Month 2 and 3: Classroom Lessons

May 18, 2007 20:20

Strapmaking

This "lesson" actually comprises an overview of what many, many strapmaking lessons will look like during the next two IC months. Only a few sessions will actually involve D’ven instructing weyrlings in a large group, while most of the other sessions will be smaller and handled by Issa, used to review completed leatherwork, give feedback and assign new projects.

Strapmaking is a many-step process, though many of the actual curing tanning, softening and other specialty work is handled by experts. The leather you work with and the sheepskin you will (much later) get for your final set of straps are both ready to work with. You will create a first set of straps with this that will give you practice as well as serve for a harness for groundriding drills.

Some of the first tasks you'll be set to will just get you accustomed to working with leather while teaching you the 'anatomy' of riding straps. You'll begin with oiling and treating old straps and scrap leather; salvageable portions of these materials, along with fresh, will go into the first set you make for your own dragon.

Eventually you'll actually begin constructing the first set of straps. The leather is brought in already cut into strips of appropriate widths (it takes a variety to make a full set). Brass buckles are also provided, as is the fine leather thong used for most of the stitching and the heavy-duty thread used where the thong is too coarse. You'll learn how straps are constructed, how to sew leather, and although you won't be troubled to line this set of straps with sheepskin, you'll all get a lesson on how that's done to prepare you for the next set you'll be making. You'll also learn to punch holes in the leather. You'll be making this first set of straps quite a bit too big so your lifemates can grow into them. Punching new holes to expand the fit of the straps will be, for some of you, a weekly exercise!

There are several known configurations of riding straps. A strapping young bronze flaming Thread in the forward part of a formation may need a different sort of straps than a slender, aging blue handling watchduty at the Weyr. D’ven will mainly teach a standard method, while the smaller groups handled by Issa will focus on the different types for the different dragon groups. Furthermore, your dragons aren't fully grown yet. For most of them, you'll be making a very simplistic set of straps: a neckpiece that encircles the dragon's neck near his or her forequarters; a shoulderpiece that goes around his or her chest just behind the forelegs; a piece that connects the two loops between the forelegs; and an arrangement of pieces up top along either side of the spine, to which rings for the rider's belt are attached.

Since humans are generally easier to fit than dragons, most of you will just be handed old riding belts out of the Weyr's stores. However, it is possible your riding belt may need a new hole or two punched to fit you perfectly. The riding belt consists of a belt (shocking, I know) and straps that wrap your thighs, so that in flight the rider can't easily slip free; it's basically a harness arrangement.

Barring unforeseen circumstances, you'll have this first set of straps done by the midpoint of the fourth RL month. That means you have about 3 IC months to work on them, so it isn't something you'll necessarily be doing daily. The extra time also allows for the natural failures of a first effort: a lot of you will probably foul up some straps and have to start over. However, because straps are the first obvious progress weyrling pairs make toward flying together as dragon and rider, many weyrlings (and their dragons) become understandably excited about it.

Theories of Threadfighting and Formations

The Wing
Each fighting wing is assigned to the first, second, or third flight. Each flight has specific characteristics (see Flights, below) and the wings which make up that flight are manned according to those characteristics. Having wings built around this pattern ensures that each wing will consist of riders who are accustomed to working together in their primary task situation: fighting Thread. Greens and blues are agile and quick, but lack stamina and can usually only remain in formation for half of a fall before a replacement is needed. Many browns can fight through an entire fall, and bronzes can fight through even the longest attacks of Thread while producing the largest and most intense flames.

During Interval, wings may stray from this scheme as Weyrleaders and wingleaders strive to make wing units to serve different group functions - whether physical, practical or political. However, most of Pern's Weyrs - including High Reaches - have reverted to a wing organization which is based on the needs of Threadfighting during the past few decades, in preparation for the current Pass.

Most of the drills that the weyrlings will see in practice will adhere to these standard wing formations that are used across the Weyrs. A few of the formations, however, stray slightly, showing a more fluid structure that is easily adaptable and an integration of the strengths of the larger and smaller dragons. These are not used as examples to teach the theory of Threadfighting wings (unless a group of the weyrlings manage to ask questions and get Issa on a tangent during the lesson), but they will be seen in exercises.

The Flight
When fighting Thread, wings will be deployed at three levels to maximize the varying strengths of different dragons. By attacking Thread at several levels in the air, the amount of the menace which can reach the ground and form hard-to-destroy burrows is minimized.

The uppermost level or first flight will be composed of mostly larger browns and bronzes; their job is to use sheer firepower to char most of the falling Thread from the sky, working inward from the leading edge of the 'fall.

The second level or middle flight is comprised of browns, bronzes, and the larger greens and blues. It finishes off partly-burned Thread missed on the first attack and sears deeper into the fall, charring more Thread as it continues to fall.

The third level or last flight, consisting of the most agile blues and greens, will generally be able to complete the scorching of any Thread escaping the wings above, breaking formation and darting after wayward clumps tossed by wind or fumes from other dragons' flames.

How many wings are assigned to each flight varies by Threadfall. In an average 'fall, one wing from each flight is adequate. If a 'fall is expected to be heavy, a fourth level consisting of the queen’s wing fights off remaining Thread with flamethrowers. In very heavy 'falls, extra wings from any of the third flights may be added to the formation.

While between-cleared senior weyrlings do not fly in a wing assigned to a flight like the other wings, their portion of the weyrling wing will generally be assigned to delivering firestone sacks to the fighting wings and to providing assistance in getting injured pairs safely to the ground. Junior weyrlings serve in ground crew.

More information about the three flights of the Weyr and the wings assigned to each flight can be found in 'news wings 5' on the game.

The Ground Crew
On the ground, weyrlings and riders whose dragons cannot fly in formation seek out fallen, surviving Thread and eliminate it on the ground or in its burrows with flame or agenothree. Weyrlings also generally are responsible for carrying firestone to the fighting wings for restocking midair or on the ground. Additionally, healers, medics and riders expert in dragonhealing will be on hand to tend wounds. When Threadfall occurs over an area belonging to a Hold or Crafthall, the local authorities are required to provide additional support for ground crew as well as supplies, food and drink for the riders protecting the area.
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