on rising platforms to reach the top, only to slide down a rope on the other side. A rope attached to a pole is the next obstacle, which is used to swing up on to another balance bar and then to a set of hand over hand bars. Once that obstacle is accomplished, there's an incline wall one must fling oneself onto and roll down, then a spider wall - and yes, it's exactly what it sounds like, a vertical wall one has to climb up and down and across. Finally there are a series of vaults, logs set at about chest level in a row which one has to leap over. Finally there's a short spring to the end, where one likely will collapse in exhaustion. Of course, interspersed amid all of the large obstacles are small ones, called hooyah logs (stacked logs in a pyramid one has to climb over without using one's hands) and circles of wood set close together, through which one has to maneuver. (For video of obstacle course, go here: https://www.youtube.com/watch?v=CCo-8xp-AH8)

Burning Black Rock Seahold (Outdoor Black Rock Seahold TP Room)

True sunrise is still more than an hour away, but the eastern horizon is just beginning to lighten from black to deep blue. The Dawn Sisters twinkle overhead in a clear, starry sky. And a claxon-like bell ring ring RINGS from atop the fireheights of the hold proper, clanging out a warning. But that warning is about twenty minutes too late to do anything about the fire spreading through the shantytown along the waterfront. Mostly abandoned, the rickety wooden homes and ratty little shopfronts catch the flames like lovers, stoking them, exciting them. By the time the bell wakes anyone who might not have already been alerted, the docks is alive with fire, and the flames are cracking and popping their way up toward the warehouse and its surroundings. The hold proper might be made of solid stone, but everything else? It's all going up in flames.

Collapsed Glow Cavern (Outdoor TP Room)
A fairly typical mid-sized holding, carved into the mountains with a facade that opens into a stone-paved courtyard surrounded by guard towers, this glowfarm is in bad shape following the collapse of the major caves. The hold proper, where the few-hundred residents live, is largely undamaged, but - a half-mile up the road - the rubble is significant. The mouth of the cave had been improved over the years, but most of that has been destroyed by falling rocks, boulders, and immeasurable amounts of mud and dirt. Just outside the collapsed main entrance, the holders and members of Ocelot Wing have created a makeshift encampment for the workers, with rough wooden benches, canvas tents, lots of fresh water, and quick meals of meatrolls and biscuits.
Clearing a path into the cave has been the first order of business, and it's rough going. Once the entrance is open enough to allow people passage, the interior is an eerie chaos of smashed and fallen caverns mingled with pulverized (but still dimly illuminated) glows, the blue light casting long, dark shadows. The inner cave is dangerous, to put it mildly, and those going in do so at their own risk.

Damaged Black Rock (From 'Perfect Storm' TP)

A series of sprawling, stone-brick buildings lining the waterfront, Black Rock Seahold is typical of the types of dwellings found along the river between here and the Weyr - larger, true, but architecturally similar. Located just where the Black Rock River spills into the Southern Sea, this is the largest harbor between the Northern Continent and Southern Weyr, and it shows in the business done here. The waterfront is huge, with a long stone pier reaching out into the sea, providing anchorage for dozens of smaller vessels.

The hold's buildings are built up and along a series of slow ramps that overlook the harbor. The main hold is built partially into the hillside facing the sea, with stone facings and wide windows. A large warehouse and dockhouse sits front-and-center over the harbor, with bunks rentable on its basement level for those just passing through the seahold. Most of the residents of the seahold are itinerant, renting rooms from one of the cotholds that dot the headland surrounding the hold.
Right now, the whole place is showing signs of damage from the floods and storm. The wooden docks built off the stone pier are undergoing repair. Cleaning operations are underway in the seahold proper, whenre many of the hold's few hundred permanent residents live. Close by are separate family dwellings; many of these were too close to the flood tide and have been badly damaged. Some of these are undergoing repair, but many are beyond saving, and overall, little seems to be happening to clear and rebuild them.

Glow Caves, Somewhere on the Northern Continent (Outdoor TP Room)
The cave system is vast, and only partially explored. The part that is used, however, is usually a bustle of activity as those who work within earth's bowels seek to gather the glows found in such abundance within the darkness. Nearer the entrances to the caves are piles of empty sacks made of thick wherry hide as well as piles of full ones; the latter contain the gathered glows, deprived of oxygen and light and ready to be transported to holds and Weyrs alike for the purpose of illumination.

Healer Plot (Outdoor TP Room)
A garden carved from the terraced Farmcraft fields, here a tidy little fence separates medicinal plants from those intended to feed man and beast. The plot is divided into a neat map of squares separated by plain dirt paths. Small stakes with signs have been driven into each square to warn passersby of each plant's purpose- for many of the plants collected here can harm as well as heal.

Lithattu Camp (River TP Room)
The mud of the estuary with its ever-dividing channels is edged by more solid ground: a broad and gently undulating triangle of land between the river, the sea and the jungles. It's fertile land, covered with a multitude of flowers in spring and summer, and ideal for grazing or agriculture, though the Weyr's fields and pastures don't extend this far, there's room to support a good-sized Hold. And perhaps there was once one here, back in the oldest of times: overlooking the coast, stone walls and fallen rooftiles remain, their shapes suggesting barns and cottages, while a bit of digging might reveal deep cellars. It's abandoned no more, however: round the ruins, a group of about a hundred people are setting up camp, with tents and shelters made of natural materials, and fortifying the old buildings against Thread.

Maynard Farm Holding (Outdoor TP Room)
Old stone is swept clean, this large courtyard kept pristine with nary a green blade poking up from between the cobbles that stretch before the buildings that rise to surround it on three sides. The largest and most central of these is a rambling thing with large metal double doors, the portal to the main residential building. Various barns and storage buildings comprise the two arms, while the fourth side of the rough square leads to the road and an expansive landscape of fields, forest, lake and stream.

Runner Racetrack (Outdoor TP Room)
There's a goodly crowd, both human and runner, the mass of two-legged bodies surging around the track that's been laid out, a smooth expanse of dirt in an oval behind makeshift barriers. There are continually runners racing or on the track itself, hauling ass to the finish line as shouts and curses, along with the whips and spurs of their riders, urge them on. Dotted here and there amongst the spectators are men with sheafs of hide, the money men, little satellites around which much of the activity is centered. Around the periphery of the crowd and track are stalls where food and beverages are hawked, and small tables where one can take a moment to relax and recharge one's energy before another round of betting and cheering. In the near distance, long strings of runners are tied, some being prepped for a soon to be run race, others having already earned some downtime.

Slate Cliffs Seahold (Outdoor TP Room)
It can't even pretend. This place is a complete shithole. It started off of as a trading outpost but has gradually added more small businesses and little farmsteads to it. But it's largely docks and small, shanty like buildings with slate roofs. There's no rhyme or reason, no guiding hand. Also, as the name implies there are large soaring dark grey cliffs nearby. But it's not nearly as majestic as the name implies.

Ice Sculptures (Hold's Indoor TP Room)

Decorated to the hilt, the field before the hold has been over taken with the festivities. Long poles surround a square area with delicate blue decorations strung between them. Blue balls made for holding glows hand down to provide illumination at night. Within this square ice sculptures stand in various stages of completion with their sculptors hovering nearby. Each is unique in their carving, some more… fragile than others. It would be a shame if any were broken.

Crucible Crash Course (Outdoor Weyr TP Room)

Look on this course, ye mighty and despair! For surely this was built by an insane person. Or multiple crazy people. How could anyone ever be expected to complete this? Sure there's normal things like a rope course over a mud pit and a net wall to climb, but from there things start to get creative. The course extends over the water of the lake with platforms of various sizes and heights and hanging ropes and is that a log that rolls?

Lonely Branch

A sense of safety lingers here above the jungle floor. A sense of being above it all. The view does not go far, obstructed as it is by the trees around this sandalwood perch. Beyond, the gurgle of the stream can be heard.

In the main court at the convergence of corridors, a large swath of floor is cordoned off to contain a sliver of winter wonderland created with lights and scenery and costumed actors. Santa Claus (or one of his "helpers", as some parents my call him) holds court here, waiting with jolly greetings for the little ones aching to tell him their dearest wishes and willing to sit for pictures…whether those on his lap be smiling or bawling. Crowds converge around an ovular enclosure with tall walls, transparent at the top four feet for ease of viewing the goings-on within. An ice-skating rink can be found here, with vendors selling hot chocolate, coffee, and cookies from wheeled stands at various points around it.

Southern Bog (Outdoor TP Room)
From dry plateau and tall grasses, the winding river changes the landscape here. Underfoot the ground is soft, and one has to step careful to avoid thick pits of mud. Deceptive the ground it, seeming solid when under a green layer of moss, water hides to drag down the offending foot. Off in the distance cliffs rise with the ocean just beyond, but to get there, first one must get through this treacherous land.

Southern Countryside (Outdoor TP Room)
Little cotholds dot the areas that surround Southern Weyr, in some places they come together and create a little gathering of civilization. A trading post pops up, a tavern and all the little buildings and farms that come along with it. It's a nice intersection of life and all kinds of people pass through this one, cotholders, traders, crafters. Just stopping by from one place heading to another.

Wine Cellar (As first discovered)
A spacious chamber is this, with rows upon rows of niches carved into the stone to house what must have been a vast collection of wines at one point. It's a collection that's diminished considerably, destroyed through earthquakes and the all-consuming power of mold. Broken casks litter the floor along with shattered bottles, while sconces and glow baskets - the latter long dead - are strewn about. The place is covered in a thick layer of dust, with spinnerweb empires claiming the corners of the high ceiling and holding court over a collection of bones on the ground.

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