Pets
The first thing to remember when it comes to pets at Fort, or any Weyr for that matter, is that Weyrs are basically military bases and anything that's not useful doesn't have a place. Critters that are just running around without a purpose will be fattened up and fed to the dragons. Also for the most part, pets are not easy to come by at the Weyrs. To add to that most animals do not come cheap. So, that's not to say that your character can't have pets, it just means they need to have a good reason for having their pet and, of course have to meet the IC guidelines.
A note for Candidates and Weyrlings:
These two have their own set of rules on pets, those rules being a big fat no. Canines and felines are messy and smelly and are not allowed in the barracks, no exceptions. Any pets that come in with the Candidates will be put in the kennels. Flits are alright if they are well behaved. But if they get on the Candidate Master or Weyrlingmaster's bad side then they'll have to go. In addition, Candidates may not impress a flit near Hatching because if that candidate impresses they will not have the time to care for a flit hatchling and a dragon hatchling. Candidates who impress a flit close to Hatching may not be allowed to stand. Weyrlings are not allowed to impress a hatchling anytime in their early training, as they will need to focus on their new dragon's care and their training. However later in their training (after 6 months) a flit can be negotiated with the WLM and may be allowed based on the Weyrling's performance.
Flitters:
Also known as fire-lizards, they are what the dragons were bred from when settlers first inhabited Pern. They're basically dragons in the miniature that average about the length of a man's arm. They come in the same gold, bronze, brown, blue, and green as dragons- with gold and greens being female and bronze, brown and blue being males, no exceptions. Unlike dragons, golds and greens can both lay clutches. However, greens lay small clutches and never any metallic eggs. They can communicate well with their owners, but do so in feeling and pictures rather than words. Their owners have to bathe and oil them daily, but they can hunt for themselves. There is a breed of a somewhat smarter, larger flit known as Lilacape flits who used to be bred at Lilacape Beasthold in the South but as of the destroying of Southern Weyr they have moved their breeding program to Ista Weyr, but as you can guess, they are quite a deal more expensive than wild flit eggs. Flitters are used mainly as messengers in the Weyr.
Flits are rare in the North, very rare. There are no wild flits in the colder climates and eggs can be tricky to import. Eggs can occasionally be available to purchase at Gathers and such, but mind you it will cost and arm and a leg to get one. With prices starting at around 3-5 marks for a wild green egg to anywhere around 15 marks for a bronze Lilacape egg (15 marks being considered a small fortune), no low ranking character would be able to afford more than a wild blue or green, if that. Of course, that doesn't mean they can't have one, but they must have a viable reason in their history as to where they acquired their flit. And no, no, no you cannot have a gold or bronze flit. Metallic flits are reserved to be given out by the BoD to deserving characters or can be won in contests. I'll say again, don't even bother putting a gold or bronze in your sheet because it will be turned down. If you're dying for the gold flitter keep an eye out for contests and put in a darn good entry!
Mating flights will depend on the female's color. Greens rise far more often, usually every 6 sevendays or so. Golds rise once every turn. The females must be at least one turn old to be mature. Flit mating flights carry a degree of feeling with them, but they are nowhere near as intense as a dragon's flight. The owner may feel anything from nothing to a mild heat or a bit of a fuzzy feeling. Then again, if there are already feelings there, like Menolly and Sebell, a flight might be just the excuse to give in. Remember, though, if your flit will clutch, petition the BOD for it to be allowed and for how many eggs, what colors, etc before posting on the OOC for flit eggs to be pending. ICly any clutches are given to the Weyrwoman to distribute. This is always true in Fort due to the animals being so rare.
Flits are rare in the North, very rare. There are no wild flits in the colder climates and eggs can be tricky to import. Eggs can occasionally be available to purchase at Gathers and such, but mind you it will cost and arm and a leg to get one. With prices starting at around 3-5 marks for a wild green egg to anywhere around 15 marks for a bronze Lilacape egg (15 marks being considered a small fortune), no low ranking character would be able to afford more than a wild blue or green, if that. Of course, that doesn't mean they can't have one, but they must have a viable reason in their history as to where they acquired their flit. And no, no, no you cannot have a gold or bronze flit. Metallic flits are reserved to be given out by the BoD to deserving characters or can be won in contests. I'll say again, don't even bother putting a gold or bronze in your sheet because it will be turned down. If you're dying for the gold flitter keep an eye out for contests and put in a darn good entry!
Mating flights will depend on the female's color. Greens rise far more often, usually every 6 sevendays or so. Golds rise once every turn. The females must be at least one turn old to be mature. Flit mating flights carry a degree of feeling with them, but they are nowhere near as intense as a dragon's flight. The owner may feel anything from nothing to a mild heat or a bit of a fuzzy feeling. Then again, if there are already feelings there, like Menolly and Sebell, a flight might be just the excuse to give in. Remember, though, if your flit will clutch, petition the BOD for it to be allowed and for how many eggs, what colors, etc before posting on the OOC for flit eggs to be pending. ICly any clutches are given to the Weyrwoman to distribute. This is always true in Fort due to the animals being so rare.
Whers:
(At Arisen Dark: Fort Weyr, we ignore Dragonsblood and Dragon's Kin when it comes to Wher canon)
The other draconics, these will also be rare at Fort, unlike the South. They will be given to their handlers, whether it be a Hold watchwher, or the watchwher at the Weyr. Whers are used for hunting, guarding, and exploring. Fort Weyr and Fort Hold both have extensive warrens, some that need to constantly be evaluated on whether they should be closed off. Whers are invaluable to the smiths and miners that are in charge of handling these delicate operations. They can also be used to patrol with groundcrews when threadfall comes at night. These are not meant to be pets and only those, generally beastcrafters, who go through the proper training are bonded. A child, or someone who wasn't trained as a wherhandler be giving on. They can be quite dangerous creatures and giving one to a kid would be the same as giving them an attack dog.
Pernese whers are ugly, muscular versions of dragons. A wild wher (they do roam in packs in the wilds) is quite large, usually rivaling a runner in size, but packed with muscle. They come in the same colors as flits and dragons (gold, bronze, brown, blue, and green) with greens and golds laying clutches. They do have wings, but they are stubby and don't work with flight. Their hides are more armored than that of flits and dragons and they do not need to be oiled, but they do need to be bathed. Whers are photosensitive, which means their huge eyes cannot handle light. They are nocturnal animals and you will not see them during the day. They are very protective, can communicate with images and stilted speech, and have to be restrained with a chain of some sort at all times. They usually live in dens and are very fierce creatures. Wher Runs are the mating flights of whers. A female will rut and then a male will catch, they mate, and a clutch is produced with the female looking after it in a den at the end of a long tunnel somewhere. The feelings are more intense for the handlers, compared to a flitflight, but it is still not quite as potent as that of a dragonflight.
Lilacape whers are generally smaller, smarter, and mostly diurnal (daytime). They can see in the day thanks to special goggles. These eggs are expensive and practically only seen in the South and now in Ista. The Impression bond is usually stronger with them. Now, if a person came from the South to the North, it's logical they could have a Lilacape wher, but they would immediately find themselves put into the position of wherhandler in a dwelling up north since here, they are not pleasure pets. They have to serve a purpose and work for the food they eat. They can hunt for themselves also.
Pernese whers are ugly, muscular versions of dragons. A wild wher (they do roam in packs in the wilds) is quite large, usually rivaling a runner in size, but packed with muscle. They come in the same colors as flits and dragons (gold, bronze, brown, blue, and green) with greens and golds laying clutches. They do have wings, but they are stubby and don't work with flight. Their hides are more armored than that of flits and dragons and they do not need to be oiled, but they do need to be bathed. Whers are photosensitive, which means their huge eyes cannot handle light. They are nocturnal animals and you will not see them during the day. They are very protective, can communicate with images and stilted speech, and have to be restrained with a chain of some sort at all times. They usually live in dens and are very fierce creatures. Wher Runs are the mating flights of whers. A female will rut and then a male will catch, they mate, and a clutch is produced with the female looking after it in a den at the end of a long tunnel somewhere. The feelings are more intense for the handlers, compared to a flitflight, but it is still not quite as potent as that of a dragonflight.
Lilacape whers are generally smaller, smarter, and mostly diurnal (daytime). They can see in the day thanks to special goggles. These eggs are expensive and practically only seen in the South and now in Ista. The Impression bond is usually stronger with them. Now, if a person came from the South to the North, it's logical they could have a Lilacape wher, but they would immediately find themselves put into the position of wherhandler in a dwelling up north since here, they are not pleasure pets. They have to serve a purpose and work for the food they eat. They can hunt for themselves also.
Runners:
Descendants of the Terran horse, they generally have denser bones, larger eyes and ears, and larger hearts and lungs. They can come in a wide variety of sizes and colors and are normally used as mounts, pack animals, or racers. Like flits, they're not exactly cheap to buy. A good runner can run anywhere from 8-12 marks, but it is possible to pick up old nags for cheaper. However it's the keeping that is the problem. Fort has limited room for runners so any staying in the beasthold have to be paid for, either in marks, goods, or labor. Unless the owner has a good fortune of marks for special care, runners in the beasthold will be put to work by whoever needs them. Whether that's working the fields or given as mounts to messengers, they will be doing something. Most Weyrfolk will not have runners, except for Harpers, who generally need them to travel to the surrounding areas to teach and mediate. There are runners available for lend at the beasthold, however, if one should need one.
Lilacape beasthold in the South, now moved to Ista Weyr, breeds a lovely breed of runner known as Lilacape whites. These are VERY expensive and you will usually only see them in the stables of Lord Holders or high ranking Craftmasters. They have white coats, black manes and tails, and are wonderful for traveling at night and have great endurance. Of course, unless you have a VERY high ranking character, don't even consider writing one of these into your sheet.
Lilacape beasthold in the South, now moved to Ista Weyr, breeds a lovely breed of runner known as Lilacape whites. These are VERY expensive and you will usually only see them in the stables of Lord Holders or high ranking Craftmasters. They have white coats, black manes and tails, and are wonderful for traveling at night and have great endurance. Of course, unless you have a VERY high ranking character, don't even consider writing one of these into your sheet.
Felines and Canines:
Cats and dogs. Easier to come by, but the same rules apply to them as everything else. They need to be working. Felines will be expected to hunt mice in the kitchens and such; canines can be used for herding, guarding, tracking, hunting, turning spits in the kitchens, and even hunting mice or tunnelsnakes as well. Felines are generally alright to stay in the owner's room or weyr, but most dogs will be put in the kennels unless they're kept tied or contained in some way within the weyr or living quarters. One exception to this rule is the canines used for the blind or deaf.
Exotic Pets:
Here and there someone may come up with an idea for an exotic pet. These need to be BOD approved and there should be a very good reason for them. For example-There is a trader named Fanris who fights snakes, so he has several tunnelsnakes. If you have a dolphineer (though these are much more prevalent in the South), you'd have a dolphin. Wherries are NOT pets, so don't ask. Some might raise trundlebugs though (brats or a farmcrafter), or smaller avians (probably a ranking person). So be creative, but remember it has to make sense.