The setting of the game: Dunespike Weyr.

A non-canon Weyr in a desert. It works equally well to imagine it on the Southern Continent or as having taken the place of Igen. The territory of the Weyr is sandy desert, badland, scrubland, savannah, and some lusher Mediterranean areas near the coast. Imagine the US Southwest/northern Mexico, from the SoCal coast to the Great Plains, with an additional splash of Saharan duneland, and you’ve got it.

Dunespike’s actual Weyr is settled in a mesa complex. (Think Monument Valley.) The monoliths protect the Weyr somewhat from being buried under the dunes, and provide plenty of caves for dragons and fieldstone for building construction. The rider’s weyrs are scattered around the countryside, as far as a five minute flight away from the “bowl” -- more of a quadrangle between two buttes. One of those buttes has a large gash in the side, leading down to a series of natural caves that have been enlarged for human use. Miracle of miracles, there is a deep spring within the caves, providing the Weyr with plenty of water.

The Hatching Sands are underground. The cavern is small compared to other Weyrs’, without direct access to the sky, except for a thin crack across the top of the cavern that lets in light and, over the millenia, a thick layer of soft, fine sand. Hatchings at Dunespike tend to be more humble affairs than the great pomp of Benden or Fort, with barely more than two hundred human onlookers, a few dozen candidates, and a handful of dragons (the welcome committee -- a high honor that dragons compete for viciously).

Dunespike is very friendly with its holdfolk. It has to be, since it can’t produce any of its own food or meat. The small holds and farms in the region expect visits from Weyr sweepriders at least twice a week, as do the seminomadic ranchers in the scrublands, and many of the larger settlements have a permanent watchrider station. The people under Dunespike’s aegis may not like giving up a portion of their herds and harvests, but the dragons and riders of the Weyr make it worth their while -- assisting with manual labor, offering taxi, and acting as emergency services on top of protecting the land from Thread.

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NPCs

These NPCs may be manhandled freely if they have been introduced/are the focus of the prompt in question. They can also feature in RP or player-made prompts, but please keep in mind that not even their mother can understand an egg’s dreamy thoughts, while an egg can very easily understand outsiders.

Gold Gwillanth, rider Shayled

    The clutchmother. Gwillanth is a mid-sized, middle-aged gold; she and her bonded (Shayled) are second-most senior and are expected to inherit the Weyr when the Senior retires. They are considered respectable though unorthodox leaders. Both are consistent bridge-builders and believe in fostering diversity and encouraging riders and dragons to mingle with holdfolk. Gwillanth hates being alone. Shayled hates bribery.
Gold Issrodeth, rider Nillipa
    The senior goldpair. Getting up there in years but with some fire left in their bones, both are considered a bit catty and stern, though ultimately fair. Issrodeth hates needless gossip. Nillipa can’t stand klah, or any caffeine, she says it makes her sleepy.
Gold Igith, rider Amind
    The youngest goldpair. They... have some growing to do. Igith is not even a decade old, after all, and Amind has a few visible character flaws. Perhaps they weren’t ready for the responsibility of being born gold. Igith hates inactivity and waiting, and Amind hates performing (goldrider) femininity.
Bronze Valyth, rider Dei’r
    The current Weyrleader pair. They both keep their private lives away from public eye, and do a fair job at their current position. Valyth hates broken formations -- his spatial awareness is not so good, and he relies on rote. Dei’r is terrified of being seen as insufficient.
Bronze Yuakajth, rider H’del
    The clutchsire. Excessively proud, perhaps, but he is only a handful of turns old and still immature. Yuakajth hates not looking his best. H’del hates being late or unprepared.
Brown Ertineth, rider Hy’n
    Wingriders. Everyone thinks Ertineth is a bit intense, but they are fine wingriders. Ertineth hates being boxed in. Hy’n agrees, but breaks the rules anyway.
Blue Pertemarth, rider Mi’dar
    Gwillanth’s long-time mate. Despite how close Pertemarth and Gwillanth are, Mi’dar and Shayled have only ever been passing friends, and the bluerider doesn’t get any special treatment. Pertemarth hates being interrupted. Mi’dar doesn’t hate much, he’s very easygoing. He’s irrationally terrified of tunnelsnakes, though.
Blue Ansith, rider Y’sso
    Wingriders. Ansith hates being talked about behind his back. Y’sso hates being patronized to.
Green Utaibath, rider N’hi
    Wingriders. Utaibath hates not measuring up to expectations. N’hi hates slackers.
Green Haraenowath, rider Chi’fel
    Wingriders. Chi’fel had significant inheritance before his impression. Haraenowath hates irrational suffering, and Chi’fel hates his family.
Green Bisk, handler Obikel
    Herders. Tend to the Weyr’s constantly rotating herds during part of the year. Bisk hates lies of omission. Obikel cannot tolerate foolhardiness.
Harper Jemeer
    One of the Weyr’s harpers, and an actual harper, with a harp. Jemeer hates willful ignorance.
Candidate Rhuman
    Considered to be one to watch. Rhuman hates ambiguous advice.
NPC Egg: 002 (Cracks)
    Nervous with social things.
NPC Egg: 008 (Sun's Honor)
    Bombastic; hates interruptions.
NPC Egg: 029 (Eggnog)
    Loose and dreamy.