How Do I Command This Foal Thing?

While your character will have their hands full learning how to cope with their brand new baby dragon, the Weyrling staff hopes that OOCly, learning how to use your new Dragon Object isn't nearly as difficult, and is an entertaining process that helps you feel a little bit closer to being a new Reachian Rider!

There are plenty of helpfiles and manuals within the game to help explain how to do pretty much everything listed on this page, but since they can be a bit difficult to find sometimes, and annoying to read if you're trying to do something else in-game. Thus, for convenience, it's all been compiled into this hopefully easy-to-read format on the site. If there's anything that you would like added or clarified from this material, please contact someone in-game; preferably the Weyrlingmaster (IC or OOC), or an AWLM.

If the weird coloration is confusing you:
Color Codes:

  • Green: Base commands; text inside <brackets> is replaced with required item.
  • Pink: Example commands of the base commands listed, and other useful commands.
  • Yellow: Important text explaining the commands.

First Commands to Worry About

The first week, there's only two things you should really do (other than RP!): set up your dragon as a puppet, and set it's @messages.

Puppeting Your Dragon

To set up your dragon as a puppet, you need to type:

@addfl <code>=<#dbref>

So, for example, for Veriameth, I'd type: @addfl ver=#7407

To see what your dragon's #dbref is, just type @audit, and find the number listed next to your dragon's name.

To control your puppet, the following prefix is used:

cd<code> <action>

For example, cdver :makes a pose! would result in:

Veriameth makes a pose!

This works for all sorts of commands; posing, looking, and moving between different rooms.

In order to turn your Dragon Puppet On and Off:

@puppet-on/off <code>

So, to turn the spam off that I'm receiving from my dragon, I'd just type: @puppet-off ver

Setting Their Messages

The "messages" on a dragon are just customizable things you can set to make your dragon's personality a little more apparently. The types of things you can set are what's seen when they go between, when they go between rooms, when someone mounts them, their straps description, and more.

The easiest way to see all the messages you can set on your dragon is to type, if you're in the same room, is: @mess <Name>, or @mess <#dbref> if you aren't. It will give a list of all the various messages you can change. However, since a few of them are rather confusion as to what they actually change, I'm going to go ahead and describe what each one does, by using Veriameth's customized messages as an example.

In order to set a message:

@<message name> <Dragon> is <what you set it to>

So, if I wanted to change what it says when my dragon changes room, I would type: @motile Veriameth is proudly struts
This would make it so, when she travels to another room, it would say something like: Veriameth proudly struts to the Central Bowl.

( You may notice not all the messages are here; I removed the ones that there is really absolutely no reason to set, so you don't have to mess with them at all. They aren't important and are rarely used. The rest are ones that need some describing, and are a really good idea to set if you have time/creativity.)

@motile: gracefully trods

  • Sets a custom movement message between ground rooms only. As it is a sentence fragment, use no periods or anything else outside of describing the verb.

@water_motile: swims

  • Sets a custom movement message between sea rooms only. As it is a sentence fragment, use no periods or anything else outside of describing the verb.

@fly_motile: gracefully wafts her wings

  • Sets a custom movement message between sky rooms only. As it is a sentence fragment, use no periods or anything else outside of describing the verb.

@short_worn: Not set.

  • You do not need to set this; the "straps" message will take care of anything the dragon should be wearing. This is also only displayed by using a certain verb to look at things, I believe, so it's very unimportant to set.

@atop: From Veriameth's minty-green neck,

  • This is definitely one you should set. Any pose that you make while mounted on your dragon will be automatically prefixed with this messaging, allowing all to know you are mounted. It should always end with a comma, contain your dragon's name, and be relatively short so it doesn't make your pose excessively longer.

@omount: %N carefully swings up onto Veriameth's neck and fastens into the gleaming white straps between her neckridges.

  • Also a very good one to set; it's the message displayed to a room when you or anyone mounts your dragon. This one must be a complete sentence, containing the dragon's name, but should always begin with "%N", as that automatically changes whoever mounts to the proper name.

@odismount: %N slides from %T's neck and lands gently on the ground.

  • The same as 'omount', but when someone dismounts.

@mount: You carefully swing up onto Veriameth's neck and fasten into the gleaming white straps between her neckridges.

  • This is the message that is displayed to the person mounting your dragon. It generally starts with 'you'.

@dismount: You slide gently down %T's neck and land with a soft thud.

  • Same as 'mount', except for when someone dismounts.

@go_btw: gives a final beat of her spring-color'd wings before winking into ::between::!

  • This is the message that is displayed to the room when your dragon goes into between. It must contain the whole sentence *except* the first word, which is automatically substituted as your dragon's name when used. It's also generally accepted to make the word 'between' more flashy by using *'s, :'s, or whatever else.

@from_btw: appears in the air, a stagnant pale green beauty, from ::between::!

  • Same as 'go_btw', except it appears to the room your dragon betweens INto.

@nomount: You can't seem to mount %t.

  • Set this if you want a custom message when someone can't mount your dragon.

@onomount: %N tries to mount %t, but cannot.

  • This appears to a room when someone tries to mount your dragon but fails. You don't really need to customize it, but it can be done very funnily.

@astride: Astride %t

  • This is a prefix for the list of people mounted on your dragon that someone sees when looking at your dragon. Either %t or your dragon's name can be used, but do not use any puncutation as it automatically appends "is Name." or "are Name, Name, and Name.", or whoever is mounted.

@carrying: %T is also carrying

  • The same as astride, except for any regular objects your dragon is carrying.

@fl_astride: Perched on a neckridge

  • The same as astride and carrying, except for firelizards that are 'mounted' on your dragon.

@bigflame: opens %p mouth and lets forth a mighty burst of flame.

  • This is appended after your dragons name when your dragon breathes fire; as Thread is no longer falling, and Threadfalls/practice Falls are not usually done coded anymore, this is not important. We have done this within the year, so you may set it, but it's your choice.

@who_location: A'top Veriameth

  • When you're mounted on your dragon, this message is displayed as a tag at the end of the room you're in when showing your location with verbs such as @who.

@shoo: %T returns home.

  • This is displayed when someone 'shoos' your dragon from the room. Not really important to change., as this rarely happens unless you're intruding somewhere, which you shouldn't be doing in the first place!

@fl_mount: You flutter over to %T and perch on a neckridge.

  • The message that is shown to a firelizard puppet when it mounts your dragon.

@fl_omount: %N flutters over to perch on %T's neckridge.

  • The message that is displayed to a room when a firelizard mounts your dragon.

@fl_dismount: You let go of %T's neckridge and fly off.

  • The same as fl_mount, except when dismounting.

@fl_odismount: %N lets go of %T's neckridge and flies off.

  • The same as fl_omount, except when dismounting.

@straps: Straps of sparkling white, with light and dark azures contrasting in tone for edging, circle about Veriameth's neck and chest regally. They're well-oiled, and able to seat one or two passengers.

  • This is the description that you should set for your dragon's riding straps. You don't need to set this until the second week of Weyrlinghood, technically, but if you want to set it earlier, feel free. Just don't have them displayed until necessary.

@wash: %N washes %d's hide til it's clean.

  • The 'wash' verb for the dragon no longer works, from what I've seen, so there's no reason to set this message. (It was related to coded Threadfall, to clean off coded soot, but it has been since removed. It still works in the Lake room, though.)

Setting Up Riding Straps

If you didn't set up your '@straps' messages, you'll be doing that the second week of Weyrlinghood. You won't be quite rich enough to afford lots of pretty colors, so you won't get to upgrade them to fancy-shmancy until you've graduated.

To set your straps description, type:

@straps <Dragon> is <Description>.

So, @straps Veriameth is She is wearing a really shoddy pair of riding straps.
(Well, you'll want to be more elaborate than that, I'm sure.)

Once these are set, there is a command to add and to remove the straps description from your dragon.

The command to add/remove the straps is:

strap/unstrap <Dragon>

So, 'strap Veriameth' to put them on, 'unstrap Veriameth' to take them off.

The Dragon Talk Unit: Telepathy!

What better a way to have fun with your dragon's personality than to speak with other dragons? It's a relatively easy system, but can take a bit of getting used to if you've used other DTU systems on another game.

In order to speak with another dragon, type:

pro <dragon/area>=<Message>

For example, if I wanted to have Veriameth ask Valedath to go swimming, I'd type:

pro Valedath=:eases into the mind with the gentle throb of windchimes, and a distinct breeze blossoming with chains of wisteria. « Let's say we take a dip in the lake! »

Those would be translated into:
What I would see:

Veriameth thinks to you, « I bespoke Valedath with: Veriameth eases into the mind with the gentle throb of windchimes, and a distinct breeze blossoming with chains of wisteria. « Let's say we take a dip in the lake! » »

What he would see:

Valedath senses Veriameth eases into the mind with the gentle throb of windchimes, and a distinct breeze blossoming with chains of wisteria. « Let's say we take a dip in the lake! »

There are many different things that you can speak to as a dragon:
pro <dragon>: Messages one specific dragon; also can be a list of multiple dragons.

pro <player>: Messages a specific player; a name is not appended if only speech is used. This is not typically canon, so we discourage use of this except on rare occasions.

pro local: Speaks to all dragons within the same room as your dragon.

pro wing: Speaks to all dragons within your rider's wing.

pro weyr: Speaks to all dragons within the Weyr; very, very rarely used except for TP events.

pro all: Even rarer than pro Weyr; unless your dragon is gold and in complete distress, this should rarely ever be used.

think: Not a dragon command, but a person command; if you have a pdragon (talk to the Weyrlingmaster staff and a wizard if you want to get one set up), this will send the message to them if they are connect. If they are, then you cannot use any of the 'pro' commands.

Remember: All dragon speak is withing « » brackets, and not quotation marks!


This is relatively easy; though, remember to wait until ICly you are able to do these things before OOCly doing them! Else you could get in big trouble!

To mount your dragon, type:

mount <Dragon>

Easy, huh? In order to get off your dragon once you're on, all you have to do is:


You don't need a prefix or a dragon name; just the one word command.

Once you're mounted, in order to move between rooms, all you have to do is type the exit name; however, if you're more comfortable, you may append the movement with the puppet code "cdblah". As well, if you lose the description of the room your dragon is in, you will have to 'cdcode look' in order to see it again.

In order to fly, as long as there's a sky room above the room you're in (if you're within the Weyrling Barracks, it's obvious there isn't), just type:

Up or cd<code> up

Just use down to fly down when you're done flying. If you get lost and don't know what options you have, just type: cd<code> ways ; it will give a list of all exits, and what direction, your dragon can fly to.

NOTE: You must be in a sky room to between!


When it comes time for your dragon to between — scary times for all! — the easiest way to do it is to find a willing dragonrider willing to share between codes with you. The absolute first code, though, that you will need to pick up for your dragon is the most important destination of all: High Reaches!

I'll use that as an example to show how to learn a between point.
To learn a between location from the current (sky) room your dragon is in, type:

learn <code>

You really only need to learn one code per zone (so, one for Reaches Weyr, one for Ista Weyr, one for Ista Hold, etc), but you may learn more for each if you like; but, in general, if I were to learn a code for a High Reaches Sky Room, I'd type: learn HRW

Next, you'll need somewhere else to between to! The easiest way to do it is to learn a location from another dragon, as I said before. Make sure they tell you what their sharing, though, so you can name the code appropriate!

But, another way to learn a location is when someone else is envisioning a place. To learn it, I would type:

learn <code> from <Dragon>

It would automatically take whatever he was envisioning and save that destination as a code for me; for example, typing learn IW from Valedath while he was envisioning a room in Ista would save a code to Ista Weyr.

This works visa versa; someone can learn from you while you're envisioning. Make sure to communicate via page or channel while doing this, though, so you know what and when they're envisioning!

Now it's time to between there! Make sure you're in a sky room (you should've been for previous steps, anyways).
To see all the current destinations you have saved, type:


When you've made your selection (Ista Weyr), type:

envision IW

Your dragon will let you know when they have the image visualized; then, you'll need just one more verb!


You'll flick between, and appear precisely where you told the code to go! That is… if you're lucky.

It may seem complicated, but it becomes very fluid the more you do it. Though, there are a couple more commands that you'll need to know for betweening:

forget <code>: Removes a code from your btwlist.

btwjn <dragon>: Betweens to the location of the dragon you substitute in; they must be in a sky room.

skip: Betweens to the same location you're in; used as a beginning exercise in weyrlinghood, and during Threadfalls for when dragons between to escape patches of Thread.

That should be all! If you have ANY questions at all, feel free to bug any of the Weyrlingmaster staff, and if none are available, any dragonrider online! The WLM's will expect your questions, but most riders will be willing to help if no one else is available.

Good luck, and happy times ahead for you and your new lifemate!

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