Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 16:02:07 GMT -8
USEFUL FACTS & MEASURESDragon Sizes (Normal Ranges)Green: 20-25 meters Blue: 25-30 meters Brown: 30-35 meters Bronze: 35-38 meters Gold: 38-42 meters Note: Dragons can and do exceed these ranges, both above and below.
1 Dragonlength = roughly 20 meters (reckoned from the green) 1 Pair = 1 dragon and his rider. In formations, the correct spacing between dragons is three to fivedragonlengths. 1 Wing = 16-30 pairs, with 1 WiL and 1-2 Wi2nds, usually. Fort has six PC wings: Dawnguard, Firefall, Skysentry and Stormshadow. The other two wings are the queen's wing, and the weyrling wing. However, Fort Weyr houses roughly 20 wings. At 20-30 dragons a wing, that's anywhere from 400-600 pairs. Of course, not all wings will have a full complement, and there is always a heavy loss during a Pass. 1 Flight = 3 Wings, 36-90 pairs (Note: The Flight is defined as the minimum number of pairsrequired to fly a full Threadfall.) The Flight is the main unit of organization used by theWeyrleader, where new riders are tried out in different positions and tired are understrength.Wings are juggled into forming strong Threadfighting units 1 Fighting Weyr = roughly 3 Flights, or 9-10 Wings, for a total of 108-300 pairs (Weyrs will oftenrun over these numbers, but seldom far below.) Fort sees a fairly steady number of 400-450 pairs as one of the larger weyrs. We may see up to 600 pairs during the height of a pass. Average duration = 6 hours, starting no earlier than predawn and ending no later than twilight (thread has a silvery illumination to it which makes it possible to see in low-light situations; but it does not fall in the dark of night). Threadfall, frequency = 1 Fall per 2-3 days early in the Pass, 1 per 14 hours at its height Threadfall, frequency per Weyr = 2-3 Falls per month early in the Pass, roughly 10 per month at its height Threadfall, width = Approximately 400 meters wide at the most narrow, in ideal conditions withno wind to spread Thread out. This figure is extrapolated from the most narrow formation ofdragons (3 wings side by side in single file) with the correct spacing of 5 dragonlengths (100meters) between dragons and 5 dragonlengths coverage for the two lines on the outside of the formation.
Firestone, weight per cubic foot = 100 pounds Firestone, 1 hand (fist-sized chunk) = about 3 pounds Firestone consumption, per dragon per Fall = 320-480 pounds (Note: Assumes six hour Threadfallof normal intensity.) Firestone consumption, per dragon per hour in Fall = 53-80 pounds Firestone consumption, per Flight per Fall (rounded) = 32,000-48,000 pounds or 16-24 tons Firestone consumption, per Flight per hour in Fall = 2.7-4 tons (Note: all firestone consumption is estimated, and is probably in fact a low-end estimate.) Sweeps: There are generally eight periods of Sweeps each day at High Reaches, though this will be adjusted to available daylight as the seasons progress. They occur in two-hour intervals: DawnSweeps (5-7am) Morning Sweeps (7-9am) Midmorning Sweeps (9-11am) Noon Sweeps(11am-1pm) Afternoon Sweeps (1-3pm) Midafternoon Sweeps (3-5pm) Evening Sweeps(5-7pm) Sunset Sweeps (7-9pm). Watchdragon shifts at High Reaches Weyr itself last four hours in duration, all hours of the day and night, the first shift starting at midnight. Watchdragon postings outside of the Weyr will last the entirety of the day, with the rider returning to the Weyr to sleep and feed the dragon in the evening, replaced overnight with a second Watchrider. Only the elderly riders of toothless dragons are assigned to permanent Watch-dragon postings outside the Weyr.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 16:24:10 GMT -8
VARIOUS RIDER DUTIES
Dragonriders - In Character (IC) The most basic duties that any Rider must execute are feeding, bathing, and oiling his lifemate. Adult dragons tend to feed once every three to seven days, carrying off a number of wherries or a herdbeast on each occasion (food consumption varies with dragon size). Most often the meat is culled from Weyr pens, but Riders have been known to take (or send) their dragons hunting when the situation seems favorable for it. Bathing and oiling are similarly frequent chores, each holding the potential to encompass many hours of time depending again on the size of the dragon. The scrubbing involved in bathing a dragon may be accomplished by employing sediment from any fresh body of water (most often, and logically, from the place where the bathing is going on), but oils must be prepared rather than discovered, and most Riders keep a number of jars on hand in their weyrs. Dragonriders must fly 'sweeps' or patrol. This serves several purposes. It provides a duty for Wings and the individual pairs outside of combat. It provides a Weyr presence at the Hold; it allows the Weyr to make sure the Hold is doing its part to guard against Thread. It is a service for the Holder and a link between the Hold and Weyr, and it allows the Rider to scan the lands around the Hold and the lands on the way for Thread hits. Riders also keep a lookout for Threadfall, though all falls are normally predicted by the Threadfall Charts.
Riders may fly sweeps in pairs or trios if desired, and even Wings if arranged for ahead of time; they should rendezvous with the rider(s) taking up sweep of that area before they return to the Weyr, to pass on any information of particular notice. Riders on sweep should keep watch out for any incidents outside the routine for that area: weather, expected or unexpected Threadfall, people outside in close advance to a Threadfall, holdless movements, any unusual or unexpected happenings. Furthermore, riders should check in with the sweep area's hold(s) and crafthalls to see how conditions are there, and pass on any news of incipient weather or Threadfall. This information should be reported to the rider's Wingleader upon return to Fort, and the Wingleader would pass on the news to the Weyrleader in turn.
Dragonriders must fight Thread. They must follow orders from their Wingleaders and be well-trained and disciplined in their Wings. They must understand the various wing formations and the methods by which a pair can fight Thread. Usually, the penalty for not fully understanding any of this is a grim one; many young pairs get severely scored at an early age.
As preparation for this, riders take part in drills to ready themselves and keep themselves and their dragons fit for Threadfall. Drills can start out on an individual level, usually in trios where a green and a blue (or two greens, or two blues) pair with a bronze or a brown to practice various maneuvers as a unit. Drills work there way up from there to Wings, where such is organized by the Wingleader and Wingseconds, and then to Flights, organized by the Weyrleader and Weyrseconds.
Dragonriders must be self-sufficient to a certain point. Riders make their own riding leathers and clothing, most usually make their own furniture and brew and age their own ales and liquors, obtaining the necessary raw materials from the appropriate Crafter or from the Headwoman. They craft their own riding straps and gear, and clean out and tend to their weyrs. It's not surprising that Riders don't often find time to raise their own children or have 'hobbies' outside of dragon-centered activities. Riders who have children find it most convenient to foster them, often within the Weyr. Riders who get pregnant will be shifted to the Queen's Wing during the second trimester, and grounded for the third.
Riders are not paid money by the Weyr for their services; they are instead provided with needed clothing for personal wear and flight, housing, basic furnishings, food, and whatever materials are needed for the upkeep of their dragon. Riders who wish the extra mark for purchasing luxury items from individuals and at Gathers would need to earn those marks by the exchange of personal services and skills.
Dragonriders - Out of Character (OOC): (Please note this is all suggested and meant to help define the activities of a dragonrider player. As this is a game, nobody is 'obligated' to do any of these things. However, it's preferred if players attempt to do these things naturally while on-game.)
Dragonrider players should be versed in the various wing formations. You might find it useful to befamiliar with the terms therein.
Players of dragonriders should also be familiar with many of the concepts outlined in this document, as well as basic dragon anatomy and healing (which is not covered here, but please feel free to contact your senior dragonhealer to learn more). OOCly, riders' players should attempt to follow the IC strictures of a dragonrider, in order to portray as realistic a picture as possible to the rest of the MUSH, though this does not in any way mean we suggest that you should reduce your character to a stereotype. Quite the opposite: individuality will impress upon others a stronger example than a bland archetype. An entire MUSH of F'lars and Lessas would bore anyone to tears!
Dragonrider players should attempt to keep the OOC Weyrleadership aware if they plan on going idle for long periods of time. Transfers in and out of Fort are granted for extenuating reasons. We'd prefer if transfers were kept to a minimum; they are not IC, and often hard to justify.
Rider players, like all other players at Fort, are encouraged and able to stage TPs or events for the Weyr or groups at it anytime; do please let the Weyrleadership know before hand. There are always several unclaimed plots waiting in the wings for staging, so interest in organizing a TPdoes not have to be stymied by a dearth of ideas.
Rider players, like all other players at Fort, are encouraged and able to stage TPs or events for the Weyr or groups at it anytime; do please let the Weyrleadership know beforehand. There are always several unclaimed plots waiting in the wings for staging, so interest in organizing a TP does not have to be stymied by a dearth of ideas.
Riders should try to hold/participate in mating flights as often as they are able to. Players should also try to participate in Wing activities if they fit in RL schedules, including Weyr threadfalls. Additional information pertinent to playing a rider at Fort is available via the +lhelp files.
By far, the two most important OOC duties a Rider might have on game are the RPing of 'sweeps' duties, and keeping up to date on IC Threadfall. Rider players should attempt to do sweeps; they attract RP outside of the Weyrs and into the holds, and it provides the players with new RP opportunities. Generally, we recommend that each Rider try to RP sweeps at least once a RL week. Even if it's ten minutes spent in an empty courtyard, it's better than ten minutes spent idle in the living caverns.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 16:37:07 GMT -8
WINGLEADERS AND WINGSECONDS - IC Wingleaders are responsible for the pairs in their wing, both in the air and on the ground. If their riders get 'in trouble', the Wingleader should be involved in the rectification process. Rather like the military 'squad', a Wing has a leader who is responsible for overseeing the riders in his/her care. The Wingsecond(s), appointed by the Wingleader, acts as an assistant or 'second in command' who can take over for the Wingleader if he/she is harmed in Threadfall or at any other time, as well as assist in wing training drills and Fall.
During Threadfall, a Wingleader oversees the formations the Wing will take against the oncoming Thread under the command of the Flight Leader (most usually an experienced Wingleader or the Weyrleader). AWingleader is expected to fly the duration of Fall and be aware of the state of the pairs he/she's leading. On the ground, the Wingleader is expected to make sure each pair in the Wing is functioning at an acceptable level and in good health.
Wingleaders report to the Weyrleader, and during Threadfall are under the direction of a Flight Leader (appointed for the duration of a Fall). Wingleaders select new pairs out of the graduating Weyrlings, and train them for assimilation into that particular Wing. Wingleaders schedule and perform drills to train their Wing and keep them on a fighting edge, often with the help of their Wingsecond(s). Wingleaders must ensure their riders are following sweeps and patrols, or transport/watch duty. Wingleaders are expected to keep a level of discipline in their wings, on a personal and military level. Many times grievances and incidents never leave the Wing to go to the Weyrleaders; the Wingleader and/or Wingseconds are expected to handle them.
Wingleaders are expected to keep a level of discipline in their wings, on a personal and military level. Many times grievances and incidents never leave the Wing to go to the Weyrleaders; the Wingleader and/or Wingseconds are expected to handle them. Wingleaders are expected to report on Sweeps, Threadfall, and other wing matters to the Weyrleader in regular meetings.
WINGLEADERS AND WINGSECONDS - OOC Wingleaders are expected to interact with the riders in their wings. Drills are not expected to be RPed out all the time; neither are Threadfalls. The Wingleaders have the ability to report on various falls, and whether or not they're scheduled on or off camera. Off camera falls, claimed by a particular wing, should be reported to the Weyrleader and posted to the bb/ftw so players may keep up to date. Casualties, injuries, and any 'ground hits' should be mentioned in these reports.
Wingleaders are expected to 'coordinate' the Threadfall for their wing on a regular basis. This is the most basic of OOC duties of a Wingleader on-game. Wingleaders are expected to keep in touch with the players of the riders in their wings to the best of their ability and to ensure that a certain level of Wing activity is going on at all times. Ideally, each wing should always have something pending, like an on- or off-camera threadfall, some kind of scheduled drill, or a wing-RP activity (like getting together for dinner, and RPing it, one night, or all of you visiting some other Weyr, or visiting a Hold). Active wings give RP fodder to all the players at Fort Weyr. Although the Wings should ideally have something going on at all times, RL constraints often forbid it. Wingleaders are encouraged to let other pairs in the wing to coordinate and organize things too.
Wingleaders should also OOCly encourage their riders to do sweeps.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 16:37:44 GMT -8
WEYRLINGMASTERS AND ASSISTANT WEYRLINGMASTERS - IC Weyrlingmasters are the trainers of new riding pairs. They must prepare the new pairs for everything outlined in the "Dragonrider" section of this text. They do not serve in any one Wing, as there is inevitably always a class to be taught, RPed or no.
Assistant Weyrlingmasters have duties assigned to them by the WLM; it can vary by WLM. Usually it includes duties such as flight/between training, discipline, crafting, and lectures.
The Weyrlingmaster reports to the Weyrleader and Weyrwoman, and keeps them updated as to the progress of his/her charges.
WEYRLINGMASTERS AND ASSISTANT WEYRLINGMASTERS -OOC WLMs are expected to get the new pairs up to speed in Rping dragonriders. They're expected to deliver a series of lectures (by PM or in roleplay) to train them IC and OOC. WLMs decide OOC when they feel a riding pair is up to speed and can graduate, both OOC and IC, into the wings. They notify the Weyrleaders and Wingleaders during this time. There is usually a set schedule for Weyrlings that lasts six to nine weeks. The schedule is developed by the WLM with participation from the AWLMs and the WL and WW.
WLMs are expected to get the Barracks ready for new pairs, to help the new riders' players with code and good coding practice, and to teach proper etiquette and use of the DTU's. WLMs are also expected to stress the importance of IC behaviour to the W'lings, and teach them how to properly RP a dragonrider and dragon, both. This is done with lectures and regularly (weekly or more) scheduled meetings and training periods for RP and instruction. The greatest OOC demand on a WLM and AWLM is the time commitment, although the preparations, code, and lectures are not far behind. For six to nine weeks, the WLM crew is expected to take a very active part in the training and instruction of these new dragonrider players.
AWLMs are expected to aid the WLM in all of the above and whatever else the WLM asks him/her to do.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 19:46:14 GMT -8
WEYRSECOND(s) - IC AND OOC Rather like the 'wingsecond' to the Weyrleader's 'wingleader', the Weyrsecond(s) assist the Weyrleader in all duties as mentioned under 'Weyrleader' and often will be given some of these duties to take on exclusively. The Weyrsecond will always be a part of a Wing, but is not always expected to be Wingleader or Wingsecond. Weyrsecond duties vary under each Weyrleader.
Weyrseconds also act as the second in command of the military branch of a Weyr, and can act as the Weyrleader in situations where the Weyrleader cannot participate for any reason. On the death of a Weyrleader, often (but not always) the Weyrsecond can become the Acting Weyrleader.
Weyrsecond OOC: Holding and participating in RPed threadfall, being out and actively RPing to set a good example for others, organizing mini-plots, participating in flights, and frequently serving as the Weyrleader's 'vice-president' and taking over some of the day to day administrative trivia.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 19:48:41 GMT -8
WEYRLEADER - IC The Weyrleader has many duties which focus around overseeing the fighting wings and the fighting of Thread. The Weyrleader can be thought of like a Commander in Chief of a military organization. His duties include (but are often not limited to): Delegation: The WL appoints the Weyrlingmaster, Weyrsecond, and the Wingleaders under his command.
Discipline: One of the WL's duties is to make sure all of the wings, including the Weyrling wing, are being properly trained. He gets regular Wing training reports from the Wingleaders. If any of his immediate 'staff' are not functioning to his liking, it is the Weyrleader's right to appoint another. The Weyrleader also arbitrates disputes between his staff members.
Care and Upkeep: The Weyrleader is responsible for making sure that the dragons in the Weyr are well cared-for, and the pairs are functioning at an optimal level.
Threadfall: The Weyrleader appoints Flight Leaders, and arranges the Wings into the Flights before the Fall. He makes sure, through his Wingleaders, that the riders at the Weyr are Fall prepared. He may or may not lead his own PC wing, but he may be Flight Leader more often than not.
Holds and Crafts: He makes sure that the Holds and Crafts in the area are following their parts in keeping their areas safe from Thread (extraneous-greenery-free, working Fireheights, etc.). This includes getting Sweeps reports from the Wingleaders regularly. The WL and WW are also ambassadors, of a sort, to the Holds and Crafts for the Weyr.
Wings: The WL orders the wings. The WL can choose to keep the wing order the same or re-order them after he becomes Weyrleader. It's the Weyrleader's job to respond to his Wingleaders' needs for new riders or anything else the Weyr's wings need. The WL makes sure each Wing is trained and ready to function within a Flight.
WEYRLEADER - OOC The Weyrleader is 1/2 of the OOC administration at the Weyr. This includes but is not limited to RP and TP organization for the Weyr, scheduling on-camera threadfalls with the Wingleaders, selecting players and riders to become Wingleaders, W2s, and WLMs, keeping High Reaches Weyr up and organized with code and upkeep of the Weyr environment, selecting new riders out of a Candidate pool, organizing Search and Hatchings, attending Weyr Council meetings, RPing his part visibly at High Reaches Weyr, and keeping the wings active by encouraging wing activities and the like.
Other activities vary by the Weyrleader. It can be seen it's a time-intensive position; the Weyrleader is expected to shoulder his IC and OOC responsibilities after winning the leadership flight at High Reaches Weyr. Essentially, all OOC duties associated with his IC activities are expected from him.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 19:50:37 GMT -8
JUNIOR WEYRWOMEN - IC The junior weyrwomen have all the duties of Riders, including Fall, and also assist the Weyrwoman in rather the same way a Weyrsecond assists the Weyrleader. They fly in Threadfall under the Queens' Wing, using flamethrowers while in flight, taking up the under-side of a wing formation, to catch that which the Wing above misses.
They are expected to know as much as a Rider knows, and train in their Wing in a disciplined fashion, as well as fly Thread. This is excepting the times when their mature dragons rise and then take to the sands with a clutch.
One of the juniors, usually the 'eldest' and most able, is expected to become Weyrwoman on retirement or death of the Weyrwoman, or if the Senior's dragon does not rise for a long while. All juniors are expected to be able to assume all duties that come with the position. The Senior position may also be thrown open to the next gold to rise - sometimes that chance is loaded, with the pronouncement coming soon before the preferred junior's gold will rise.
JUNIOR WEYRWOMEN - OOC The junior position can be boring. While the Senior 'manages' the Weyr OOCly, the Junior can only assist. Of course, this is no great diminishing point, as running the Weyr isn't often that exciting itself.
Juniors take on duties as assigned by the WW, if they want them. Otherwise, their basic duties are to RP, and become an example for other riders in the Weyr. The junior is expected to know as much if not more than the average dragonrider when it comes to wing formations, Weyr upkeep, basic dragonhealing and the like. She will have a bit more time for that, though she does still have to train with the Queens' Wing, and learn the basic Queen Wing formations for each Flight formation.
Juniors are currently allowed to hold on-camera mating flights which result in an off-camera clutch, hatching, and NPC hatchlings. They are able to RP the effects of these events as they will. Juniors may further be asked to hold full-fledged mating flights with PC clutches. The next Queen to clutch and hatch a PC clutch is determined by the Weyrwoman in consultation with the Weyrleader. At Fort, every attempt is made to offer each goldrider an opportunity to produce a PC clutch on a cyclical basis, given activity and involvement with the folk of Fort. The junior weyrwomen are also expected to help the Sr. select Candidates and new riders, and to participate as fully as RL permits in the entire Search, Clutch, and Hatching process.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 19:52:34 GMT -8
WEYRWOMAN - IC She cares for the Residents, the children, and the staff of High Reaches Weyr. She watches over the tithes, the stores, and the upkeep of the Weyr as a whole. She has many duties to her golden lifemate, including preparing for all aspects of mating, clutching, and hatching. She is responsible for the well-being and upkeep of the human population of the Weyr, mediating all disputes (except those of honor). She's responsible for the training, fostering, and disposition of the Weyr's children and lower caverns personnel, including Candidates, and oversees the training of the weyrlings along with the Weyrleader.
The Weyrwoman leads the Queen Wing in Threadfall, essentially acting as its 'Wingleader'. Anything revolving around any support of the rider population falls into her jurisdiction, including firestone stores, accounting, daily meals and the like. Together with the Weyrleader, she oversees the training of the weyrlings. The Headwoman reports to the Weyrwoman on the state of the Lower Caverns. The Stewards report to the Weyrwoman on the state of the Weyr's supplies.
WEYRWOMAN - OOC The Weyrwoman has the duties of RP, OOC Weyr code/building upkeep, and the coordination of Clutching/Hatching activities: she facilitates the set-up at the Weyr both IC and OOC for the benefit of High Reach's players. She must attend Weyr Council Meetings, and keep in touch with other Weyrs on-game to help foster RP between the Weyrs.
The Weyrwoman can appoint Lower Caverns staff, OOC and IC, and appoints the WL OOCly. The WW should keep up to date on crafters at the Weyr, and should encourage new players to live and contribute at the Weyr to enrich the RP environment. The Weyrwoman should attempt to hold regular Weyr meetings where people can talk about things that concern them.
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Sigyn
The Silent Lurker
Eireth clutched 18 eggs, with no golden egg. Clutch name is Rising Stars!
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Post by Sigyn on May 29, 2014 20:01:19 GMT -8
DRAGON AND RIDER BEHAVIOR
Dragon behavior is usually mild, as was genetically 'programmed'. They have varying personalities that range about a central norm; devotion to their rider and often almost childlike behavior that stems in some part from their short memories. Except in certain mating situations, dragons are never aggressive with one another. They have no territorial impulses, as they lack for nothing that their riders can provide. They themselves provide a deeply supportive bond to their riders, and no human bond can compare to that which a dragon and its rider share.
Unlike firelizards, dragons have a very limited memory. Their memory was bred out of them when Kitti Ping used that resource to assure an empathic bond between dragon and rider. Their riders must almost constantly remind and reassure them of important facts. Dragons will train with their riders, but the ultimate goal of training and drills is not to teach the dragon, but rather to teach the rider and make them an efficiently operating pair. In Pern reality, it is the rider who is the threadfighting force in the pair, while the dragon becomes a sentient extension of the human and that rider's instruction and skills. Because of this fact, a pair will only be as capable as its human component can be. It is for this reason that Weyr societies are so much different than Hold or Craft societies; the principal focus on rider behavior in the Weyrs is centered about the ideas of pairs rather than singular individuals.
Because of their link, humans can affect their dragons to a limited extent. Dragons will be aware of their human's emotional moods and thoughts. Both sides of the pairing can share in each other's pain, lust, arousal, and apparently nearly all strong physical sensations. Dragons will be aware of unique and unusual emotion on the part of their rider. However, dragons will not 'feel' the physical aspects such as sleeping, sex, or eating.
Dragons chew a phosphor-laden stone extracted by the Minecraft. In their bellies, this stone emits a gas that the dragons can 'flame' outward to char Thread mid-flight. Dragons chew about four hundred pounds of good grade Firestone per six-hour Flight (estimated). That is figured from about 80 pounds per hour. This is probably a low-end estimation. Greens breathe short spurts of flame, half their length; as the size of the dragon increases, so does its ability to lengthen and sustain its flame, and is able to cover an area about five meters square. After Fall, dragons regurgitate any stone left over as a type of sandy digest, or risk phosphine poisoning.
Dragon mating flights cause a change in normal dragon behavior. Female dragons get 'proddy', or irritable, which is a side-effect of the reproductive cycle. Gold dragons' irritability and arousal can affect the entire Weyr's male population, while Green dragons will have much less of an effect. Riders are required to keep their dragons home in expectation of their lifemate's mating flight; which, though predictable up to a sevenday or more in advance, may be thrown off-schedule from Threadscore or spring. In a Weyr of 500 dragons, approximately 1/2 of these are greens. Green dragons rise three or so times a turn, which means that-- assuming Greens don't rise on days of Threadfall--a Weyr can expect to see upwards of two greenflights daily.
Dragons feel a need to feed before a flight. However, because a large feeding will make a dragon sluggish, it is up to the rider to hold his or her dragon back from sating his or her hunger with meat; instead, the dragons must 'blood'. This will often mean a mental battle for the rider, who must hold his dragon back from gorging on meat. After blooding several carcasses, the Flight will begin.
Male dragons can become competitive during a mating flight, though most of their attention will be on the female leading the chase. During this time, the Rider will feel the physical and emotional results from the Flight. Once the female is caught by a male, the riders of those dragons usually are overcome by their dragon's passions, and themselves mate. The 'losing' males' riders are usually filled with frustrated passions, also from their dragons. Their dragons will eventually 'cool down' as will their Riders. Most Riders take out the frustrations with a willing partner or by drinking wine, going for a swim, or otherwise coping until their dragons calm down. As a dragon ages, their 'urge' to rise or to give chase diminishes.
Dragons' teeth eventually wear out from stone chewing. The books mention a dragon as being 'too toothless old to flame'. Older pairs /can/ service flights with stone and in the ground crews and patrols during Threadfall. Usually this isn't until after the fourth or fifth decade as estimated at Fort. Often, dragons never reach this ripe old age; dragonriding is a hazardous occupation.
On the death of a rider, the dragon half of a pair will immediately jump "between" because of the emotional trauma of losing her lifemate. If a Rider loses her dragon, she can...but not always...lose her mind and go insane. Other times the Rider will just be filled with a profound bitterness and sense of loss that will follow him around. He may or may not choose to stay at a Weyr after this has transpired. This is the grounds for the other major rule inculcated in riders from Impression onwards: riders are never to fight in armed combat with other riders.
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