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Last updated 20th July 2006 by Eimi

Dream's End Weyr

HISTORY

Shortly after the end of the Ninth Pass, prospectors discovered several deposits of sapphires in the foothills of the Eastern Barrier Range. With readily available river transport, broad alluvial plains, and a temperate climate, it was deemed a suitable location for a new settlement. Sapphire Meadows Hold sprang into being quickly, as both a transportation and an agricultural center, and became a viable alternative to over-crowded Northern Holds.

A few candlemarks' runner ride from the mine was found a series of caves. With dragonriders facing a Threadfree future, mining was seen as an alternative occupation. A group claimed the caves, forming Dream's End Weyrhold. From there, the dragons were able to help with excavation, hauling, and a variety of other tasks, utilizing their strength and maneuverability when other forms of technology were found to be less practical.

The mine and the Weyrhold prospered for almost 1100 turns, maintaining a steady population of both dragons and humans. However, the first of the series of plagues hit the area hard. The number of deaths at both locations caused a severe cutback in mine production. This decline of output was compounded when future plagues decreased the demand for sapphires. Finally, in Interval turn 1123, the remaining dragonriders decided to abandon the Weyrhold and move to Thayan Peak. Dream's End was never completely desolate, as a skeleton crew of dragonriders lived there to aid the mining operations. Few stayed for more than a turn or two, with the solitude having ill effects on most.

When the queens at the still-open Weyrs began to lay larger clutches, those living at Dream's End read the signs and started clean-up and preparation. In month three of turn 1196, dragonriders returned to a Weyr ready to receive them.


LOCATION

Dream's End Weyrhold was founded as post-Thread living quarters for dragonrider-crafters at mines in the Sapphire Meadows area. The Weyrhold was carved into the northern face of the Eastern Barrier Range, combining a series of natural caverns with the revived stonecutter technology.


BUILDING INFORMATION

The caves housing Dream's End Weyr permeated a well-worn outcropping of stone, marked with a terrace-like ascent. Enhancement of these gradations created a series of broad ledges on multiple levels, with steps connecting them. Recognizing that the occupants of the weyrs would spend most of their work time in close quarters, whether through sub-surface mining or quarrying, the masons of Dream's End sought to create spacious dwellings, utilizing the northern light and including skylights whenever possible.

With the return of Thread more riders are resident than the one hundred and fifty originally planned. Larger weyrs have been partitioned into two or three smaller dwellings, with inner walls of quarried stone. The dragons and riders inhabiting these smaller quarters share the ledges, but still fare better than many Weyrs, with a small common bathing room for each cluster of weyrs. Additional terraces remain, offering space for private dragon-sunning and sleeping. Steps still connect the dwellings, with occasional access to tunnels leading to ground level dining cavern, infirmary, and stores of supplies, though only the hardiest individuals attempt the climb to the higher weyrs.

The dining cavern occupies a large natural cave at the bottom of the mountain face. The masons decided that very little carving or shaping was needed, but simply tunnels above and beneath to inhibit water seepage and to allow wiring for lights. A series of stalactites, stalagmites and columns separated areas at the edges of the room, allowing for semi-private dining and games of chance, though weyrfolk are just as likely to utilize the tables set outdoors whenever the mild climate permits. This outdoor area is often the site for impromptu entertainment and dancing, though the main dining room is adequate to hold all of the Weyr residents if a larger meeting should be needed.

To the west of the dining cavern are a few ground-level weyrs, designed for flights and other temporary habitation, such as injuries. These quarters are fairly small, but with basic bathing facilities. Continuing in that direction are the infirmaries, weyrs for goldriders and the Weyrleader, and the hatching grounds and weyrling barracks. To the east of the dining cavern are a few more weyrs, then laundry, candidate barracks, smithy, stables, and beast pens.

The infirmaries include both human and dragon. The human infirmary is closest to the dining area, with rows of cots in two larger caverns, and several smaller alcoves to house more seriously injured patients. The dragon infirmary contains an immense cave, reserved for extremely serious injuries, that can hold three metallic or several chromatic dragons. This area has a tall arched opening to the outside, where injuries are usually diagnosed and first treatment given. Supply rooms join the two infirmaries.

The weyrling barracks are actually a series of caverns with niches near the walls for rider beds and possessions, allowing comparatively more privacy than in the usual weyrling dwellings. Wide openings join these barracks with the hatching grounds, allowing quick access for sleepy hatchlings.

The candidate dormitory is a free-standing building out towards the smithy, stables, and beast pens. It is smaller than many candidate barracks, housing only about fifty candidates comfortably. In times where there are more than fifty candidates in residence, bunks are moved in, and often the barracks can be a jumble of both cots and bunk beds, depending on whether or not the bunks were needed in other parts of the Weyr. Plans have always been to add on to the dormitory - or to convert it completely to bunks - but have never quite been finalized due to the beginning of the Pass.

Non-rider residents find themselves often grouped together as much as riders. Most crafters share quarters divided similarly to the riders, but usually without private bathing rooms unless they are of high enough rank to merit one of the few private bathing rooms from the original staff areas. Those crafters and non-riders in the expansion areas of the Weyr, those younger or of lesser rank with no families, are generally in cramped quarters with not even a small shared bathing room for the three to four roommates. Apprentices are usually put in dormitory style rooms, often with up to six apprentices in a room, as are young non-riders who work in the kitchens, laundry, or other lower caverns work, who are not candidates.

The hatching grounds dwarf the infirmary. A separate mountain, riddled nearly hollow by turns of run-off, the sands were hauled in from the seacoast by river barge. Terraced stone surrounds the floor, allowing a Hatching audience of both Weyr residents and guests. The sands are heated by hydro-powered generators, via pipes of hot water set beneath them. This same power source also provides lighting for the larger common areas of the Weyr and the Weyrleaders' and goldriders' quarters, though most residents still use the readily-available glows, and hot water for bathing pools and to add occasionally needed heat throughout the Weyr.


TECHNOLOGY LEVEL

The source of the Weyr's hydroelectric power is the series of waterfalls to the west of the Hatching Grounds. Draining snowmelt from the surrounding mountains and condensation from fog near the peaks runs off in drops from five to sixty feet. Some of these have been captured for power, while others have been allowed to accumulate at the bottom. Built-up stone and dirt abutments on the eastern edge of the Weyr caused the lower ground in front of the mountainside structure to fill with water, creating a man-made lake, large enough to serve bathing dragons year-round, while remaining fresh. Water is let out through controlled sluices, creating a source for another generator on the eastern side of the Weyr.

Of course, the combination of watercourses, lake, and mountains have left the Weyr inaccessible except by air, or by a narrow bridge over the sluices. Though wide enough to drive a herd of beasts, the bridge is sufficient to ensure a degree of privacy for the weyrfolk.


FEMALE POLICY

The Weyr will not force a woman to leave if they do not choose to do so and accepts women as crafters. Most often women from halls that do not allow women crafters choose to come to the Weyr to train.


POPULATION AND PLAGUE EFFECTS

Dream's End was closed as a working Weyrhold in Interval Turn 1126 due to plagues earlier than the major Plague that resulted in the Female Craft Ban. Since it was reopened as a full-fledged Weyr in Interval Turn 1196 to prepare for the coming Pass, population has boomed, with current dragonrider population just under 200 in the Fighting Wings. The Lower Caverns have grown faster than the rider population, with nearly triple the support staff compared to dragonriders. Transfers and recruiting at more crowded Weyrs is increasing the number of riders, as well as the continued large clutches of the three resident queens.


ECONOMY

The Weyr receives the majority of its supplies from the Holds under its protection, although a good sized herd is kept for human use as well as the usual herd for the dragons. The weyrcrafters are often contracted out to nearby holdings when the holders cannot afford higher rates of a formal Hall-trained crafter to journey in.


TRANSPORTATION INFORMATION

While dragons can always opt for flying out or /betweening/, the Weyr maintains a good-sized stable for non-rider residents. A combination of mountain and waterways has reduced access to the Weyr by land to a narrow bridge over the sluices, just large enough to drive a herd of cattle across.

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