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The Dragonriders of Pern® is a trademark, Registered U.S. Patent & Trademark Office, and is used with the permission of its owner, Anne McCaffrey.

October 14th, 2001: New address, new home! dusk.wolfpaw.net 5566

To join the DDusk email groups list: http://groups.yahoo.com/group/DDusk is the place to go. Once there, hit the link near the top called 'join', and you're more or less set. (You might have to get a yahoo account, but it's really not that painful.)

Story

Why Another Pern Game? This is really a very good question. Dragons' Dusk was not created as a spinoff of any other Pern game. It was created [in 1996] because a bunch of people, all or most of whom were happily engaged in at least one other Pern game, came because--well...there isn't really a reason, see. We had this nice MOO here, right? And so we figgered 'Why not have a Pern moo here?' Can't have too many Pern MOOs. We're not out to accomplish or prove anything. If you want to play here, great! If you don't, that's okay too, real lives are envied things.. In all honesty, though, what we're after here is a laid back, free-flowing environment without a great deal of stress. We tried to vary the theme a little, giving characters more freedom in their actions; we try to keep the 'rules' down to a minimum, and they're generally summed up in News Etiquette. If you're like us, and don't like reading lengthy news files, here's news etiquette summed up: Do Anything You Like As Long As It Fits In The Pern Theme And Isn't Likely To Offend A Great Many People. If it is likely to offend people, do it in private and keep the log to yourself. Please :>

Seriously, though, we're all here to have fun. We'd like to hope anyone that feels left out can just page someone and RP whenever or wherever they'd like. Please, if you've anything to ask, please just drop a note to *staff-list or get a hold of a staffperson. We only bite when asked, and then very properly. ;)

Scenery

Dragons' Dusk is based on Anne McCaffrey's Dragonriders Of Pern chronicles. It is a semi-feudal society that revolves around Pern's unique feature -- Dragons. Players unfamiliar with Pern may want to seek entertainment elsewhere, as it may be difficult to fully understand the theme without having read the books.

Dragons' Dusk is set one hundred turns after the end of thread and the deactivation of AIVAS. New technology has flooded Pern. Some weyrs have dissolved, leaving riders to move into what have become weyrholds, and others to branch off on their own. Pern has become capitalist almost overnight, though everything is still in the process of adapting to what the colonists originally intended for Pern. Crafts take advantage of new, computerized technology that has been made available, and scholars study pages of history painstakingly.

The Pern 100 turns post-AIVAS is very different from the Pern that still feared threadfall. Some weyrs still exist primarily for economic reasons; dragonriders earn their pay through such activities as ferrying people, transporting cargo, search and rescue, and tours. Activities vary among weyrs, as does policy regarding how 'tight' the weyr really is; See the news on the individual weyrs and holds regarding how each deals with the relaxing of the beholden boundries, and the dissolution of the traditional wing in favor of the capitalist wing.

Technology is advancing in leaps and bounds, though the Pernese are only beginning to get involved with oil and the combustion engine--since they're still putting up with the dragons, there isn't much of a hurry to develop an engine that'll cost them \\$1.50 for a gallon of gas. Electric lights are common in most public places, though they're still moderately expensive for anyone that doesn't live somewhere that's already been wired electrically. Check out the news on the halls, weyrs, and holds for technology that pertains specifically to them.

There are three regional areas on Dragons' Dusk: Ista Isle, Igen Weyrhold, and the newly-reopening Telgar Weyr. Ista holds the central crafthall that was linked together after Thread was eliminated; it boasts the PC harper and weaver crafts, not to mention its tropical paradise. Igen, on the other hand, is more desolate and harsh, but is a combined weyr and hold -- a weyrhold -- that is at once traditional and modern. Telgar Weyrhold (cold mountains in the winter, more temperate during the warmer months) only recently combined to that status following a disturbing season of home-wrecking mudslides. They're still getting used to the idea.

Characters

Characters, characters, characters. They tend to distinctly divide by location: Crafters, Igenites, Telgarians, and Nomads. The latter refuse to acknowledge any link with Igen, even though they live in the desert with them and some are even dragonriders hatched at Igen. To each their own, however. Nomads occasionally find employment as guides into the desert, especially since interest has peaked out there with the discovery of oil. That black gold is making the whole area a point of interest. The Istan crafters deal with it, though, shipping harpers and weavers off to spy and study when they're not at the home hall. And those at Telgar cope with their very different weather and get used to the idea of being a weyrhold. The people of Dragons' Dusk are bound to be interesting -- read odd, crazy, or simply insane -- wherever you go.

Generally, we're pretty loose and easy about what characters can do. We have the PC areas, and while masters of NPC crafts shouldn't pop up, we do allow and encourage people to expand their horizons and take on roles that might not be available elsewhere. *Staff's a good place to check out if everything's hunky-dory, but like I said, we're pretty easy. :)

Code

Code. It's a necessary evil. It's what makes a MOO fun and easy to play, but that's exactly what it should be. It belongs in the background as a facilitator, not as an active participant in life. In other words, we don't believe in it, unless it's a neat and nifty command that we just can't do without, and we have wizzen who kindly take care of such matters for us. But the less code, the better -- roleplay is what we like, and the more, the better! :D

Logs

Logs. We're a pack of log fiends. We log everything. There are plenty to choose from and more will be coming, so check out this link of logs! Flights, hatchings, random roleplay, you name and it is or will be there. If you have logs that you would like added, please email Keely with it and ask for it to be included.
There is also a Dragons' Dusk email list that people can subscribe to and send logs. http://groups.yahoo.com/group/DDusk is the place to go. Once there, hit the link near the top called 'join', and you're more or less set. (You might have to get a yahoo account, unfortunately, but it's not too painful.)

Dragons

Dragonriders have had to find new ways of life as traditions have been cast aside with Thread's abolition. They serve as couriers, help with excavating, and basically take on any jobs that dragons can do. There are two weyrholds on the game. Click here to see our current and past dragonriders.

Current News! We've just moved to a new home at dusk.wolfpaw.net 5566. We'll have lots of things starting soon: a murder-mystery TP, firelizard goodies, and Telgar will be gearing up for Search!

Disclaimers

The world of Pern is copyright © Anne McCaffrey, 1967; The Dragonriders of Pern® is a registered trademark of Anne McCaffrey, etc., and Dragons' Dusk MOO runs by her permission. The kind providers of this web space have had nothing to do with it, and probably haven't even seen it because they're far too busy playing video games, and certainly shouldn't be held responsible for anything on it or its subpages or other links.

This webpage is currently under massive construction. Most of the information presented here already exists on the game itself in various news files listed under 'news index'. Please feel free to stop on by the game! Anyone will likely be willing and wanting to help you get settled, but there are staff you can specifically pester -- just look for the % sign by their names or check out 'news staff'.

Keely bears no responsibility for the insanity of people on the game; she'll only vouch for her own.

Last updated on 15 October, 2001.


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