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DragonWings of Pern SeaCraft Information DragonWings of Pern
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PernWide Information:

Ship Classes of Pern - Coming Soon
Seacraft Specialties - Coming Soon

Zakat Territory SeaCraft Hall:

Hallmaster: Ridul
Hallsecond: Verix (fnpc)

Location: ZAW: Zakat Island Hold, Zakat Island
Residents: Zakat Island Hold Area Roaster



Hall Layout Description:


The Sea Craft Hall is moderately sized and covers a strip of land east of Zakat Island Hold. The docking area occupies the largest portion of the Hall, having capacity to dock about 30 vessels. The docking area is shielded from storms by a natural extension of land as well as a breakwater built by the Smith Hall.

A short walk will take you to the Dining Hall, which is equipped with its own kitchen. Approximately 75 people can be seated at one time in the Dining Hall, and if necessary, 60 people can sleep in the building. The Kitchens is relatively small, being able to produce enough food for 30 people at one time. If advanced preparation is allowed, maximum capacity can be served in less than half a candlemark.

The barracks and quarters are the southernmost buildings in the Hall, located less than one-fifth of a candlemark from the Dining Hall. Two barracks can accommodate twenty-five apprentices each, with the males and females separated. Barracks conditions are moderate, with three baths per barracks and bunk-style bedding. Each bed is made of straw, has a pillow, a sheet and a light blanket. Also included are rugs at the doors, five tables with five chairs each, emergency cold weather blankets, five closets, and small desks for each apprentice.

At the north door of each of the barracks is a quarter-house for the journeypersons supervising the barracks. Each Quarter-house is built for two people, with one bath, one table with two chairs, two large desks with two chairs each for handling any complaints, first-aid kits in case of emergencies and comfortable bedding. Each bed is made of straw, has two pillows, two sheets and a light blanket. Each journeyperson is also equipped with a glow-lamp. The back closet, which is locked, contains two flame-throwers in case of early Threadfall.

Other journeypeople share similar conditions, except for the absence of flame-throwers.

Masters quarters are single-occupancy, and are well-equipped. Large beds are provided, with three pillows, two sheets, and two light blankets. Closet space is provided for hanging clothes or other objects. A bathing room with sweetsand is standard provisioning, although other things may be added upon request. An antechamber is provided with a large desk and three chairs to handle any business the master might have.

Northwest of the barracks are the workrooms, most of which deal with shipbuilding. The largest is the dry-dock, used to repair already built ships. Next to that is the actual shipyard, where most of the construction takes place. Ships up to two-and-a-half dragonlengths can be built at the shipyard, and those of equal size can be serviced at the dry-dock.


Schedules and Assignments:


PEOPLE:

Masters (1) Hallmaster: Hallmaster Duties, Teach Journeyperson Classes
Journeypeople(12) Hallsecond: Hallsecond Duties, Teach Classes
Master of Apprentices: Organize & Teach Classes
Classes and Ship Duties
Apprentices (30) Classes and Ship Duties
Other Valeska (App.): Candidate at ZAW (The Hall wishes you the best of luck!)


DUTY DETAILS:

A: Greenery/Flamethrower Cleaning
B: Records Upkeep
C: Hall Cleaning

CLASSES:

All apprentices are required to attend all their assigned classes, except if they are infirm or away from the Hall. There are seven classes available:

1.) Shipbuilding
2.) Basic Seamanship
3.) Navigation at Sea
4.) Knots
5.) Ocean Studies
6.) Swimming
7.) Cargo Handling

All journeypeople are required to attend all classes, unless infirm or not at the Hall. There are four classes:

1.) Advanced Seamanship
2.)Leadership
3.)Healing at Sea
4.) Advanced Shipbuilding

Classes that deal with studies at sea are primarily taught at sea, on the ships to which the Sea Crafters are assigned. However, the theory behind these subjects is taught at the Hall. Not all classes have the same weight and their assignment may depend on the student's specialty (ex. one specializing in shipbuilding would be assigned to the shipbuilding class and not the cargo handling one). All students are assigned to the basic version of each class to become familiar with the subject.

SHIPS:

Fishing (7) Fishing duties around Zakat Island, depart by 07.5, return when filled
Cargo (9) Depart on Trade missions, return when completed
Transport (4) Normal transport duties. Two depart for the North for transport of people to and from the South.
Multipurpose (3) Pirate Patrol; Convoy Escorts

DAILY SCHEDULE:

Notes: All times are given in 25 candlemark format to distinguish between morning and evening. A ".5" indicates half a candlemark.

05.0: Reveille
05.5: Calisthenics
06.0: Breakfast
06.5: Dismissal from Breakfast, Duty Detail C stays to clean
07.0: All Crafters to classes
11.5: All classes dismissed; free time
12.0: Lunch, all Duty Details return
12.5: Dismissal from Lunch, Duty Detail C stays to clean
13.0: All crafters to classes
16.0: All crafters to Duty Details
18.0: Dinner, all Duty Details return
19.0: Dismissal from Dinner, Duty Detail C stays to clean; free time
22.0: Bedtime
22.5: All lights out


Practice Threadfall Schedule:

In order to assure that all Hall Residents are properly trained, the Hall will hold practice Threadfall. This will not be announced, except on the day on which it occurs. The Hallmaster has absolute jurisdiction on practice Threadfall dates.

Actual Threafall Schedule for M2:

D08 - Thetis Hold, at dawn
D15 - Starfall Hold, in the evening
D22 - Zakat Island Hold, at dawn!!!



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