Difference between revisions of "Dolphin Craft"

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[[Category: Crafts]][[Category:Animals]][[Category:Dolphincraft]][[Category:Dolphin Hall]]
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[[Category: Crafts]][[Category:Animals]][[Category:Dolphin Hall]]

Revision as of 14:57, 15 May 2025

Dolphineers

  • Dolphineers should, of course, be able to swim, but the most important quality in a dolphineer is stamina. Those who work with dolphins will spend candlemarks in sun and salt water, straining muscles and toughening skin. Lung capacity should be sufficient to dive to moderate depths with dolphin aid.
  • Not all dolphineers have a set partner, but may swim with the pod in general. Those who do have partners are chosen by the dolphins at some time after reaching journey rank. Although the bond has some similarities to that of dragon-human, dolphineers must communicate by physical means, and one member of a partnership can exist after the death of a partner without emotional damage.
  • Apprentices learn the basics of dolphin life, including healing and anatomy of dolphins, hand signals, and swimming styles. They also become competent in swimming rescue of other humans.
  • Journeyfolk travel in the same way as those of other crafts. This rank is expected to pay visits to outlying pods to render medical treatment and to accompany ships on extended voyages. They also assist in teaching apprentices, both in classrooms and while swimming.
  • Masters engage in the teaching of lower ranks. They also confer with dolphin counterparts to make decisions regarding dolphin-human relations.
  • Advancement through the ranks is much like that of other Crafts, with one noticeable exception: senior members of the dolphin pod are involved in any decisions regarding promotions.

Duties

Description of typical duties follow, but others may be added as needed. Dolphineers are expected to use their time on duty with the dolphins to learn from them and obtain advanced individual instruction.

  • Fleet Duty: Accompany fishing fleet or transport vessels. Dolphineers will communicate with the dolphins on behalf of the seacrafters, administer dolphin medical attention as needed, and gather information as to currents, weather, and seismic activity. Fleet duty requires absence from the Hall for a span of 6 consecutive days or longer.
  • Away Pod Duty: Visit outlying pods for information gathering and dolphin medical care. Dolphineers will spend time at several established Dolphin Havens, traveling to them either by small craft or by swimming, dependent on water temperatures and distance. Away Pod duty spans six consecutive days.
  • Healer Hall: -- Due to the dolphins ability to assist in diagnosis of ailments, a dolphineer is assigned to the Healer Hall throughout each day except restdays. Because the distance to travel is so long, the assignment length is currently one month, and is normally given to an unpartnered dolphineer who will travel there by dragon and work with the local pod.
  • Shore Patrol: Swim the coastline to check for debris, changes of current or tides, or other anomalies. Sunrise to sunset of each day is divided into three-candlemark shifts for this duty, with the same shift being assigned for a six-day period. Dolphineers are expected to report in to relief person and the Hallsecond upon return from patrol.
  • Float Guard: Be available for dolphin report summons or first aid, assist Healers with emergency dolphin diagnosis. Dolphineers on Float Guard duty are expected to be either dockside, in the water, or in wharfside quarters during shift and to document all calls and summons. Days are divided into three-candlemark shifts, round the clock. Shifts are assigned for a six-day period, with chore groups taking turns at on-call for rest days.
  • Diagnosis: Assist Healers in regular diagnosis day each sevenday. Other diagnoses will be done as needed, but scheduled appointments will be made for the third day each sevenday, unless preempted by Threadfall.
  • Dormitory supervisor: Supervise the apprentices during their mandatory study period, and ensure the apprentices do not break curfew. Supervisors are also responsible for inspecting dormitories in the mornings, checking for mess and over-sleeping apprentices.

Daily Schedule

  • 7-8 Morning meal
  • 8-12 Morning classes - usually held in Hall classrooms
  • 12-13 Noon meal
  • 13-15 Afternoon classes or chores
  • 15-17 Afternoon classes or chores
  • 17-18 Free time
  • 18-19 Evening meal
  • 19-20 Mandatory study period (all apprentices)
  • 20-22 Free time
  • 22 Apprentice light's out
  • Although times are listed for meals, the kitchens are open throughout the day, with food available for those who miss meals because of duties.
  • Classes are mandatory for apprentices, except in the most extreme emergencies. Journeyfolk will aid in class instruction and attend other classes at their own discretion or Master direction. Evening seminars will occasionally be scheduled for journeyfolk and masters, but apprentices are welcome to attend in a non-participatory role. Apprentices are urged to use their free time to keep up on studies and to ensure that equipment is in good repair.
  • Chores are required of all Hall residents unless on Duty.
  • All Hall crafters will participate in ground crews for Threadfall.

Specialties

Apprentice dolphineers attend a variety of classes, learning all aspects of dolphin history, care, and duties. When dolphineers reach journeyrank, a specialty may be chosen from one of the areas indicated below.

Basic Information

  • Dolphin History
  • The Dolphin-Human Contract
  • Equipment Care and Repair
  • Dolphin Communication

Medical

  • Dolphin Anatomy
  • Basic First Aid -- Dolphin
  • Basic First Aid -- Human
  • Advanced Dolphin Care
  • Dolphin Diagnosis of Humans

Cartography, Geology, and Meteorology

  • Measurement and Symbols
  • Tides and Currents
  • Mapping Techniques
  • Advanced Cartography
  • Seismic Activity and Seabed Changes
  • Weather Patterns and Predictions

Rescue and Salvage

  • Basic Water Rescues
  • Salvage Techniques
  • Search Patterns and Procedures

Equipment

  • One of the first things each dolphineer learns is how to use and maintain his diving equipment. New equipment is continually being tested as the Smithcraft and Dolphin Halls work together to develop it. Dolphineers use a variety of equipment ranging from goggles, fins, and snorkel type reeds to a low-pressure air tank made of the same type of tanks used for HNO3 during Threadfall.
  • Dolphineers seldom swim far from the Hall without fins. These fins, constructed of heavy fiber, give more thrusting power to human legs while swimming, but need to have bindings replaced frequently. They are made from strong, flat reeds that are woven together and then sewn along the edges to keep them from unraveling. There is a strap along the back of the fins that holds them in place.
  • Present-day dolphineers also use snorkels, shallow-water breathers made from reeds. Goggles, similar to those worn by dragonriders, aid in underwater vision, and keep the eyes from being irritated by salt.
  • Dolphineers often wear special suits that fit closely to their bodies, especially when diving in deeper water or colder climates. The suits are closely woven and treated with plant saps to aid in waterproofing.
  • Recently, the Smiths have also developed a "diving dome" for use in salvage operations. The metal structure resembles a bell in shape, but is large enough to cover one to three humans. The dome traps air, allowing the dolphineers to duck inside and replenish their air supply before continuing a dive.
  • When extended diving time is necessary, a rather unwieldy diving suit can be worn. It attaches to a helmet with a tube running to a low-pressure air tank that is worn strapped to the dolphineer's back. This tank is in turn attached to the surface through another tube through which air is pumped. With this air tank, it is also possible for the diver to actually disconnect himself from the surface for short periods of time. During these deeper dives, it is necessary for the diver to wear a weight belt. The belt is made out of regular fabric sewn around several heavy rocks, and helps the diver to control his descent. The diving suit is large and not very maneuverable, so it is preferable that a dolphineer use other techniques, such as controlled breathing, to aid in necessary work underwater.
  • Research continues into new materials and designs for equipment that will allow deeper dives by humans. One problem encountered in this search is lack of satisfactory ways to deal with the water pressure at greater depths. Another difficulty is rapid deterioration of materials exposed to the highly saline sea water, which requires dolphineers to spend long candlemarks cleaning and repairing equipment following each shift in the water.

Dolphins

  • Dolphins -- as they are quick to tell us -- are not fish, but mammals. The female gives birth to one live baby at a time, called a calf, and nurses the young one for up to four turns. Although they must remain in salt water to live, they have skin, not scales. They do not have gills, but breathe surface air through a blowhole on top of the head, and hold that air while diving to great depths.
  • Dolphins travel in groups called pods, each led by a mature female. Pods frequently interact with each other, sharing information of fishing, currents, and dolphin family news. They also maintain an extensive oral history.
  • Members of the pods can communicate with each other over great distances by use of sound waves. Receptors located in the melon -- the fatty, round part of the head -- interpret these sound waves, which also aid in navigation and location of food supplies and other underwater objects or obstacles.
  • Communication with humans is carried out through use of vocalizations and handsignals, so dolphins and humans must be in close proximity to carry on conversation. Although dolphin vocabulary and sentence structure is simple and dolphins often do not understand land-based concepts, they possess intelligence equal to or greater than that of humans.

Local Pods

Dolphin Hall Pod

  • The pod near the Dolphin Hall at Dolphin Cove consists of a large pod that averages between 20-25 dolphins at any given time. Dolphins who are not partnered with dolphineers still assist in Dolphin Hall activities and come into the Dolphin Hall for treatment and care. After an apprentice is promoted to Journeyman, they may seek a dolphin partner if one of the pod is willing.

Dolphin/Human History

  • Much of what we know about dolphins and their relationship with humans has been told to us by the dolphins. Although sea captains always looked on "shipfish" as good luck, and occasionally those rescued from the sea told the creatures "talking" to them, dolphins were usually ignored, until slightly before the end of the Ninth Pass. At that time, the AIVAS was re-discovered, and dolphin-human contact was re-established.
  • Both AIVAS and the dolphins told of a long history of human-dolphin relationships. The two species had occupied Pern for the same amount of time, with dolphins included as colonists from Terra. They traveled here together and worked in partnership to establish new homes on Pern.
  • However, circumstances combined to distance the two species. As humans moved North to shelter from Threadfall, contact with dolphins was less likely during the winter, due to the inaccessibility of northern harbors and dolphin preference for warmer waters. In addition, epidemics decimated human populations, resulting in knowledge of the dolphineer craft dying with those who practiced it.
  • Over the turns, dolphins flourished, maintaining a rich oral history of their own species and that of man. The dolphins continued in their traditional responsibilities to man, though the human side of the bargain was not kept.
  • As the relationship of dolphins and humans was rediscovered, the dolphins eagerly undertook to instruct humans in their traditional responsibilities. With the help of AIVAS, the utilization of hand signals and bells was re-established, as well as more coherent vocal communication, and the Dolphin-Human Contract once again became an important part of life on Pern.

Dolphineer Timewarp

The Apprentice Dolphineer Timewarp works like the Weyrling Timewarp. You will create an apprentice for an "Apprentice Class" (just like you would for a Candidate class). Then your apprentice will follow the timeline below. Afterw these 6 pern months, your apprentice will advance to the rank of a Journeyman/woman and have the opportunity to partner to a Dolphin!

I want to join the Apprentice Timewarp program, what do I do?

The Hallmaster will send out an "Apprentice Call" (reminiscent of a Candidate Call) twice a year so that people have the opportunity to participate in the Apprentice Timewarp as a cohort.

Schedule

Pern Months 1-2

Members create an Apprentice (like you would a Candidate at the Weyr), and begin participating in Apprentice-level classes

  • Classes: swim basics, dolphin anatomy basics, basic map reading, basic meteorology, basics of tides and currents
  • Chores: Chores and duties assigned by the Master of Apprentices

Pern Month 3-4

Apprentices are promoted to senior apprentices and begin taking higher-level classes

  • Classes: Different swim techniques and basic human first aid, basic dolphin first aid, hand signals, basics of search and rescue techniques
  • Chores: Chores and duties assigned by the Master of Apprentices

Pern Month 5

Sr Apprentices take the exam and must receive the recommendation of the Master of Apprentices to walk-the-tables to Journeyman status

  • Classes: Advanced swim/rescue swimming, Mapping techniques, seismic activity, salvage techniques, begin working more closely with the dolphin pod located at the Hall - this is when Journeymen begin making the potential connection with a dolphin that might want to partner later.
  • Chores: Duties now assigned by the Hallmaster/Hallsecond

Pern Month 6

Partnering Ceremony where dolphins wishing to partner with a human meet with qualified Journeymen (this would be similar-ish to a Hatching/Impression)

  • Classes: Journeymen are assigned classes to teach, journeymen choose their specialty
  • Chores: Partnered dolphineers are now assigned ship voyages, visits to seaholds, etc

Age Requirements

To be considered for the Apprentice Timewarp, your persona needs to be a minimum of 18 Turns old, since 18 is the youngest a journeyman/woman can be.