Welcome Guest [Log In] [Register]
Welcome to Vaioa,

a desert triumvirate of Hold, Weyr, and Mine. Thread's return and bandit raiding brought strife between weyr and hold, but the bandits' recent defeat has returned the region to an uneasy peace. Now, a shipwreck on a forgotten continent and the decision to settle this rediscovered land has opened up a world of opportunity to Vaioa, if only they can handle the dangers.








Roister and Revel
[Candidate Party]



[Click here for all of our current events!]


Current RP Year:
12th, Turn 1269
Current Weather:
Winter has come with unseasonably chilliness and dampness. Frost covers the ground in the morning before the sun burns it off.


Dragons
23 Available
Whers
0 Available
Fire Lizards
0 Available



Rhias and Melacyth


Caylan and Parath


J'nai and Elokith
Mai and Laeitath
Luca and Emmeth
Gwen and Eamith
Siadryn and Salbith



Karnial and Bremorth
Kirtesh and Istioth
S'dra and Echonoeth
Kari and Seliath


Staff members may be contacted via PM with questions

Contrition
Iradial
Fishy
Esuta
VaioaAdmin


Link Us!
<a href="http://z10.invisionfree.com/Vaioa_Weyr/index.php" border="0"><img src="http://i.imgur.com/vVWR4Rz.png"></a>

[url="http://z10.invisionfree.com/Vaioa_Weyr/index.php"][img]http://i.imgur.com/vVWR4Rz.png[/img][/url]

Pixel Bases � khiitan
cheddarness8
Side-bar coding � Roswenth




Welcome to Vaioa Weyr. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
New Rider's Tour; A Guide to the Important Places of Vaioa
Topic Started: Jan 12 2010, 03:26 PM (8,492 Views)
Watchdragon
Member Avatar
Star Stone Busybody
The Crater
Posted Image

View from the Lower Caverns
Posted Image

Groundwater Around Vaioa
Posted Image

Weyr Territories
Posted Image
Offline Profile Goto Top
 
Watchdragon
Member Avatar
Star Stone Busybody
Here are the major areas of the Weyr, Hold, and Mine. Additional information can be found after the maps and summaries, if you choose to read it.

Posted Image

Considered by some to be the center of the Weyr, this large cavern features a sand floor on which dragon eggs are laid and incubate. Plenty of seating is available for those who come to watch the event; ground access is one tunnel to the South and aerial entrances are on the northern face.

Posted Image

Posted Image

A cave between the herdbeast pens and the Lower Caverns contains that all-important resource: water. Flowing from the aquifer itself, Vaioa's water is pure and cold, pouring into a deep pool. A smaller channel has been cut to allow the dragons to bathe; the dirty water is used to grow grass for the herdbeasts.

Posted Image

Posted Image

Out of the heat of the desert sun, the Lower Caverns are an ideal place to socialize. The Dining Hall is spacious and cool; the corridors of the Caverns are spread out in a grid to make finding supply rooms easy. The Night Hearth always has klah and stew on, in case a rider missed a meal.


Posted Image

Posted Image

The Infirmary has an open air Dragon Bay to receive injured dragons. If riders are injured, they are rushed to the Rider Triage or straight into the adjoining surgery room. The main wing of the infirmary has curtained beds for both rider and Weyrfolk patients. Three extra wings hold private Exam Rooms, an Intensive Care and Maternity bay, and an office with Records for the Healers. At the far end of the main wing, two Surgery rooms, washing basins, and the hallway leading past the Storage rooms and to the Lower Caverns can be found.
Offline Profile Goto Top
 
Watchdragon
Member Avatar
Star Stone Busybody
Posted Image

When Candidates are brought to the Weyr, they are roomed here, directly across the Weyrbowl from the Hatching Caverns. They usually spend little time in their rooms, as they have plenty of chores to keep them occupied; in their free time, they are welcome to socialize with their fellows, so long as they stay in the proper areas.

Posted Image

Posted Image

The farthest south of the areas of the Weyr, the Weyrling Barracks are for the newly Impressed rider pairs. They are equipped with all the needs of a growing dragon, from oil and cleaning cloths to buckets and dragon privvies. Lesson times and locations are posted in the common room. Weyrlings can move out once they have passed their flying tests.

Posted Image

Posted Image

Weyrfolk are usually not seen over by the Hold, unless they are attending a Gather or collecting a shipment of goods. The flat area holds several Crafthalls and a Healer Hall, which specialized in illnesses rather than injury.

Posted Image

Posted Image

Vaioa hold has a large stone Courtyard with carved cobble stones, which leads to the wide Entrance Hall. A shared Dining Hall is off to one side, along with the Kitchen and Kitchen Storage. Right across from it are offices for the Lord Holder and Crafters, as well as the Hold's Records. Further down the Hall, one can find the private Quarters for the Lord Holder and his family. Beyond this are the stairs leading to various other living quarters for Holders and Crafters, including the Miners, and Storage.

Posted Image

Posted Image
The only rooms the dragonriders ever need to enter are at the very front of the mine, where the smelting and smithing takes place and where the storerooms and office are. Whers and handlers work in the mines themselves, and the occasional unlucky soul can venture to explore the deep tunnels for themselves...
Offline Profile Goto Top
 
Watchdragon
Member Avatar
Star Stone Busybody
Posted Image

The Hatching Sands, also referred to as the Hatching Grounds or the Sands, are housed in a large cavern inside the old cone. It is about the size of a small football stadium, with seating in stands carved out of the rock walls encircling a large open area of floor. There are four entrances: three are on the north side of the cave and are very short tunnels carved as an access for airborne dragons; the other is a long, winding tunnel on the south side of the cave, and is a ground entrance for weyrfolk. Though there is room for most dragons to between themselves in, this is highly discouraged; the queen guarding her clutch often takes violent offense to those she cannot identify before they appear. The cavern is dark, receiving at best, indirect light from the dragon entrances. For Hatchings, glows must be used; this gives the event the feel of a theatre, since most of the light is concentrated on the floor so that the dragonets and Candidates can see what they are doing.

The open floor is covered with a layer of red sand from the desert to a depth of about a foot (it is deeper in the middle and thinner around the edges), and is heated by geothermal energy. A gold or clutching garnet will come here to lay her eggs approximately two months after her mating Flight, and once laid they will incubate for another month before hatching. Whether two dragons will share the Sands depends largely on the dragons; two garnets are much more likely to tolerate each other's eggs than two golds might be. If two clutches share the Sands, the mothers will keep them on opposite ends of the cave and watch them closely when the other clutch Hatches. The rider of the clutching dragon usually chooses to stay with their bonded, and a small room off the ground entrance tunnel is provided for them.

Most queens are very protective of their clutches, and only let a few near their eggs. The exceptions are at the Egg Touching and at the Hatching itself. The Egg Touching takes place about halfway through the incubation period; this ritual, where the Candidates are allowed to wander among and touch the eggs, supposedly allows the dragonets inside a chance to see what is available to them for Impression. At the very least, it allows the Candidates a chance to see the Hatching Grounds and the clutch before the Hatching. When the Hatching is about to begin, Candidates enter from the ground entrance (unless obliged by a dragonrider) and arrange themselves around the edges of the floor.

Posted Image

Posted Image


The Water Cavern and its contents are the reason that the Weyr can function. Despite the fact that water is available if it is drilled for, this constant and large source is necessary for dragon care and for maintaining the herdbeast population. The water comes from a breached upper-level aquifer, and spills in a low waterfall to a small but deep pool in the rock underneath. A channel has been carved in the rock floor, carrying water to a shallower, wider pool carved so the dragons can be washed without dirtying the main supply. Even this water is not wasted; it is piped over to the herdbeast pens to water the grass so there is grazing available.

The cavern itself is fairly small, about the size of the Hatching Cavern's floor (120 yards long), and is split roughly into halves by the water channel. The man-made stream is not that wide, but there is a bridge; the water is rather cold and only a few are capable of leaping across it without getting wet. On the side opposite the entrance is a tunnel that leads to the Lower Caverns. The dragon-bathing pool can host two browns at the same time, but larger dragons must share with smaller colors or wait for it to be empty. In the nook next to the entrance, sand has been spread so that dragons covered with dirt or with itchy skin can scrub the worst off before they get into the pool. This is a courtesy; while the pool will run clear after a while, it is quite aggravating to have another dragon come and muddy the water up when you were having a bath.

Aside from its importance to the people of the Weyr, the water source is vital in the upkeep of the herds. The beasts kept at Vaioa have been bred to need less water than other herdbeasts, but they still require massive amounts to stay healthy. While both driving the herds in to drink from the pool and bringing the water out to the animals manually would have been extremely impractical, the accessibility of the aquifer made it a simple task to drill into the rock, The inside pens each have a trough with a valve to control the flow of water.

Vaioa's main herdbeast pen is divided into large sections. One is reserved for pregnant herdbeasts or ones with young calves; the rest are used to ensure that the dragons have access to the best fodder available. The herd is divided into five groups by "tagging" each herdbeast with a colored band. Three groups are put into their own sections and two are left in the largest pen. The dragons are instructed to hunt from this section only. The groups of herdbeasts are rotated every couple days to prevent them from being "run down," or losing excessive condition due to the stress of being hunted. In all but the mildest season, the midday sun is also a concern. Four of the herdbeast groups are herded inside and separated into male, female, and breeding pens. In the event of a sandstorm, all groups are brought in.

Though it is usually unneccesary between the proximity of the Hold and Mine and the availability of dragonriders, Vaioa keeps several runnerbeasts. These usually are the former property of dragonriders and are given up to Weyr use on Impression of a dragon. A few weyrfolk enjoy riding as a recreational activity, and this is the most common use of the runnerbeasts.

Posted Image

The Lower Caverns are the center of Weyr life, even more so in Vaioa than in other Weyrs. As the name suggests, there are many rooms, arranged along tunnels carved into the crater wall. Here are found the rooms of the common weyrfolk, as well as workshops for crafters and storage for food, clothing, and other items.

The main entrance is a short tunnel that leads into a moderately-sized cave. This is the Night Hearth; a small fireplace here is used to keep a pot of stew and some klah warm all night, for those whose duties keep them from eating at mealtimes. This room also has several tables and benches for the comfort of those who use it. The main tunnel continues on for a bit more before dead-ending in another corridor.

Across from where the main tunnel ends is an opening. This gives access to the enormous Dining Hall. Meals are served here, and during the heat of the day it is a convienient and cooler place to socialize without having to stand the desert sun. The floor space is occupied by rows of long tables and their benches; along the wall across from the kitchen is a low stage. This stage is used by the Weyrleaders for announcements and orders, as well as by Harpers. The Head table is located directly in front of this stage and is where the Weyrleaders, Wingleaders, and assorted other authorities take their meal. A small nook in the rear of the Dining Hall serves as a bar of sorts, where the liquor and wine are kept and served outside of mealtimes. On special occasions, this is where the tables are stored when the main floor is cleared for dancing.

The kitchen is attached directly to the Dining Hall, with one doorway for outgoing food and another for returning dishes. It features nearly a dozen large hearths and ovens for cooking and baking, as well as a large tub of hot water for washing dirty dishes. Another entryway connects the kitchen to the corridor, and near there, in the back of the kitchen, is the entrance to the storeroom for spices and vegetables. Most of the Weyr's meat comes from herdbeasts and is killed fresh; special meats like wherry and fish are either tithed or gathered by riders out hunting, and are stored dry or in a cooler room by the Water Cavern until they are needed.

The Dining Hall has five exits to three different tunnels; these tunnels branch out in a gridlike fashion, making finding a particular craftroom, storeroom, or living space a matter of counting intersections and turns. The important storerooms are found directly by the kitchen and contain glows, extra bed linens, inks, fabric, clothes, and other useful items. There is a special room that contains medicinal herbs to refill the Infirmary's stock. The Weyrwoman is in charge of maintaining these storerooms, though most of the actual work falls to the Headwoman and her subordinates.

There are two secondary exits to the Lower Caverns. One is located by the craftrooms, to allow for easier access when delivering supplies to the Journeymen and few Masters working in the Weyr. It is also used by the younger children when they come for their lessons, as it is located right next to the Harper's workroom. The other exit is into the Water Cavern itself. Some former storerooms by this exit have been converted to living spaces for the few whers and handlers that make Vaioa Weyr their home instead of the Mine. Here, they have easy access to the outside and will not disturb the rest of the weyrfolk with their nighttime habits.
Offline Profile Goto Top
 
Watchdragon
Member Avatar
Star Stone Busybody
South of the Lower Caverns and on the part of the crater wall directly across from the Hatching Grounds is a set of rooms carved into the stone. These are the Candidate Barracks, the place where those hoping to Impress to Hatching dragons stay. There are approximately 45 rooms; since more candidates are male than female, there are more rooms for the guys. Even with this inequality, the last five girl rooms usually house female kitchen workers or craftswomen. This can lead to jealousy on the part of the workers, so those assigned rooms there are chosen carefully and usually are among the older women of the weyrfolk. A Candidate who fails to Impress will always be given a room in the Lower Caverns themselves. There are usually four or five candidates to a room, depending on how many there are before the Hatching.

Unlike the rest of the Weyr, the Candidates are actually very limited (the only group more so are the weyrlings). Their time is consumed with chores and lessons, both of which serve to familiarize them with how the Weyr runs as well as teaching them and preparing them for the hard work that comes with being a dragonrider. The Barracks themselves are strictly divided into male and female areas. Pregnant Candidates are not allowed to stand at Hatchings until their children are three months old and able to be adopted out (a pregnant woman is not capable of the lifting and other labor-intensive aspects of caring for a young dragon, and one with a young child will end up having to skimp on the care of either the dragonet or their offspring to be able to properly care for the other), and such an incident usually means that they will miss their chance to Impress. It is possible for a dragonrider to take them on a trip between to abort the baby, but riders are discouraged - it is felt that the young woman should take the consequences of her actions. If the father is a Candidate and is caught, he may be restricted from Hatchings as well; however, it is nearly impossible to prove paternity.

Despite being barred from the quarters and private bathing areas of the other sex, Candidates are encouraged to socialize; after all, it is very likely that these will be their classmates, wingmates, and even weyrmates in the future, so they should get to know each other. There are a few communal areas, such as the common room and public heated pools. The common room features the board where lesson times, chores, and activities are posted.

Posted Image

The Weyrling Barracks are the farthest south in the Weyr, set a good distance away from the other cave sets. This is because weyrlinghood, particularly early weyrlinghood, is a stressful time. The former Candidates have to not only grow accustomed to sharing minds with another that perceives everything very differently, but must wear themselves to the bone feeding, washing, and teaching their dragonets. The unpracticed youngsters are unable to keep their feelings from leaking through the "mental opening" that their dragonets created, and this can unsettle the older dragons, who are still very childlike in thought.

Weyrlings usually room with two pairs in each room, depending on the color of dragon. Golds, bronzes, garnets, and coppers usually get their own rooms because of how large the dragonet will grow; if there is not enough room to allow for this, they will room with a small blue or green. A few sevendays after they have grown to about two-thirds of their adult size and are first taught how to fly, Weyrlings are evaluated on their flight skills. Those who pass are allowed to move into individual weyrs on the mountainside; until then, the Weyrling pairs live in the barracks. As such, the older dragonets spend most of their time outside where they have more room.

Since the dragonets are not able to go between to relieve themselves, as the older dragons do, there are dragon privvies located in the barracks. Two Weyrling pairs are responsible for cleaning these out, and the pairs change every two days. One of the most severe punishments is to be made to clean the privvies out of turn, in which case the pairs responsible for that day get a free pass.

Weyrlinghood is very much like Candidacy; the Weyrlings have lessons, and spend most of their time caring for their dragons instead of doing chores. In the first few weeks, by the time their dragons are sated and sleeping, they are ready for a nap themselves. Gradually, as the dragons eat less often and are awake more, they have more free time, but they are expected to spend that time with their dragonets, learning about each other and strengthening their bond.

Like the Candidates, the Weyrling Barracks are divided into male and female areas, with a common room and a storage for dragon-caring supplies (buckets, sweetsand, oil, and cleaning cloths) accessible by both. The division this time is for a different reason; the young dragons are extremely territorial of their bondeds, and their human being so close to another can distress, damage their mental connection, or even provoke the dragonet into attacking to "protect" their rider, depending on the dragon's personality. To prevent this from happening, the Weyrlingmaster and his assistants often have at least one dragon watching the minds of the younglings for any sign that this may be about to occur.

Dragonets below the age of eight months are too small to hunt effectively. A rider (usually one of the Weyrlingmaster's asistants) catches herdbeasts for them at mealtimes. The other "chore" weyrlings are responsible is sweeping out a carved alcove in the crater wall next to the Barracks before the dragons are fed and cleaning up blood and meat scraps afterward. This area has stands set up for the Weyrlings to carve the meat into chunks their dragonets can handle. After eight months, dragonets are large enough to make their own kills, though they usually feed in groups to increase the chance of a successful hunt, and will receive lessons on how to hunt by nine months of age. By ten months, they are expected to hunt for themselves.

Posted Image

The outside of the remaining cone is pocked with the entrances to the rider's weyrs. As soon as a sevenday after the weyrling pairs are taught to fly, they may take a flying test to prove that they are capable. Once this test is passed, they may choose an empty weyr to claim as their own. This is the first major milestone towards being a full rider. At this time, many of the restrictions present through earlier weyrlinghood are lifted, as the dragons are sure enough in their bond to allow their riders to be intimate.

No two weyrs are exactly the same (many of them were carved to fit the specifications of the riders who first inhabited them), but they all have the same basic layout. The first room is large and opens directly onto the weyrledge. This is where the dragon's "couch" is, a ledge of stone set against one of the walls. Also found in this room are the tools for dragonriding; a wooden "wardrobe" has shelves for oil, sweetsand, brushes, and cloths, as well as pegs to hang up the riding straps and other gear. The dragon's room is usually kept clear of personal items so there is more room for a rider's partner to lounge. All ledges receive sunlight as long as the sun is above the crater rim, since they face south, and as a result the front room usually doesn't have glows.

Two other rooms are in every rider's Weyr. The sleeping room contains the rider's bed, as well as dressers, shelves and chests for their personal items. The other varies depending on the rank of the rider. If the rider has responsibilities, such as a Searchrider, Weyrlingmaster, or Wingleader, this room is an office, featuring a desk and drawers for storing informational hides and tablets. In a normal rider's weyr, it functions as a sitting room and has a few chairs in it.

The design of the weyr varies; some weyrs have all three rooms connected, others use a linear structure (go through the office to get from the bedroom to the dragon's room, or through the bedroom from the office to the dragon's room). However, the office/sitting room connects to an inner hallway no matter where it is.

Due to the desert climate of Vaoia, each weyr having its own bathing room would be a colossal waste of water. In order to conserve resources without too much inconvienience, every five or so weyrs are connected with an inner hallway. All these weyrs share a single bathing room, which has a bathing pool (large enough for a few to share, if they choose) and a source of unheated water.

How high a weyr is on the cone determines several things; it is easier to get water to the lower weyrs, so the number of weyrs sharing a bathing pool is smaller than higher up. The few weyrs scattered near the top of the peak do not have running water, due to the difficulty in pumping it up that high. Also, the lower weyrs have ground access; most notably, the Weyrwoman's weyr has an exterior stairway
leading directly to it. At the very bottom of the cone are weyrs for dragons that are injured and incapable of flying up to their weyrs. During an Interval, these are very seldom used.

There are a few "shared weyrs" available, with a slightly larger dragon room and two couches. The benefit of these weyrs is that they have their own bathing rooms. As such, there are not too many of them, and are usually reserved for weyrmates with larger dragon color pairings. Similarly, bronzes, queens, and garnets, as the largest and highest ranked dragons, have the option for larger weyrs with individual bathing rooms.
Offline Profile Goto Top
 
Watchdragon
Member Avatar
Star Stone Busybody
Posted Image

Except for the occasional banquet or at gathers, the dragonriders have little reason to venture into Vaioa Hold. Gathers are held in the courtyard area in front of the Hold, with a dancing square in the smooth space between the craft buildings and stalls set up over the rest of the area. Vaioa Gathers are typcially small, playing host to the miners, the holders, the weyrfolk, and a few guests that arrive on dragonback, since the travel on foot or by cart is arduous. Traders still manage to show up; in fact the difficulty of the journey is a challenge to them, and it is considered a rite of passage to make a profitable journey to Vaioa.

On a normal day, the "courtyard," as the open, flat expanse in front of Vaioa hold is called, is empty. It is a good place to practice runner-riding skills in the morning and evening, out of the heat of the day. Over on the western edge, by the irrigated spanse of farmland, are where the farming implements are kept. Any holder who is not a trader or a craftsman does their part to help grow the subsistence crops for the Hold; those who are Farmers by trade take care of the spices and incense plants that form Vaioa's trading base.

Three buildings are found at the northernmost part of the crater, serving as centers for the few crafts that find it profitable to have bases in this desert Hold. The largest in terms of production is the Glasscraft; the sands in the desert to the north do not make the best clear glass, but the minerals do make for durable colored and opaque glassware. A shed to the side of their main building is the entrance to a medium sized cave where finished pieces are stored, out of the extreme heat that may weaken them and fade the color. Many of the glass pieces feature polished copper additions, showing the strong alliance between the Minecraft and the Smithcraft (the Glasscraft's parent Craft) based on the trading of tools and metals.

The largest building of the three is split, housing both the Tannercraft and the Weavercraft. There is a small area in front where a customer can browse the leatherware items or order and be fitted for a tailored item of clothing. The rest of the building is given over to the production of said items. There is a healthy rivalry between the two crafts; while neither would do anything to handicap the other, jests are often made on the tanner's odor or the weaver's delicacy. Clothing in Vaioa tends to run along the same lines as in Igen; long sleeves and skirts made of light material to block the sun without being suffocating, hats and headresses to keep the wearer's head protected, and leather shoes against the hot rock and sand underfoot.

The last building, closest to the Hold, is Vaioa's Healer Hall. Some may consider it a waste of resources for the Hold and the Weyr to maintain separate infirmaries, but it is absolutely necessary during a Pass. Generally, the Healers stationed in the Hold's hall are skilled in the treatment of disease. The Weyr has Healers with skill in treating burns and other sever trauma; the dragonriders are generally a healthy bunch, and it is easy to fly a Healer over to the Hold should an injury occur there, or to collect a Healer for the occasional rider who does get sick.

Posted Image

Posted Image


The entrance to Vaioa Mines is a hub of activity for the portion of the cliff it is carved into, in the most eastern part of the Weyrbowl. When viewing the economic center of Vaioa, the busiest area is bound to be the wide mouth of the central tunnel and the guard's roost. Any time of day or night, there are bound to be dragonriders and their bondeds posted atop or underneath the natural rock ledge that overhangs the Mine's traffic. Though the dragonriders spend most of their time under it, in the shade, instead of on it, the ledge is quite stable, being supported with additional rock pillars. Even though the great creatures are lounging, it is still intimidating for most Holderfolk to see the dragons with their thread-fighting gear on and firestone ready to be utilized. Passing the guards and making way through the busy entrance, it is possible to see into a very wide tunnel with a slightly lower ceiling. It slopes down just slightly, and curves off into darkness. This is the way into the actual mines, where the copper ore is removed from the rock. Although not vertically deep, the tunnels blanket across the surface of the horizontal deposit, and they are dug further into the rock than any dragonrider in his right mind would ever hope to venture.

Turning to the left, it is possible to find arguably the most fascinating part of the mine. A smoothly-hewn hallway opens into two large rooms on either side, these both piled about halfway up with stores of copper ore. These are not closed off, since only those trained in miner craft know how to utilize the raw material and capture the precious metal from it. Just past the ore storage is where this exact process happens. The forge, usually called the refinery by those who work there, contains many dangerous but interesting instruments. The refinery contains three large smelting furnaces, where the copper ore is melted down and subjected to chemical treatment in order to remove the "junk" from the stone and leave behind the purest copper possible. Ore that is placed inside these is separated by quality in order to achieve a high standard of refinement. The waste material, called slag, is piled up to cool near the exit of the refinery, which actually opens out into the Bowl. It is later carted out for proper disposal. A casting furnace can also be found in this room, which is used to mold copper into ingots, or blocks of metal of a metered weight. There are several water troughs throughout the refinery, both in case of fire and to cool heated metal, most of them small and placed beside several anvils for smith work. Work tables line the short wall. These are used from anything from jewelry work to ore grading to tool repair, depending on what need arises. Because of all the activity and the fumes and heat the furnaces produce, besides the main door, there are several ventilation shafts carved into the rock wall. In front of the main set of these sits a large paddle fan on a stand, a crank on its inner side. This can either be turned by wher or by worker in order to move the acrid air out of the work space.

Taking a right on the way in takes a visitor down the other hallway, which is equally well-crafted but noticeably less busy. The Masterminer's office is the first door on the right, although the door is nearly always shut. All that is kept in here is a desk and several cases of old records on mining and Vaioa's commerce, of interest to no one but the Master himself. The two doors on the left-hand side open up first into tool storage. This is where it is possible for workers to find picks, shovels, hand-drills, helmets, face masks, goggles, gloves, glow baskets, and wheeled carts, among other things. One of the more interesting contraptions to a visitor might be the tunnel-drill, a large metal drill (of Vaioa's own design) that is used to break into the volcanic rock of the cliff to start a new part of the mine. This contraption must be pulled, by wher, down into the mine, and must then be cranked by a pair of whers or a whole team of men. It isn't often that this tool is used, although it is quite the show to see it in action. Finally, sealed off and out of sight are three rooms specifically for the storage of refined copper ingots, stamped and separated by grade. No common mine workers are allowed in these rooms, since only the Masterminer and certain overseers have keys that can open the heavy doors.
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Enjoy forums? Start your own community for free.
« Previous Topic · Vaioa Weyr · Next Topic »




Listed At
RPG-D RPGfix
ALL The Weyrs of Pern: DRoP Directory and Fan Forum. Total Drama Website - Directory of the Best Role-Play Sites

Affiliated RPGs
Rainbow Mists Weyr
Arolos Weyr The Peacekeepers Age
Canyon River Weyr

The Dragonriders of Pern series and its places, people, and concepts are � Anne McCaffrey. All rights reserved.
  • T
  • o
  • g
  • g
  • l
  • e
  •  
  • L
  • i
  • n
  • k
  •  
  • M
  • a
  • p