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 Page 3 of 39 The Dragonriders of Pern 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 Page 4 of 39 The Dragonriders of Pern 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 Page 5 of 39 The Dragonriders of Pern 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. Page 6 of 39 The Dragonriders of Pern 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 Page 7 of 39 The Dragonriders of Pern 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 Page 8 of 39 The Dragonriders of Pern 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 Page 9 of 39 The Dragonriders of Pern 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 Page 10 of 39 The Dragonriders of Pern 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 Page 11 of 39 The Dragonriders of Pern 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)... Page 12 of 39 The Dragonriders of Pern - 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. Page 13 of 39 The Dragonriders of Pern 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. Page 14 of 39 The Dragonriders of Pern 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 Page 15 of 39 The Dragonriders of Pern 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. Page 16 of 39 The Dragonriders of Pern 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 Page 17 of 39 The Dragonriders of Pern 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 Page 18 of 39 The Dragonriders of Pern 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. Page 19 of 39 The Dragonriders of Pern 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. Page 20 of 39 The Dragonriders of Pern 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. Page 21 of 39 The Dragonriders of Pern 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 Page 22 of 39 The Dragonriders of Pern 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. Page 23 of 39 The Dragonriders of Pern 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, Page 24 of 39 The Dragonriders of Pern 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 Page 25 of 39 The Dragonriders of Pern 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 Page 26 of 39 The Dragonriders of Pern 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. Page 27 of 39 The Dragonriders of Pern 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! Page 28 of 39 The Dragonriders of Pern 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 Page 29 of 39 The Dragonriders of Pern 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 Page 30 of 39 The Dragonriders of Pern 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 Page 31 of 39 The Dragonriders of Pern 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 Page 32 of 39 The Dragonriders of Pern 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 Page 33 of 39 The Dragonriders of Pern 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 Page 34 of 39 The Dragonriders of Pern 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 Page 35 of 39 The Dragonriders of Pern 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 Page 36 of 39 The Dragonriders of Pern 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 Page 37 of 39 The Dragonriders of Pern 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 Page 38 of 39 The Dragonriders of Pern 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! Page 39 of 39
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