Wher Info, Color, Size, and Ranking:
Colors, Ranks, and Clutch Sizes:
Gold Queens Gold Queens, tend to be larger and more intelligent then their smaller kin. Golds vary from yellow-green to the color of polished gold metal. They do not produce flame like the other colors for chewing firestone will make a Queen infertile to produce any clutches. Golds will run to mate two to three times a year, and produce a clutch of ten to twenty-five eggs at a time. Many of these eggs do not hatch at all, however, and some of those that do become feral. A fully mature Gold is around three Turns of age and ready to mate Queen is around one to two Turns of age.
Colors that appear in gold clutches:
Gold (rare)
Bronze (infrequent)
Brown (uncommon)
Blue (common)
Green (common)
Bronzes Their skin can vary from true bronze to brown-bronze. They are the leaders of the other fighting whers and help keep order among their smaller siblings. Bronzes are usually the whers to catch the Golds, producing large clutches along with a Golden egg. A fully mature and ready to mate Bronze at the earliest age is at one Turn of age.
Browns Browns vary from dark chocolate (brown/black) to light milk chocolate brown. Browns can catch the queens but the clutches are smaller and there is never a Golden egg in the clutch. Browns are fully mature and ready to mate at earliest age of one Turn. They usually chase greens and tend to be more level-headed then the rest of their cousins.
Blues Blues vary from navy blue (blue/black) to very light sky blue. Blues are faster and more agile than their larger brothers. They are fully mature and ready to mate at earliest age of one Turn. Blues usually catch greens, but will chase other golds as well, though they are unlikely to win. Blue whers tend to be more sensitive then the other colors, picking up on emotion better.
Greens Greens vary from dark emerald green (green/black) to a very light grass green. Even more agile than blues and faster than all but their grey and white cousins. However, they have much less stamina than their larger relatives. Chewing stone renders Greens infertile, but they still run to mate three to five times per Turn. A fully mature and ready to mate Green is one Turn old.
Colors that appear in green clutches:
Brown (rare)
Blue (common)
Green (common)
General (Canon) Information: Whers, or Watch-whers are dragon-like creatures in the fantasy series Dragonriders of Pern. In comparison to the majestic dragons that were the end result of Kitti Ping's genetic experimentation, whers are deformed and stunted. They were designed by Wind Blossom in an attempt to further her mother's work.
Nocturnal because of their lamp-like reflective eyes, these creatures have a terrific sense of smell and are sometimes used in mines to find "bad air." Thick hides protect them from the harmful elements. Each of their feet has two gnarled digits on it. Like their fire-lizard and dragon cousins, whers have jewel-like eyes. Their faceted eyes swirl with colors that reflect their emotions. As with Pernese dragons, whers come in five colors - gold, bronze, brown, blue, and green. The golds and greens are females, and clutch eggs. Bronzes, browns, and blues are male. Whers can fly, but only at night when the air is thicker to allow their weaker wings that extra lift. Dragons are generally offended when compared to their simpleminded cousins, and do not often initiate conversation with them unless it is required.
At birth, whers can Impress on a single trainer and can recognize when that person is in danger. However, their choice of who to Impress is usually closer to fire-lizards, in that they look for whoever has food available. It is important for the would-be handler to bond with their Whers using a 'blood-bond'. Generally this means the Handlers cuts their own hand or finger to allow the Wher to 'taste' them. The blood acts as a conduit to allow the Whers to form a stronger bond with their Handler. Bondings without the blood bond are not as successful or close as those with.
Once bonded, the whers will do everything in their power to protect that person, as in Dragon's Kin. In that novel, the wher, Dask, gave his life for his handler. Whers bond on the deep telepathic level to their handlers as dragons do to their lifemates. A wher handler will only have one wher at a time. Bonded whers tend to be more intelligent than their non-bonded cousins, being able to learn and comprehend everything more easily when they are connected to the human mind.
However, unlike dragons, whers do not 'have' to Impress. They can live their life without the bond that is so essential to their cousins. These wild whers tend to be untrustworthy, unreliable, vicious animals,. Without a human there, the wher hatchlings will leave their mother and go wild. Generally if a Wher hatched from a domestic Wher does not bond with a Handler, they are killed. Otherwise, they will become vicious and unpredictable, quite often turning even on those who feed them.
In an effort to produce more dragons after her mother's death, Wind Blossom Ping also attempted to use the Eridani equations on dragonet genetic material. However, she did not appear have the same grasp of genetics as Kitti Ping, and the results of her tinkering were, at first glance, not totally successful. What hatched from the eggs she engineered looked like ugly, malformed dragons, and were dubbed "whers." Their wings were stumpy pinions that looked functional but were not. There were smooth-skinned and colored like dragons, but that was almost the only point of resemblance. When full-grown, whers weighed between six and eight hundred pounds, about the size of a small, low-slung horse.
Their feet were arranged with two claws, and a single pad supported the body weight; in spite of such bad design, they could move with surprising speed. Whers were Impressible, and they adored their human mates with the same devotion and empathy as dragons did. They were also very territorial and, if not properly introduced, would kill anyone they believed was invading their home. As a result of Wind Blossom's attempt to smooth out the natural faceting of the eyes, their eyes had malformed lenses with countless little facets that aimed light directly back into the fovea like a magnifying glass.
Whers were photophobic and had poor focal length, but they were effective guardians at night, able to see even in total darkness. Their senses of smell and hearing were as keen as their night vision. They were not as intelligent as dragons, but they could serve a purpose. And they bred true. Whers are solitary and antisocial. If a female hatches eggs away from a human habitation, the young return to the wild. They avoid encounters during the day, but they will kill if disturbed at night. Only a few eggs of each laying mature to hatch.
From The Dragonlover's guide to Pern, Second edition, by Jody Lynn Nye with Anne McCaffrey.In Dragonsblood it is revealed that watch-whers are the third portion of the plan to protect against Thread, with the first two portions being full dragons and the Thread-eating grubs. Watch-whers are designed to fly at night and eat any Thread that falls; Dragonriders inexplicably believe that Thread does not fall at night, so they do not fly against it. They are intentionally genetically and physically dissimilar from dragons and fire-lizards as a precaution against a single disease destroying all three species. Conversely, they are similar enough to dragons that it is possible to genetically convert them into a last-hope replacement for dragons.
For reasons not fully explained, Wind Blossom made herself look less skilled than she was in the creation of watch-whers, publicly attributing their characteristics to a mistake even while they were intentionally designed for their role in the Pernese defense against Thread.
Caislean Weyr Whers: Here at Caislean, our whers are highly regarded, as opposed to mostly reviled as they were during much of Pern’s history. Thanks to their abilities to sniff out poisonous gasses and their high resistance to toxins, whers are used to sniff out and explore the devastated regions of Pern in an effort to find habitable land and useable mines.
During the cataclysm, the wild population of whers in the north was completely wiped out and, although there may be a few pockets of wild southern whers, they are now extremely rare creatures. The handful that are left on Pern are highly treasured and only those deemed worthy are allowed to bond with them
Caislean whers are all mostly the same size, that of a large horse though they are longer and more heavily muscled. A large wher measures anywhere between ten to thirteen feet long and stands about five feet tall at the shoulder.. Any color of wher can impress to either gender.
How a Wher hatching works here at Caislean: Candidates line up outside the hatching chamber and enter one at a time when called in by the clutching wher’s handler. They bow and move forward to select an egg. If the mother wher moves aside and lets them the new handler takes their egg and departs, waiting for it to hatch so that they may form their bond. Rejected candidates must get out of the way quickly or risk an unpleasant death. Wher hatchlings can be unexpectedly violent and, even if they are picked up as eggs they don’t necessarily bond to that person. They have a tendency to go feral and attack viciously. Many wher eggs do not hatch at all.