Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
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Post by Dizzy on Jun 16, 2006 4:01:29 GMT -5
There are three suits of seventeen cards, with four face cards apiece: Ace to 13, F1, F2, F3, F4. The ace of each suit is a large dragon in the clor appropriate to the suit. weyr suit has the gold queen on its ace, and its symbol is the dragon. Hold suit has the bronze, and its symbol is the sheaf. Craft suit has the brown, and uses the hammer.
The traditional deck has a repeating pattern of intertwined blue and green dragons on the backs of the cards.
The face cards of Sheaves are Lord Holder, Lady Holder, Steward, and holder.
The face cards of Dragons are Weyrwoman, Weyrleader, Wingsecond, weyrling.
The face cards of Hammers are Craftmaster, journeyman, apprentice, student.
There are threee Harper cards, of which none, one, two, or all three may be included in the gameand act as wild cards or picture blanks as needed.
Certain cards have their own meanings. A hand containing all three elevens is bad luck. Legen says a man died suddenly while holding those cards. Whether he died as a result of having angered someone he cheated or of more natural causes is unrecorded. The thirteen of Hammers is called the Bakers' card. The five of Dragons is known as the Clutch, for the five colors of dragons.
Designers of the decks find their work more popular if they paint the faces of the local Lord Holder, Craftmasters, and Weyrleaders on a dragon poker deck. the decks are good barter items at Gathers. A handsomely marked set may be worth more than four marks, depending on the level of artistic skill that wnet into its design. Cheap ones can be had for a good deal less.
It is often a matter of politics to see whose faces are on the most popular decks. Unpopular faces on face cards are considered to be unlucky.
(Dragonlover's Guide To Pern. Second edition. Jody Lynn Nye w/ Anne MacCaffrey. Copyright 1989, 1997. Bill Fawcett and Accociates. Pg. 159,160)
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
Lead, Follow, or get the Fall outta the Way.
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Post by Dizzy on Jun 16, 2006 3:08:51 GMT -5
Paper is an unknown on our AU. the colonists wrote on plastic sheets extruded from their plymeric synthesizers. Later generations used slates, hide, and canvas for their message sheets. After all this time, there is rarely anything left in most writing desks but scraped and rescraped hide used over and over again, which makes the ink run into indecipherability. there is a lot of hide available, but most often it is put to other uses, and only scraps are used for writing.
Message slates are written on using charcoal sticks, or painted witha water-soluble pigment, for ease in reuse. Other slates are covered with a vegetable lipid that resembles wax and can be melted smooth again and again for inscribing messages or practicing penmanship.
Sandtables are also used. Wet the sand and use a sharp tiped object to inscribe.
(Dragonlover's Guide To Pern. Second edition. Jody Lynn Nye w/ Anne MacCaffrey. Copyright 1989, 1997. Bill Fawcett and Accociates. Pg. 78)
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
Lead, Follow, or get the Fall outta the Way.
Posts: 928
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Post by Dizzy on Jun 19, 2006 18:36:32 GMT -5
Pernese Worldview and Society From Wikipedia, the free encyclopedia en.wikipedia.org/wiki/Dragonriders_of_PernGeneral In the Pern series McCaffrey attempts to portray a society caught between its attempt to build a utopian dream and a grim and inescapable reality, which from the start forced exceptionally hard choices. The creation of the Dragons such that they were bound, without true free will, to aid humanity, was certainly morally questionable--but they were also created from non-sentient beings, to preserve the lives of the sentient, and we cannot presume another solution existed. Pragmatism can forgive many things, and this reality is one that we often learn on Pern, where proclaimed utopian traditions fall against the reality of simple day-to-day survival. McCaffrey does allow a more utopian and progressive outlook to win out in the end, though at current the future of this society could be considered somewhat in doubt. Before this occurs, however, Pernese society was largely static and many of its functions and features are open to review as an interesting case of a utopia trying to survive in conditions where it cannot thrive. Another repeated theme is the preservation of ideas and the generation of myths. Knowledge and cultural practices must persist for 150 year Intervals (see below) -- a length of time 2/3 as long as the United States has existed -- without an external impetus in that time. In that time, facts can become legends and societal practices can appear to be meaningless tradition. As McCaffery herself asks to open the first story 'Weyr Search' (see below): "When is a legend legend? Why is a myth a myth? How old and disused must a fact be for it to be relegated to the category: Fairy tale?" Societal Considerations Pernese society exhibits the usual organizational characteristics of feudalism, but shows a certain specific leaning towards utopianism which is worthy of some review to understand the series' context. The social structure on Pern is strictly divided between Hold, Hall and Weyr--broadly comparable to the medieval triune of Nobility, Guild and Church (in that order)--and is considered by the Pernese themselves to be an ideal organization specifically meant to avoid the violence and excess of their Terran ancestors. In this there is perhaps a similar Platonic foundation for both societal influences. One remarkable feature of Pernese society is its stability, having lasted approximately 2,500 years with little change. The agrarian idealism of Pern, however, is marred by the constant reality of the Thread. Fighting the Thread requires a considerable concentration of societal resources. Suspending disbelief and focusing on the necessary supply of material to the Weyrs to sustain the dragons, and the populations (a Weyr, exceeding two thousand persons, compares to some medieval cities) leads one to conclude that a principle part of the available agricultural and industrial productions of the planet would be devoted to this quasi-War Effort during the Pass, and a considerable fraction during the Interval. This has created interesting possibilities in the development of Pernese society, both in how it is developed in the series and how it is popularized in the online fandom. A constant repetition of Passes and Intervals leads to the tantalizing prospect that Pernese outlook in general may be cyclical rather than progressive; this similarity with Egypt under the Pharaohs would go some ways to explaining the extreme duration and rigidity of Pernese culture which is seen in the series. However, the end of the Thread and rapid technological progress at the end of the Ninth pass has thus been speculated by some fans to possibly result in severe social disruption. McCaffrey's later novels of Pern tend to explore the growing rift between traditionalism and modernism. Societal change is both portrayed as wanted and despised. The ultimate goal of the destruction of Thread, a goal sought after by the Dragonriders and the peoples of Pern, forces a radical rethinking of the role of dragons in a post-Thread world. Religious Considerations Pern created an interesting example in that it is an agrarian society portrayed without a considerable organized religion. However, the latest short-story, Beyond Between, showed that the Pernese do in fact have a highly developed belief in the afterlife, generally firming up the science fiction aspects of Pern in establishing Pernese society as a fleshed-out and agrarian construct where religion has been shown through history to provide the central societal fabric. This also provides important support for the incredible exertions of the Pernese in supporting the Weyrs economically: one could speculate on the defense against the Thread being cast in a holy light by the Harpers, providing a greater cohesive bond for the society. Religious considerations may explain the disdain that Pernese women have for contraceptives; however, it is also possible that the colonists of Pern, as a growing population, would discourage them as they slow the spread of human life across the planet. Economic Considerations Dragons (Pern) are very large creatures; the largest on record, the gold queen dragon Ramoth, has been measured at forty-five feet (as large as the largest Tyrannosaurus rex ever found) in length. She would be the largest flying being and among the largest predators, ever known. The massive amount of food which must be consumed by several thousand such creatures is staggering, particularly at the height of a Pass, when they fly against thread at close interval. The area of grazing land required to support nearly 4000 dragons (and the human population of Pern) each consuming three to four cattle (or herdbeast) a week has been compared to the whole Mississippi basin, albeit with a sustainable herd. The economic strain on an agrarian society by the Dragons is thus nearly unsustainable and can only grow worse when the requirements of the sedentary and usually luxuriously sustained Weyrfolk are included. However, Pern has been able to meet this strain during each Pass successfully, though the Ninth Pass saw considerable discontent, and a full record of all passes is not provided. During the Long Interval before the Ninth Pass, however, unpopularity with the only remaining inhabited Weyr, Benden Weyr, had grown to such a point that the Holders were willing to risk combat on highly disadvantageous terms to end the tithe of materials which traditionally supported the Weyrs. This is a further suggestion of the general strain and potential unpopularity of the severe burden inflicted by the Weyrs--a burden that ultimately remains entirely necessary until the end of the Ninth Pass. The Pernese economy, based upon the Mark, appears to be a command economy. The Mark is made of wood, a fiat currency, and has no inherent value; prices across Pern are fixed by a yearly meeting of Traders, Craftmasters, and Lords Holder, suggesting an attempt to either maximize economic gain with slim margins from the tithe, or direct price-fixing in support of the quasi-War Effort which the Pernese economy might generally be said to resemble during the Pass. Unsurprisingly many Pernese individuals resort to barter in the face of such economic tactics.
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
Lead, Follow, or get the Fall outta the Way.
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Post by Dizzy on Jun 16, 2006 3:15:41 GMT -5
On Pern, soap made of lye and fat is a very rare item. Instead, the Pernese rely on fuller's earth, lanolin, saponin root, oils, and sweetsand.
Sweetsand, a naturally foaming fine sand, can get out the stench of firestone and works also on any other strong smell or heavy soil. Everyone bathes with it.
Sapion root and lanolin are used for sensitive skin nad fine hair. Fuller's earth, a rare clay, is good for the complexion and for cleaning certain kinds of fabrics. Oils and vegetable waxes are good for leaning floors, and still other herbal oilds make do for skin treatments
Teh recipe for soap still exists, but the chief ingredient, lye, is difficult to get. In order to make lye, water is run through hardwood ash. Hardwoods are so precious that to burn up a valuable supply of wood for soap is considered absured. Toward the end of an Interval, when hardwood is in greater supply, someone to whom the recipe was passed down through the generstions may save up all the scraps and sawdust and make a small quanity of scented bars as a luxury item.
Now that hardwoods are being cultivated in Lemos and elsewhere, the Woodcrafthall intends to make soap a sideline.
(Dragonlover's Guide To Pern. Second edition. Jody Lynn Nye w/ Anne MacCaffrey. Copyright 1989, 1997. Bill Fawcett and Accociates. Pg. 80)
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
Lead, Follow, or get the Fall outta the Way.
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Pern
Jun 19, 2006 18:27:47 GMT -5
Post by Dizzy on Jun 19, 2006 18:27:47 GMT -5
Pern From Wikipedia, the free encyclopedia en.wikipedia.org/wiki/Pern#Historical_synopsisPern is a fictional planet in the universe created by science fiction writer Anne McCaffrey for her Dragonriders of Pern series of novels. Historical synopsis Pern was colonised by settlers from Earth who wanted to return to an agrarian society with a low level of technology. The name was originally an acronym: Parallels Earth Resources Negligible (i.e., insufficient to support interstellar commercial investment). Shortly after the first colony was established, the settlers were devastated to discover that their chosen planet was not a safe place. Pern is subject to periodic attack from space by the destructive Thread, a spaceborne spore that destroys organic substances on contact. Unable to retreat from the peril, the settlers developed methods of combating the Thread. "Holds" were dug into the cliffs for them to live in, and Pernese scientists "upgraded" a local reptilian lifeform, the fire-lizard, into full-sized flame-breathing telepathic dragons, who were able to sear the Thread before it could fall to the ground. Dragonriders became a vitally important and highly respected profession, living in Weyrs, and as time progressed, the settlers forgot their Terran origins. Planetary system data Pern is the third of five planets in the Rukbat system (the Pernese star is also known as Alpha Sagittarius). In a departure from reality, Rukbat is a class G (yellow) star in the series; the real Rukbat is a blue, class B star -- although it could be that the star Pern orbits is simply a solar-type star that is near the real Rukbat which was given the brighter star's name for convenience. (See spectral classification for more information.) Pern has two moons, Belior and Timor (in order of distance). The Rukbat system in the novel also contains two asteroid belts and an Oort cloud. The Oort cloud and a rogue "sixth" planet, the Red Star (a Sedna-class inner Oort cloud object), play a major role in the series, as they are the source of Thread. Geography Pern bears three continents, four major oceans, and a large number of islands. The largest continent, the Southern, is noted for large areas of grassland and jungle, as well as high tectonic and volcanic activity (probably due to the two moons, although this increases with the coming of the Red Star). The Northern Continent, in contrast, is relatively infertile composed primarily of 'shield' bedrock and is the most tectonically stable landmass on the planet. Not much is known of the small Far Western Continent, as it has never been explored; its existence is known only from orbital satellite surveys and maritime expeditions. Pern is noted for its high incidence of cave systems, particularly in the Northern Continent. This feature heavily influenced the development of human society on the planet, as humans forced to take shelter in these caves eventually developed an intricate culture associated with cave-dwelling in a feudal society at a medieval - Renaissance level of technology. Pern is relatively lacking in most major metals. Nonetheless, sufficient deposits of petroleum and metals exist to supply a high-technology agrarian society, though not a high-technology industrial one. Although Pern has four major oceans, the only ocean of major concern to most inhabitants of Pern is the Southern, which separates the Northern and Southern Continents. Few expeditions have explored the Western and Eastern Oceans to either side of the main continents, and the Ring Sea is known only from satellite observations. The Southern Ocean is noted for its volatile weather and strong currents, which present a challenge for mariners. At least one tropical cyclone has occurred in the ocean in the course of the books. Ecology Pernese biomes have been profoundly affected by the cyclical appearance of Thread, a spore which destroys organic material. This has resulted in a relative dearth of terrestrial plants and animals. However, as Thread drowns in water, Pern has a much more populous and thriving aquatic ecology. Pernese biomes contain both indigenous Pernese flora and fauna and introduced species from other worlds -- primarily Earth. (The original EEC team found that there was very little biodiversity, meaning that the colonists, coming two hundred years later, brought flora and fauna species with them.) Indigenous Species Flora The plants best-known to humans residing on Pern are those that are useful. There are several types of plants which are edible to humans, including the redfruit tree, which produces a red, plum-like fruit, and the klah tree, whose bark is infused like coffee into a stimulant beverage reminiscent of chocolate, coffee and cinnamon. Native medicinal plants include dragon's tongue, which produces a gel similar to aloe; the needlethorn, whose hollow thorns can be used as hypodermic needles; numbweed, a strong analgesic plant that is made into a cream that numbs small wounds completely, and dulls larger wounds; and fellis, which produces a juice used as a soporific drug. Fauna Pern is host to a number of invertebrate species, including the insect-like trundlebugs, rollers (analogous to a woodlouse), VTOLS (a kind of fly) and springs (a kind of parasite). There are also spider-like creatures called spinners, and a type of worm or millipede called a grub, which was genetically engineered by the settlers to consume Thread. Native Pernese vertebrates have a body-structure with six limbs. Flying creatures, such as the fire-lizards and wherries (carnivorous creatures not dissimilar to large birds), have two wings and four legs. Ground-bound creatures like most tunnelsnakes have six legs, which may include specialized digging feet or hunting claws. Some tunnelsnakes are aquatic or semi-aquatic, and have one or more set of fins or flippers in place of legs. Wherries are edible, and have been domesticated for food; some tunnelsnakes are edible, but they are primarily considered a pest animal in Weyrs and Holds. The native fire-lizard was genetically engineered by settlers into the much larger and more intelligent dragons. Other experiments resulted in the watch-wher, a stunted, photophobic cousin of the dragon. Whers were originally used in mining and as guards of Holds. A wide variety of fish-like creatures dwell in Pernese seas, many of which are edible to humans, including the oily-fleshed packtail, the prized redfin, and the easily-preserved whitefish. Introduced Species Flora Most of the plants introduced by Pernese colonists are providers of food, fiber or medicine. Most grains, vegetable crops, and fruit trees were imported to Pern, as were a wide variety of herbs and fiber plants such as flax and cotton. Notably, the Pernese lack chocolate and coffee plants. Fauna The original Pernese Settlers brought a wide variety of animals and plants with them when they originally settled the planet. However, due to both the disastrous threadfall and the natural Pernese landscape, some animals never adapted at all. Deer and other forest-dwelling animals did not fare well in Pern's warm, tropical climate. Other animals required "genetic adaptation" but survived in some form or another. The Pernese circa the Ninth Pass of the Red Star tend to categorize animals by use more than by species. Herdbeasts are animals kept in large numbers for meat or leather, and include bovines, ovines and caprines (which became the standard Pernese terms for cows, sheep and goats). Milchbeasts are the same species as herdbeasts, but kept for milk. Draybeasts are donkeys. Runners are a particular breed of horse developed by the Pernese. Burdenbeasts may be donkeys, oxen or draft horses. Cats and dogs, called felines and canines, are kept for pest control or, in the case of dogs, as herd or guard animals. The felines and canines have adapted to fit the colder climates of Pern, having developed thicker, shaggier coats. A large feline was engineered by a renegade settler for the purpose of being an intelligent helper, but they turned on the settler and went wild on the Southern Continent. A genetically altered breed of dolphins, sometimes called shipfish, accompanied humans to Pern. These dolphins had greatly increased intelligence, including a degree of psychic ability, and had developed means of communicating with humans. Unlike many of the other animals that accompanied humans, dolphins took to their new home well. They were trained to come to the sound of Dolphin Bells and helped troubled sailors in the oceans. Unfortunately, contact between dolphins and humans soon deteriorated, and for much of Pernese history they were not known to the human population. Social Structure The Pern of the Ninth Pass is a highly-structured society, consisting of four different groups of people, Weyrfolk, Holdfolk, Craftsfolk, and those without a permanent home, the Holdless and Traders. The Weyr, Hold and Hall are all separate from one another and the leaders of each are equal in rank. But in the same way, they are interdependent, and no one group could exist without the other two. Individual Weyrs, Holds, and Halls are autonomous, but generally maintain good relations with one another. Weyrs Main article: Weyr The Weyrs are the home of the dragonriders of Pern. They are expansive structures, often situated in a cave-riddled extinct volcano, or along a mountain face, where there is enough space for both the dragons, their riders, and the people of the 'lower caverns', the staff which maintain the Weyr. Since the dragonriders and support staff are generally too busy to grow food, they depend on tithes of goods from the holds in order to survive. Holds Main article: Holds of Pern The majority of people on Pern live in Holds. There are three sizes of Hold: Major, Minor, and Cothold. Major Holds are ruled by a Lord and Lady Holder, and their family. The remainder of the residents are staff and workers who run the hold, and professional crafters; all told, they usually number around one thousand. The Headwoman is in charge of the inner hold, and looks after all of the workings inside, while the Steward runs the outdoor parts of the hold. Major Holds tithe a portion of their produce to the nearest Weyr in return for protection from Thread. Minor Holds are always beholden to a Major Hold, and tithe to them in return for protection from Thread and other dangers. They are run by a person who bears the title of Holder, and are home to smaller numbers of people than Major Holds. Cotholds are small, family-run holds, and usually all those who live there are family or close friends. 'Family' on Pern generally means an extended family of several generations and branches, as opposed to the two-adults-with-children model common in Western societies on our own world. Each hold is responsible for the discipline of its wrongdoers. Most times the Lord Holder will make the wrongdoer pay restitution and service to the wronged party. The next severest punishment is incarceration. Death penalty can also be used in response to heinous crimes. But the greatest punishment is to be named holdless. This is where a person is stripped of all rank and status and thrown out of the hold. The reason this is the most severe punishment is because the holdless have nowhere to go during Threadfall. Halls Main article: Crafthalls of Pern The Crafthalls are the home to craftsmen; those Pernese skilled in a particular industry. The Crafts of Pern are: Harper, Smith, Healer, Miner, Weaver, Farmer, Fisher, Tanner, Baker, Vintner, and Herder. For example, the Harpercraft is responsible for teaching young children the Teaching Ballads, which provide them with basic knowledge. When a child is ten or twelve, they are sent to be an apprentice at a Crafthall if they show a flair for that particular craft. The Crafthalls train the crafters and send them out all over Pern to provide their skills to even the remotest hold. Note that it is not necessary for someone to be (for example) a trained farmcrafter in order to grow food; holders have a wide variety of skills, but it is the crafters who are the experts. The crafts all use the same hierarchy. Everyone in each craft begins as an apprentice, usually from age 12 to 18, then becomes a journeyman (18 to 30), and then, with a great deal of hard work and dedication, possibly a Master (30+). Not everyone makes it to Master status, and some leave before even Journeyman. Such a step from apprentice to journeyman is called 'walking the tables', based on the custom that apprentices and journeymen eat at different tables at a crafthall. The crafthalls are located in the Major Holds. For example, the Harper Hall and Healer Hall of the Northern Continent are both located in Fort Hold. At least some crafts have local crafthalls at other Major Holds; for example, there is a small weavercraft hall at High Reaches Hold. The leaders of the Halls are called Mastercrafters, for example, the Masterharper is the head of the entire Harper Hall, and is not to be confused with a Master Harper, of which there may be several. Other The Holdless These people are those who have been punished, or were forced out at the dawning of a Pass because they were useless and have been left holdless. They have no guaranteed protection from Thread, and the life of a Holdless is often dangerous. This is not improved by the fact that, as most of those forced out are either elderly or women, they are easy targets for the more depraved holdless (and sometimes the rougher holders) who have been ejected from their holds as a punishment for murder or rape. Traders These are the people who take tradable goods to less well off holds, and those people who often cannot reach a gather. It is these isolated holders that need the traders and their trains of goods to keep them equipped with flamethowers and farming equipment from the Crafthalls. Traders usually visit those holds that have few or no marks and so take produce instead. It is very rare that a trader will carry perishable goods that can be found somewhere else such as grain or culled animals. They only way this will happen is if the good in question is local and/or exotic and will be highly valued by those with more marks in the larger holds. Another way the traders serve the rest of Pern is by allowing Craft Journeymen or Masters to travel with them so that these talented men and women do not have to take the long and sometimes dangerous journey by themselves. Human settlement patterns Spoiler warning: Plot and/or ending details follow. At the time of colonization, the eastern portion of the Southern Continent was selected as the most hospitable site to initiate the spread of civilization. Accordingly, Landing was established near the dormant volcano Mount Garben, on a fertile plateau near the Jordan River. Suitable stakeholds were established across much of the Southern Continent. The advent of Thread and the eruption of Mount Garben, both consequences of a close pass by the Red Star, forced the evacuation of first Landing, and then the entire Southern Continent, to Fort Hold on the Northern Continent. Circumstances then constrained human settlement for the next twenty-five centuries to the tectonically stable, cave-riddled Northern Continent.
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
Lead, Follow, or get the Fall outta the Way.
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Post by Dizzy on Jun 16, 2006 3:35:37 GMT -5
The individual holders can appeal to the Lord Holder for justice. If a man commits a crime, the Lord Holder will most likely determine punishment to be testitiution and service to the wronged party. Imprisonment is the next severest penalty, and death can be decreed for heinous crimes such as murder or rape. (In Redstar Rising it gives examples of hanging, floggings, castoration, and leaving someone out for thread.)
The greatest penalty a man can suffer is to be made Holdless. During an Interval, deprival of shelter does not put a man at risk as it does during a Pass, but it cuts him off from the societal structure. For an honest man to be Holdless is a severe punishment. Even death is not as frightening to a man as being without shelter during a Pass.
Psychopathy is rare on Pern. Careful screening of the original colonists made sure that nay maladusted individuals received care, and individuals diagnosed as severely maladjusted, considered incurable, were refused space in the convoy. As it was to be a small, intelligently constructed society, those with psycholgical needs were attended to, so problems did not feed on themselves. the aurthors of the Charter wanted to create as perfect a colony as possible.
(Dragonlover's Guide To Pern. Second edition. Jody Lynn Nye w/ Anne MacCaffrey. Copyright 1989, 1997. Bill Fawcett and Accociates. Pg. 115,116)
((Later in the Master Harper of Pern, it states that the Charter was written by Idealists... showing that Pern didn't quite turn out the way the original colony was suppose to. Look at Fax.))
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
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Post by Dizzy on May 16, 2006 11:34:57 GMT -5
The outline of Crafthall structure. Here is detailed the ranks of the Halls, from Elder to Craftmaster.
Craftmaster: The overall authority of a craft, the Craftmaster remains at the main Hall of their craft profession until retirement or unescapable circumstances (such as Robinton’s illness) act upon them. They supervise every member of their craft, and every Apprentice, Journeyman, and Master is under their word. They are the experts of their particular field, the very best at what they do. They are responsible for training Apprentices and Journeymen in their craft, and they decide upon when each student should advance. They also oversee all rank advancement ceremonies, which in the Crafts is known as ‘Walking the Tables." His rank cords are three strings twisted together, which are looped three times around his shoulder.
Craftmaster’s Assistant: This is a man or woman not always of crafting rank, whose only job is to aid the Craftmaster in whatever they need done. Being the upmost authority of a Craft is extremely busy work, and so the responsibility of running a Hall falls to the Master’s assistant. They also assign many important positions in the hall.
Master: An expert in their respected Craft, they are one rank step below the Craftmaster. They do not always reside at the main Hall of their craft, and instead sometimes choose to settle in Holds about Pern or travel. They are above the Journeymen and Apprentices in rank, and are nearly as knowledgeable as their Craftmasters. They help the Craftmaster select which Apprentices and Journeymen are ready to advance in rank. Also, they take in likely candidates under their tutelage, and they train them as Apprentices in their craft. Their rank cords are three strings twisted together and looped around their shoulders twice.
Journeyman/Journeywoman: Those of their respected crafts that have advanced in rank past Apprenticeship. They, as their name suggests, travel Pern, living in Holds and, in times past, Weyrs practicing their craft. They have been selected by the Craftmaster to be knowledgeable enough of their craft to continue to practice it alone, without the observation of the Masters. They, like the Masters, take in candidates as Apprentices and teach them their craft, sending them back to the main Hall when they deem them ready. They must take oral and practical exams in order to advance in rank. Their rank cords are three strings twisted together and looped around their shoulder once.
Apprentice: Those of a craft who are just beginning to learn the practice. They are under the Journeymen, Masters, and Craftmaster. They are either taught by Journeyman or Masters. They remain either at the main Hall under the masters, or live where their Journeymen stay. Apprenticeship commonly lasts five to seven years, but if the Apprentice is aspiring towards mastership, it requires many more years and intense study. They owe obedience to their Journeymen or Master, and must take many oral and practical exams showing their full abilities before advancement in rank. Their rank cords are two strings twisted together looped around their shoulder once. You can have first turn, second turn, third turn, and fourth turn level apprentices.
Headwoman: She is selected by the Craftmaster, and supervises the general domestic machinery of the Hall. Among her duties are the care of the young and old; the supervision of food collection, storage, and preparation; Hall maintenance; and nursing, supervised by the Hall's healer. She answers directly to the Craftmaster. (one per Hall)
Stewards: They make sure that the Headwoman's orders are carried out to the T. They organize supplies, oversee repairs and replacement to furniture, rugs, tapestries, clothing, sleeping furs, boots, and provide hide for the repair of the harness for the plows. They also oversee the inventory of the Hall. From foodstuffs to medicines to the Wine and Beer brewed by the Hall, they keep and give the Headwoman a report at the end of each sevenday. They are the extra hands, eyes and ears that the Headwoman needs. The Stewards oversee the work done by the drudges. They also watch over the work being done in the fields and stables. (As many as the Craftmaster's Assistant and Headwoman deem needed.)
Head Cook: Oversees the day to day meal prep for the Hall. He or She also oversees the prep work behind any special occasion, such as Gathers. Assigns duties to his/her assistants. The head cook is appointed by the Craftmaster's Assistant, or the Headwoman. (One per Hall.)
Head Cook's Assistants: Just as the name suggestes, this are the people that get their hands dirty so to speak. They, under the direction of the head cook, prepare the meals for the Hall. They cut, chop, and gather all the things nesserary in the making of a meal. (As many as the Craftmaster's Assistant, Headwoman and HeadCook deem needed.)
Butcher: Oversees the slaughter and cleaning of herdbeasts and wherries. Keeps the cool rooms of the Hall stocked. (As many as the Craftmaster's Assistant deems needed...Usually one and then his/her assistants)
Healer: The man or woman, usually a journeyman, assigned to the Hall to aid and over see the major medical emergencies to the smallest splinter or bruise. They administer medicines when needed and work in concert with the Craftmaster's Assistant and Headwoman in the gathering of medicinal herbs. They also oversee all nursing done by the Headwoman and those that she assigns to the task. They answer to the Healer Hall and the Masterhealer. (One or two per Hall)
Herder: Cares for the Hall's livestock.
Seamstress/Tailor: Not everyone in the Hall can handle a needle nor do they like too. Those who lack the time can bring their garments to the Seamstress or Tailor to have them repaired or they can commission new ones to be made. (As many as the Hall can support. Usually one and his/her assistants.)
Laundress: Oversees the care of the Hall's laundry. (as the Headwoman deems needed.)
Nurse aka Nanny: Takes care of the Hallbrats that are still too young to be assigned chores. Nursing mothes stop by to feed babes that have not yet been weaned.
Drudges: The untrained majority. They make up the main workforce. Usually lacking in any particular skill, they do the more menial type tasks that most would rather avoid.
Hallbrats: The children and foster childern of the Hall, including the Craftmaster's own.
Aunties/Uncles: Those that are entering into their twilight years. Well respected by the younger folk, they willingly give advice. Usually cared for by the daughters of a Hall.
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Dizzy
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Post by Dizzy on Nov 11, 2005 14:51:28 GMT -5
[glow=green,2,300]Green: [/glow]Female. She is the smallest of all the dragons of Pern, reaching only 20 to 24 feet long. Greens are the most numerous of their species, though very tough, and by some chance of luck are rendered sterile by frequent use of firestone. The most maneuverable and agile of the dragons, greens can only last about half a Fall. Their powers of concentration are lower than the other colors, and as such they usually hold such positions as wingriders only. Impresses to both male and female candidates.
[glow=blue,2,300]Blue:[/glow] Male. Blues are the smallest (24-30 feet) but also the most maneuverable of the males, but not so much as their green sisters. They are the hardest working of the dragons, and typically possess such positions as wingriders. However, they also make excellent Search dragons because of their emotional sensitivity. They can produce a flame longer than a green and have more staying power, but are still not able to last an entire Fall. Impresses to both male and female candidates.
[glow=brown,2,300]Brown:[/glow] Male. The second-largest of the male dragons, being anywhere from 30-40 feet in length, browns are known as the ‘wheel-horses’ of dragonkind. Though typically smaller than bronzes, some of the larger of this color can meet the size of a smaller bronze. They possess enough stamina to last an entire Fall, and flame almost as long as a bronze. Being more intelligent than their smaller brothers and sisters, browns are trusted with secondary leadership positions, such as Wingseconds and even Wingleaders. It is not uncommon for a brown rider to have the rank of Weyrlingmaster. Impresses to male candidates generally, though a female candidate will on occasion be accepted.
[glow=olive,2,300]Bronze:[/glow] Male. The largest of the male dragons (35-45 feet) and the most intelligent alongside golds. Bronzes are the born leaders of dragonkind, holding such positions as Wingleaders and, if they mate the senior queen, Weyrleaders. They all seem to be filled with a type of arrogance and assurance of their superiority, though they do not always flaunt it. Bronzes and their riders have the ‘honor’ of instructing the weyrling bronzes what responsibilities come in hand with such a rank of power. They have the most stamina of the males, and can last an entire Fall without faltering even slightly. In such situations, they make excellent leaders, even under pressure. Impresses to male candidates only.
[glow=gold,2,300]Gold: [/glow]Female. The largest and most intelligent of all the dragons, male or female, golds can reach anywhere from 40-45 feet. They are the only fertile females of dragonkind, and to remain as such they do not chew Firestone and instead use flamethrowers during a Fall. They are called queens, and the oldest gold in a Weyr (called the senior queen) is the most respected dragon there. No dragon will disobey a queen. The senior queen is responsible for all those in her Weyr and for clutching more of her species. When mated, their clutch will be of 10-40 eggs, depending on the bronze that Flew her and how long the Flight lasted. Their riders always hold ranks of great power or responsibility, the senior queen’s rider holding the position of Weyrwoman. The younger gold riders are all titled Jr. Weyrwomen. Impresses to female candidates only, never an exception.
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Dizzy
Ordered Chaos
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Post by Dizzy on Nov 11, 2005 15:14:09 GMT -5
For those with either gold or green dragons, your dragon has the ability to fly in a Mating Flight.
This is the way dragonkind reproduces.
When a female dragon flies to mate, it is called ‘Rising.’ On the day of her Flight, the female dragon will feel stirrings in her gut of a strange kind and her thoughts will become angry and tumultuous, impossible for even her rider to discern, followed by a ravenous hunger. This is the first awakenings of the Flight. The desire to feed overrides all other wants of the body, driving every thought from the female’s mind except fulfilling her desires.
She is no longer a logically thinking dragon, but a creature of lust. She does not even realize what is happening to her, she only knows that her instinct is screaming at her, commanding her to fill her stomach with meat, and that is the single thought occupying all of her mind. She will then make her way to the feeding grounds and attempt to feed on meat.
However, female dragons laden with meat cannot fly far or fast, so it is imperative that her rider make her blood (meaning to suck the blood from, but do not eat any meat from,) her kills only.
At this moment, the dragon is a demoness, battling the will of her rider, and will fight her rider’s command to only blood the beasts. The dragon may fight her rider’s will on every beast she kills to eat, but usually after she tastes hot blood another kind of instinct will overtake her.
The female dragon, after feeling her desire switch from meat to blood, will then be filled with lust, this maddening heat that pushes her into the sky. She will then scream a challenge to the males in the Weyr, giving off a glowing aura.
All male dragons in the Weyr has the option of chasing a Rising female. The rider of the female will stand at the side of the Feeding Grounds, surrounded by the riders of the males, who will form a semicircle around her. The female dragon will then leap into the air to be followed by however many males wish to attempt to catch her. During this time, the rider’s minds fuse with their dragon’s and they are like one, duplicating all of their dragon’s acts.
They are unaware of what they themselves are doing in their own bodies. The riders feel and see everything their dragons do, and it is as if the humans are no more, and dragons have been born in human form.
After the dragons leap off, the riders are lead back to the female’s weyr to finish the Flight. Finally, after many tricks and teasings, the female will be caught and the dragons will mate in midair, the male supporting them both.
In the Weyr, both riders will be filled with their dragon’s emotions–lust–and they themselves will have sex as well. If the Flight was that of a gold, three sevendays after the Mating Flight the female will lay the eggs in the Hatching Sands, and a sevenday later they will hatch.
((OOC, the Player of the female dragon will chose which male catches her dragon))
Golds and greens have the same basic habits during mating time, but there are a few exceptions to each.
[glow=green,2,300]Green Flight Information[/glow]
A green will Rise to mate several times a year, anywhere from 4-6 times. A few days or so before she Rises to mate, she and her rider will become irritable, especially with men. When overtaken with her desire to feed, a green will usually only battle her rider’s will for a short time, and give in to her commands after a herdbeast or two.
The aura she gives off when ready to mate is soft, and her challenging call is usually answered by browns and blues. Though sometimes, it is not uncommon for a bronze to mate a green. This is a normal occurrence and the riders in this Flight should not react to the intimate time they shared; the Weyr thinks nothing of these relations since they cannot be stopped. No eggs will come of this mating.
[glow=gold,2,300]Gold Flight Information[/glow]
A gold Rises only once or twice a year, so these Flights are considered special. Neither she nor her rider become irate before a Flight. When feeling her desire for meat, a gold is very strong-willed, fighting her rider’s dominion and commands with a viciousness that could overwhelm weaker women.
Her aura is a powerful pulse that beckons all males to fly for her, though she is most commonly caught by a bronze. However, a young gold could perhaps be mated by a larger, more powerful brown if the bronzes are young and her desire for him is great. This Flight is also important, however, not only because it bears eggs, but because the rider of the male who catches the senior queen becomes Weyrleader.
A clutch will always come from a gold flight, though the number of eggs depends on the male who caught her and how long she flew.
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Dizzy
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Post by Dizzy on Nov 11, 2005 15:46:48 GMT -5
Dragon: A winged creature with the ability to breathe flame after chewing Firestone. Dragons were genetically engineered by the early settlers of Pern as a defense against the dangers of thread. The Dragonmen were bred as their keepers...
The dragon is hatched from a leathery egg that hardens close to time of birth. At hatching, the dragon chooses a lifemate and they become emotionally and telepathically bound to each other for the duration of their lives. If a rider dies, so does the dragon. The same can be said of the rider in most cases where the dragon passes first.
Pernese dragons have suede like hide... no scales. It requires oiling them frequently to keep their hide moist... from drying out. Sweet Oil is preferred, but any type of oil or grease would work.
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
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Post by Dizzy on Nov 11, 2005 15:20:49 GMT -5
bellow: alarm, irritation, calling for attention
bugle: greeting, information, joy, challenge
croon: pleasure, reassurance, apology
humming: hatching or the birth of a child
keen: death cry
moan: distress, anxiety
squeal: fear, surprise
warble: complacent, gratitude
whimper: deep sadness
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Dizzy
Ordered Chaos
Black Between... All is Naught... Save for fragile Dragonwing
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Post by Dizzy on Nov 11, 2005 15:32:44 GMT -5
green: sleeping, pleasure
red: hunger, anger, sexual agitation
white: extreme danger
lavender/purple: lust
yellow: fright, anger, anxiety
orange: uncertainty, suspicion
rainbow: agitation
blue/green to blue: general well-being, contentment
(The speed with which the eyes whirl indicates the intensity of the emotion.)
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Dizzy
Ordered Chaos
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Post by Dizzy on Nov 11, 2005 16:02:27 GMT -5
Training Schedule: Month one (post hatching) to 18th month (graduation.)
Month one:
-Feeding and Care of young Dragonets. (bathing will be supervised for 1st month)
-Basic First Aid for Humans & Dragons
-How to deal with telepathy [look in Histories under weyrling info to learn more.][no chores first month]
Months two thru four:
-Assignments of Weyrling Wings
-First rank cords and badges
-Basic Wing formations
-Weyr Etiquette & History
-Political Makeup of Pern
-Gold riders will learn Weyr Management
-Bronze riders and those that show leadership skills will also be taken aside for added training
-Basic Geography
-Basic Weather patterns
-Basic astronomy
-Dragon Healing & Anatomy
-Basic ground drills and signals
-Physical training for both rider and dragon
-Sparring for those interested
-Chores
Months five thru eleven:
-Advanced Astronomy
-Advanced weather patterns
-Basics of Between
-Terrain recognition
-Basics in sorting and choosing Firestone
-Firestone drills start
-Care and Use of Flamethrowers (Golds only)
-Advanced Wing Formations
-Preflight Training
-Advanced Ground drills
-Flight harness care, use, and construction
-Sparring
-Physical training cont..
-Chores
Months Twelve thru Thirteen:
-Advanced Terrain Recognition
-Basics of Thread Charts
-Ground drills cont...
-Chewing Firestone & Flaming
-First Flights
-Sparring cont...
-Physical Training cont...
-Chores
Months fourteen thru sixteen:
-Sex Ed. & Mating Flights (given by weyrling master and Gold rider.)
-Flight formation patterns
-Applied Wing formations
-Flight drills
-First trips between
-Advanced Thread Fall patterns
-Fighting drills and training
-Aerial drills cont...
-Transport Duties Assigned
-If during a pass, will fly fall or transport firestone
-Sparring cont...
-Physical training cont...
-Chores
Months seventeen thru eighteen:
-Transport Duties Cont...
-Shadowing different riders (ex. Sweeprider, Searchrider, Watchrider, Wingsecond, Wingleader & etc.)
-Wing Formations cont...
-Aerial drills cont...
-Interviews with the Weyrleaders & Wingleaders
-Final testing
-Graduation
-New Rank Badges and Cords
-Shoulder Tapping by Wingleaders
-New Weyr Assignments
-Gold riders move up to Jr. Weyrwomen or are Transferred to different Weyrs
-Sparring cont...
-Physical training
-Chores
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Dizzy
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Post by Dizzy on Nov 11, 2005 15:59:21 GMT -5
The number of riders in a Wing is determined by the Weyrleader. The Weyrleader commands all of the Wings but also leads a single Wing when battling Thread or when doing anything involving ceremonial visits... this includes Weyrling Graduation.
The days prior to graduation the Weyrlings go through numerous interviews with Wingleaders, Wingseconds, and the Weyrleaders. The Weryleaders, based on information provided to them by the Weyrling Master and their own observations decide whether a Weyrling will graduate to an adult rider.
During lessons, especially close to graduation, you will find more and more Wingleaders and or Wingseconds watching the Weyrlings, Get some RP time in with them, but don‘t be…. They are looking for talent and personality traits that will fit well in their Wing. Hot shots usually get tapped last. Everyone will get a Wing assignment, but it is an honor to be among the first chosen. This will be based loosely on the amount and quality of RP time you have spent in lessons and chores and on the rest of your posts. It is also the Wingleader’s personal preference.
The ceremony takes place in the dining hall. The Weyrleaders, Weyrlingmaster, Jr. Weyrwomen and Wingleaders, are all seated at the great table, located on a dais at the front of the hall. Benches and chairs are lined up in front of the dais, affording a place for the graduates to set. All else viewing the ceremony have chairs and the likes lined up behind them. Either that or they stand against the walls.
The Wingleaders take turns claiming their new riders. (Wing order is predetermined by rolling dice or some other random method) A Wingsecond from the wing will come to you and tap your shoulder. At that time, you salute the Wingsecond and will have the option to accept or wait hoping that your preferred wing will also choose you. (A place will not be held for you in the Wing you turn down.) If you accept you will walk to the front of the hall salute, acknowledging your Weyrleaders first, then your knew Wingleader. The Wingsecond will take away your Weyrling knots and rank symbols. Then the Wingleader will tie your knew knots and give you your new rank and wing symbols. Then you will salute again, turn on heel and go back to your chair.
There will be other honors given at this time also: as in, but not necessarily limited to, Perfect Attendance, Top of Class, Most Improved Flaming, Most Improved Flying, Longest Flame held, and etc.
A feast is held afterwards that the entire Weyr is invited to attend. The new Wingriders can now enjoy all that comes with adult rank and they can move into their new weyrs. (Be checking out weyrs before Graduation…The best ones go pretty quick.)
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Dizzy
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Post by Dizzy on Jun 19, 2006 18:44:48 GMT -5
The Dragons From Wikipedia, the free encyclopedia en.wikipedia.org/wiki/Dragon_%28Pern%29I The Dragons of Pern are a fictional race created by Anne McCaffrey as an integral part of the science fiction world depicted in her Dragonriders of Pern novels. In creating the Pern setting, McCaffrey set out to subvert the cliches associated with dragons in European mythology and in modern fantasy fiction. Pernese dragons are similar to traditional Western dragons in physical appearance and in the fact that they can breathe fire, but the resemblance ends there. Unlike most dragons in previous Western literature, Pernese dragons are entirely friendly to humanity. Furthermore, they are not magical at all. Instead, they are a heavily genetically modified species based on one of Pern's native life-forms, the fire-lizard. HistoryThe race was intentionally designed to fight Thread after it first caught the human colonists on Pern unawares, with devastating results. Geneticist Kitti Ping Yung designed the dragons by manipulating the genetic code of the indigenous fire-lizards that had been pets of the colonists. The dragons were named after their resemblance to Western dragons from the legends of old Earth. Later genetic manipulation by Ping's daughter, Wind Blossom Ping, also resulted in the watch-whers, ungainly creatures who bore a slight resemblance to dragons, in an attempt to "perfect" the dragons' design. The watch-whers are, however, much more useful than they appear. PhysiologyDragons are carnivorous, oviparous, warm-blooded creatures. Like all of Pern's native large fauna, they have six limbs - four feet and two wings. Their blood is copper-based and green in color. They have multifaceted eyes that change color depending on the dragon's mood. Unlike the dragons of Terran legend, they have smooth, suede-like skin rather than scales. Pern dragons have headknobs, roughly similar to giraffes (though smaller) and no visible ears. Anne McCaffrey has described her dragons as vaguely horse-like, with ridges running down their neck, back and tail. The tail has a forked end where they have an outlet for defecation. Kitti Ping designed the dragons to gradually increase in size with each generation. The dragons of the first Hatching were not much bigger than horses. The largest Pernese dragon on record, Ramoth, hatched twenty-five centuries later and (according to the novel All the Weyrs of Pern) was roughly three times the size of the largest first-generation dragons. (The Dragonlover's Guide to Pern, written by Jody Lynn Nye with input from Anne McCaffrey, lists Ramoth's total length as forty-five meters; however, this contradicts a number of references in the novels, and the book contains several other obvious errors. It is likely that "forty-five meters" is a mistake for "forty-five feet".) Newly hatched dragons are the size of very large dogs or very small ponies, and reach their full size after eighteen months. Because young dragons grow so fast, their riders must regularly apply oil to their hides to prevent the skin from cracking or drying out. Like their fire-lizard ancestors, dragons can breathe fire by chewing a phosphine-bearing rock called "firestone," which reacts with an acid in a special stomach-like organ. This forms a volatile gas that can be exhaled at will and ignites upon contact with air. The flame is used to burn Thread from the sky before it reaches the ground. Psychic abilitiesDespite their relatively low intelligence, fire-lizards communicate through a form of weak telepathy. They also imprint on the first individual who feeds them after they hatch, creating a telepathic bond with them; the Pernese call this phenomenon "Impression". In creating dragons, Kitti Ping intensified the creatures' telepathy and gave them a strong instinctive drive to Impress to a human. Upon hatching, each dragonet chooses one of the humans present and Impresses to that person; from that moment on, the pair are in a constant state of telepathic contact for as long as they both live. Dragons also use telepathy to communicate with each other and with fire-lizards. They are capable of speaking telepathically to humans besides their own riders, but most are disinclined to do so except under unusual circumstances. Dragons and fire-lizards can also teleport. They do this by briefly entering a hyperspace dimension known as between. Humans experience between as an extremely cold, airless, black void. After spending no more than eight seconds in between, the dragon or fire-lizard can re-emerge anywhere on Pern, along with any passengers or cargo they carried. This ability evolved in fire-lizards as a defense against Thread; not only does it allow them to quickly escape from Threadfall, but the intense cold of between kills any Thread that has already burrowed into them. If a dragon attempts to teleport without a clear mental image of the place where they intend to reappear, they can simply fail to emerge from between. Going between allows dragons to travel through time as well as space, as long as they have a clear picture of what a particular place looked like (or will look like) at the desired time. However, the practice is highly dangerous to both dragon and rider and is severely restricted. Existing in two places at once for extended periods of time, or in close proximity, causes severe weakness and psychological disturbance for humans. In addition, while teleporting through space always takes the same amount of time, when a dragon travels through time, the amount of time they spend in between increases depending on how long ago or how far in the future the destination is. Thus, travelling to remote times poses severe dangers from hypothermia and oxygen deprivation. The Dragonlover's Guide to Pern states that dragons defecate while between. This idea originated with a statement by Anne McCaffrey herself, in answer to a fan's question about the subject at a con. However, McCaffrey may have been joking when she first said this. As the idea has never appeared in any of the Pern novels, it cannot be considered definitively canonical. If true, it would eventually cause serious environmental problems for the planet, as large amounts of Pern's organic matter would be regularly disappearing into an alternate dimension. (Note: In The Skies of Pern it is mentioned that dragon dung is being used to ward off the large felines on the Southern continent.) Dragons - and, very likely, fire-lizards as well - are also capable of psychokinesis. This helps to explain how such large creatures are capable of flight. However, even the dragons themselves were unaware of this ability until two and a half millennia after their species' creation. ColorsBarring rare mutations, female dragons and fire-lizards are always either green or gold in color, while males are blue, brown or bronze. Gold dragons, also called queens, are the largest dragons at 38-45 feet long and the only fertile females. They make up less than 1% of all dragons hatched. They are dominant over all other colors; any non-gold dragon will invariably obey a queen's orders, even against the wishes of its own rider. Queens are incapable of digesting firestone and producing flame (see below); however, they do fight Thread - they fly in a special wing, with their riders armed with specially designed flamethrowers. Gold dragons Impress only to women. The queen egg from which a queen dragon hatches is tended specially by the gold from which it's Hatched, often rolled lovingly onto a lump of sand, and is the largest egg in the clutch, tinted gold. Goldriders are always heterosexual females. Bronze dragons are the largest males, at 35-38 feet long and make up about 5% of all dragons hatched. They are almost always the ones to mate with queens, as the smaller colors generally lack the stamina to chase and catch the gold dragons. They may mate with greens when they fail to catch the relatively rare gold dragons, but their size puts them at a disadvantage in chasing the agile greens. Bronzeriders are always heterosexual men. Brown dragons are the next largest color at 30-35 feet long and make up 10-12% of all dragons hatched. They may occasionally mate with queens, although this is rare, and becomes even more rare as the dragons increase in size; by Ramoth's time in the Ninth Pass it is unheard-of. All brownriders in the Pern novels are heterosexual or bisexual men. Blue dragons are the smallest males at 25-30 feet long and comprise nearly 1/3 of all dragons hatched. They are nearly as agile as greens, but with more stamina. They mate only with greens, as they are simply too small to keep up with a massive queen over a long mating flight. There are few prominent blue dragons or blueriders in the books. The blueriders who do appear are always male and can be heterosexual, bisexual or masculine homosexual. Ms. McCaffrey's fandom guidelines allow for the possibility of female masculine lesbian blueriders. Green dragons are the smallest normal color at 20-25 feet long and account for half of all dragons hatched. They are female, but unlike the queens, can produce flame. However, they were genetically manipulated at the very beginning of dragonkind to be infertile. Despite their infertility greens are very "friendly" and mate about three or four times more often than a gold. They are extremely valuable in Threadfall because of their agility, but they lack the stamina to last an entire Fall. Originally, greens Impressed to women. However, after various natural disasters decimated Pern's population, women were needed to help repopulate the planet. Since going between during pregnancy can induce abortion, it became impractical to present large numbers of women as candidates for Impression. Thus, green dragons began Impressing to feminine homosexual men; by the time the earliest-written novels take place, female greenriders are entirely forgotten, although greens gradually begin Impressing to women again. There is only one white dragon mentioned anywhere in the Pern novels - Ruth, whose rider is Lord Jaxom of Ruatha Hold. He is not an albino, as his hide contains very faint patches of all the normal dragon colors and is smaller than a green. As an adult Ruth stands a bit higher at the shoulder than a large horse and is about 18 feet long, slightly larger than the first dragons. Ruth's egg would not have hatched if Jaxom had not forced it open; thus, it seems likely that white coloration in dragons is normally a lethal mutation. Although his parents are the largest queen and largest bronze in the history of Pern, Ruth is much smaller than even a normal green dragon in his time. Ruth may be male or neuter but definitely sterile, with no urge to mate. Ruth also has the unusual ability to intuitively orient himself in time. (In our AU Ruth and the White Dragon never happened... It will not happen on LW) Colors are always solid, though they may have mottled patterns as if someone had cleaned a paintbrush on their hide. The colors can vary widely from a very dark to a very light shade and scars can appear lighter or darker than the base color. Colors are always clearly identifiable (no blue-green that is not clearly one or the other) but individuals may have a hint of another color visible in bright sunlight, such as a blue with a hint of green or a brown with gold highlights. Riding a larger color of dragon also confers higher social status in Pern's extremely hierarchical society. Bronze dragons are almost always the leaders of the Wings, as they have the stamina to stay with the fight for the entire Fall while smaller colors may have to drop out due to lesser stamina. Perhaps as a result of this, it is commonly believed that the larger colors are more intelligent - but the recent novel The Skies of Pern implies that this may not be true. The Pernese believe that chewing firestone makes female dragons sterile; they therefore refuse to allow queens to use it. Greens, on the other hand, are so common that if they produced offspring it would quickly lead to overpopulation, so they always chew firestone. However, Dragonsdawn suggests that Kitti Ping - possibly motivated by old-fashioned ideas about gender roles - deliberately engineered greens to be infertile and gold dragons to be incapable of chewing firestone, as discoverd by the first dragonriders when they attempted to teach them to flame. Mating and ReproductionMatingBoth gold and green dragons experience a periodic mating urge, with greens coming into season significantly more often. When the female comes into estrus, the interested males compete to catch her in a mating flight. Usually, the female chooses the male who impresses her the most with his skill in the flight, although inexperienced females may be caught before making their choice. The pair actually mate in midair; thus, the higher they get during the flight, the longer their mating can last. The Pernese commonly believe that longer matings result in larger clutches. For this reason, queenriders are strongly encouraged to restrain their dragons from eating heavily just before a flight, instead instructing them to only drink the blood for a quick boost of energy. Effects on rider sexualityDue to the intense psychic bond between rider and dragon, dragonriders are overcome by the powerful emotions and sensations associated with mating flights. The riders of the mating pair engage in sex themselves, unaware of what they are doing. This contributes to a much looser attitude toward sexuality in general among dragonriders than in the rest of Pernese society. For much of Pern's history, all greenriders are male. During these periods, all green mating flights result in homosexual intercourse between the riders of the dragons involved. Heterosexual dragonriders in these flights are not considered to be homosexual, dragon sex is considered to be a separate occurrence from one's sexual preference and unavoidable. Over the centuries Weyr culture adapted to the need for all male riders to accept such acts for the sake of their dragon and in Weyrs there is no stigma regarding homosexuality. Anne McCaffrey has stated in a number of documents and interviews that dragonets use pheromones to determine the sexual orientation of the humans to whom they Impress. According to these statements, greens Impress only to women or to "effeminate" homosexual men. Blues Impress primarily to homosexual men with "masculine" temperaments, bisexual or heterosexual men; browns similarly Impress to heterosexual men. Bronzes and golds Impress exclusively to heterosexual men and heterosexual women, respectively. However, these ideas have never been made explicit in the books (although it is clear, at least, that most male green- and blueriders are homosexual). Many members of online Pern fandom find McCaffrey's ideas about sexuality highly questionable for a number of reasons. (Most infamously, she claimed in an interview that it is scientifically proven that being the receptive partner in anal sex triggers a hormonal change that will make a previously heterosexual man become homosexual and effeminate. Thus, she argues, even if a male greenrider were originally heterosexual, he would not stay that way.) Probably the least known about but best thought out reasons behind her choices of sexualities for her riders and dragons is found in her THE DRAGONS OF PERN: A RENEWABLE AIRFORCE letter, written in 1997 and revised in 2000. Pern-based roleplaying games thus often ignore McCaffrey's restrictions on who can Impress to a given color of dragon. MU*s and fanzine-based clubs often ignore everything except the basic rule that only women Impress gold and only men Impress bronze; PBEM games are more likely to accept the restrictions on sexual orientation. Fandom writers sometimes include "stand-ins" for heterosexual riders who prefer not to engage in homosexual sex during a mating flight. This practice is not included in the canon books, except for a single reference to a female rider who dislikes a certain male rider. Fandom also sometimes includes female brownriders and heterosexual female blueriders, though these have never appeared in canon books and Anne McCaffrey has stated would never happen in canon Pern. A good spot for canon versus non-canon Pern clubs and information you might try visiting Pern Wiki HierarchyPern dragons are very hierarchical, with clearly defined roles nearly identical to their tiny wild ancestors. Gold dragons are the domestic leaders of the dragons. Each Weyr contains 3-5 gold dragons. One gold dragon is designated "senior" though this rank is not determined through age or time in Weyr. In the First Pass the first Weyrleader, Sean Connell, established that the first gold dragon to rise becomes the Senior Gold and her rider the Weyrwoman, while all remaining golds are ranked as "junior golds". The dragon who catches the Senior Gold in flight becomes the Senior Bronze and his rider the Weyrleader. If a Senior Gold dies or permanently ceases to rise to mate due to age or injury, the next gold to rise takes her place, and the rider of the dragon that catches her becomes the new Weyrleader. Weyrleaders theoretically can change with each mating flight of the Senior Gold, however Senior Golds usually do not usually change mates regularly. Bronze dragons are the lead males, they are larger and stronger than other male dragons and compete for the leadership of the Weyr. Bronze dragons will defer to a gold dragon and usually smaller colors will defer to mature bronze dragons. Brown dragons do join gold mating flights but are rarely strong enough or have enough stamina to remain with a gold mating flight long enough to catch the gold at the end. Browns are often secondary leaders, their riders frequently achieve the status of Wingsecond, vaguely equivalent to a very low officer rank. Blue and green dragons are the lowest rank, in military terms they are the equivalent of "enlisted" status. Elder, experienced blues and greens are valued for their experience and knowledge and their riders can achieve positions such as Weyrlingmaster and senior positions among those of their colors, but cannot gain leadership of the Wings due to their lack of stamina. Blues and greens typically cannot fly a full threadfall, usually flying in turn. Without the ability to lead the Wing through an entire fall a blue or green dragon cannot lead. SignificanceAs the primary line of defense against the Thread, dragons are a requirement for the survival and prosperity of humans, not to mention other forms of land life, on Pern. However, the great beasts require a good deal of maintenance, to the degree of requiring a large part of Pernese infrastructure - especially cattle farming - to be centered around their upkeep. This has been known to cause resentment among those doing the supporting, especially at times when Thread is not falling.
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