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Dragonriders of Pern manual

T H E   D R A G O N R I D E R S   O F 
                                   P E R N 
                   Copyright 1987-1991 Everlasting Software
    
                    Based on the novels by Anne McCaffrey
                                 IBM VERSION
    
                       The Dragonriders of Pern Series
    
                                 Dragonflight
                                 Dragonquest
    
                                  Dragonsong
                                 Dragonsinger
    
                               The White Dragon
                                 Dragondrums
    
                          Moreta: Dragonlady of Pern
                               Nerilka's Story
    
                                 Dragonsdawn
    
                            The Renegades of Pern
                            All the Weyrs of Pern
    


 I N T R O D U C T I O N 
    
          RUKBAT, IN THE Saggitarian Sector, was a golden G-type star.  It
    had five planets, two asteroid belts, and a stray planet it had
    attracted and held in recent millennia.  When men first settled on
    Rukbat's third world and called it Pern, they had taken little notice
    of the strange planet swinging around its adopted primary in a wildly
    erratic orbit.  For two centuries, the colonists gave the bright Red
    Star little thought.  Until the path of the wanderer brought it close
    to its stepsister at perihelion.  When such aspects were harmonious
    and not distorted by conjunctions with other planets in the system,
    the indigenous life form of the wanderer planet sought to bridge the
    space gap between its home and the more temperate and hospitable
    planet.  At those times, silver Threads dropped through Pern's skies,
    destroying anything they touched.  The initial losses the colonists
    suffered were staggering.  As a result, during the subsequent struggle
    to survive and combat the menace, Pern's tenuous contact with the
    mother planet was broken.
          To control the incursions of the dreadful Threads -- for the
    Pernese had cannibalized their transport ships early on and abandoned
    such technological sophistication as was irrelevant to the pastoral
    planet -- the more resourceful men embarked on a long-term plan.  The
    first phase involved breeding a highly specialized variety of
    fire-lizard, a life-form indigenous to their new world.  Men and women
    with high empathy ratings and some innate telepathic ability were
    trained to use and preserve these unusual animals.  The dragons --
    named for the mythical Terran beast they resembled -- had two valuable
    characteristics: they could instantaneously travel from one place to
    another, and, after chewing a phosphine-bearing rock, they could emit
    a flaming gas.  Because the dragons could fly, they could intercept
    and char the Thread in midair before it reached the surface.
          It took generations to develop to the fullest the potential of
    the dragons.  The second phase of the proposed defense against the
    deadly incursions would take even longer.  For Thread, a
    space-traveling mycorrhizoid spore, devoured with mindless voracity
    all organic matter and, once grounded, burrowed and proliferated with
    terrifying speed.  So a symbiote of the same strain was developed to
    counter this parasite, and the resulting grub was introduced into the
    soil of the Southern Continent.  It was planned that the dragons would
    be a visible protection, charring Thread while it was still skyborne
    and protecting the dwellings and the livestock of the colonists.  The
    grub symbiote would protect vegetation by devouring what Thread
    managed to evade the dragons' fire.
          The originators of the two-stage defense did not allow, however,
    for change or for hard geological fact.  The Southern Continent,
    though seemingly more attractive than the harsher northern land,
    proved unstable.  Before the colonists knew that had happened, one of
    the mountains they had made their home close to erupted in a sudden,
    gigantic blast, destroying the plateau colony in a rain of lava and
    ash.  As a result of the catastrophe, and because of other sismic
    disturbances, the entire colony was forced to seek refuge from the
    Threads on the continental shield rock of the north.
          On the Northern Continent the original Fort, Fort Hold,
    constructed on the eastern face of the Great West Mountain Range, was
    soon outgrown by the colonists, and its capacious beasthold could not
    contain the growing numbers of dragons.  Another settlement was




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    started slightly to the north, where a great lake had formed near a
    cave-filled cliff.  But Ruatha Hold, too, became overcrowded within a
    few generations.
          Since the Read Star rose in the east, the people of Pern decided
    to establish a holding in the eastern mountains, provided a suitable
    cavesite could be found.  Only solid rock and metal, both of which
    were in distressingly short supply on Pern, were impervious to the
    burning score of Thread.
          The winged, tailed, fire-breathing dragons had by then been
    bread to a size that required more spacious accommodations than the
    cliffside holds could provide.  The cave-pocked cones of extinct
    volcanoes, one high above the first Fort, the other in the Benden
    Mountains, proved to be adequate and required only a few improvements
    to be made habitable.  However, such projects took the last of the
    fuel for the great stone-cutters, which had been programmed for only
    regular mining operations, not for wholesale cliff excavations. 
    Subsequent holds and Weyrs had to be hand-hewn.
          The dragons and their riders in their high places and the people
    in their cave holds went about their separate tasks, and each
    developed habits that became custom, which solidified into tradition
    as incontrovertible as law.  And when a Fall of Thread was imminent --
    when the Red Star was visible at dawn through the Star Stones erected
    on the rim of each Weyr -- the dragons and their riders mobilized to
    protect the people of Pern.
          Then came an interval of two hundred Turns of the planet Pern
    around its primary -- when the Red Star was at the far end of its
    erratic orbit, a frozen, lonely captive.  No Threads fell.  The
    inhabitants erased the signs of Thread depredation and grew crops,
    planted orchards, and thought of reforestation for the slopes denuded
    by Thread.  They even managed to forget that they had once been in
    great danger of extinction.  Then, when the wandering planet returned,
    the Threads fell again, bringing another fifty Turns of attack from
    the skies.  Once again the Pernese thanked their ancestors, now many
    generations removed, for providing the dragons whose fiery breath
    seared the falling Thread midair.
          Dragonkind, too, had prospered during that Interval and had
    settled in four other locations, following the master plan of interm
    defense.
          Recollections of Earth receded further from Pernese memory with
    each generation, until knowledge of Mankind's origins degenerated into
    a myth.  The significance of the southern hemisphere --  and the
    Instructions formulated by the colonial defenders of dragon and grub
    -- became garbled and lost in the more immediate struggle to survive.
          By the Fourth Pass of the Red Star, a complicated
    Sociopolitical-economic structure had been developed to deal with the
    recurrent evil.  The six Weyrs, as the old volcanic habitations of the
    dragonfolk were called, pledged themselves to protect Pern, each Weyr
    having a geographical section of the Northern Continent literally
    under its wing.  The rest of the population agreed to tithe support to
    the Weyrs since the dragonmen did not have arable land in their
    volcanic homes, could not afford to take time away from nurturing
    their dragons to learn other trades during peacetime, and could not
    take time away from protecting the planet during Passes.
          Settlements, called Holds, developed wherever natural caves were
    found -- some, of course, more extensive or strategically placed than
    others.  It took a strong man to exercise control over terrified




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    people during Thread attacks; it took wise administration to conserve
    victuals when nothing could be grown, and it took extraordinary
    measures to control the population and keep it productive and healthy
    until such time as the menace passed.
          Men with special skills in metalworking, weaving, animal
    husbandry, farming, fishing, and mining formed crafthalls in each
    large Hold and looked to one Mastercrafthall where the precepts of
    their craft were taught and craft skills were preserved and guarded
    from one generation to another.  One Lord Holder could not deny the
    products of the crafthall situated in his Hold to others, since Crafts
    were deemed independent of Hold affiliation.  Each Craftmaster owed
    allegiance to the Master of his particular craft: The Master Craftsman
    -- an elected office based on proficiency in the craft and on
    administrative ability.  The Master Craftsman was responsible for the
    output of his halls and the distribution, fair and unprejudiced, of
    all craft products on a planetary, rather than parochial basis.
          Certain rights and privileges accrued to different leaders of
    Holds and Masters of Crafts and, naturally, to the dragonriders whom
    all Pern looked to for protection during Threadfalls.
          It was within the Weyrs that the greatest social revolution took
    place, for the needs of the dragons took priority over all other
    considerations.  Of the dragons, the gold and green were female, the
    bronze, brown, and blue male.  Of the female dragons, only the gold
    was fertile, and subsequently the only colour to be ridden by female
    riders; the greens were rendered sterile by the chewing of firestone,
    which was just as well since the sexual proclivities of the small
    greens would soon have resulted in overpopulation.  The golds were the
    most agile, however, and invaluable as fighters of Thread, fearless
    and aggressive.  But the price of fertility was inconvenience, and
    riders of the golden queen dragons carried flamethrowers to char
    Thread.  In theory the great golden fertile queens were mated with
    which ever dragon could catch them in their strenuous mating flights. 
    Generally speaking, the bronzes did the honour.  Consequently the
    rider of the bronze dragon who flew the senior queen of a Weyr became
    its Leader and had charge of the fighting Wings during a Pass; the
    rider of the senior queen having the charge of managing the Weyr
    itself, making sure that it was fully stocked and that the dragons and
    their riders were at their peak -- both during a Pass and its
    subsequent Interval.
          Over time, through man's natural curiosity, he began to
    rediscover parts of his world that had long been forgotten.  During
    the Sixth Pass of the Red Star, the crew of the Windtoss, a ship from
    Igen Hold, landed on the Southern Continent, bringing back a strange
    feline they had discovered during their three day exploration of the
    land.  The feline proved to have been infected with a deadly plague,
    however, and the Northern Continent suffered horrible losses before a
    cure could be found.  Because of the terrible disease, and in fear
    that it could happen again, the Weyrleaders of Pern declared the
    Southern Continent Off Limits and forbade all travel there.  Memory of
    the Southern Continent quickly receded from memory and was forgotten
    again.
          It was not until the Ninth Pass of the Red Star that the South
    was rediscovered again.  Because of the preceding Long Interval, the
    dragon population had dwindled to an alarming level.  So shortwinged
    was the last surviving Weyr, that T'bor - rider of bronze Orth, and
    Kylara - rider of gold Prideth; Benden Weyr, established Southern Weyr




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    to breed the desperately needed dragons.  Also, because of the growing
    number of Holdless boys and to forestall blood duels for land to Hold,
    the Lord Holders of Pern, under the guidance of the Weyrleaders,
    allowed the Southern Continent to be colonized, and the first Hold,
    Southern Hold, was established by Toric of Ista Hold.
          During the Ninth Interval, life again returned to normal, saved
    as always by the gallant dragonriders.  Overpopulation was now a major
    concern to the Lord Holders as the Northern Continent swelled under
    the burgeoning population.  The Weyrs, which once saw it prudent to
    restrict access to the South, now opened the doors for free migration,
    and the Southern Continent became filled with those looking for
    adventure and the ruggedness of unexplored territory.
          Now that man had settled the South, the dragonriders determined
    that one Weyr alone could not protect such a vast amount of land.  And
    since the Pernese had discovered the original settlement of the
    ancient colonists and had taken to Hold around the Two-Faced Mountain
    -- the same mountain which once sent the newly-arrived colonists
    scurrying for the protection of the North but was now long extinct --
    the dragonmen had decided to establish a Weyr in the heart of their
    old foe.  After the core of the mountain had been cleared out, T'mos -
    rider of bronze Anneth; Igen Weyr, and Jorem - rider of gold Demolth;
    Fort Weyr, established Ancients' Plateau Weyr to protect the eastern
    third of the Southern Continent from the deadly Passes of the Red
    Star.
          Today, as you enter the Tenth Pass of the Red Star, eight Weyrs
    protect Rukbat's third world: Fort, Benden, High Reaches, Igen, Ista,
    Telgar, Southern, and Ancients' Plateau.  Your duty as a dragonrider
    is as it always has been: to sear the ancient enemy from the skies
    before it can suck the life's blood from your world.  Not many can do
    what you can, though many wish that one day they, too, could be taken
    on Search for the chance of Impressing a young dragon and flying the
    unfriendly skies, charring Thread midair upon the neck of a flaming
    beast.  And if, one day, your bronze dragon should fly the senior
    queen, making you the Weyrleader, you must remember that it takes
    courage, determination, strength, and the willingness to take risks to
    keep your Weyr prosperous and ready -- as it always must be -- to
    protect Pern.
    








































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                               O V E R V I E W 
    
    (Old record hide dated 8.3.101 Ninth Interval - Ancients' Plateau
    Weyr)
    
          Greetings to you and your dragon.
          I, T'mos of Ancients' Plateau Weyr, congratulate you.  It is not
    many who can become a dragonrider.  It takes a strong spirit and a
    certain purity therein for a dragon to choose to Impress you over
    another.  And even fewer can make it to the rank of Weyrleader as you
    have.  For such an accomplishment, you have my admiration.  Whether
    your proud beast has outflown his rivals in a mating flight or you are
    Weyrleader-default does not matter.  The gold dragon rank symbol is on
    your collar, and you would not have it there if you did not deserve
    it.
          The challenges before you are great; more so if you are here
    during a Pass.  As one who was before you, I feel it is my duty to
    pass on what I have learned to my worthy successors.  May it bring you
    good fortune and swift Wings.
          As Weyrleader, you will have two primary duties.  The first
    should be obvious: duty to your Weyr.  You must keep your dragonriders
    at the peek of fitness, from their health to experience down to their
    very morale.  A dragonrider with a low morale is a poor dragonrider,
    indeed.  Keep Wing strength up.  When a dragonrider dies (as surely he
    will), be sure that the weyrling you replace him with has a
    sufficiently high Training Level to allow him to take over the vacant
    spot without a tremendous loss of experience points.  And especially
    don't allow gaps in your Wings.  A Wing that is short one or two
    dragonriders will have dangerously large holes for Thread to fall
    through.  And that must not be allowed at any cost!
          Your second duty as Weyrleader is not so obvious, for there is
    more to leading a Weyr than just being a good Threadfighter.  You must
    also be a good diplomat.  Remember, your world does not end at the
    boundaries of your Dragonweyr.  There is a whole planet of people to
    deal with.  Lord Holders who tithe support to you (and even those who
    do not), Weyrcraftsmen who directly assist your Weyr, Master Craftsmen
    who lead your Weyrcraftsmen, and your Weyrleader counterparts will all
    require your constant attention.  Their opinion of you as Weyrleader
    will tell you exactly how good of a job you are doing.  If you do bad
    in Threadfall, expect world opinion of you to be low.  The opposite
    will be true if your Threadfighting abilities are good.  But this is
    also where your negotiating skills will come in.  Even if you fly
    well, if you are personally a vile wretch, then the personalities will
    still tend to see you in a dark light.  And if that happens, then your
    position as Weyrleader will be in dire jeopardy.  And don't think
    that, if you are here during an Interval, that negotiations will be
    any easier.  The Lord Holders and Craft Masters will feel that they
    don't need you any longer, and keeping on their better side will be
    even more difficult.  Especially with the Lord Holders who must still
    tithe to you (and who will resent it since they believe that they
    don't need you -- after all, there is no menace in the sky).
          The Weyrcraftsmen are not personalities to be negotiated with. 
    They are there to assist your Weyr.  From helping to sustain morale to
    protecting the very skin of your dragonriders, each functions
    according to the best of his ability.  And the ability of each is
    determined by his rank.  The higher his rank, the better the job he




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    will do.  But remember to keep their morale high, also.  If your
    Weyrcraftsman's morale is low, then he will not do as effective a job,
    and word will get back to the Mastercrafthall and to the Master
    Craftsman himself.  So keep a sharp eye out on everybody.
          Do not neglect you own Weyrwomen, however, for they ride the
    golden queen dragons and are your assistants when it comes to Leading
    the Weyr.  You must do your best to remain in their favour; for they
    will spread their opinion of you throughout the world as they go
    visiting Hold and Craft.
          Remember, though, that everything requires a sacrifice. 
    Negotiations and Weyrcraft duty requires the use of dragon Wings.  And
    if a dragonwing takes time out for one of these duties, they will not
    be able to train/rest/recuperate or whatever.  Will you sacrifice some
    of your Wing's fatigue to change the opinion of a Lord Holder, or will
    you allow him to keep his own while you prepare to fight Thread?  The
    choice is yours.  Good flying!
          May your Weyr prosper!
    
          T'mos - rider of bronze Anneth
          Weyrleader
          Ancients' Plateau Weyr
    








































































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                     T H E   P E O P L E   O F   P E R N 
    
          There are 166 different personalities you will have to deal with
    directly during your tenure as Weyrleader.  They are as follows:
    
    DRAGONRIDERS - Characters 0 through 119
    
          The army of Pern, these gallant men and women keep the Great
    Scourge from destroying land and beast.  Ancients' Plateau Weyr has
    the capacity to accommodate 100 dragonriders and 20 Weyrlings
    (dragonriders in training).  The dragonriders are divided up into 10
    Wings of 10 riders each (except for the weyrlings who are placed in
    the single Weyrlings' Wing).  Each Wing has one Wingleader and one
    Wingsecond.  The Wingleader is generally a bronze dragonrider because
    of the bronze's longer staying power in a Fall, and the wingsecond can
    be either a bronze or a brown.  The rest of the Wing is made up of any
    of the four colours of the dragons.  (The gold queen dragons make up a
    special Queen's Wing separate from the regular fighting Wings and are
    not directly under the Weyrleader's control, but are rather the Senior
    Weyrwoman's responsibility.)  Although the Wingleader and/or
    Wingsecond does not have to be their specified colours, you will
    notice a decline in the performance of the Wing if you misassign a
    dragon and his rider.
          The Weyrleader is also a Wingleader; and except to the rider's
    own imagination, there is no special significance on being assigned to
    ride in the Weyrleader's Wing (Wing 0).
          Threadfighting, negotiation, and Weyrcraft duty each require you
    to use dragonriders in Wings.  (ie. a Wing of dragons will negotiate
    with Lord Crom Hold, three Wings of dragons will fight Thread at level
    2, etc.)
          Each dragonrider has four different attributes that a Weyrleader
    must concern himself with.  His morale will determine how well he will
    work with Weyrcraftsmen and in negotiations.  His fatigue tells you
    how tired he is.  Experience show just that - how good of a
    Threadfighter he is.  Finally, there is his health.  The higher the
    number, the better that attribute is.  Numbers range from zero to
    nine.  (Weyrlings' training levels are from zero (untrained) to
    ninety-nine (fully trained).
          Along with a dragonrider, there is his dragon.  The dragon has
    but one attribute: his (or her) health.  Dragons don't die as easily
    as their riders, but there is more of them to injure.
          Should a rider die, his dragon will immediately go Between,
    unable to bear life without his weyrmate.  Before, if a dragon died,
    the rider usually continued life, but in a state of extreme
    depression, lost in a pool of grief until death gave him relief. 
    Today, however, the rider will take his own life if his dragon should
    die.  There are no more unmatched pairs anymore.  Know that if a
    dragon or rider should die (except in Threadfall), the morale of the
    entire Weyr will be affected.
          You may also assign particular dragonriders certain duties. 
    Search, Weyrlingmaster, etc. are all done on an individual basis.
    
    WEYRWOMEN - Characters 120 through 122
    
          Ancients' Plateau Weyr is the home to three golden queen
    dragons.  The queens are responsible for propagating dragonkind, and




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    the female riders of those dragons share the Leadership of the Weyr
    with the Weyrleader.
          The Senior Weyrwoman (denoted "Weyrwoman") is the Weyrleader's
    counterpart.  While the Weyrleader tends to the fighting Wings
    directly and is the military part of the leadership, the Weyrwoman
    sees to the domestic side of weyrlife.  She is the organizer, healer,
    liaison, mediator, and also the leader of the Queen's Wing during a
    Fall.  She is the rider of the oldest (senior) gold dragon, and the
    rider of the bronze who flies her dragon in a mating flight becomes
    Weyrleader.
          The Junior weyrwomen (denoted "weyrwoman") are subordinate to
    the senior Weyrwoman, and are essentially her tutorlings -- training
    for the time when they will become Weyrleaders themselves when the
    current Weyrwoman dies, retires, etc.  Other than this, though, they
    are superior to all other dragonmen in the Weyr except for the
    Weyrleader himself.
          Like the other Weyrleaders of Pern, the Weyrwomen have their own
    opinions of Threadfall, dragons, violence, and you, the Weyrleader.
    (See WEYRLEADERS for further explanation.)  However, they are not
    characters to be negotiated with.  Their opinions of you can only be
    changed by observing you in action, and by the cooperation they
    receive from you.  (Remember, they are your counterparts.)  Your
    cooperation comes in the form of the number of Weyrseconds
    (assistants) you assign to them.  The more dragonriders that you
    assign this duty to, the better the Weyrwomens' opinion of you will
    be.
          It is a good idea to stay in favour with the Weyrwomen, for they
    have a good deal more to do with the rest of Pern than you will have. 
    Remember that they Weyrwomen are the liaisons of your Weyr.  When they
    visit another Hold or Craft (or even another Weyr), their opinion of
    you will directly and noticeably affect the opinion of whom they are
    visiting.  For good or bad.  So treat your Weyrwomen with respect.  To
    do otherwise would be folly.
    
    WEYRLEADERS - Characters 123 through 129
    
          These are the leaders of the other seven Weyrs of Pern.  In
    order:
    
          Fort
          Benden
          High Reaches
          Igen
          Ista
          Telgar
          Southern
    
    Weyrleaders are characters to be negotiated with.  Unlike the Lords
    and Craftmasters, each Weyrleader take the same view of Threadfall,
    violence, and dragons as the other.  (See MASTER CRAFTSMEN for further
    explanation.)  Put into term of Lords, they "View Threadfall with
    apprehension" since they don't like to see any of it burrow into the
    ground.  They of course fancy dragons, and, since they are
    Weyrleaders, they tend toward moderation when it comes to violence,
    and are honourable, trustworthy people.
          Like the Lords and Craftmasters, they will either "hold you in




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    very high regard", "respect you", be "indifferent toward you", "hold
    you in disdain", or "despise you and the dragon you ride."
    
    WEYRCRAFTSMEN - Characters 130 through 134
    
          Each Weyrcraftsman is assigned to your Weyr by his particular
    Master Craftsman and may be recalled at any time.  There are five
    different Weyrcraftsmen that are assigned to Ancients' Plateau Weyr
    that you must be concerned with.  They are:
    
          Weyrsinger (Harper)
          Weyrhealer
          Weyrtanner
          Weyrherder
          Weyrminer
    
          The Weyrsinger looks to the Master Harper and will help improve
    the morale of your dragonriders.
          The Weyrhealer is the of the Healer craft and will speed up the
    recovery of injured riders.  Dragons heal at their own rate and do not
    depend on assistance from the Weyrhealer.
          The Weyrtanner makes the dragonriding leathers your riders wear
    into battle.  The more experienced your Weyrtanner is, the better the
    leathers he will make and the more they will protect your riders from
    the score of Thread, thus shielding them from injury.
          The Weyrherder comes from the Herder craft and tends the animals
    tithed to the Weyr, keeping them healthy and fat until the time comes
    for them to be slaughtered.  The better the quality of the victuals,
    the more energy your dragonriders will have, and thus the less
    fatigued they will be.
          Finally, there is the Weyrminer of the Miner craft.  The
    Weyrminer is responsible for acquiring firestone for the Weyr to use
    during Threadfall.  The dragons use this firestone to produce the
    flame to sear Thread with.  Obviously, the better the quality of
    firestone the Weyrminer is able to procure, the better/longer/more
    effective your dragon's flame will be.  Only a Masterminer is able to
    distinguish the best firestone from the second best, and the better
    the firestone, the more likely it will be that you will catch that
    clump of Thread about to burrow into the ground.
          Although each craftsman will do his duty to the best of his
    ability, it can at times be onerous work.  Wouldn't it do his morale
    the world of good if he, at times, had some help?  Wouldn't it be even
    better if that help came in the guise of dragonriders?  You can boost
    the morale of your Weyrcraftsmen by assigning a Wing of dragons
    Weyrcraft duty to assist a Weyrcraftsmen.  And a Weyrcraftsman with a
    high morale will do a better job than one with a low morale and will
    also report good things about your Weyr to his Master Craftsman.  And
    a Master Craftsman who has a good opinion of you will be more likely
    to assign a higher ranking Weyrcraftman than one with a low opinion. 
    Leave it to say that requesting a better Weyrcraftsman requires two
    things for approval to be given: a high morale on the Weyrcraftsman's
    part and a good opinion of you on the part of the Master Craftsman.
          Your Weyr will start out with Weyrcraftsmen of varying rank
    ranging from Journeymen-apprentices to Masters. 
    Journeyman-apprentices will do an adequate job, but remember that they
    are only a step above Apprentice Craftmen.  Masters are the best of




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    their craft and, of course, will be the most desirable for your Weyr.
    
    MASTER CRAFTSMEN - Characters 135 though 139
    
          These are characters to be negotiated with.  Each personality
    has five different attributes you will need to concern yourself with. 
    Four of them are how each views Threadfall, dragons, violence, and,
    lastly, you.  The fifth is the type of character the person is.
          For Threadfall, there are some who take a light look and some
    who are terrified of it.  Those who take the latter view will react
    more strongly should you let some Thread slip through your Wings, or,
    conversely, will be more grateful if you keep it off the ground.  In
    order, each will...
    
          - see Threadfall as an annoyance (weak)
          - view Threadfall with apprehension
          - dread Threadfall
          - be horrified by Thread (strong)
    
          When negotiating, you will be sending a Wing of dragons to do
    the job.  Each personality will take a different view of dragons also.
     Of course, each will be in awe of the great beasts since they are
    dependent on them for their very survival, but seeing a gigantic
    dragon up close is far different from seeing them flying high in the
    sky.  When sending a Wing to negotiate, be sure to send one which will
    do that particular personality justice.  Don't send a Wing of hulking
    bronzes to one who is terrified by dragons; likewise, don't send a
    Wing of greens to insult a Lord who fancies dragons, either.
          In order of preference...
    
          - frightened by dragons (prefers greens)
          - nervous around dragons (prefers blues)
          - respects dragons (prefers browns)
          - fancies dragons (prefers bronzes)
    
          The average colour of your Wings will be used to determine how
    well you did matching your Wing to the taste of your personality,
    rounded down.
          Violence is more aptly described as how one reacts to death.  Of
    course, during a Fall, you must expect some casualties.  How many will
    determine how each personality will react to you.  A timid fellow will
    react more strongly to death, while one who respects strength will
    understand the need to sacrifice and not be so hard on you should you
    lose a rider or two (or five).  In order...
    
          - timid fellow (reacts strongly)
          - abhors violence
          - tends toward moderation
          - not afraid of strong action
          - respects strength (amiable)
    
          Also, you will need to know any special characteristics of the
    personality.  You will find most to be honourable people.  However,
    there are some who may tend to have the odd quirk.  Each character can
    have one of the following traits (with its appropriate
    consequences)...




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          - honourable, trustworthy person.  (Most people fall into this
    category)
          - vile wretch.  (A difficult person to say the least.  Most
    people loathe to even be in the same room with him.  When negotiating,
    he may react unpredictably.  Negotiating Wings will be noticeably more
    depressed after dealing with this type of personality than with
    others.)
          - steadfast in his beliefs.  (More opinionated.  Less likely to
    change his mind.)
          - has a tenancy to be undependable.  (May react unpredictably
    when negotiating.)
          - well known for his generous spirit.  (A great person to be
    around.  Negotiating Wings may actually leave with more morale than
    they started out with.)
    
          Lastly, there is how each personality regards you and the job
    you are doing as Weyrleader.  Strive to remain in as many people's
    favour as possible, for without Pern's approval, you will not last
    long in your position.  In order, each will...
    
          - despise you and the dragon you ride
          - hold you in disdain
          - be indifferent toward you
          - respect you
          - hold you in high regard
    
          When negotiating, it is as important to send a Wing with a high
    morale as well as one which will do the personality justice as to the
    dragon colour (size).  A Wing with low morale could do great damage
    negotiations and turn the personality against you instead of for you.
    
          Master Craftsmen have one more important attribute you must know
    about.  They are the ones who decide whether or not to assign a higher
    ranking craftsman to your Weyr.  If the Master thinks highly of you,
    then the better the chance of your request being approved.
    
    THE LORDS AND HOLDERS OF PERN - Characters 140 though 165
    
    The Lord Holders and Holders of Pern are the ones who control the
    economy.  They own the land you defend and produce the food you eat. 
    They are also characters to be negotiated with.  Although only seven
    Holds are Weyrbound to you (look to you for protection), you must not
    ignore the rest of the planet, for other Lords will try to influence
    your seven -- for good or bad, depending on their opinion of you. 
    These characters also have the same five attributes that the Master
    Craftsmen have that you must watch: Threadfall, dragons, violence,
    personality type, and you.  Know these when sending a Wing to
    negotiate.
    
















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                       L O A D I N G   T H E   G A M E 
    
          The Dragonriders of Pern requires an IBM or compatible computer.
     A colour monitor is recommended.  An Ad-Lib music card is also
    supported for the title music.
          It is recommended that you place The Dragonriders of Pern onto a
    separate disk or into a separate sub-directory so the files won't get
    confused with others.
          Type PERN at the DOS command prompt to load the game.
          When prompted, enter the name you wish to go by as Weyrleader. 
    Name must be no longer than eight characters and must be in the
    correct dragonrider honourific.  (Apostrophe in the second or third
    position.  ex. F'lar, Sh'gall, T'bor, etc.)
          Next, enter the name of your dragon when prompted, allowing only
    ten characters here.  Correct dragon names end in "th".  (ex.
    Mnementh, Kadith, Orth, etc.)
          Finally, enter the Turn at which you wish to start the game.
    Time is referenced from the beginning of the Tenth Pass (0.0.0 Tenth
    Pass).  To begin at the beginning of the Tenth Pass, enter zero or
    press .  To begin at the beginning of the Tenth Interval,
    enter fifty (as Pass lasts fifty Turns).  To begin before the Tenth
    Pass, enter a negative number.  Range can be from -10 (0.0.190 Ninth
    Interval) to 50 (0.0.0 Tenth Interval); fractions are allowed.  Note
    that the closer you begin to the beginning of the Tenth Pass (but
    still in the Ninth Interval), the more difficult the game will be,
    since your dragonriders will not be prepared to meet the impending
    Fall of Thread.
          After the game has quickly loaded some data, you will be
    prompted to press .  Do so, and you will begin on the date
    specified at Ancients' Plateau Weyr.
    
          NOTE: If you wish to resume a previously saved game, simply type
    "RELOAD" when prompted for your dragonrider name, and game play will
    continue from where you left off after your game data has been loaded.
    
          To end a game session, you may hit - to end the
    game immediately, or, alternately, press the  key.  Pressing
    the  key will quote you a ballad from the Harper Hall before
    exiting the program.
    




































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                    C O M M A N D I N G   T H E   W E Y R 
    
          The following commands will allow you to interact with or find
    out about the people of Pern:
    
    COMMAND 1 - CHARACTER PROFILE
    
          Entering a character number from 0 to 165 will give you a
    profile of the character you have chosen.  (Whenever you see the
    prompt "ENTER A CHARACTER NUMBER OR  FOR LIST:", you have the
    option of entering "999" to abort whatever you are doing and return to
    the main menu.)  There are four different types of personalities, each
    generating a different profile.
    
          - Dragonriders (Characters 0 through 99)
          Command 1 will give all the vital statistics of the dragonrider
    chosen.  Name, dragon name and colour, rank (wingrider, Wingsecond,
    Wingleader, Weyrleader), current status of dragon and rider (on
    Search, Active, Weyrlingmaster, weyred, etc.), and the current level
    of the dragon's and rider's attributes (morale, fatigue, experience,
    health, dragon health).
    
          - Weyrlings (Characters 100 through 119)
          Your Weyr has the capacity to hold twenty Weyrlings, but that
    does not necessarily mean that you will have that many.  Weyrlings are
    reported as name, dragon name and colour, and current dragon and rider
    status.  For attributes, the rider has but three: morale, training
    level and health.  Morale and heath is as the dragonriders: 0 through
    9.  Training level is 0 through 99; the latter being fully trained. 
    Dragon health is also reported here.
          For rider status, in addition to weyred, will also be reported
    as "In training" for weyrlings with a Training Level less then 99, and
    "Active" for fully trained graduates.
    
          - Weyrcraftsmen (Characters 130 through 134)
          Weyrcraftsmen are reported as name and rank
    (Journeyman-apprentice, Journeyman-C, Journeyman-B, Journeyman-A,
    Master), and their morale.  Morale is their only attribute that you
    need concern yourself with.
    
          - Weyrwomen, Weyrleaders, Master Craftsmen, Lords, and Holders
    (Characters 120 through 129 and characters 135 through 165)
          Except for the Weyrwomen, these are the people you will need to
    negotiate with; therefore, a profile of them will produce their name
    and rank (Weyrwomen and Weyrleaders will also have dragon name and
    colour), and their views towards Threadfall, dragons, violence, and
    you.  Their particular personality trait will also be listed here. 
    (Both Weyrwomen and Weyrleaders will only have their opinion of you
    listed here, since all Weyrleaders feel the same way toward Thread,
    dragons, and violence as well as all being honourable, trustworthy
    people.  Weyrwomen will also have their health and dragon health
    listed.)
    
    COMMAND 2 - DRAGONWING PROFILE
    
          This command will report the current, average attributes of




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    entire Wings,  Each Wing will be listed by Wingleader and their
    attributes under the following categories:
    
          MOR - Morale
          FAT - Fatigue
          EXP - Experience
          HEL - Health
          DGH - Dragon Health
    
          This is useful when deciding which Wing to send on negotiations,
    or whenever you need to examine Wings or the Weyr as a whole.  This is
    the same report that will be generated during Threadfall.
    
    COMMAND 3 - TRANSFER DRAGONRIDER
    
          Use this command when you wish to reorganize your Wings into
    more efficient fighting/negotiating units.
          You may transfer any dragonrider to any position with the
    following exceptions:
    
          - You may not transfer the Weyrleader.
          - You may not transfer a Weyrling to rank status (to Wingsecond
    or Wingleader position).
          - You may not transfer someone into the Weyrlings' Wing.
          - You may not transfer someone within the Weyrlings' Wing. 
    There are no Weyrling Wingleaders or Wingseconds.
          - You may not transfer a wingrider in a Wing to another
    wingrider position in the same Wing.  (Such transfers produce no
    effect, therefore are not allowed.)
    
          To transfer someone, enter their character number.  You will see
    
          [Name] - rider of [colour] [dragon name]
    
          to
    
          Now enter the destination character number.  The character will
    then be transferred to the new position, juxtaposing him with any
    character that happened to be in the new position.
          For example: to transfer T'bef (character 54) with D'sal
    (character 51) -
          Enter 54 at the first prompt.  Computer responds
    
          T'bef - rider of brown Bilogoth
          Wingrider to A'bosh
    
          to
    
          Next, enter 51.  Now you will see
    
          to Wingsecond to A'bosh
          transferring D'sal.
    
          Transfer results in rank change.
    
    




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          Note that whenever you transfer someone, experience will be
    affected.  If it is a Wing to Wing transfer, the character will be in
    a Wing in which he is not (or no longer) familiar with, so expect a
    slight decline in this attribute.  If it is a promotion, experience
    will go down because the character is in a more difficult position. 
    Conversely, demotion will increase experience.  Promotion and demotion
    will also affect morale, with promotion increasing the attribute and
    demotion decreasing it.
          Transferring a weyrling to a wingrider position is a promotion.
    
    COMMAND 4 - ASSIGN DRAGONRIDER
    
          This command will individually assign a dragonrider a specific
    kind of duty.  You may also ask for a detailed individual Wing profile
    or request a Weyr detail based on rider attributes or status.  Issue a
    duty from the submenu and then choose which character you wish to
    assign the duty to.
          Weyrlings can only be weyred, grounded, or returned to active
    duty.
          Except where noted, assigning a dragonrider a duty will not
    exclude him from negotiations, Weyrcraft duty, or Threadfall.
    
     Subcommand 0 - Active duty
    
          The standard mode for all dragonriders.
    
     Subcommand 1 - Weyrsecond
    
          Weyrsecond is a relatively new duty to the Weyrs, begun during
    the last Interval for reasons which will be discussed.  You will
    assign Weyrsecond to the dragonrider(s) whom you wish to assist the
    Weyrwomen.  This is much the same as assigning a Wing to Weyrcraft
    duty, except that the morale of the dragonrider does not affect how
    well he will perform his job and how it affects the opinion of the
    Weyrwomen he is assisting.
          Basically, the more Weyrseconds that are assisting the
    Weyrwomen, the better the Weyrwomens' opinion will be of you.  This is
    the only way of changing the Weyrwomens' opinion of you directly. 
    Such duty, however, can affect the fatigue and morale of your
    dragonriders, so use only those who are rested.
          The duty of Weyrsecond came about after Ancients' Plateau Weyr
    was established.  The Weyr was such a large one that it became obvious
    that the Weyrwomen, who oversee the well-being of the Weyr, were
    simply overwhelmed by the magnitude of the responsibilities involved.
    A Weyrsecond will assist the Weyrwomen with her duties, lightening her
    workload so she can spend more time tending other needs (healing,
    collecting tithes, diplomatic duties, etc.).  By not assigning
    Weyrseconds, the message you are sending is that you feel that the
    Weyrwomen are unimportant, and that is far from the truth, indeed.
    
     Subcommand 2 - Watchrider
    
          This command stations a dragonrider to, literally, watch for
    Thread.  When a Watchrider sees Thread approaching, the Weyr is
    mobilized and meets Thread in the sky before it can reach the ground
    and destroy the land.  The more warning a Weyr can get of approaching




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    Thread, the more ready is can be to meet and effectively destroy it. 
    The more Watchriders a Weyr has, the better the chance of meeting
    Thread prepared (as opposed to "unprepared").  An unprepared Weyr will
    have a more difficult time coping with Threadfall.
          Being a Watchrider requires discipline.  Long hours are spent
    alone watching the sky for signs of Thread.  Such duty, although no
    actual manual labour is involved, is a drain on fatigue.
    
     Subcommand 3 - Weyrlingmaster
    
          A Weyrlingmaster is the trainer of the Weyrlings.  To be a
    Weyrlingmaster requires the same effort as being a teacher, such that
    fatigue and morale are affected.  Although it is an honour to teach
    future dragonriders, it can be very taxing (and sometimes
    exasperating).
          The more Weyrlingmasters you assign, the faster your Weyrlings
    will be trained, and the more their morale will improve.  Small
    classes taught by many teachers are much better than a large class
    taught by one.
    
     Subcommand 4 - On Search
    
          Whenever a clutch of dragon eggs sits hardening on the Hatching
    Ground sands, dragonriders begin the task of scouring the lands,
    looking for suitable candidates to present to the baby dragonetts when
    they Hatch.  Such a task is called a Search.
          When Searching, the dragonrider and his dragon look for
    prospective candidates who have that special something that will make
    them dragonrider material.  That something could be personality or
    spirit.  To this day it is a mystery why dragons choose who they do. 
    Sometimes, a candidate who looks weak and easily dominated is chosen
    while a strong boy in mind and spirit is left standing on the Grounds
    Hatching Day.  Despite this, Hold and Craft boys are eager to be taken
    on Search, since Weyr life is easier than what the rest of Pern has to
    offer, and at least to be chosen for Search is considered a great
    honour.
          The object of a Search is to present to the hatchlings as many
    candidates as possible to allow them as wide a choice as possible. 
    Naturally, this will require a good number of dragonriders to do the
    Searching.  When selecting which dragons and riders to send on a
    Search, remember that brown dragons are better at Searching than their
    contemporaries.  They seem to bring in candidates at a 2:1 ratio,
    allowing a better selection come Hatching Day.
          Searching is taxing on the fatigue, though, so send only those
    who are well rested.
    
     Subcommand 5 - Off duty
    
          Weyrlife is generally easier compared to Hold and Craft life. 
    The dragonriders themselves have it the best.  Manual labour such as
    tilling fields and carving holds is unheard of.  But there are
    different strains on the dragonfolk.  They must be ever ready to
    protect pern and keep it safe.  Nonetheless, a break from such duty
    every once in a while can do wonders for low morale.  But you must be
    careful.  Off duty dragonriders do tend to carry on a bit, and can
    actually fatigue themselves while out on the countryside seen how far




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    their dragon can fly at a time, exploring (holds or women), etc. 
    Experience can also suffer since off duty dragonriders do not spend
    time in training exercises.  And occasionally, and injury or two can
    bring down health in some of the more aggressive riders.
    
     Subcommand 6 - Restrict to Weyr
    
          Use this to order a tired dragonrider to stay within the Weyr
    proper whenever possible.  No flying off to wherever.  Fatigue must 
    be regained.  Such confinement, however, is telling on the morale and
    experience.
    
     Subcommand 7 - Extra training
    
          Some dragonriders will lose experience for a variety of reasons,
    or newly commissioned weyrlings will be low on such.  When this
    happens, extra training may be in order.  But the strain will affect
    fatigue, so the wise Weyrleader will know when to assign this duty and
    when to allow regular training to make up the difference.
    
     Subcommand 8 - Restrict to weyr
    
          Not to be confused with Subcommand 6, a "Weyr" is the Dragonweyr
    proper, while a "weyr" is the home, as it were, of the rider and
    dragon themselves.  To weyr a rider is to restrict him to his room. 
    Do this when the rider's health is failing, especially when he is near
    death.  However, such a restriction will diminish morale, fatigue (it
    is actually tiring to be bedridden), and experience (weyred
    dragonriders can not spend time training).
          Weyred riders can not take part in negotiation, Weyrcraft duty,
    or Threadfall, and they will not be counted in Wing Profiles.
    
     Subcommand 9 - Ground dragon
    
          This command will weyr a dragon for the same reasons you would
    weyr a rider.  However, the rider is still up and about (unless you
    weyr him also).  But since the dragon is confined, a rider's morale
    and experience is hindered.
          The riders of weyred dragons can not take part in negotiation,
    Weyrcraft duty, of Threadfall, and they will not be counted in Wing
    Profiles.
    
     Subcommand 10 - Return dragon to active duty
    
          Same as Subcommand 0 for riders, this will return a dragon to
    regular duties.
    
     Subcommand 11 - Wing profile
    
          This is the same as Command 2 from the main menu, except that
    instead of profiling the entire Weyr, you will choose a specific Wing
    to detail.  Each rider in the Wing will be listed along with his
    morale, fatigue, experience, health, dragon health, and his status (as
    seen on the Command 4 submenu ) under the heading "S".  Bronze and
    brown riders will also be identified by an asterisk or plus in front
    of their names, respectively.




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          You will identify the Wing to be detailed by the character
    number of the Wingleader.  (Character 20 to detail Wing 2.)  This will
    work even if there is no Wingleader for that particular Wing.
          To detail the Weyrlings' Wing, enter character number 100.
    
     Subcommand 12 - Detail by attribute
    
          With this command, you can detail your characters based on their
    particular attributes or their status.  This can be especially useful
    for quickly identifying deficient attributes in riders and dragons.
          If you wish to detail by attribute (morale, fatigue, experience,
    health, or dragon health), then you may enter the parameters you wish
    to search for.  For example, you may detail any dragonrider who has an
    experience level of less than 5, greater than 3, or equal to 9, etc. 
    Note that parameters of less than zero or greater than nine are not
    allowed.
          If you wish to detail by status, simply enter the status number
    as your parameter and any dragonrider with a matching status will be
    detailed.
    
     Subcommand 13 - Return
    
          Returns you to the main menu.
    
    COMMAND 5 - DELEGATE WINGS
    
          Use this command to send a Wing of dragons to negotiate with the
    leaders of Pern, or to work with the Weyrcraft.  Both negotiating and
    Weyrcraft duty are taxing on the mind and body, so whenever such duty
    is completed, you will note a decrease in morale and fatigue.  Also
    know that when negotiating or on Weyrcraft duty, Wings will not be
    engaged in regular training exercises, so experience will also be
    affected.
          Dragonriders who are negotiating or on Weyrcraft duty will be
    noted in the Character Profile by stating that they are "Negotiating
    with"or "Assigned to" followed by the character's name.
          When sending a Wing out of the Weyr, note that the morale of the
    Wingleader and Wingsecond will have an influence on the average morale
    of the entire Wing.  The better the morale of the two leaders, the
    better the overall average of the Wing itself.  High morales here can
    make up for deficiencies or aggravate the morale of the entire Wing.
    
     Subcommand 1 - Negotiate individually / Assign to Weyrcraft
          This is the option used to send a Wing to negotiate with
    Weyrleaders, Master Craftsmen, or (Lord) Holders; or to assign a Wing
    to Weyrcraft duty.
          When negotiating, what you are trying to do is show the
    character whom you are negotiating with is that you, the Weyrleader,
    is worthy of their respect.  This is the ultimate goal of any
    negotiation.  The better the general opinion of Pern is about you, the
    more secure you are in your own position.  Negotiating is one way to
    boost someone's opinion.
          For Weyrcraft duty, your goal is to bolster the morale of the
    Weyrcraftsman whom you assigned the dragonwing to so they will be able
    to do a better job in their craft for your Weyr.
    




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     NEGOTIATIONS
    
          When negotiating, it is a must to send a Wing with a high
    morale; the better the morale, the better the job they will do at the
    negotiating table.  Also, try to match the Wing size to the particular
    taste of the personality you are dealing with.  People who are afraid
    of dragons may not think kindly of a Weyrleader who sends a Wing of
    hulking bronzes to his doorstep.  He might think you are trying to
    intimidate him.  Also, do not insult someone who fancies dragons by
    sending a Wing of puny greens.  As Weyrleader, you know the value of
    "puny" greens, but you can not expect such wisdom from non-Weyrfolk. 
    By sending a Wing of the correct average colour (ie. a bronze and a
    blue will make a brown) and good morale, successful negotiations are
    almost assured.
          There are five possible outcomes to negotiations:
    
          - disastrous (worst case)
          - difficult
          - productive
          - successful
          - highly successful (best case)
    
    Depending on the outcome of negotiation, the character will alter (or
    not) his opinion of you.  The better the outcome, the better the
    chance that his opinion will improve (though that is not always the
    case).  Likewise, the worse off the negotiations came, the better the
    chance that he will lower his opinion of you.  (Again, not all the
    time.)
    
     WEYRCRAFT DUTY
    
          Although Weyrlife is easier, Weyrcraftsmen still find help
    necessary at times.  Especially when morale is low.  It would be a
    great boost to morale if that help came in the guise of dragonriders! 
    Be sure to assign a Wing with high morale (dragon colour does not make
    a difference).  Dragonriders with low morale are no help at all, and
    the better the help, the better the job the weyrcraftsman will do, and
    the better the report that Weyrcraftsman will make to his Master when
    transfers come (See Command 6 - Request Crafthall).
    
                                  *   *   *
    
          First, select whom you wish to negotiate with / assign a Wing
    to.  Then choose which Wing you wish to do the duty.  Wings are
    designated by Wingleader and can not be the Weyrlings' Wing.
          You will be informed when negotiations / Weyrcraft duty is
    complete.
          You may not delegate Wings which are too fatigued.
          Except during the Ninth Interval, you may not delegate Wings
    which are too inexperienced.
    
     Subcommand 2 - Recall Wing
    
          This command will recall a Wing who is either negotiating or
    assigned Weyrcraft duty back to the Dragonweyr.
    




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     Subcommand 3 - Cancel
    
          Aborts command and returns you to the main menu.
    
    COMMAND 6 - REQUEST CRAFTHALL
    
          Use command 6 to request a particular Master Craftsman to
    replace his particular Weyrcraftsman with a higher ranking craftsman. 
    In simpler language: "Ask (say) the Master Harper to replace the
    Journeyman-apprentice Weyrsinger with a Journeyman-C Weyrsinger."
    However, this command can be used to request any of the Crafthalls to
    replace their Weyrcraftsman.
          Prerequisites for transfer approval: a high morale on the part
    of the Weyrcraftsman and a high opinion of you, the Weyrleader, by the
    Master Craftsman.  Based on the Weyrcraftsman's opinion of you and his
    opinion, the Master Craftsman will decide whether or not to approve
    your request for a higher ranking Craftsman or not.
          Note that you can not request the replacement of a
    Mastercraftsman.  That is as high as the ranks go.  To be a Master of
    a Craft is to be as best as can be.  (Note also the difference between
    a Mastercraftsman and the Master Craftsman.  The Master Craftsman is
    the "Leader" of the Craft, elected from amoung the Mastercraftsmen.)
          Should a request be denied, the morale of the Weyrcraftsman will
    decline, knowing that you did not feel that he was adequate enough for
    the job.
          Whenever you make a request of this sort, the Master Craftsman
    may change his opinion of you, feeling that you are taking advantage
    of him and his Hall.  Do not be surprised is the Master who once held
    you in high regard, after approving a request for transfer, now is
    only indifferent toward you.  When this happens, you must negotiate
    with him again or alter his opinion in some other way.
    
    COMMAND 7 - WEYR COMMAND
    
          A general command given to the entire Weyr.  Each of the
    subcommands (except for Subcommand 4) will affect a different
    attribute of the dragonriders.  Use this command only when absolutely
    necessary, though, for you will always lose more than you gain.
    
     Subcommand 1 - Weyr Gather
    
          A Gather is like a fair, where all the people gather together 
    for festivities, games, and the buying and selling of goods.  To call
    a Weyr Gather is to have a Gather at the Dragonweyr itself.  (In times
    past, Gathers were only held at Holds.)
          A Gather will do wonders for battered morale, but it can be
    extremely tiring, and the aggressive dragonrider can occasionally
    injure himself with too much indulgence.  You will note a decline in
    fatigue and health.
    
     Subcommand 2 - Rest Day
    
          This has exactly the same effect as Subcommand 6 in Command 4. 
    You are essentially restricting all dragonriders to the Weyr Proper
    for rest to regain spent fatigue.  But like Subcommand 6 in Command 4,
    such a restriction will depress morale and experience.  Nobody likes




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    to be cooped up with nothing to do, and even rudimentary training is
    halted for the day.
    
     Subcommand 3 - Spring Games
    
          The Spring Games are of particular benefit during an Interval. 
    It is when the entire Weyr gathers together in the sky and practices
    Threadfighting techniques as a whole; testing old tactics and trying
    out new ones.  It kept the Weyr battle ready at all times.  Even
    during and Interval it is important if you expect to pass on valuable
    experience to the next generation who may have to fight real Thread
    with only the Spring Games as any true practice.  During a Pass, the
    Spring Games are used mostly to quickly boost flagging experience
    which has lapsed for any number of reasons (an influx of Weyrlings to
    dragonrider status, too many dragonriders coming from furlough, etc.).
          Spring Games will improve the general experience of your Weyr,
    but the games are strenuous at best.  Overall fatigue will take a
    beating, as will morale, since drill is always dull and boring. 
    Occasionally, health will diminish since firestone is used and riders
    and dragons can be singed sometimes.
    
     Subcommand 4 - Cancel
    
          Do nothing and return to the main menu.
    
    COMMAND 8 - DRAGONRIDER CONCLAVE
    
          See Events on Pern - Dragonrider Conclave for full description
    of the Dragonrider Conclave.
          This will allow you to call a special Dragonrider Conclave. 
    You, yourself, will host the Conclave and choose the agenda.  But
    remember that, by calling a special Dragonrider Conclave, you are
    admitting that you are not handling the situation well and that things
    are deteriorating.  The world of Pern will see this in a dim light,
    and opinions of you by the Characters will drop.  Like Command 7, use
    this one sparingly.
    
    COMMAND 9 - SAVE GAME (NOT LISTED)
    
          Saves the game currently in progress to the current drive and
    subdirectory.  When prompted, choose which slot you wish to save the
    game under.  Slots are labeled from A to Z.
          If you choose this command by accident, pressing  by
    itself will take you back to the main menu.
    
    COMMAND 10 - LOAD GAME (NOT LISTED)
    
          Loads a previously saved game from the current drive and
    subdirectory.  When prompted, choose which slot you wish to load the
    game from.  Slots are labeled from A to Z.  Once the game data has
    loaded, play will resume from where you left off the last time you
    saved that particular session of The Dragonriders of Pern.
          If you choose this command by accident, pressing  by
    itself will take you back to the main menu.
    






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                         E V E N T S   O N   P E R N 
    
          As you go about your routines as Weyrleader, time continues to
    flow, and things will happen around you.  Here is a list of what might
    occur during your tenure as Weyrleader.
    
    PASSES AND INTERVALS
    
          The Pass of the Red Star lasts approximately fifty Turns. 
    During that time, Threads fall to threaten all life on Pern, and the
    populace turns to the dragonriders for protection.  But a Pass does
    not last forever.  Soon, an Interval comes, and the hearts of the once
    grateful Lords and Masters sour.  They will no longer need your
    protection from the Threads and they will feel that you are becoming a
    burden and a nuisance.  After all, even though the Pass is over, they
    must still tithe to the Weyr that they are bound to.  Why should they
    tithe to dragonriders who no longer protect them?
          You will find that opinions of you will change for the worse,
    and that negotiations will become more and more difficult.  Even your
    Weyrleader counterparts will retreat to the solitude of their Weyrs. 
    Keeping the opinion of Pern will not be easy.
    
    WEYRCRAFTSMAN RECALL
    
          Every once in a while, a Master Craftsman will recall from your
    Weyr the craftsman assigned to you and replace him with another of
    varying rank.  This is not done out of anger or revenge.  Masters
    assign and recall for their own reasons and we dragonmen do not
    question their wisdom, for they do not question ours.  We must put up
    with their whims and, when someone is recalled, do our best to cope
    with the new situation.
          The lowest ranking craftsman you can have assigned to you is
    Journeyman-apprentice, for Apprentices of any rank are not allowed to
    Journey.
    
    SICKNESS AND PLAGUE
    
          Although Weyrfolk generally take better care of themselves, even
    the most hardy of dragonriders can become ill.  You will know if this
    happens only by seeing a radical decline in a rider's health.  Other
    than by chance, you will not be informed when a single rider gets
    sick.
          Sometimes, however, the entire Weyr will be stricken by a
    plague.  The Weyrhealer will inform you when this happens.   Should
    this event occur, note that a radical decline in everyones' health
    will take place.  Like Thread injuries and such, only time will
    eventually cure this illness.
    
    THREADFALL
    
          The scourge of Pern, Thread falls less on the Southern Continent
    than it does in the North.  Instead of an attack every sixteen hours,
    during the worst of a Pass you can expect Thread every few days. 
    Although Thread falls in an East-West manner, Threadfall will be
    identified as attacking a particular Hold.  Whenever and wherever it
    falls, though, you MUST be ready to meet it -- no matter how tired,




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    routed, inexperienced, unprepared, or injured you may be.
          For complete details on how to command your Weyr during
    Threadfall, see Threadfighting: Tactics and Organization.
    
    CLUTCHING AND THE HATCHING
    
          To "Clutch" is to lay eggs in draconic terms.  Whenever the
    queen dragon clutches, she is laying her eggs in the Hatching Grounds.
    About fifteen days later, they will Hatch.  After a Clutch is laid, it
    is a good time to begin Searching for candidates for those eggs.
          When a Hatching occurs, all the candidates collected on Search
    gather around the eggs and wait for them to Hatch.  Hatching will
    happen all at once, and the baby dragons will look around the
    candidates for the one whom they wish to Impress, or become their
    symbiotic partner for life.  In times past, every dragonet found his
    or her partner from amoung the presented candidates.  Not so now.  Now
    that the dragons have reached their full stage of development, the
    hatchlings have become more choosy about whom they Impress.  In order
    to further improve the breed, hatchlings who can not find a suitable
    match will choose death rather than partnering with an inadequate
    candidate.  Such deaths are frequent (about fifty percent of a clutch
    goes unpaired) and are unpleasant to watch, but it is necessary so
    that only the cream of the crop go on the become dragonriders, and
    such deaths do not tell on the morale to a noticeable extent.
          The morale of the new Weyrlings is variable since they tend to
    take on the personality of the dragon they have Impressed.  Training
    Level always starts at zero.
          If you should be fortunate enough to have a queen egg laid, it
    will be the last to Hatch.  When it does, the hum of the dragons will
    increase to an almost intolerable pitch, welcoming the new queen into
    the world.  The candidates for the queen egg are always girls, and
    when the candidate it chosen, she becomes a weyrwoman.  Whomever Hold
    the chosen candidate comes from will almost always change his opinion
    of you, the Weyrleader, for the better, for it is an honour of the
    highest to have someone from your Hold so chosen.
    
    DRAGONRIDER CONCLAVE
    
          A Dragonrider Conclave is a meeting of the minds.  All the
    Weyrleaders of Pern gather together at the hosting Weyr to discuss
    means of improving Threadfighting tactics and other topics of
    importance.  This gathering occurs roughly two times a Turn, but can
    be called for specially by one Weyrleader.
          As a rule of thumb, there are three main topics covered at the
    Conclaves:  how to improve...
    
          - Morale
          - Fatigue
          - Experience
    
    When it is your turn to choose the topic, indicate which one you wish
    to cover by entering a 1 for morale, 2 for fatigue, or 3 for
    experience.  If it is not your turn to choose, an agenda will be
    chosen by another Weyrleader.
          Information you gain at the Conclaves will be put to use at your
    Weyr to improve that attribute which was discussed.  The amount of




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    practical information you garner, however, will depend directly on how
    each of the Weyrleaders feel about you.  Naturally, a Weyrleader who
    likes you will be more apt to help you improve your Weyr than one who
    does not.  Therefore, it is a good idea to stay on the good side of
    the other Weyrleaders of Pern.
    
    LORD HOLDER CONCLAVE
    
          This is the same as a Dragonrider Conclave, except that the
    Lords and Holders of Pern meet.  Weyrleaders are excluded from such
    meetings and its agenda will not concern you save one part.
          During a Lord Holder Conclave, the Lords and Holders tend to
    discuss their Weyrleaders with one another and try to influence their
    opinions on their counterparts.  If a majority of the personalities
    dislike you, they will try to influence those who do to think
    otherwise.  Be wary to changes of opinions about you after a Lord
    Holder Conclave.
    
    DEATH
    
          From time to time, a personality, whether dragonrider of
    commoner, will sicken and die.  This may be from disease or natural
    causes.  But whatever the case, any death amoung the personalities is
    important.  Sometimes the death is sudden.  Sometimes not.  Dragons or
    their riders who have low health are in danger of such.  Ordering them
    to weyr can help, but not all the time.  They can, however, also die
    quickly, allowing you no time to react.  You will be informed when any
    personality dies.
          When a dragonrider or his dragon dies, his (or her) partner will
    take his own life (rider by ritual suicide; dragon by going Between). 
    If this death occurs at any time other than Threadfall, the morale of
    the entire Weyr will be affected.  To see your comrade-in-arms die is
    most distressing, indeed.
          Should any of the other personalities die, he will be replaced
    by a successor almost immediately.  If it was a Lord Holder who
    succumbed, a Lord Holder Conclave will be held to decide who will be
    made the new Lord Holder.  (The Conclave of Lords has final say over
    who will succeed the late Lord from amoung the deceased's sons.  Such
    duty does not automatically fall upon the firstborn or next-of-kin.) 
    Master Craftsmen are simply elected from amoung the Masters of the
    Craft.  Minor Holders are appointed by the Lords.  You will almost
    always find that the new personality will think differently from his
    predecessor, and re-negotiations may be necessary.
    
    VISITING DELEGATIONS
    
          Every once in a while, a visiting delegation from a Hold, Hall,
    or Weyr will make the trip to your Dragonweyr.  At this time, you are
    honourbound to host them, and it provides an excellent opportunity for
    a quick negotiation.  However, you must quickly decide who's Wing you
    wish to host the delegation without the aid of character or Wing
    profiles.  It is the wise Weyrleader who knows the attributes of his
    Wings by memory rather than having to look them up each time he need
    to find out.
          Sometimes, however, the visiting delegation will specifically
    request an audience with you, the Weyrleader.  At this time, you will




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    have no choice but to host them yourself, regardless of how morally
    depressed you are or whether or not your Wing matches the taste of the
    particular visitor.
          Once negotiations are complete, you will be informed of the
    outcome in the same manner as if you had instigated them yourself.
          If a Wing already assigned out of the Weyr is called upon to
    host a visiting delegation, they will abandon their original duty and
    return to the Weyr to host.  You will need to redelegate a Wing to
    fulfil the hosting Wing's original duty.
          As part of their function, Weyrwomen are also the liaisons of
    your Weyr to the outside world.  As that, they will go from Hold to
    Hall to Weyr, spreading their opinions of you to those whom they
    visit.  It is therefore highly recommended to stay in good standing
    with your Weyrwomen, for they can greatly influence opinion.  You will
    want to recheck the opinion of a personality after they receive a
    visit from a Weyrwoman.
    
    DECELERATIONS
    
          If a personality feels strongly enough in his opinion of
    someone, he may make a deceleration of such.  It is not uncommon for
    his peers to take such announcements to heart, therefore when one is
    made about you, you will note a shift in opinions.  If someone lauds
    you, then it will be for the better.  If it is a denouncement, then
    the opposite is true.
          Any Holder or Craft Master can make such a deceleration, so you
    must try to stay in the good graces of as many people as you can.
    
    MATING FLIGHTS
    
          All female dragons of a Weyr fly to mate (mating is done
    on-the-wing), but we are only concerned with the mating flight of the
    senior queen dragon, since the outcome of this flight will determine
    who shall lead the Weyr.
          It has been long standing tradition that whoever's dragon flew
    the senior queen during a mating flight would become Weyrleader.  How
    one's leadership ability correlated to the flying strength of his
    dragon is a mystery, but ever since the first dragon was shelled, this
    has been the way it was done, and it always seemed to work.  Weak
    Weyrleaders were always replaced during a mating flight, and a
    suitably strong dragonrider was promoted after his dragon (always
    bronze, though there is no restriction on other dragon colours trying)
    invariable flew the queen.  The dragons seem to know who is best, and
    we do not question their wisdom, either.
          The first sign of an impending flight is that the queen will
    blood her kill.  Instead of eating the flesh of her victims, she will
    only suck the blood out so she may fly high.  The longer the flight,
    the larger the clutch is.  Next, the bronzes will blood their kill. 
    Once the queen has blooded enough so that her golden skin begins to
    glow, she is off.
          The dragons fly further off into the distance.  The hum of the
    remaining dragons increases to an almost intolerable pitch.  Then,
    suddenly, silence.  The dreadful pause.  The queen has been caught. 
    By...
          The outcome of the flight determines who will be Weyrleader. 
    Whomever's bronze flies the queen will get (or continue) that duty.




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          If the mating flight at another Weyr results in a change of
    Weyrleaders, you will be informed, and re-negotiations may be
    necessary.
          If the flight is at Ancients' Plateau Weyr, you will be given a
    score after the queen has been caught based on the opinions of you of
    the personalities of Pern.  138 is best score.  People who have
    exceptionally low opinions of you are counted as a negative.  Along
    with your score will be the number of Turns you have completed as
    Weyrleader.
          The better your score, the more of a chance you have of your
    bronze flying the queen.  But remember that even if you have an
    exceptionally high score, someone's beast may still outfly yours.  You
    may be a good Weyrleader, but that other rider may be a better one! 
    Only a score greater than 129 will insure your continued position as
    Weyrleader.  And such a score, however, is difficult to attain at
    best!
          If your beast has flown the queen, play will continue.  If not,
    the game is over.  Good flying!
    














































































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            T H R E A D F I G H T I N G :   T A C T I C S   A N D 
                           O R G A N I Z A T I O N 
    
    Thread - mycorrhiziod spores from the Red Star, which descend on Pern
    and burrow into it, devouring all organic material they encounter.
    
          At dawn, when the Red Star is bracketed between the Star Stones
    situated on the rim of each Weyr on Pern, a Pass has begun and
    Threadfall is imminent.  Dragonmen must fly, when Threads are in the
    sky.  So, too, must you be ready when Thread falls on the Holds
    Weyrbound to you.
          For Ancients' Plateau Weyr, your weyrbound territory extends
    from Mineshaft Lake by the Western Barrier Range, through the
    Two-Faced Mountain (Ancients' Plateau Weyr), and up the Great River to
    Cove Hold and Harper Peninsula.  Those Holds you are directly
    responsible for are Ancients' Plateau, Meadow, Cove, Mineshaft,
    Paradise River, Lost, and Palisade, as well as innumerable small
    Holdings and Cotholds.  Although Thread falls in an east-east pattern,
    Holds here in the South have been established so that Thread will
    attack roughly a single Hold in a Fall, so you will be answering to
    only one Holder as to your success or failure to keep Thread off the
    ground.  Do not misconstrue, however.  Although you are DIRECTLY
    responsible to one Holder, ALL the eyes of Pern will be watching you
    to see how well you do your job.
          Unlike the North, Thread has not been charted to a great degree
    for the Southern Continent, so you must rely on Watchriders and signal
    fires to find out where and when Thread is falling.  The more
    Watchriders you have stationed throughout your territory, the better
    the chance you will have of your Weyr being prepared to meet the Fall
    (as opposed to "unprepared", which can hinder the fighting
    effectiveness of your riders).
          Threadfall is fought in Wings; that is to say, a Wing of dragons
    will fight on level 3, two Wings of dragons will be on free flight,
    etc.  As Weyrleader, you will determine which Wings will be placed
    where, when, and for how long.  Remember, as Thread falls, your Wings
    will begin to get hurt and tired, so a strategy that worked at the
    beginning of a Fall might not work toward the end.
          As Weyrleader, you must know which dragonrider will be able to
    fight Thread more effectively than others.  To determine this, a
    rider's effectiveness can generally be summed up by the following
    formula:
    
    (Experience*3+fatigue*2+morale+dragon health*2+rider
    health+Wingleaders' experience)/10
    
    where the Wingleaders' (Wingleader and Wingsecond) experience can vary
    range from 0 to greater than 9 depending on their individual
    experience level and if you have put the right colour dragon in the
    right leadership position.
    
    The higher the rider's effectiveness, the better the chance he will
    have of destroying that piece of Thread about to burrow into the soil.
    Your rider's effectiveness, however, will depend on a number of
    factors:
    
    1) Wind - The heavier the wind, the faster your rider will tire, and




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    the harder it will be to catch that clump of Thread.
    
    2) Weather - More accurately described as fog condition.  Dragons have
    the ability to see through fog, but since the dragonrider can not,
    there is that innate fear that the dragon will miss that Thread or
    slam into another dragon or whathaveyou.  A rider should trust his
    dragon's instincts, but human nature will not allow that, it seems, so
    you will find that more injuries will occur the foggier it gets.
    
    3) Level - The higher a dragon flies, the more tiring it is to stay up
    there, and the more likely Thread can be missed since it falls faster
    at higher altitudes.
    
    4) Weyr preparation - If your Weyr is caught by a surprise Fall,
    firestone will not be stocked, your riders will not be mentally
    repared enough, dragons will not have warmed up their muscles, etc. 
    An unprepared Weyr will find its effectiveness greatly hindered.
    
    5) Defenses - You must keep your Wings fully staffed when it comes to
    Threadfall.  Should a rider be sick and not fly (weyred riders or
    grounded dragons can not fly Thread), that will leave dangerously
    large holes in your Wings.  If a rider is not present to attack a
    clump of Thread, another must fly in quickly to catch it lest it
    should slip through.  This will put an added strain on that particular
    rider and he will have more of a chance of missing it than one who
    should have been there in the first place.  The same can be said
    should an entire level of the sky be vacant of dragons.  Be sure to
    space your Wings out so that every level is covered.
    
    6) Status of the Weyrminer - This is where your Weyrminer comes into
    play.  Remember, he is the one who acquires firestone for your dragons
    to chew and flame with.  The better the quality of that firestone, the
    better your dragon will flame, and the more effective he/she will be
    at destroying Thread.
    
    7) Status of the Weyrtanner - Again, the Weyrtanner makes the
    dragonriding leathers your riders will wear into battle.  The better
    those leathers are, the more protection your riders will have should
    they get singed by a stray piece of Thread.  Dragons, however, are on
    their own.
    
    8) Wing maneuver - The particular Wing Maneuver you have chosen will
    affect how fast your riders will fatigue, how much of a chance they
    have of getting injured, and how effective they will be at destroying
    Thread.  (See Threadfighting: Tactics and Organization - Organization;
    Command 3 for details on Wing maneuvers.)
    
    10) Type of Fall - Thread can Fall in many different ways.  Some Falls
    may be sparce, allowing dragons an easy time catching Thread, while
    some can be sheeting, which cause your Wings to scramble after the
    rapidly falling clumps.  You will also find that your attrition will
    increase when Thread falls faster.
    
    11) Firestone level - Before a Fall, riders stoke their dragons with
    firestone, the phosphane-bearing rock which produces the flame.  As
    Fall continues, firestone must be replaced, which the rider feeds the




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    dragon while in flight.  But they carry only a limited supply.  When a
    Wing runs out of firestone, their effectiveness diminishes until a
    fresh supply is brought to them.
    
    12) Dragon colour - When assigning Wings to levels and deciding
    between different Wing maneuvers, remember that bronze dragons have
    greater stamina due to their size, and therefore do not tire as easily
    as other dragon colours do.  Note also that green dragons, because
    they are so small and agile, have a better chance at catching Thread
    than their larger brothers.
    
          Remember, there are no hard and fast rules during Threadfall to
    go by.  Your riders may be the most experienced, rested, happy,
    healthy people on Pern.  Your Weyr may even have the next Master Miner
    as its Weyrminer and the most perfect fighting weather imaginable, but
    then a rider might look left instead of right, forget to duck, or come
    out of Between too soon, so you must be on guard at all times when
    Threadfighting.  Situations can change very fast in the heat of
    battle, and riders do tire quickly during those long Falls.
          Thread begins at level 3 and falls until it is grounded. 
    Thread, unlike the image it conjures up, falls quickly, and you will
    have only one chance to sear it for each level it is on.  Once it
    passes level 1, consider it grounded, and that must not be allowed at
    any cost!
          Grounded Thread is destroyed by ground crews carrying agenothree
    and are not under the command of the Weyr.  The Queens' Wing will
    direct the ground crews, and you will not have to worry about this
    aspect of Threadfall.
    
    ORGANIZATION
    
          When Thread is sighted (either by Watchrider or signal fire),
    the dragons scream at their ancient enemy and the Weyr claxon rings,
    reverberating against the walls.  You must mobilize your Weyr to meet
    and destroy the Threads immediately.  The life of Pern depends on it!
          Once the claxon rings, you will be informed of which Hold is
    under attack (the Weyr itself never comes directly under attack -- it
    is considered part of Ancients' Plateau Hold), what the wind and
    weather is like, the type of Fall you will be fighting against, and
    whether or not your Weyr is prepared.
          Next, you will see a report similar to that or Command 2, except
    that preceding each Wingleader's name will be a "3".  The number
    indicates which level the Wing is assigned to.  (1, 2, 3, or "-").  A
    typical report would look somewhat like this:
    
                            ANCIENTS' PLATEAU WEYR
    Threadfall at Meadow Hold
    Wings - Moderate                                   Weather - Dense fog
    Weyr prepared for attack
                  MOR      FAT       EXP       HEL       DGH       C    S
    
    3 G'nabru  -   5        8         3         7         4
    3 H'posh   -   2        9         4         7         8
    3 A'ragen  -   9        2         9         1         8
    3 Sh'well  -   7        6         8         4         8
    3 L'lak    -   7        3         7         9         5




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    3 R'marrie -   1        6         8         7         3
    3 Q'lough  -   6        4         6         3         9
    3 W'marsh  -   8        4         4         3         0
    3 A'donal  -   0        8         5         4         2
    3 U'cater  -   5        3         0         2         8
    
          The "C" column indicates how many holes you have in your Wing --
    that is, how many riders you have who are out of action/killed/missing
    in that particular Wing.  Weyring riders or dragons, returning them to
    active duty, or death all can affect this number.  An asterisk
    indicates that the entire Wing is empty.
          The "S" column is your Wing status indicator.  An "F" will
    appear whenever a Wing requests a firestone run.
    
          Subsequent to this list will be the following information:
    
                                                       Fall - Sheeting
    
          LEVEL 3 -                                    Wing maneuver -
          LEVEL 2 -                                      Standard
          LEVEL 1 -                                         V
         GROUNDED -                                       Flight
    
          The left column of information indicates how many clumps of
    Thread are at each level of flight.  And remember that Level 3 is only
    the highest level that you can FIGHT Thread.  Just because there is no
    more Thread at Level 3 does not mean that there is no more falling. 
    It will eventually come ... sometimes at startling speeds.  You will
    know (and get the feel of) when Threadfall is truly over.
          The right side of information indicates the type of Fall and
    what Wing maneuver your Weyr is in, respectively.
    
          As you can see, when you first go out to meet Thread, all of
    your Wings are at level 3.  They need to be organized into a fighting
    plan.  To leave all of them at level 3 only invites disaster as no one
    is available to go after any Thread that evades the dragons' fire and
    gets to a lower level.
          At the very bottom of the screen, you will see the prompt,
    "COMMAND:".  There, you can issue the commands necessary to mobilize
    your Weyr into an effective fighting force.
          Here is the list of commands you may issue:
    
     Command 1 - Delegate Wing
    
          With this command, you will "DELEGATE WING #" by the number of
    the Wing, NOT the number of the Wingleader.  So, to delegate Wing 3,
    enter a 3, not 30.  Then you will delegate "WING x TO LEVEL".  Now you
    must tell the Wing which level you wish them to fly at.
          To tell Wing 3 to fly at level 1, first enter a 3 at the
    "Delegate Wing #" prompt.  Then, at the "Wing 3 to level" prompt,
    enter a 1.
          After you assign the new level, the number to the left of the
    Wingleader's name will change to the level number you have assigned
    the Wing to.  You may delegate Wings to fly at levels 3, 2, 1, or 0. 
    Zero is considered free flight and will be indicated by a dash ("-")
    next to the Wingleader's name.  Free flying Wings will only go after




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    Thread should no one else be available to attack it.  (ie. Thread is
    at level 2 and there are no Wings assigned to level 2, etc.)
    
     Command 2 - Firestone run
    
          As Threadfall continues, the dragons will need their firestone
    supplies restocked.  Weyrlings perform this duty, flying up fresh
    sacks of firestone to the riders.  All weyrlings must face Thread for
    the first time; there is no way around this.  If a Wing has no
    firestone, their effectiveness is diminished, so when the call comes,
    it's not a matter of IF you will send someone, but rather WHOM.
          When selecting a weyrling for this duty, be sure to choose
    someone with a high training level.  Sending a green (untrained)
    weyrling invites disaster.  In truth, sending ANY weyrling is
    dangerous, but by sending one who is at least trained to a degree
    increases his chances of coming back alive.
          Firestone runs are a good way of giving practical experience
    against Thread, so weyrlings who do the runs will gain in experience
    faster than those who do not.
          You will first indicate which weyrling you wish to do the run,
    then which Wing you wish him to run the firestone to.  The more
    experienced the weyrling is, the less likely he is to get scored along
    the way.  But is does happen.  Especially when Weyr strength is down
    and you have fewer weyrlings to choose from.  Sometimes, the young
    pair do not come back.  Hopefully, they will have completed their run
    before they meet their end or you will have to send another one to
    finish the job.  As one Weyrlingmaster put it, "It's bad enough to see
    my wingmen and mates die, but to see a flock of my boys and dragons
    come back scored, dazed, and forever haunted, some never to come back
    at all..."
          But Dragonmen must fly/When Threads are in the sky.
          Grounded dragons or weyred weyrlings can not make firestone
    runs.
    
     Command 3 - Wing maneuver
    
          This is the command you will use to change the Wing maneuver of
    your Weyr.
          As you can see on the above chart, each Wing Maneuver is broken
    into three parts.  The first part affects how fatigued your riders
    will become.  The second affects attrition and the third how effective
    the Weyr will be at flaming Thread.  With different Wing maneuvers,
    you can augment certain attributes to make up for bad weather or heavy
    winds or low experience or a variety of other combinations.
          To change one part of a Wing maneuver, however, you must
    downgrade another.  So, to augment your effectiveness at destroying
    Thread, you must fatigue your Wings more or accept more attrition. 
    Indicate your choices as a 1 for fatigue, 2 for attrition, or 3 for
    Thread effectiveness.
          Each attribute can be augmented or downgraded by four levels.
    
     Command 4 - Status change
    
          If you find that one of your riders or dragons is too hurt to
    fly Thread anymore, or if you need to call back a grounded pair, use
    this command to change their status.  With this command, you may only




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    ground dragons, weyr riders, or return each to active duty.
          Indicate which rider you wish to change status, and then the
    status number you wish to give him.  The status numbers are the same
    from the Command 4 submenu.
          When you change the status of a rider or dragon, the new Wing
    summary will be displayed on the chart with the appropriate number in
    the "C" column.
          You can not change the status of a Queen rider.
    
     Command 5 - Profile
    
          Use this command to profile any rider in your Weyr.  This can be
    extremely useful to find out who is badly hurt and needs to be
    grounded.
          When you select a rider to be profiled, his data will appear at
    the bottom of the screen, a number in the appropriate column.  The
    status of the rider will appear in the "S" column should the dragon or
    rider be grounded.  Weyrlings have no fatigue attribute displayed, and
    Weyrwomen have only their health and dragon's health reported.
    
          Remember, although Wings fly together, Thread is fought
    individually.  That is to say, one dragonrider will go after one clump
    of Thread.  Which dragonrider that is and to who's Wing he is assigned
    to is reported at the very bottom of the screen as they attack.  (ie.
    "G'ralt of Wing 3 (37)", where "37" is his particular character
    number.)  Should the unfortunate occur and the rider die, the same
    message will appear with a "dies" added to the end.  The dragons will
    also briefly utter tribute to their fallen comrade.
          Queen riders and dragons can also be injured or die while
    fighting Thread.
          When Threadfall is over, you will be told how many Threads have
    grounded and the number of casualties you have sustained.  World
    opinion will be altered (for good or bad) and play will continue.
          You will note that the morale of your Weyr (including the
    weyrcraftsmen who are more in tune with Weyrlife) will increase should
    you have flown a good fall and decrease if it was a bad flight.  The
    opinions of the Lords, Weyrwomen, Master Craftsmen, and Weyrleaders
    will base their opinions on how well you flew the Fall, what their
    general opinion of Thread is, and how many causalities you sustained
    (violence).  Some might not alter their opinions at all.  Some might
    like you better and some worse based on exactly the same performance,
    just differing opinions of different actions (how they feel about
    Threadfall, violence, etc.)
    
    TACTICS
    
    (Old record hide dated 16.12.185 Ninth Interval - Ancients' Plateau
    Weyr)
    
    J'son - rider of bronze Quareth
    Weyrleader
    Ancients' Plateau Weyr
    
    Day 16.12.185 Ninth Interval
    RE: Dragonrider Conclave 5.11.185 Ninth Interval
    Also Present: At'ri of Fort




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                  Melsa, Senior Fort Weyrwoman
                  I'mari of Benden
                  F'rent of High Reaches
                  U'len, Wingleader of Igen Wing 3 for W'kile
                  L'trent of Ista
                  S'len of Telgar
                  A'leob of Southern
    
    TOPIC: Impending Tenth Pass
    
          I envy he who shall succeed me, for I do not believe in my
    wildest dreams that I should live so long as to see the coming Pass. 
    It is probably for the best, though.  Too toothless old to flame and
    too slow to get Between, I am.  But as the oldest of the Weyrleaders
    of Pern, I do believe I had something to contribute at yesterday's
    Conclave.  Before Rackath Searched me, I used to be an apprentice
    Harper and kept the Records of Pern at the Harper Hall.  I know Pern's
    history and how the dragonmen fought Thread throughout the Turns. 
    Perhaps that knowledge will help ALL us weyrlings during the coming
    Pass, for we ARE all as good as weyrlings in the eyes of Thread at the
    beginning of a Pass.
          You who are reading these words I hope will gain insight from
    our knowledge.  Remember that we have only had the Spring Games to
    keep us going for the last one hundred and seventy-five Turns.  A lot
    of practical experience has been lost over that time.  So take heed
    and learn well.  May your Weyr prosper!
          Threadfighting tactics have changed over the Turns both due to
    simple evolution and experience.  It truly wasn't until the Third Pass
    of the Red Star that any read strategy came about to fight Thread in
    the air.  By that time, the dragons were finally big enough and strong
    enough to last a Fall, and the Weyrleaders confident enough in their
    own skill and knowledge of Thread to combat it effectively.
          When the Sixth Pass came around, Weyr strategy was to send your
    entire Weyr up, meeting Thread full force with a saturated sky.  This,
    however, tended to tire the Weyr unnecessarily and allowed too many
    reckless injuries from one beast accidentally flaming another.  This
    strategy also did not allow for errors in judgement, forcing the Weyr
    to scramble in case of a secondary Fall or a missed tangle of Thread.
          By the Eighth Pass, Wings were layered in much the same way you
    will probably be fighting Thread in the coming Tenth Pass.  The number
    of layers depended on the preference of the Weyrleader.  Too many
    layers and the Weyr was spread dangerously thin; too few and you have
    the same problem as you had in the Sixth Pass.  The Ninth Pass saw
    Wings flying up to meet Thread instead of waiting for it to come, but
    still staying in their layered ranks.
          Yesterday's Conclave sought to find a practical way to meet
    Thread for the coming Pass based on the knowledge we have from
    previous Passes.  Of course, I have not listed every single tactic
    dragonmen have used over the Turns.  That would take more record hides
    than hides!  What is here is general tactics that were modified to
    meet certain Falls as you will have to modify YOUR overall tactic to
    meet certain types of Falls.
          Of course, only Southern and the now-disbanded Eastern Weyrs
    have fought Thread in the South, and we actually have only about
    thirty-six Turns or so of records on that, since the Weyr records were
    not kept up to date until about 34.14 Ninth Pass, so we have limited




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    information for Ancients' Plateau.
          Because of terrain and climate conditions Ancients' Plateau must
    fight over and in, it is more difficult to fly Thread at higher
    altitudes than it is at lower ones.  There are many updrafts that help
    dragons glide at the lower levels and help to slow down the decent of
    Thread, so, on the average, flying it will be easier both in
    destroying Thread and on the fatigue of your riders if they are placed
    at levels closer to the ground.
          Wind, weather, and type of Fall will greatly affect your Weyr
    strategy.  There are generally four different kinds of each you will
    have to concern yourself with, each occurring at any Hold Weyrbound to
    you.  Winds can be: calm, light, moderate, or heavy.  Weather is 
    either: clear, misty, foggy, or dense fog.  Fall is classified as:
    sparce, medium, thick, or sheeting.  The windier it gets, the harder
    it will be to fly, and the greater the chance you will have of missing
    Thread.  Fog increases attrition, so watch the weather condition and
    the health of your riders closely!  The type of Fall affects both
    performance AND attrition.  The thicker Thread falls, the less time
    your riders will have to react, and the more injured they will become.
    The worst case you can fight is a sheeting fall on a windy, foggy day
    with an unprepared Weyr.  Be ready!
          Of course, even under the best of circumstances, your Weyr will
    have to fight Thread before they can recover their spent fatigue and
    heal their wounds.  As the Pass continues and Threadfall gets longer,
    your Weyr will not have enough time to recuperate from one Fall before
    they must go out to meet the next.  When this happens, you will have
    to make some tough decisions. Don't be afraid to send a tired Wing to
    fight at the highest level.  Remember that good experience can
    overcome fatigue (generally speaking, of course).
          Level one, the last level before Thread is grounded, should be
    saved for the Wing(s) which have the most experience and are the most
    well rested.  On this level, you can not afford to take chances.  It
    may be the easiest level to fly, but it is also the Level of Last
    Chance!
          Weyr strategy will have you flying an overall Wing maneuver at
    three levels.  A top, middle, and lower one.  This should not spread
    your Wings too thin, and in an even particularly bad Fall, you should
    be able to keep each level well enough protected from Thread. 
    Remember that since you should be keeping your best for the lowest
    level, there is no need to keep too many Wings there.
          The Wing maneuver you choose should work to offset particularly
    bad weather or falls or to compensate for low experience.  If you
    should be flying a sheeting Fall in dense fog, it may be wise to
    accept more fatigue in order to preserve dragonhide.  Or, if fatigue
    is already an issue, you may decide to downgrade rider effectiveness
    rather than further deplete exhausted Wings.  Carefully chosen, you
    can make up for bad weather or low experience without sacrificing
    another attribute.
          The Weyr will always start out in a Standard V Flight.  Each
    time you change the Wing maneuver, the new formation will be
    displayed.  You can never augment one attribute without downgrading
    another, so do not make any rash decisions, or you may have a
    disastrous Fall.
          One final note: At the beginning of a Pass, Threadfall will be
    relatively light, but that will quickly change.  You must get your
    Weyr experienced in a hurry.  You can not afford to be lacking when




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    the heavy Threadfalls come.  And they will come close to the end of
    the second Turn of the Pass.  And Threadfall will stay that way until
    the very end.  Keep those dragonriders rested and experienced!  Morale
    will do little to help in a Fall.  Remember your attrition formula! 
    Be ready!  Dragonmen must fly/when Threads are in the sky!
          Clear skies!
    
          J'son - rider of bronze Quareth
          Weyrleader
          Ancients' Plateau Weyr
    






























































































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                           L I F E   O N   P E R N 
    
          If it wasn't for the Threads, life on Pern could be said to be
    peaceful.  And during the Intervals, it generally was.
          The common folk of Pern lived in what were called Holds -
    something like city-states.  Each Hold has a Holder who was the leader
    of the Hold, and who organized its people for purposes of farming,
    fishing, repairs, or whatever that needed to be done to ensure the
    Hold's prosperity.
          Almost without exception, several small Holds would each look to
    a Major Hold which was run by a Lord Holder who would run his Hold the
    same way a Holder would, but would also oversee the minor Holds that
    looked to him.  He, however, did not own these small Holds, but they
    vowed allegiance to him for whatever reasons people vow allegiance to
    others (money, power, land, et al).  These allegiances, from time to
    time, change, with and sometimes without the consent of the Lord
    Holder.
          Holders, especially Lords, are chosen not specifically by
    firstborn rights.  So that one person could not set up a power chain
    within several large Holds and thus rule the entire continent, each
    Lord Holder must be confirmed to his duties by the Conclave of the
    Holders of Pern.  This conclave is called the Lord Holder Conclave. 
    It operates in much the same way as the Dragonrider Conclave does,
    such that information is exchanged; but, also, new Lords are
    commissioned.  The Lord Holder will spread his seed amoung many women,
    hoping that one of his offspring will grow up strong enough (in both
    wisdom and spirit) to please the Conclave so that they will confirm
    him to be the Lord of his Hold when he dies.  If the Conclave does not
    see this in his seed, his nearest relative that pleases the Conclave
    will be confirmed.  This ensures that no one Lord could get too much
    power and establish a monarchy.
          Within the Holds, there are, of course, different classes of
    people, the lowest end of the class getting the worst work (the
    drudges).  Once in a class, it is difficult to get out of it, save by
    marrying up (marriages between seeds of Lords must be confirmed by the
    Conclave), promotion by the Lord Holder, or by being Searched by a
    Weyr.
          Amoung the Weyrs, there are the dragonriders and the
    non-dragonriders (generally called the "Weyrfolk").  The Weyrfolk
    occupy what is called the Lower Caverns which is run by a Headwoman
    who acts much in the same way as a Lord Holder, except that she
    answers to the Weyrwoman and Weyrleader.  She organizes the Weyrfolk
    for cooking meals, sometimes harvesting from a nearby weyrbound Hold,
    celebrations, and Threadfall.  Weyrlife even in the Lower Caverns is
    generally easier than Hold life in most respects.
          Finally, there are the Crafts.  Situated in all Major Holds,
    Crafthalls are independent from the Hold, and the people of the craft
    answer to the Mastercraftsman of the Crafthall.  They do not farm
    (except for the Farmer Craft), for they buy their food from the Hold,
    but they do cook (non-craft people and drudges do this work) and keep
    up the Hall (Apprentices mostly do this).  Generally, they are there
    to learn their craft.  Menial labour is saved for the holders and
    craft drudges, apprentices getting this duty as punishment and simply
    because they are apprentices.
          With the Southern Continent opening up more and more, it will be
    interesting to see what life will be like in the Tenth Interval and




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    beyond.  What new frontiers will be discovered?  Dragonmen have a hand
    on that, since they can teleport anywhere they have been to before or
    seen a good enough picture of, so exploration is in the hands of the
    dragonriders.  Will a ninth Weyr need to be established?  What will
    dragonmen be like by then?  And how about the Twelfth Interval? or the
    Thirteenth?
          Whatever occurs, though, Pern will always need its dragonmen. 
    For
    
               Dragonmen must fly/when Threads are in the sky!
































































































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