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New Member's Pack

Section I - Club Information
Welcome and Introduction
Membership in StarRise Weyr
StarRise Online
Getting Help
StarRise Weyr Publications
Out of the Blue
The StarRise Watchdragon
The Wingmate
The StarStone at StarRise Weyr
The People Of StarRise
StarRise Fanzines
Special Events and Activities
Conventions
StarRise Online
Section II - Pern Fan Fiction
Introduction to Pern Fan Fiction
Submission Guides
Writers' Guide
Style Guide
Electronic Submissions
Format
Title
Text
Grammar
Print Styles & Special Fonts
Story Content
Date
Timeline Continuity
Weyrlings
Two (or More) Part Stories
Stories Not to Write Because We Won't Accept Them Anyway
Stories to Write Because We Will Accept Them
Helpful Hints on Writing Your Story
Section III - Fictional Pern
Introduction to 10th Pass Pern
StarRise Weyr Territory
The Eastern Ring Islands
StarRise Weyr
Weyrling Training
Igen Weyr Territory
Igen Weyr
Section IV - Persona Guide
Creating Your Own Pernese Persona
Persona Upkeep
The StarRise Persona Sheet
StarRise Weyr Persona Sheet
StarRise New Member Pack

SECTION I
CLUB INFORMATION
Welcome & Introduction
Welcome to StarRise Weyr, a registered fan club of Anne McCaffrey's
Pern. If you've ever read Anne McCaffrey's Dragonriders of Pern series
and wished you could have a dragon of your very own, then you are not
alone. The purpose of StarRise Weyr is to provide a forum for fans of
Anne McCaffrey's Dragonriders of Pern series to play out their Pernese
dreams. We do this by creating our own persona characters (PCs) that
we write about. We also have our personas interact with other members'
personas in the club. These stories and articles will then be published twice a year in our fanzine called "Out of the
Blue". This is as close
as we'll ever get to riding dragons, so we try to make it as "real"
as possible. This an introduction to what we are, how we play, and how
you can join the fun.
This guide is not intended to be the ultimate source of Pern knowledge.
It is intended to be a handy reference to get you started writing for
StarRise Weyr. More detailed information is available in THE STARSTONE
OF STARRISE WEYR (the StarRise Weyr Manual) and, of course, the Dragonriders
of Pern series itself.
StarRise Weyr makes a few assumptions about the Pern it exists in. The
most important thing to keep in mind is that this is not Anne's Pern,
this is our Pern. The most notable difference between the two Perns
is the absence of AIVAS. Anne's Pern had AIVAS, who taught the Pernese
to get rid of Thread forever. In our Pern, AIVAS was destroyed before
being discovered in the 9th Pass. As a result, every 200 turns, Pern
still battles to survive a Pass of the Red Star. Another major difference
to keep in mind is that StarRise Weyr takes place during the 10th Pass,
approximately 250 turns after the events in the series by Anne. The
people in the books -- F'lar, Lessa, Robinton, et al. -- are just features
of a murky history. Yes, the harpers still sing the song of Lessa's
Ride, and the Oldtimers aren't forgotten, but it's all part of the distant
past. There are no more Oldtimers, the strife between the Holds and
Weyrs has been healed, and the people of Pern have expanded to the Southern
Continent and the Eastern Ring Islands with a vengeance.
When you joined StarRise Weyr, you got a lot more than just the stories
and fanzines we send out. In addition to our publications, you are also
getting the opportunity to create a character who will be able to live,
meet, and interact with the characters already written about and those
yet to be written in StarRise territory and across our fannish version
of Pern.
The club leader at StarRise Weyr want to make it clear that we work
for you, the members, not the other way around. Our job is to give the
club direction, organization, and guidance, but ~you~ make the club.
We put out the publications, but without your submissions and input,
we won't have any publications. This club is a cooperative venture.
We have to work together on ideas, policies, and standards in order
to thrive.
So, participate! It's your club, here for your enjoyment.
Membership in StarRise Weyr
StarRise Weyr now has two policies on membership, both quite simple:
OPTION 1: Full Membership. This
is a membership to the club where not only do you read the stories,
but you also participate in the club itself.
You can do this by writing stories, poems, articles, columns,
ect., by RP'ing, and by helping in some mundane duty that helps keep
the club going.
OPTION 2: Read Only Membership. This
is a membership in which you choose to only read the stories. If we know this is the membership you want,
then we'll not pester you to participate. You're welcome to read -- but we hope everyone would like to participate.
StarRise does produce hardcopy fanzines, so an offline-only membership
is something we can do. Just
let us know and we'll notify you when a hardcopy is ready for distribution. Don't let an offline status stop you from
participating, however! StarRise
started as an offline club, and we haven't forgotten how to do things
that way. ;)
EXCEPTION 1: From time to time, certain members join fan clubs such
as these with the sole intention of causing trouble. Those members will
be denied membership in StarRise Weyr.
PLEASE NOTE: StarRise Weyr is a club, a group entity. There are many
different personalities, in the club, all with differing needs, hopes,
and fears. The leadership of StarRise Weyr hopes to encourage an atmosphere
where all StarRise members can co-exist in harmony. We do realize, however,
that there are times when some members of the group cause friction and
negative feelings in the rest of the group. In these situations, the
leadership of StarRise Weyr will make all attempts to resolve the situation.
If, however, the situation cannot be resolved, the member causing friction
for the rest of the group will, as a last resort, be removed from the
membership roster of StarRise Weyr. This is not a step we take lightly
or often, but it is one we've found to be necessary from time to time,
for the protection of the club as a whole. It should also be noted,
however, that no member will be summarily removed from the club at a
whim from the leadership of StarRise Weyr. Any removal will be done
after all other attempts to resolve the situation have been exhausted.
Getting Help
Since StarRise runs remotely, you may, from time to time, feel cast
adrift, without anyone to ask when you have questions. We don't want
that to happen. Below are listed some e-mail addresses you can use to
keep in touch. Of course, we hope you'll begin a regular correspondence
with all the club members, as well.
Hope Schultz: tlenajade@yahoo.com
Anna Smith: anna.smith75@yahoo.com
Chantal Whittington: aerdensrw@yahoo.com
StarRise Weyr Publications
Out of the Blue
StarRise Weyr publishes OUT OF THE BLUE, the backbone of the club, two
times a year. The stories of the StarRise characters, their tunings
and artwork can be found in this volume. This storyzine is also known
as OOTB.
The StarStone at StarRise Weyr
This will tell you everything you need to know about StarRise Weyr as
a club, and our fictional Pern as StarRise Weyr views it. The current
manual is our second version, completely revised and updated from the
first. We'll be updating some information as necessary.
Plans for a third version are now beginning…have patience with
us and it'll soon be available!
StarRise Weyr also publishes many special interest fanzines. Many of
these 'zines are written by members around either a central theme (such
as THE GHOSTS OF STARRISE), are member aids (THE ATLAS OF STARRISE),
or are backdated stories (FIRST FLIGHTS).
**Copies of the Ghosts of StarRise and First Flights are no longer available.

SECTION II
PERN FAN FICTION
Introduction to Pern Fan Fiction
Pern fan fiction is why StarRise Weyr exists. Let's face it, without
fan fiction, we wouldn't have a 'zine, we wouldn't have membership,
and you wouldn't be reading this.
What is it? Well, basically, Pern fan fiction allows us to put characters
we've created onto a world we all know and love and write about them,
their adventures, their problems, and their hopes and dreams. If you
have ever role-played, or taken a good look at one of StarRise's publications
such as OUT OF THE BLUE, then you have a pretty good idea of what it's
all about, and this is why we're here.
However, as the years pass and times change, what members want changes
as well. In recent years, RP'ing
has become important to many clubs.
Therefore, StarRise has recently decided to give it's members
and opportunity to participate in group email RPs. A theme, or scenario, is provided and the rest is up to you. These RPs are encouraged to be used as a
basis for stories. Imagine…if
a dozen people participate in one RP, you can easily get five or six
stories out of it without once making the stories seem old or repetitive.
Submission Guides
Writers' Guide
All too often, people will join a Pern Fan Club, create a persona, and
are never heard from again because they feel that they "can't write."
Unfortunately, this causes disappointment and disillusionment with Pern
groups in general and StarRise in particular. The person then decides
that joining was a bad idea in the first place, and lets their membership
lapse. We at StarRise don't believe that anyone should be left out of
the club activities just because they believe they "can't write."
So, for those of you that are not participating for this reason, we
have a few helpful suggestions:
Write a story and submit it. Even if you think it's terrible. Many times
we've gotten a story with a letter attached saying it was just awful,
but the person thought they'd send it anyway. Some of our most creative
people have done this. While these stories might need some work (haven't
seen a story yet that didn't), they are usually quite good. You don't
need to be the next Ernest Hemingway to be published at StarRise. We're
here to have fun, not create a literary masterpiece.
The fun is in writing the story…not necessarily in what others
think of it. So, sit down and write. Did you have fun? Then send it in.
Collaborate. Okay, so you can come up with great ideas, but can't write
them down. Or you can write but can't come up with those great ideas.
Find someone to write with. You've heard the old saying about two heads
being better than one? Well, it's true. There are lots of people in
the club just dying to write with someone.
Get other people to use your persona. If you still think you "can't
write," don't have anything to write about, or just don't have
the time, but still want to participate, then let other members know
you want them to use your persona. Folks are always looking for people
to use in their stories. This will give you the thrill of seeing your
name in print, and you may decide to jump in later.
Take lessons. Read a book or magazine about writing. Take a creative
writing course at your community college. There are excellent opportunities
available--make use of them.
Talk to us. That's what we're here for. We can help out with ideas,
personas, characterization, writing tips, editing, etc. If we can't
offer any practical advice, we can at least give encouragement and comfy
shoulders to cry on.
These ideas are all proven methods told to us by StarRise members--
published members. They worked for them, they can work for you, too.
Style Guide
Electronic Submissions
Please send submissions via attached file, or as a letter, if necessary.
Please save the file in plain ASCII (aka Text, or DOS Text or Plain
Text) without formatting for italics, boldface, etc. Currently, the
Weyr ~can~ accept files in Microsoft Word (up to version 97). Not all
formats are available to all editors--plain text will always be your
best bet. If you're not sure how to save in Plain Text from your word
processor, contact the Weyr and we'll help out.
Mac users: if you're sending a file, please remember that you need to
have your software add linefeeds and carriage returns and you need to
turn OFF Smart Quotes--or you get a story of one very long paragraph
with a bunch of "funny-looking Os."
Format
The "format" is how we want the story to look when it reaches
us. This is especially important for electronic submissions. The reasoning
behind our sometimes rigid formatting guidelines is that we get over
200 pages of text every quarter that needs to edited and formatted for
publication. As you've probably guessed, this is an enormous task. We
try to shorten or ease the task by using text scanners, "search
& replace," and other computer tools. We've determined that
standardizing submissions helps shorten this process by giving us just
one set of characters to "search" for, thereby saving time
spent doing the drudgework of formatting character-by-character. Your
help in this process is greatly appreciated.
Title
The story title should be flush to the left margin and look something
like this:
Title
Author's Name (Persona Name)
Please do: place it in the left margin, include your name the way you
want it to appear, and capitalize only the first letter of each word
in the title (or the way you'd like it to appear in the newsletter).
We include the author's featured persona names too, so make sure we
know which persona belongs to who, especially in group-written stories.
Do not use ~just~ persona names since we don't always know who they
belong to.
Please don't: use ALL CAPS, underline, or centering.
Leave two empty lines after the author's name, the Pernese date (flush
to left margin), one empty line, then the beginning of the story.
Text
Each paragraph should be separated by a blank line--do not indent. Via
Genie: remember to put at least one space on every blank line. Otherwise,
the blank lines disappear, and you end up with one very long paragraph.
Scene changes should be separated by: one blank line, three ###'s (flush
to left margin), and another blank line. Please don't use empty lines,
dashes (---), asterisks (***), or anything except three (3) ###'s.
At the end of the story, write the word "END." That way, we'll
know we have the whole story, and not just a part.
Grammar
Grammar starts with spelling. Please review your work before you submit
it. Please make use of your software's spell checker. If your software
doesn't have a spell checker, consider reading your story backward to
check for spelling errors. Yes, this really does work.
Also check your work for words left out, repeated phrases, awkward phrases,
etc. Anything that doesn't sound quite right. It helps to read you story
out loud, and/or to get someone else to proofread it for you. Send your
stories in as complete as possible and our job will be much easier--and
faster!
Words that should be capitalized:
Bowl
Weyr Lake
Search/Searched
Impress/Impressed
Thread/Threadfall/'Fall
Hold (major hold only)
Lord Holder/Lady Holder/Holder's Lady
Weyr (as in StarRise Weyr)
Harperhall (when referring to the main Harperhall)
(Please follow this convention for the rest of the crafthalls)
Words that should NOT be capitalized:
~between~
lower caverns
dining cavern
living caverns
gold (as in dragon)
bronze (as in dragon)
brown (as in dragon)
blue (as in dragon)
green (as in dragon)
gather (unless you're referring to a specific gather, such as the Horizon
Hold Gather)
turn
firelizard
weyr (meaning an individual dragon's living space)
weyrling
Titles such as:
harper
healer (and other crafters)
weyrwoman
wingleader
wingsecond
master
journeyman
--unless using the term as a title (such as Weyrwoman Lessa or Journeyman
Sebell)
Standard Spellings (all one word):
StarRise
firelizard
firestone
dragonet
wherhide
bronzerider
brownrider
bluerider
greenrider
goldrider
Print Styles & Special Fonts
Our newsletter is "printed" completely online, so we don't
have a lot of options as to print quality, font styles, etc. What we
have is basic text. Because of that, and because we want everyone to
understand us, there are certain standards we'd like everyone to follow
concerning our stories. Please follow these rules as you put your stories
together.
All italicized text should be placed within tildes (~). Examples:
Emphasis: "I said, do
~not~ touch that!"
Rider to Dragon (and vice versa). Z'leena
gazed out over the Bowl. ~Quiet
day today, Soneth~
~between~
Please don't use underlining, computer _underline_, *asterisks*, -
dashes-, or especially ALL CAPS. It's easier (and faster) on us if we're
able to do a quick Search & Replace for the italics, and the tildes
and are easy to find as you're not likely to use them for anything else.
Story Content
Date
Please be sure to date all your stories. We place the stories chronologically
in each issue, so if we don't have a date, we get to put it wherever
we think it belongs in the timeline. Don't assume we'll know where to
put it either--our guesses have been wrong before. If you're unsure
about Pernese dates, there are a couple solutions. We have a Pern/Terra
conversion chart available. If you have access to the Web site, it will
be there. You can also (as a last resort only, please) list the date
in Terran terms and we'll convert. What I usually do is fill in the
current Pernese turn (or count back for however many years I'm backdating)
and then use an approximate date that corresponds to the Pernese. For
instance, if I knew I wanted the story to take place at the beginning
of May, I'd date it 22.05.05--the 22nd turn, and around the beginning
of the fifth month. If you want to have your story happening on the
same day as some other event, contact the writer of the original event
to find out when their story happened or check the Weyr timeline.
Timeline Continuity
When you're writing a backdated story, check the timeline in the webpage,
or ask the person behind the character you're using. It's very easy
to put a character somewhere they couldn't possibly be if you don't
double check.
Weyrlings
We've had a lot of problems with weyrling characters doing things (like
flying, going ~between~, fighting Thread, etc.) before the character
has reached that far in training. If you have a weyrling character--or
you're using someone else's weyrling--be sure to check the Weyrling
Training Schedule to be sure the character has reached at least the
beginning of whatever action you've got him doing. Just count the months
since the Impression date and match it up with the Training Chart in
this Guide.
Two (or More) Part Stories
Sometimes, stories are too long to include in just one issue of the
club storyzine, and they can be split into two parts or serialized over
more than one issue. We will not, however, print the first part of the
story without having at least a firm promise for "Part 2"
(or whatever it takes to get to the end). This is one of those, "we've
been burned before" situations. We understand that all stories
will be a continuation of your characters' lives, but please don't put
that pesky "To be continued" on the end of your story if there's
any possibility that readers won't be seeing the next installment next
issue.
Stories Not to Write Because We Won't Accept Them Anyway
Okay, sometimes we have to reject a story. Some of these are per Anne
McCaffrey, and we will not compromise on those.
Using Anne's
Characters: This is rule #1. Don't even try to use Anne McCaffrey's
copyrighted characters (including dragons) for a StarRise publication.
This includes using such characters as background for your own characters.
Odd-Color Dragons:
Anne has requested that there be no "sport" (mutated) dragons
and firelizards. Ruth was the only one.
Wrong Sex for
Dragon Impression: Females can Impress golds and greens, and occasionally
a blue. Males can Impress bronzes, browns, blues, and sometimes a green.
Anyone can Impress any color firelizard, though.
Dragon Fighting
Dragon: StarRise will not accept any stories that contain dragon fighting
dragon. It will just not happen. It's a dragon thing. Note that this
is accepted to a limited extent during mating flights.
Hearing Another
Rider's Dragon: Please remember, it is extremely rare to be able to
hear another rider's dragon--yes, even if your characters are twins.
They just don't care to talk to anyone else in most instances. It is
even more rare to be able to hear all dragons. If you want your persona
to have this talent, you better be able to justify it to the Weyr first.
Chances are, this won't be accepted. Characters with this happening
will not be accepted from new members. Please check the Persona Requirements
section before you begin writing.
Timing ~between~:
Timing is expressly forbidden. This is serious. The Masterhealer General
has determined that timing is hazardous to your health. And Jina will
hunt you down and kill you if you do. If you feel you must use timing
in a story, be prepared to have the story nitpicked to death. You will
need to justify every word and action in the story. The character involved
will also need to receive a very stiff penalty for the timing incident.
Obscenity,
Graphic Violence, Etc.: We do not publish suggestive, obscene, or inflammatory
material. This is a family publication. It's up to the Weyr to decide
what's obscene, graphic, or otherwise.
Dragons Doing
the Impossible: Dragon's can't fly upside-down, they're not built for
it. Green dragons don't lay eggs. They've been genetically designed
not to. Dragons can't catch their riders mid-air after they've leaped
off a ledge. You'll just have to learn to mount like everyone else.
Dragons can't do triple rollovers then come out into a dive. They'd
rip their wings off if they tried--and their rider too. Dragons can't--
Well, you get the idea.
Using Another's
Persona in a Derogatory Manner: You wouldn't want them to use yours
that way, would you? If you wish to use a character developed by another
fan writer, courtesy requires that you get that author's permission
and approval.
Everything
You've Always Wanted: Okay, we'll accept "The guy gets the girl,"
but we won't accept, "The guy gets the girl, the dragon, the money,
revenge, fame, recognition, etc, etc, etc," all in one story. It's
no fun to have all your problems solved. Save something for the next
story.
Religion: The
closest Pern comes to religion is their thanks to the dragons and their
riders that save all Pern. Don't have your characters worshiping anyone
or anything. There is no Deity on Pern. We're on our own.
Space Invaders
from Mars: This is Pern. Not Delta-Gamma III. We're so far out in the
middle of nowhere, the FSP will never find us again, and they have a
map. Pern is fun the way it is, let's keep it that way.
Magic: The
only magic on Pern is dragons, going ~between~, Impression, etc. Don't
have your characters casting spells, dealing with mystical runes, etc.
Impression
from the Stands: This is allowable, if there is an interesting story
around the incident, but check with the Editor before you waste your
time. Chances are, it won't be accepted. (Note that this is one of those
done-to-death plot devices.) Characters with this happening will not
be accepted from new members. Please check the Persona Requirements
section before you begin writing.
Impressing
Someplace Other Than a Weyr: All Impressions happen on the Hatching
Grounds at a Weyr. You will never stumble over a dragon egg on the beach,
just about to hatch, and Impress.
Wrong People
Impressing: Craftmasters, Lord/Lady Holders, Hold Heirs won't be Searched,
and they won't Impress.
Stories to Write Because We Will Accept Them
We're sure you're wondering by now just what kind of stories we will
accept. If you follow the guidelines set down in the books, in THE DRAGONLOVER'S
GUIDE TO PERN (some exceptions), as well as this guide, you should be
just fine. Just remember that Pern deals with common sense. Focus your
storylines on interactions between people, and you'll have great stories.
Let Pern be the setting, and your persona, and other peoples personas,
be the story.
If you come up with a story idea you're not sure we'll accept, first
check the books (Did a similar situation happen there?), then check
this guide-- it explains just about everything we won't accept, but
new ideas crop up all the time. If these sources haven't answered your
questions, let us know and we'll get an answer to you.
We prefer stories set in the here and now for your persona. There are two reasons for this. First, the
events take place in real time. This is so we can all interact together.
That does not mean that if you submit a backdated story, we won't print
it. We will. We just prefer stories set in the present. Second, we encourage
stories set in the current time for your persona because readers will
be more interested in what your persona is now. Once they get to know
you, then they'll be curious about your background. If you really, really
want to write a backdated story, though, we have fanzines (FIRST FLIGHTS)
just for that purpose.
We do want to hear your Impression story. Everybody loves Impressions.
But if you submit one, we suggest you concentrate your story on the
interesting happenings around the event, instead of just the Impression
itself. We know it was a special moment for you, but too many Impression
stories in a newsletter take away from the charm of it all.
Helpful Hints on Writing Your Story
Avoid the "Superpersona Syndrome." We all know that your persona
is very important to you. After all, each of us puts a lot of work and
effort into creating our characters, we want to see them succeed--but
keep it believable. The super-strong, handsome, never-fail dragonrider
is not interesting to read about. One of the great parts about StarRise
(and Pern fan fiction) is that the different personas can interact with
each other. Chances are that "Mr. Superpersona" would be very
difficult for someone to use in their story. And let's face it, what
did you think of the people in high school that fit that description?
The readers of your story will probably think that same thing about
your character.
Make use of pre-existing characters. The Eastern Ring Islands are a
big place, with many people populating the various holds, halls, and
the Weyr. Have your characters interact with these people. This will
help make your stories tie in to the "reality feel" of StarRise.
Just be sure to get permission from that character's owner first. If
you're just going to have them standing in a crowd, or saying "Hi"
as they go by, permission isn't really necessary. However, if they are
going to do something, react to something, become injured or ill, or
die, etc., you must have their permission. If this permission isn't
given, we won't publish the story. This is one of the best things about
fan fiction-- give it a try.
If you submit a story containing another author's persona, we will assume
that you have asked for and received permission, and that you have sent
that person a copy of the story for their approval. It is your responsibility
to do this, not ours. In many cases, the Editors will agree to check
the story with any other members involved, but don't count on this.
Using a character from another Weyr's territory is exactly the same
as using a character from within StarRise. If you use a Weyrleader from
another Weyr, a Lord Holder from a hold outside the territory, or even
a craftmaster from a hall outside StarRise's territory, then you must
have permission and approval from the person who owns the character.
Likewise, if part of your story takes place outside StarRise territory,
you may want to seek permission. This is only for stories where the
persona or location will have a significant "part" in the
story. If you're just going to have your character see Weyrleader so-and-so
from such-and-such Weyr off in a distance, that's okay. If you're giving
this Weyrleader a speaking part, then you'd better make sure the words
have the owner's permission. With locations, it's a bit easier. If you're
having your character go to, say, Fort Hold, you shouldn't have any
problem if they're just going to go visit one of the "regular folk"
of the hold. If you're going to destroy a portion of the hold, or in
some other way permanently effect the hold, you should seek permission
before turning the story in for publication. Check with the Weyr if
you need the name of a current Weyrleader or Lord Holder.
If you want to write another story that coincides with another member's
story, that's encouraged too. You can write the same event from your
character's point of view. Or, you can continue that tale where theirs
leaves off. Even mentioning the event in your story is good. It will
make the other member feel flattered and it will tie a little more of
the club together.
Have a plot. That is actually harder than it sounds. Have a goal in
mind, and work the events in the story toward the resolution of that
goal. The resolution doesn't have to be "all's well that ends well."
Neither do all of your story threads need to be neatly wrapped up in
one story. In fact, planting the seeds for future stories is a wonderful
writing tool that adds a sense of continuity, but something needs to
actually happen in your story.
Just Do It, Write! The above aside, even if you don't have a story in
mind, write ~something~ involving your character. A good place to start
is by keeping a "diary" for your persona. Even though you
may be the only person ever to read it, write down the character's thoughts
or reactions to various events. How would they deal with the day-to-day
life on Pern? Which other characters would they come into contact with?
What are their opinions, feelings, and dreams? This isn't like filling
out a persona sheet. Use the character's own thoughts and viewpoints;
separate them from your own. From this launching point, you'll come
up with several potential storylines, trust me. Don't worry about writing
"the perfect story." That'll come in time. For now, just write.
SECTION
III
FICTIONAL PERN
Introduction to 10th Pass
Pern
Pern is the third planet of the Rukbat System in the Sagittarius Sector.
It was a Terran colony world that lost contact with Mother Earth due
to periodic attacks from an organism which devours all organic material
it comes into contact with. The colonists called the organisms "Thread,"
because they resemble shining silver threads as they fall from the skies.
To counter Thread, the Pernese (back when they still had the skills)
modified an indigenous life-form to create "dragons" (so named
for the mythical beasts they resembled).
It's been over 3000 years since those beginnings, and things have changed
a bit.
Welcome to 10th Pass fannish Pern. We are a variation of Anne McCaffrey's
"Dragonriders of Pern" universe. We exist in the 10th Pass
of the Red Star (the Pass after the one in the books), mainly to give
Ms. McCaffrey plenty of room to write more books and to avoid our stepping
on her characters' toes, so to speak. You'll notice some differences
between our Pern and Anne's Pern.
The most noticeable difference, of course, is that there is a 10th Pass.
In Anne's version of Pern, the 9th Pass was the last one.
In our fannish universe, AIVAS, the intelligent computer left by the
Ancients, was found, but sadly, exposure to the elements and time destroyed
the delicate circuitry and AIVAS was unable to tell the Pernese how
to destroy Thread. So the Pernese of the 9th Pass were left with an
intriguing mystery and 200 turns after the end of the 9th Pass, another
Pass, the 10th, began.
The advances in technology made due to AIVAS, of course, never happened.
And, since the 9th Pass itself continued without the relief provided
by AIVAS, many of the technological advances conceived by the Pernese
themselves were abandoned in the greater demand for simple survival.
You'll notice that our Pern is just a bit more primitive, in many ways,
as a result.
We do follow a few rules concerning Anne and her books. She has asked
that we not use her characters except in a historical sense. For instance,
while "The Ballad of Lessa's Ride" and "The Battle of
the Two Queens" are sung at every spring gather, the characters
of Lessa, F'lar, Robinton, etc., will not be making any appearances
in StarRise publications. That also means using Anne's characters for
your stories or personal history is not allowed. She has asked us to
leave Benden Weyr and Ruatha Hold to her, so we strongly discourage
people from claiming Benden or Ruathan heritage. Also, per Anne's request,
Ruth was the only white dragon.
Women have become liberated on Pern. Some of the changes that have occurred
during the Interval include: females Impressing greens and some blues,
and an increased acceptance of females in the crafthalls (including
journeymen and masters).
During the Interval after the 9th Pass, holdless from the Northern Continent
as well as the many younger blooded sons and daughters settled all over
the Southern Continent, which proved to be a more extensive land mass
than its Northern counterpart. As the South became inhabited, many of
the islands off the Southern coast were explored, as well as the islands
along the Eastern Ring.
Toward the end of 9th Pass, contact was also re-established with forgotten
group of Weyrs located on the Far Eastern Continent. The reason for
"losing" the Weyrs in the first place was due an unnatural
phenomenon that prevents dragons from going ~between~ from any point
on Pern to any point on Far Eastern. The Far Easterners call this phenomenon
the "Windwall" partly due to its howling maelstrom appearance.
This is significant to StarRise because the Windwall appears to the
east of the Eastern Ring Islands. Riders from StarRise often saw this
phenomenon many times during their lives.
Recently, however, in the latter part of turn 24, the Windwall…disappeared.
No one knows how or why, but around that time there were some
major earthquakes in the region of the Far Eastern Continent, accompanied
by tsunamis and severe weather. When
things settled, the five Weyrs of the Far Eastern Continent -- all located
along the coastline -- were destroyed and the inhabitants severely decimated.
Another side affect of the earthquakes
was the movement of the Great Maelstrom, a naturally formed whirlpool
between Benden Weyr's territory and the Eastern Ring Islands, and the
Lesser Whirlpool -- only slightly less dangerous than its sister --
between the Eastern Ring Islands and the Far Eastern Continent.
However, dragons are now free to travel
to the Far Eastern Continent without endangering themselves or their
riders.
Although some of F'lar's hopes for the future did not come about, the
Weyrleaders made sure they did not forget their original purpose nor
allowed the holders and crafters to forget either. When the Red Star
drew close again (as the starsmiths predicted it would), the queens
started rising more frequently and producing larger clutches. The Southerners
grew concerned that they would be unprotected during the upcoming Pass.
While the land was thoroughly grubbed, it takes time for the fields
to be fully protected and there was so much room on Southern that grubs
couldn't reproduce fast enough to cover the newly cultivated fields.
Also, as the holders more than once stated (rather loudly), no one wanted
to be grateful to a grub! Plans were made to expand the already existing
areas of dragon concentration and to build new Weyrs to ensure Southern
would not turn into the barren land of the Ballads. There are now several
Weyrs on the Southern Continent: Janus, directly to the south of the
Eastern Ring, Sable, Southern, Crescent, and Haven.
The islands along the Eastern Ring also got a new Weyr: StarRise.
StarRise Weyr
StarRise Weyr is located at the southeastern tip of FireGem Island.
Since it is very close to the equator, it is quite warm there most of
the turn. The mountain itself is a blown-out volcano, extinct for many,
many turns. The southwestern side of the mountain is gone, so the Weyrfolk
have easy access to the beach that comes right to the base of the Weyr
mountain. This open side of the mountain provides some much needed cooling
breezes, but it can also capture fierce winds that can whip themselves
into little cyclones in the Bowl.
Located so close to the water, it has it's own docks, located at the
southwestern tip, on the left of the large blown-out side. There is
a tunnel that begins here, that leads almost all the way around the
Weyr mountain.
Following along the inner wall of the Weyr toward the north, next is
the lower caverns entrance. The lower caverns consist of a living cavern,
a dining cavern, a smaller serving area (kind of like in a cafeteria,
where you pick up your food) and the kitchens. Beyond the kitchens are
more tunnels leading to various storage rooms, dormatories and living
quarters for the lower caverns personnel. Next is the child care area,
with the nurseries, children's dormatories and the harpers' classrooms
and offices.
Beyond that is the Infirmaries, both dragon and human. Both consist
of huge open rooms (though the dragons' Infirmary is quite a bit larger
than the humans'). The dragons' Infirmary has a number of hollows to
keep all sizes of dragons comfortable while they heal. The human Infirmary
has many rows of beds, often separated by screens. Additional beds are
stacked along the walls, in case of epidemics. There are two hallways
located off the main chamber leading to numerous smaller, private chambers.
Next along the eastern side of the Weyr is the weyrling and candidate
area. The weyrling barracks consist of three huge chambers, each large
enough to house the latest batch of weyrlings and their dragons. In
front of the weyrling barracks is the weyrling training area, also known
as the "Weyrling Pit," where weyrling training takes place.
Next to the weyrling barracks are several ground-level and just above
ground-level weyrs for the Weyrlingmaster and 'seconds. Above the weyrling
barracks, accessible by a set of steep, switchback stairways, is the
candidate quarters. There are two huge chambers, each connected in the
rear to a large bathing area with several pools. In both weyrling and
candidate quarters, the sleeping arrangements are divided by age or
weyrling class, rather than sex, and there is very little privacy.
Continuing past the weyrling area we come to the Northern Hatching Grounds
entrance. This entrance is sealed, due to a cave-in several turns ago
which killed the queen involved and most of her clutch. The Northern
Hatching Grounds are not used, though there has been talk of opening
them again.
Past this entrance, there is a wide passage leading to the tunnel which
travels around the Weyr mountain. This tunnel goes to the inner stabling
areas as well and is how the animals of the Weyr are brought in. Rarely
will the animals be led across the Bowl, since dragons in flight tend
to cause them to stampede. The feeding grounds, attached to these stables
are next, at the very northern point of the Weyr. The feeding pens are
next to the Weyr Lake, with a small portion of the lake fenced off for
the beasts. The beasts stabled in the feeding pens will not, however,
go near the lake when dragons are bathing at the other end.
Beyond the lake, about a third of the way back down the eastern side
of the Weyr, is a tunnel that leads from the bowl to the inner tunnel.
It's called "Crafter's Alley." This is where most of the Weyr's
crafter workrooms are located, in various chambers along this tunnel.
This is also where the living quarters for the crafters of the Weyr
are located.
Next comes the Weyrleader's Complex. There are two junior goldrider
weyrs along the northern stairway, then two more along the southern
one. The southern weyrs are larger and are allocated for the Sr. Weyrwoman
and Weyrleader. Another entrance at the base of the southern stairway
looks much like a weyr, though it is a tunnel to the balcony that overlooks
the Eastern Hatching Grounds. At the base of the southern stairway is
the entrance to the Eastern Hatching Grounds. This chamber is much larger
than the Northern Grounds and is still in use. Just beyond that is the
entrance to a short tunnel leading to the StarRise Council and Records
rooms. It is the last stop on our tour, located about one third of the
way from the southernmost tip of the Weyr, just before the opening and
the beach.
Weyrling Training
Each month, a weyrling will begin training in:
MONTH 1: Care and feeding of dragonets; how much to feed them; when
to feed them; what to feed them and what not to feed them; cleaning
and oiling dragon hide; how to spot imperfect hide; what to do about
imperfect hide; dragon/rider bonding exercises; first aid for dragons:
how to deal with dragon-induced emotions; making the first set of weyrling
rank cords.
MONTH 2: Firestone familiarization (selecting, sizing, and bagging firestone);
Weyrling Chain (teams of weyrlings fill empty firestone bags and pass
them through a chain of waiting team members to the supply dragon);
Dragon Toss (tossing and catching full bags of firestone from one weyrling
to another).
MONTH 3: Ground Drill (very precise, exacting marching drills requiring
the young riders to perform intricate maneuvers in teams; to gain endurance
and self-discipline; training lasts all the daylight hours and is very
tiring).
MONTH 4: The "extras" of being a dragonrider; how to make
and maintain fighting straps and other equipment; interpreting and maintaining
Threadfall charts; dragon nutrition and health care.
MONTH 5: First flight; just a short glide at first, from a height; then
longer glides from higher heights; finally, taking off from flat ground.
MONTH 6: Short flights within and around the Weyr: learn about air
currents and weather patterns that affect flight; more first aid for
dragons, concentrating on muscle strain and development; weyrlings are
utilized at this time to perform ferry service for the Weyr residents;
later, begin flights outside the Weyr and in the immediate area to strengthen
dragon's flight abilities.
MONTH 7: Flight practice; weyrlings with extra abilities begin extra
training at this time.
MONTH 9: Formation flying in groups of three, six, nine, and twelve;
Ground Drill transferred to the air; learn the "Dragon Toss"
in the air; accidents are common; weyrlings with extra abilities are
given extra responsibilities as flight leaders.
MONTH 10: Terrain recognition exercises; young riders receive visualizations
from the Weyrlingmaster and his 'seconds.
MONTH 11: Going ~between~ to recognition points around Pern: often,
young riders are required to fly straight to various points on Pern,
then return via ~between~.
MONTH 12: ~between~ in formation; train in groups of three, then in
groups of six, nine, and twelve; injuries from collisions are common.
MONTH 13: Firestone training; start with soft stone (practice stone)
to learn the procedure, then progress to firestone (low grade ore);
wingleaders begin sizing up the weyrlings to choose from among them
for their wings.
MONTH 14: Firestone duty; deliver firestone to the wings during Threadfall;
this is where the "Dragon Toss" comes in handy.
MONTH 15: Weyrling Wing; fly at the Trailing Edge of Threadfall; weyrlings
make their first set of full dragonrider rank cords.
MONTH 17: Queen's Wing; fly with the queen's wing until chosen for a
fighting wing.
Reminder: Bear in mind that up to 60% of all weyrlings do not live to
their second turn. Accidents occur, even among hatchlings, and especially
when the weyrlings start going ~between~, fighting Thread, and tossing
firestone sacks around.
Igen Weyr
The information for Igen Weyr territory is rather skimpy at this time
due to our just starting here. Please feel free to develop more for
this section of the club.

SECTION IV
PERSONA GUIDE
Creating Your Own Pernese Persona
Stick to the guidelines here and you should do very well when designing
your character. Try to make them as "real" and human as possible.
Take a look at some of the characters already inhabiting StarRise and
some of your favorites from the Dragonriders of Pern books to help guide
you in the type of character you want. Remember that representatives
are also available to give you any help you may need.
Don't use any of Anne's names; either people characters or dragons.
Anne has given us an alternate Pern to play with, and reserves the use
of her copyrighted characters for herself. The characters of Lessa,
F'lar, Robinton, and the rest are all long dead by our version of the
10th Pass, as are the "Oldtimers." They're all part of our
history, but they have little bearing on our present version of Pern.
Remember that in our version of Pern, AIVAS did not destroy the threat
of Thread forever, so it's still around .
If you intend to have more than one character, then please fill out
one persona sheet for each. You can have as many personas as you'd like
at the Weyr for the one flat fee. Good advice is to start small, with
just one alter-ego. Don't be afraid to use other people's characters
as siblings, friends or mentors. Be sure to contact the person behind
the persona first, though, for permission.
Remember, we're all human, with human strengths and weaknesses. Please
don't try to make a 'super' character. A person with no faults isn't
very interesting or fun to write about, and even less fun for the other
members to read about. But a character with a few personality quirks
is always fun in stories. Any special abilities you would like your
persona or your dragon to have (ie: hearing all dragons, large size
dragon, extra maneuverability, etc.) should be cleared with the club
leaders first. Chances are, these things will not be accepted, but we're
more than willing to listen.
Also, if you are able to send in a drawing of your persona with your
persona sheet, we'll publish it so people in the Weyr will know you
better.
We reserve the right to reject any character or details that conflict
with established club policies. If we reject part of your character,
it isn't that we don't want YOU--your character just didn't fit into
StarRise's established scenerio the first time. We are more than willing
to work with you. Just let us know so we can work it out.
All personas should be sent to Anna for approval. To find out information about past or upcoming
dragon clutches, or when dragon hatchlings will be/were available, contact
Anna Smith at the address above.
Dragonriders
Many members of StarRise wish to become dragonriders. Keep in mind that
the age limit for Impression is 14-21. StarRise allows female personas
to Impress only greens and golds. Male personas can only Impress bronzes,
browns, and blue.
Very Important: Dragons come in gold, bronze, brown, blue, and green.
The shades may vary according to the individual, but not drastically
so. Anne has asked that there be no more white, odd-colored, or sport
dragons, so there will be none.
Members get to name their own dragons but, in terms of your stories,
your dragon will tell you.
There are three ways you can go about Impressing a dragon at StarRise:
1) Impress a Hatchling:
Let us know what clutch you would like to be a candidate for, and we'll
let you know if you've Impressed and the color of your new weyrmate.
The Weyr will announce any upcoming Hatchings in the WATCHDRAGON. If
you have a particular color dragon you'd like to Impress, please let
us know of your request in advance, and we'll see what we can do. In
the case of a gold dragon, there are three things you must do to get
one:
a. Work for the club. Write for the club, do mundane stuff, be a go-
getter, etc. b. Ask for one. We don't know you want one unless you tell
us. c. Accept that you'll need to be involved in some aspect of the
mundane running of the club at all times once you get the gold.
2) Backdate:
In creating your persona, if you want a dragon that came from a past
clutch, just let us know how old your weyrmate is now, and the color
you'd like. We will check over the clutch chart and see if there are
any eggs left un-Impressed at the time you were a candidate. Then we'll
give you a list of Hatchings in the appropriate time frame, any clutchmates
from those hatchings, and the parents of the clutch. Select a dragon
from that information and let us know. Remember, gold dragons, of any
age, must be earned, and since a gold egg's hatching is a special event,
we will not be backdating any gold dragons.
3) Transfer From a Different Weyr:
Just fill out the persona sheet, and send it in. Please check with the
other Weyr, or ask us to check, to see if there was a clutch on the
grounds and possibly who the queen was at the time of your Impression.
Gold dragon transfers must be cleared with the Weyrleaders of both Weyrs
before a transfer can be approved.
Crafters
If, instead of becoming a dragonrider, you want to be a crafter, just
remember that a crafter has to spend a time as an apprentice at one
of the crafthalls (or at a hold or Weyr), then spend a lot of time as
a journeyman. If you want your persona to be both a dragonrider and
a crafter, remember: dragons take a lot of time and energy, so you can't
be both a full-time craftsman and a fighting dragonrider at the same
time. Any craft your persona was involved in before Impression will
become not much more than a hobby after Impression. Also, try to keep
in mind what everyone else is doing. If you want to become the Weyrhealer,
for instance, there probably won't be a place for you. The Weyr already
has a healer, with a long list of candidates behind. If you want to
stand out, be a smithcrafter, or even a woodcrafter. Healing is one
of the most popular crafts. There are, however, lots of open crafter
positions at the various major and minor holds in StarRise territory.
Holders
If you wish to become a holder in StarRise territory, you'll need to
check on that with the club leaders. Being a Lord Holder is a lot of
work. You can't be both a holder and a dragonrider at the same time.
Many of the major holds in StarRise territory are already staffed with
Lord Holders, but that changes from time to time due to member fluctuation.
Check with the Weyr. However, many of the minor holds and cotholds in
StarRise territory do need holders. (Send mail to Anna Smith at anna@gypsywanderer.org
to check on availablity of holds.)
Others
There are other character types you can be. There are holdless people,
lower caverns folk at the Weyr, holds and crafthalls, traders, pirates,
theatrecrafters, etc. If you'd like to be one of these, please let us
know.
If you really want to stand out: Don't be a dragonrider. Crafters, holders,
and others stand out in any fandom Weyr.
Once you've figured out who and what you want your persona to be, you
can begin to fill out the persona sheet. Here's a bit of a description
of what we're asking for:
Persona Restrictions
There are certain persona types and/or persona traits that we'd rather
not see at StarRise. Here are a few we are almost certain to reject.
Related to
Lessa: If you submit a character that is related to ANY character created
by Anne McCaffrey, it will be rejected. We are not permitted to use
Anne's characters in any way.
The Firelizard
Farm: If your character has more than three firelizards, do not expect
us to accept the persona. Menolly was the clear exception and will remain
so. All firelizards must be
approved by the club leader. Golds
and bronzes are given as tokens of appreciation.
Aliens from
Space: If your character comes from off-planet, he will not be accepted.
Pern does not have traffic from elsewhere in the universe.
Magic: Want
to have your character able to heal the sick and wounded by just touching
them? What about being able to read minds or predect the future? Reads
runes? Forget about it.
Amnesia Victims:
This one has been done to death so many times we don't even want to
look at it anymore. Please do NOT submit a character that knows nothing
about his past.
Supersonas:
We like to read about human characters rather than comic book heroes.
If your character is so far above the rest of the human race in talents
and skills, please submit him to Marvel Comics rather than StarRise.
Please create plausible, human characters. Please do not create a character
with any special talents without clearing it with the Weyrleaders first.
Incredibly
Young Masters: No, we will not accept a 15 turn old journeyman or a
22 turn old mastercrafter. Use your own judgment, but be realistic.
A good ballpark figure is about 18-22 for journeyman (depending on the
craft) and 35 or older for master (again, depending on the craft).
Joke Names:
Please, please, please do not use joke names. We've got a North, South,
etc., and it's making my hair turn gray. Also, any names that come from
common Terran terms should not be used. (Truth, etc.) These names are
awfully distracting to those who are attempting to "play Pern"
with a sense of reality and they really suck in stories. This goes for
dragon and rider names alike.
Special Abilities/Special
Dragons: We term "special abilities" as things like the ability
to hear all dragons, Impressing from the stands, etc.. Special dragons
are golds, those with special talents, etc. Please do not submit a persona
with special abilities or special dragons as your first persona--it
will not be accepted. We reserve these for members who've been with
us for a while. If you'd like to create a character with special traits,
please create another character to use first, until we get to know you.
Realize also that the ability to hear all dragons is exclusive to female
characters. Impression from the stands will not happen to a character
that is in any other way ineligible to Impress (too old, a Hold Heir,
etc.).
Persona Problems
Names: Some names have a vowel problem. Dragonrider names get contracted
or honorificed when they Impress (males always, but females get to choose).
Usually, a name like Jalen would be changed to J'len, but not J'alen.
Mooret would become M'ret, not M'ooret or M'oret. The vowels are removed.
Recently, I've seen the names "C'ooter" and "M'oulder"
come across my desk. Please don't do this to me.
Illogical Characters: There are some characters we simply cannot accept
because they just don't make sense. Some things to watch out for are
conflicting persona traits (a shy guy who's also the life of the party),
inexplicible special skills (the guy raised by farmers who is also a
ninja warrior), etc.
Orphans: Pern is more of a communal society than Earth. If a child's
parents die, he'd be fostered to someone. He will never be abandoned
to his own devices.
Being Searched From Far Away: Unless there is a gold dragon on the sands,
dragonriders usually will go on Search only within their own territory.
Searching for candidates outside their territory is considered poaching,
so they probably won't do it. If they happen to come across someone
while visiting the hold or crafthall for some reason, then maybe. But
they won't actively go on Search all over Pern. I know they did it at
Benden, but that was when there was only one Weyr on the planet.
StarRise Weyr does not discriminate based on age, race, ethnic origin,
or sexual preference for you or your personas.
Persona Upkeep
The persona upkeep policy at StarRise Weyr relates mainly to those special
positions of high visibility around the Weyr. The positions referred
to are: goldriders, wingleaders, Lord/Lady Holders, Weyrlingmaster and
Weyrlingmaster 'Second, Weyrsinger/Weyrharper, Weyrhealer, Headwoman,
and the like. They are not handed out lightly, and they do hold a certain
responsibility. These positions are in high demand, so if you want one
of them, or you've got one of them already, you've got to work to keep
it. So to get that position you've always wanted, or to retain it once
you've got it, here's all you've got to do.
First level ranking characters require at least two submission per year.
Second level ranking characters require at least one submission per year.
So what's a ranking character, and what level are they? Join the message board and find out!
We do understand that sometimes things happen beyond the control of
man, woman or machine. To this end we do have a grace period of one
or two issues for those getting behind on their submissions. We are
willing to work with you if we're aware there is a problem. Just remember
to contact the Weyr and inform us of the extra time needed. This keeps
the production of the newsletter going smoothly and also keeps the club
leaders apprised of any problems.
If for some reason a member has been removed from his or her position
and feels that they need a second chance, they should contact the club
leaders. Tell them why they deserve a second chance, explain what they
think went wrong, and what they're going to do to change that. Second
chances are not offered lightly, and third chances are not offered at
all. Remember that the position may fill quickly, so don't waste time
asking for that second chance.
These positions are the most popular jobs within the Weyr. And in most
cases, there is generally only room for one of them, fictionally. It's
not fair to the more active members that they should have to wait for
a inactive member to decide they don't want to support that position
anymore. Therefore, we believe the above policy to be fair. As usual,
if you don't agree, we're more than willing to discuss it.
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