VentureWeyr

Venture: An undertaking that is dangerous, daring, or of uncertain outcome.

The Dragonriders

Noblesse d'épée     Modern   Weyrless   HideBound   Eidolon Noh Mortis 


Noblesse d'épée: The minority, The Nobility of the Sword, they were established by the dragonriders at the end of the last Pass, when they were forced to leave their Weyr homes.  They are dedicated to maintaining the honor and the integrity of the dragonriders and their dragons through the turns so that their origin, their purpose, and their right to be would never ever again be denied them, nor will they ever allow their lifestyle to be warped or lost.  They believe that dragonriders are a cut above everyone else - they are elite.  All of the Weyrleaders are of the Noblesse d'épée and they rule the dragonriders by their dictates with a council of their peers.  (VentureWeyr Specific)


Modern: VentureWeyr: They live and thrive as equals, and because of AIVAS they have limited technology such as computers, elevators, electric music, and other technology that makes life pleasant. However, they do keep the technology camouflage with the trappings of the old Pernese lifestyle that they love.  (VentureWeyr Specific)

Weyrless: FreedomWeyr: These dragonriders choose not to abide by the dictates of the Modern Weyrleader, however they do not agree with the Hidebound dragonriders either, and so they choose to live in the wilds of Venture, weyrless, as gypsy dragonriders.  The non-dragonriding folk who follow them live in a loose gypsy caravan with their own crafters and traders in tow. They do have and use camouflaged technology. (VentureWeyr Specific)

HideBound: High Reaches Weyr: They live with all the inconvieniences of their ancesters and have shun the technology of Modern Pern. They Play a cat and mouse game with HideBound Pern living among them and their Weyr without letting HideBound Pern know of their existence as dragonriders.  (Loose Canon)

The Dead: Eidolon Noh Mortis Weyr: They exist in a world Between. Tortured souls who died unjustly and find no peace in the dead cold of Between. They are seen and then unseen, and it is said that only the /true/ Weyrleader may command them. But which Weyrleader is the one has yet to be determined, and only when the need is great will the ghost-dragonriders heed the boon that is demanded of them by the Weyrleader.  Those who die unjustly are taken by the Eidolon before their spirit is gone forever Between. (VentureWeyr Specific)



The Weyrs Rank Order


This /is/ the rank order for the Weyrs. The Weyrs exist for the dragonriders who are the holders of the Trust - they are the Protectors of Pern.

 

Rank is by number and then by descending order within that number.

1) Weyrleader (WL), Weyrwoman (WW), Weyrleader2 x 2 (WL2), Weyrwoman2 (WW2)

2) Wingleaders (Wl), Wingleaders2 (Wl2), Wingleaders3 (Wl3), 

3) The Fighting Dragons: Bronzeriders, Brownriders, Blueriders, Greenriders. The Breeders: Goldriders

4) Weyrlings

5) Weyr Guards - drangonrider and non-dragonriders.

6) Weyrguide (WG),  Weyrlingmaster (WLM), Candidatemaster (CM),

7) Stewart (S), Headwoman (HW), 

8) Assistant weyrguides (AWG), Assistant Weyrling Masters (AWLM), Assistant Candidate Masters (ACM), Stewart2(S2), Headwoman2 (HW2)

9) Craft Masters, Journeyman (Sr, Jr), Apprentice (Sr, Jr) 

10)Weyr Staff. 

11) Candidates

 


1) The leaders of the Weyr and their seconds in command.

2) The leaders of the Wings who command the dragonriders.

3) The dragonriders who unselfishly put it all on the line for Pern, and the goldriders whose dragons foster the next generation of dragonriders.

4) The weyrlings, these are the newest dragonriders and are in seclusion and constant training with their lifemates. They are guarded and protected like the precious raw jewels they are.

5) The guards do just that, they are the protectors of the Weyr and the surrounding areas, in the air, land, and sea.

6)   a) The Weyrguides tend to all incoming and outgoing people to the Weyr.  
b)The Weyrling Master tends to the training of new dragonriders. 
c) The Candidate Master tends to the acceptance or rejection of prospective candidates and the teachings of Weyr Etiquette and Protocal to the accepted candidates. 

7) The Stewart tends to the broad running of the Weyr and its grounds. c) The Headwoman who takes care of the day to day runing of the Weyr.

8) Similar to #6 but the assisstants.

9) Crafters: Harpers, Healers, etc.

10)Weyr Staff:  the unseen backbone of the Weyr that makes the Weyr run smoothly. 

11) The candidates are potential dragonriders and are trained in all things pertaining to the Weyr and its responsibility to Pern.

 

The Holders Rank Order


This /is/ the rank order for the Holds.

 

Rank is by number and then by descending order within that number.

1) Lord Holder (LH), Lady Holder(LaH), Family.

2) Stewart (S), Headwoman (HW),

3) Stewart2(S2), Headwoman2 (HW2)

4) Journeyman (Sr, Jr), Apprentice (Sr, Jr)

5) Hold Staff.



1) The Owners of the Hold.

2) The Stewart tends to the broad running of the Hold and its grounds. c) The Headwoman takes care of the day to day runing of the Hold.

3) Similar to #6 but the assisstants.

4) Crafters: Harpers, Healers, etc, and the decending ranks.

5) Hold Staff are the unseen backbone of the Hold that makes the Hold run smoothly.

 

The Crafters Rank Order

This /is/ the rank order for the Crafts.

 

Rank is by number and then by descending order within that number.

1) Mastercrafter (MC), Craft Masters (CM)

2) Stewart (S), Headwoman (HW),

3) Stewart2(S2), Headwoman2 (HW2)

4)Crafters

5) Crafthall Staff.



1) a) The Mastercrafter b) Craftmaster

2) The Stewart tends to the broad running of the Crafthall and its grounds. c) The Headwoman takes care of the day to day runing of the Crafthall.

3) Similar to #6 but the assisstants.

4) Journeyman (Sr, Jr), Apprentice (Sr, Jr)

5) Crafthall Staff are the unseen backbone of the Crafthall that makes the Hall run smoothly.

 

The Renegade Rank Order

This /is/ the rank order for the Renegades. They are not to be confused with the Modern Weyrless Weyr, or The Holdless that are mainly HideBound.

 

Rank is by number and then by descending order within that number.

1) Renegade Leader (RL), Renegade Woman (RW), Renegade Leader2 x 2 (RL2), RenegadeWoman2 x 2 (WW2)

2) Renegade Section 1 Leaders (RSlL), Renegade Section 2 Leaders (RS2L), Renegade Section 3 Leaders (RS3L)

3) Renegade: Cave Mercenaries, Wagon Mercenaries, Runner Mercenaries, Foot Mercenaries

4) Renegade Mercenary Trainees

5) Renegade Guide (RG), Renegade Mercenaries Trainer Master (RMTM), Renegade Mercenaries Recruits Master (RRM)

6) Stewart (S), Headwoman (HW)

7) Assistant Renegade Guides (ARG), Assistant Mercenaries Trainer Masters (AMTM), Assistant Mercenaries Recruits Masters (AMRM), Stewart2(S2), Headwoman2 (HW2)

8) Renegade Crafters

9) Renegade Staff.

10) Renegade Mercenary Recruits

 

1) The leaders of the Renegades and their seconds in command.

2) The leaders of the Renegade who command the Mercenaries: Colonel, Captains and Leutenants.

3) The Renegade Mercenaries: Master Seargents, Seargents, Specialist, Privates

4) Renegade Mercenary Trainees: The future protectors of the Holdless. They are in seclusion, guarded and protected like the precious raw jewels they are.

5) The Renegade Guides tend to all incoming and outgoing people to the Holdess. b)The Mercenaries Trainer Master tends to the training of new Mercenaries. c) The Mercenaries Recruits Master tends to the acceptance or rejection of prospective mercenaries and the teachings of the Renegade Laws and Protocal to the accepted Recruits.

6) The Stewart tends to the broad running of the Caves and their grounds. c) The Headwoman takes care of the day to day runing of the Caves.

7) Similar to #5 & 6 but the assisstants.

8) Renegade Crafters: Masters, Journeyman (Sr, Jr), Apprentice (Sr, Jr)

9) Renegade Staff are the unseen backbone of the Caves/Wagons that makes them run smoothly.

10) The Recruits are potential Mercenaries and are trained in all things pertaining to the Renegade and the Renegade Creed and Laws.


The HideBound Holdless

 

The HideBound Holdless (Modern Pern has advanced to where there are but a few Holdless and Hall-less of their own volition)

The Holdless are a motley bunch of loose odds and ends that for one reason or another have found themselves homeless. Their Leader unbeknown to them is a citizen of Modern Pern who learned early in his life of the plight of these people and has taken it upon himself to do something about it.



The Necromancers (VentureWeyr Specific)

The Necromancers are but few and far between on Pern. No one really knows how many there are, or even whether they are good or evil since they keep their own council. The necromancers are shun or used by those who are not superstitious and feared though sometimes used by those who are.

 

For VentureWeyr the Necromancers are thus:

1) The Gift doesn't manifest itself till adulthood where it is sensed by all the necromancers no matter where on Pern they are - dead or alive.

2) A Journeyman mentor is assigned to the new necromancer, who is brought to the Craft Hall, and trained in the ways and traditions of their kind - living to living - dead to dead since some may die new to their talent.

3) Necromancers have their own hidden Crafthall with a ranking system similar to the regular crafthalls. They keep their knots hidden unless it behooves them to sport them making themselves known.

4) Necromancers have their own set of teaching tunes and ballads to train them in the craft.

5) Necromancers carry a walking staff of various preferred materials that they use in their craft and as a weapon, mostly in self defence.

6) Necromancers are experts in all forms of weapons, stealth, and their own form of martial arts. 

7) Necromancers know all aspects of the healing arts, as well as poisons.

8) Necromancers will never Impress to anything, not dragons, whers, or firelizards - Zilch - Nada!

9) Necromancers have no pets, but they have an affinity and respect for all living things.

10) Necromancers can hear and speak with dragons, whers, and firelizards whenever they have the need, or they just feel like it. They can also tune them out at will whenever they want to, not even hearing them anymore.

11) Necromancers are welcomed everywhere and nowhere as folks are wary of them - even the unbelievers.

12) Necromancers will keep their talent hidden using it only and as they need it, but they can never shake the air of necromancy that envelops them like a second skin, although folks don't understand what it is that they sense.

13) Using their talent is draining on the necromancer. The living necromancer will need to eat and rest to regain their energy, while the dead will appear to fade.

14) Necromancers will never handfast, but they do propigate widely, though 99.99 percent of their progeny will not be necromancers.

15) Necromancers travel throughout Pern, both Modern and HideBound, mostly without hindrance blending in wherever they go.

16) Necromancers are mortal. The living will die, and they will automatically join the ranks of the dead no matter how they died. The dead necromancers, like all the dead, will cease to exist even as a shade if they "die" on the other side.

 

 

Disclaimer

All references to worlds and characters based on Anne McCaffrey's fiction are copyright© Anne McCaffrey 1967,2005, all rights reserved, and used by permission of the author.The Dragonriders of Pern® is registered U.S. Patent and Trademark Office, by Anne McCaffrey, used here with permission. Use or reproduction without a license is strictly prohibited.

Disclaimer & Credits:  Song: Where My Heart Will Take Me; Artist: OST; Album: Star Trek-Enterprise.   Where My Heart Will Take Me" is the main title song of Star Trek: Enterprise. Originally titled Faith of the Heart, it was written by Diane Warren and originally performed by Rod Stewart for the 1998 movie Patch Adams. The version for Enterprise was performed by Russell Watson.