Igen, located to the southeast of the central plains, is known for its stretches of red sand desert, windswept plateaus, and hardy people who celebrate life even in the bleakest of environs. Their culture is shaped by their living conditions, from sandy terrain unsuited to many crops, to windstorms, to swampy waterways. From the cliffside docks at Igen Sea Hold to the racetracks at Keroon, and even the Weyr itself with its separate and bustling bazaar, the zest for life (and afternoon siestas), flamboyant colors, and powerful spices prevail. Here in the vastness of sand dunes and dry grasses, conservatism has a grip on many but not all locales, and even Igen weyrfolk are largely considered as outsiders within the holds and crafthalls.
Igen Weyr is part of the mountain range that cuts through the vast desert, housing a few hundred dragons and their riders as well as their support staff. It is slightly more liberal in its politics than the rest of the region, but that does not hold true on every issue. In the Interval after the Sixth Pass plague, the Weyr never repopulated to fighting strength, choosing instead a stable but skeleton crew to minimize the amount of tithe and upkeep necessary; the Weyrleaders directed that this should change as the Red Star once more drew nigh, but that might be too little, too late. Its colors are yellow and black.
Sun-loving dragons may sink into somnolence during the day, but their frailer human counterparts must seek insulation from both heat and aridity. Their weyrs therefore burrow deep into the mountainside with long, shade-angled entrance tunnels, high ceilings, and clever pipes for air circulation. Siestas, hammocks and gauzy clothing are just a few ways to make it through to the cooler nights.
Igen Weyr, with its difficult terrain, worked closely with traders during Interval to help each other stay afloat. With Thread taking precedence, those relationships are fraying... with the traders still right on the Weyr's doorstep.
Just outside of the Weyr proper, a bustling bazaar thrives, touting a menagerie of shops, goods, and entertainment for the weary traveler. It is home to traders and vendors of wares alike, with an oft-rotating crew. Delectable fare, sights and sounds, and even a nefarious underbelly can be found in this crowded assembly of squat adobe buildings and—when Thread isn't due—fabric-covered tents.
Several Holds fall under the protection of Igen Weyr, although the only notable major holds are Igen Hold (opals and turquoise, rice, ovines, runners, and fancy caves!) and Keroon Hold (runners, herdbeasts, metal mining!); better-known minor Holds include Big Bay (the major port of Igen at the head of the delta) and Katz Field, Keroon River and High Plateau. Each hold is subject to the whims of its Holder and, even more so, its Lord or Lady; subsequently, each Hold is generally quite different from the next. Most but not all Holders have stuck to traditionalism throughout the past Interval and now even into the Seventh Pass, preferring to hold tight to their bloodlines (however interpreted) and quasi-feudal policies.
Igen is home to the Herdercraft Hall within Keroon’s territory and the Tannercraft Hall within Igen Hold’s territory. They are both as dubious of weyrfolk as the rest of Pern, though theirs by and large is tied to the tendency of their apprentices to be picked up during Search and whisked away to the Weyr—thereby stealing, in their eyes, turns of time and craft knowledge.
Any rumors of tanners coveting illicit samples of dragonhide are probably just that...