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Dragonriders of Pern Shop Captain
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Posted: Fri Jul 24, 2009 7:55 am
Crafthalls and You
There are, essentially, two kinds of crafts: Hall-crafts and Hold-crafts. The distinction stems mainly from the necessity of the craft and how much specialization it requires. Farmercraft, Cooking or Bakercraft, and Beastcraft are all examples of Hall-crafts. Every Hold would have a crafthall dedicated to these crafts because the livelihood of the Hold depends very heavily on them. Minercraft, Smithcraft, and Healercraft would be example of Hall-crafts, since they require a very specific environment in order to train their apprentices.
Each crafthall – called Minor crafthalls – is under the jurisdiction of a master in that craft. This is an elected position. While there are crafthalls in every Hold, each craft has what's called a Major Crafthall, which is the centre of all knowledge of that craft. It's here that the Mastercraftsman will operate from, but we'll get into ranks a little later. The location of each Major Crafthall can be found here if you're interested in it.
Crafthalls are somewhat independent entities, despite the fact that they're often in a Hold. They have their own social structure and rankings, which will now be discussed. There are three major ranks for craftsmen and women: apprentice, journeyman/woman and craftmaster. The forth rank, Mastercraftsman, it not something that the average person can attain, so it will not be discussed in any great detail. Apprentices may begin their training as early as eight or nine turns old but for most crafts they'd probably take them around twelve to sixteen turns old. They are instructed by the masters of their craft for a period of about five to seven turns. They do not earn a wage during this time, and at the end of their training they must pass an oral and a practical exam. Once they have passed both exams they "walk the tables" and become journeymen/women.
Journeymen/women still receive instruction from the masters, however they are allowed to travel (hence the name). They are frequently assigned posts in Holds where their abilities can be put to the test. Most people do not go beyond journeyman/woman rank in their craft, though they may achieve Sr. Journeyman/women if they prove themselves to be proficient. To those who are talented enough to go beyond, they may reach the rank of Craftmaster, and they spend most of their time instructing others. Some of them may be elected as masters at a particular hall, where they ensure the smooth running of the hall. The absolute highest rank is Mastercraftsman, who is the master of the entire craft and all of its halls. He (or she) is basically in charge of everything.
Now that you understand the general idea of Crafthalls, it's time to move onto specific crafts. For each craft I will provide a link to a site which basically quotes word for word from The Dragon lover's Guide to Pern, so it is a good resource. It was compiled for an RPG, so you don't have to look at any of the cross-craft stuff or the information on the current Master, since it doesn't apply here. However take a look at the recommended link section! I won't list them on here, but if the links work they're generally pretty good. I will also provide links to sites that I think have excellent detailed information about the craft.
Final Notes: Please remember that the links provided are, for the most part, designed for the RPG they were written for. Some of their information may be slightly incorrect for this shop. When in doubt, please ask the staff! We will be happy to answer your questions.
Subcrafts marked with a 'W' are people that would be employed to work at a Weyr.
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Posted: Fri Jul 24, 2009 1:33 pm
Bakercraft Major Hall: Unlisted From DLG Apprentice Classes: Baking Apprentice Classes: Cooking Sample Apprentice Schedule Bakercraft (with good food ideas)
Subcrafts Found in High Reaches and Telgar
Kitchen Administration [W]; Knowledgeable in how much stock is present, how much is needed, and close to anything involving getting the food just right, this overseer of the kitchen must have reached journeyman rank in another subcraft prior to being given this job.
Entrees [W]; Thank this man (or woman) for the main dish or your plate. They generally specialize in meats and fish prep.
Pastry / Dessert [W]; Have a sweet tooth? It would be in your best interest to get on the good side of one of these chefs!
Bread Bakers [W]; As the name suggests, this subcraft focuses primarily on the baking of bread.
Nutritionist [W]; Here to tell you what to eat and when to eat it, this man or woman often works alongside healers.
Salad / Vegetable Chef [W]; Not to be taken lightly, this chef's main function is the preparation of salad. They both make traditional dishes and invent new ones.
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Dragonriders of Pern Shop Captain
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Dragonriders of Pern Shop Captain
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Posted: Fri Jul 24, 2009 1:34 pm
Beastcraft Major Hall: Keroon Specialties: Herder, healer From DLG Animals on Pern Detailed Domestic Animal Care Example Schedules More Info* * Please disregard the section on domesticated felines. Whether or not this is canon is still up for debate.
Beastcraft Subcraft
Breeder; These people know how to recognize good or bad traits in an animal, which to breed and how to monitor pregnancies and births.
Runner (Horse) Handler; Be it for transportation, racing or both, people breed, raise and train runners.
Herder; The equivalent of a shepherd, they keep tabs on their livestock and often work side by side with beasthealers and breeders.
BeastHealer; Think a Pernese version of a vet. Beasthealers may specialize in a certain livestock, watchwhers or go on to become dragonhealers. They also know when to put an animal down.
Watchwher Handler; Trainers and handlers of watchwhers. They are in charge of culling the population if need be. Please read this.
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Posted: Fri Jul 24, 2009 1:41 pm
Farmercraft Major Hold: Keroon From DLG Plants of Pern (As you can see, nobody really cares about the Farmers XD)
Farmercraft Subcraft
Grain Farmer; These farmers specialize in growing grains.
Fruit Farmer; Same as above, only with fruit.
Vegetable Farmer; Same as above, only with vegetables.
Herb Farmer; Specialize in growing herbs for healers / dragonhealers.
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Dragonriders of Pern Shop Captain
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Dragonriders of Pern Shop Captain
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Posted: Fri Jul 24, 2009 1:50 pm
Fishercraft (May also be referred to as Seacraft) Major Hall: Tillek Specialties: Fisher, seacrafter From DLG (Same for Fishers XD)
Note on Dolphincraft: The bonds between human and dolphin were lost as the plague hit. Not only did dolphins fear possible contamination, but a few desperately hungry people poached a pair for food, spawning a disagreement and eventual disbandment.
Fishercraft Subcraft
Captain; This person rules over their ship like the kitchen administration would a feast. He is responsible for insuring a good catch and the safety of his crew.
Fisher; Fishermen can be found abroad ships hauling in, you guessed it, fish. They are a common profession.
Dock Wocker; As the name suggests, they work at the docks. Their tasks include keeping track of records and other organization heavy tasks, as well as labor when needed. There is at least dock worker available at all times.
Ship Repairman; They work to fix things when captains can not, and know all the ins and outs of any kind of ship you can imagine!
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Posted: Fri Jul 24, 2009 1:59 pm
Harpercraft Major Hall: Fort Specialties: Archivist, musician, artist From DLG Apprentice Life Artists Instruments Journeyman Life Musical Terms Specializations for Harpers
Harpercraft Subcraft
Painters [W]; Painters, naturally, paint. They may be commissioned to paint portraits. The more skilled they are, the more important that portrait is likely to be. They may also be assigned to decorate walls, plates and other things that, while not necessary, add a lively touch to the Weyr.
Singer [W]; Surprise. They sing. They must be good at it, too, or face certain embarrassment! Bards may tell stories or even deliver messages through songs. High Reaches and Telgar may employ them temporarily to entertain at feasts.
Writers [W]; Be it song lyrics, stories or even biographies, writers are here to awe you with the written word! They can also teach children to read and write.
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Dragonriders of Pern Shop Captain
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Dragonriders of Pern Shop Captain
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Posted: Fri Jul 24, 2009 2:17 pm
Healercraft "The Healercraft is one of the oldest crafts on Pern. Unlike all the crafts but the Beastcraft, it relies on hands-on training for its healers.
Healing on Pern is not extremely advanced. Surgery is rare, due to the Pernese aversion to it. Cesarean sections and repair surgery for 'Fall injuries and the like are the only surgeries commonly accepted due to the risk of infection and shock. Birth defects are virtually unknown, as the Pernese do not have the technology to sustain those born with them. Healers treat their patients in preventative manners for most common illnesses, prescribing tonics and teas that stave off illness.
Suicide holds no stigma on Pern, as a person's death is considered a private matter. Euthanasia is practiced when the healer, his patient, and his Master agree that the illness is terminal and cannot be healed. A dragonrider who loses his dragon tends to end his own life, and none see this as wrong."
- Triad Weyrs
Major Hall: Fort Specialties: Dragon healing From DLG Apprentice Healer Guide* Basic Healer's FAQ Herbs Diseases Journeyman Healer Basic Information Dragonhealing Plants of Pern * Please, please read this if you want an Apprentice Healer! Remember that apprentices are just that. They do not diagnose or treat patients unless they are under supervision.
Healercraft Subcraft
DragonHealer [W]; A beasthealer that specializes in dragon. Please read this.
Geriatrics [W]; This healer deals with any and all things that ail the aged.
Midwifery [W]; Likely to be a woman, healers of this subcraft are trained to assist in childbirth.
Mindhealing [W]; Need therapy? Your healer is right here!
Pediatrics [W]; Healers focused around the health and care of children.
Surgery [W]; Although rare, if surgery must happen, it must happen, and when that time comes these healers will be the ones to call.
Trauma [W]; These healers are trained to handle things like broken bones, burns, fractures and so forth. They may specialize in one area, however.
Dentist [W]; Trained to care for teeth, there are no cavities on this healer's watch!
Urologist [W]; What goes in must come out. These healers make sure it does.
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Posted: Fri Jul 24, 2009 2:18 pm
Minecraft Major Hall: Crom From DLG Specializations
Minecraft Subcraft
Excavator; Responsible for digging tunnels, carving Holds and Weyrs and other such tasks, Excavator's have a somewhat thankless job and tend to only be acknowledged when something goes wrong. They are not just strong, but smart, and must be educated in things like explosives and geology.
Gem Cutter; An eye for the finer things in life, these ladies and gentlemen price and tag them, including ones from other sellers. They must be educated in the current market and have an honest reputation. A single mistake can tarnish their reputation forever. As the name suggests, they are also responsible for cutting the gems. Those that are to be shipped to a Smithcrafter receive less of a steady hand than those being crafted for a personal commission purpose.
Geologists; They are responsible for finding suitable soil, underground wells, new caverns to carve into and the study of all this and more.
Masons; Perhaps the least unappreciated of all crafts, these men are responsible for dragging around building supplies.
Seismologists; This group of workers are a very important one. They predict the risk of earthquakes, as well as instruct on how to reinforce a structure against them.
Surveyor; They are masters of the where. They know where everything is and are able to make maps. They also solve disputes about property boundaries.
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Dragonriders of Pern Shop Captain
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Dragonriders of Pern Shop Captain
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Posted: Fri Jul 24, 2009 2:19 pm
Runnercraft "Messages carried by Runners are cheaper than those relayed by dragon or distance writer, and more of an option to the common folk. The integrity of a Runner is unquestionable, and they take great pride in the fact that the contents of their messages are never read nor given into the wrong hands. Pricing on Runner delivered messages varies, depending on urgency and whether the message was delivered to a Runner Station. Barter is not accepted unless the message's sender comes to the Runner Station to negotiate with the Station Master. Only the Station Master can determine if a message should be delivered free of charge."
- Triadweyrs
Major Hall: Unlisted; probably because there are runner stations all over Pern Runner Rates Stations Compiled Info *I would also recommend the short story, Runner of Pern for very good insight into this Craft
Runnercraft Subcraft
Station Master; This man or woman decides who goes where, what messages should be free and other, similar decisions.
Runners [W]; Hold runners live in a bunker together. An important individual (or simply one of wealth) may also have their own personal runner in the Weyr.
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Posted: Sat Aug 01, 2009 4:28 pm
Smithcraft "The Smithcraft is one of the most respected and most varied crafts on Pern with a large number of offshoots and subspecialties. It works closely together with the Minecraft, which supplies the raw materials like iron ore and blackstone (also called Cromcoal since most of it is coming out of Crom's coal mines). Out of these raw materials, the Smithcraft manufactures the tools that the other crafts need to do their work.
Smithcrafters use a combination of working with mind and hands to design and craft things that make life on Pern easier. They want to know how things work and they constantly strive to make them work more efficiently. It is their curiosity and never-ending search for efficiency that makes the Smithcraft one of the most inventive of the crafts on Pern, constantly improving old and developing new techniques to make the best use of the precious raw materials."
- Dragonriders Club
Note: Star smith is not currently founded in Hallen.
Major Hall: Telgar Specialties: Glass smith (major hold: Ista), star smith, metal smith, stone smith From DLG (on smithing) From DLG (on star smiths) Compilation of Smith Info Sample Apprentice Schedule
Smith Subcraft
Ceramics [W] - Smiths who craft bowls, cups and other such trinkets. They must also know how to gloss and finish their creations.
Engineering [W] - Engineering is considered the most difficult subcraft. Engineers solve practical problems and must have a high level of intelligence. Problems can be anything from creating sturdy structural designs for new holds and buildings to supplying creative alternatives when the usual tools and skills do not fit new problems.
Glass [W] - Glass smiths make bowls, cups, and some may even craft decorations.
Jewelry [W] - Because gems are such a rarity, there are not many in this subcraft. Pernese demand the highest quality, clearest clarity, purest color and finest cuts to their gems and the settings in which they are placed. The Apprenticeship and Journeymanship for this SubCraft is long and arduous, involving the student in all stages of the process of gem setting: studying geology, mining, cutting of gems, understanding metal refining, and sketch work. This SubCraft is a CrossCraft with Miner, and the Jewelry specialty adds two to three Turns to the training of any Journeyman.
Masonry [W] - A common craft that involves hauling and building with large blocks of stone. They may also be hired for other labor tasks.
Tool Construction [W] - These smiths craft the tools used by all sorts of people, particularly other smiths.
Wrighting [W] - Wrighters are a jack of all trades, master of none. They are basically a repairman, and can usually be found fixing broken door hinges, repairing cracks in tableware or similar tasks.
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Dragonriders of Pern Shop Captain
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Dragonriders of Pern Shop Captain
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Posted: Sat Aug 01, 2009 4:39 pm
Tannercraft Major Hall: Igen From DLG Apprenticeship Journeyman Common Tanning Techniques
Tannercraft Subcraft
Cobblers [W] - This subcraft specializes in shoes. They know everything from work boots to formal designs. They are specially trained to make shoes for an individual, and rarely manufacture them without first being commissioned. They can also repair shoes/boots.
Curing [W] - These people take the hide off a dead animal and prepare it for use. The preparation depends on the hide and what it's intended use is.
Saddlery - These people make and repair saddles for runner beasts (horses).
Tailoring [W] - Tanner tailors repair and make clothing involving materials not used by the weavers, such as leather.
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Posted: Sat Aug 01, 2009 4:41 pm
Vintnercraft Major Hall: Benden From DLG Beer Wine Sample Harvest Calendar
Vintnercraft Subcraft
Brewer [W] - While nearly every Hall, Hold, or Weyr of any size can boast a brewer or two, they are by no means the specialists in the art that those of this SubCraft are. They deal with finding the hops, barley, malt, and other ingredients, and with experimentation, discovering new recipes for lagers, ales, and other varieties of beer. While making beer isn't so difficult, making really good beer is both a science and an art. Brewers bring both to their SubCraft. Coopers [W] - Those in the Cooper SubCraft work closely with the Woodcraft to create barrels and kegs to store and age various beverages. Some barrels must be charred or smoked, usually to very exacting specifications, to achieve a certain recipe's effect. Liquor/Distillery - The creation of new drinks is the focus of this specialty. Although certain recipes are similarly static, each Journeyman is required to invent his own recipe, usually named something outlandish before his Mastery can be awarded. Tasters - No Vintner can afford to specialize solely in the realm of tasting. But some do pursue this SubCraft in addition to other duties. With highly trained noses and tongues, they have the job of judging a beer or wine in progress. Vineyards Workers - Highly specialized gardeners, these men and women maintain the soil where the vines grow, cultivate the vines and oversee the harvesting of grapes with special, curved blades. Wine - Crush the grapes! From picking the right grape variety, to crushing them, storing the juice in the proper barrels, to tasting the results after aging, this most common of specialties.
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Dragonriders of Pern Shop Captain
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Dragonriders of Pern Shop Captain
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Posted: Sat Aug 01, 2009 4:43 pm
Weavercraft Weaver Craft Major Hall: Southern Boll From DLG Common Fibres
Weavercraft Subcraft Dyeing [W] - Dyers learn color theory, dye processes, proper use of mordants, and attain a knowledge of plants/herbs used for dyeing. Dyers are also involved in the printing of patterns onto prepared cloth. Embroidery [W] -The Crafters in this SubCraft would find themselves working on everything from simple garments to large tapestries for major holds and weyrs. Embroiderers are the only ones allowed to work with metallic threads. Fibers [W] - These SubCrafters study the decortification, extraction and preparation of fibers from plants and animals. Spinning is included under this SubCraft. They create the yarns and threads from which other weavers create whole cloth. Knitting [W]- This SubCraft covers knitting techniques and patterns, as well as crocheting and lace production. They produce heavy sweaters for Fishers, and for those in colder climates. Lace [W] - This SubCraft covers lace production, from the most basic patterns to the whisper-thin lace for the gowns of Lady Holders. Generally, since the need is not great, these Crafters also SubCraft in another discipline, generally embroidery. Loom Construction [W] - Looms are very specialized tools, and so with the help of the Woodcrafters, the Weavers in this SubCraft construct each to careful specifications. Hand and lap looms receive as much attention as the largest looms, designed for making whole bolts of cloth. Tailoring [W] - Tailors are the trendsetters of the Weavercraft. Their domain is sewing, fashion design and production of clothing for all walks of life. They are usually the ones to order particular Tanner or Weaver products, depending on their projects. Weaving [W] - Weavers produce cloth, tapestries, rugs, baskets, etc. from the end products of the fiber SubCraft. They work primarily with looms, and are by far the most common SubCraft, producing the vast volumes of cloth that Pern requires.
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Posted: Sat Aug 01, 2009 4:43 pm
Woodcraft Major Hall: Unlisted From DLG General Woodcraft info Life at the Woodcraft Hall Tools of Woodcraft
Woodcraft Subcraft
Carpentry [W] - Carpentry encompasses an understanding of balance, design, aesthetics, and creation. The successful Crafter must understand the full development of a product. A WoodCrafter specializing in Carpentry will deal more with the creation of useful objects on Pern, though ornate projects are also part of his or her work. Forestry: Forestry encompasses a working knowledge of forestry and woods. Crafters will deal with planting, and upkeep of the forests of Pern. They will be able to identify all the wood used by the Craft and the trees from which they come and the uses for each kind of wood. They must have an in-depth knowledge and intuition concerning such concepts as wood strength, grain, and flexibility. Lumber: For wood to best serve its purpose it has to be processed. Raw logs must be milled down into planks and blocks, and then most wood needs to be aged and dried. Those in the Lumber SubCraft are responsible for the process of turning a tree into sections of usable raw material. Paper - Papercraft is a rarity in the North. Paper can be made out of either trees or a specific fiber. It is, however, hard to come by. Most writing takes place on hides.
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Dragonriders of Pern Shop Captain
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Posted: Thu Feb 25, 2010 12:44 pm
Life for an Apprentice Crafter Hooray! You've decided to join the ranks of the Crafts of Pern. Whether you're following after your great-great grandmother Jill or you just have a knack for working with your hands, you are now a Craft Apprentice. What does this mean for you?
Minimum Age: As young as 8 or 9 (Holdcraft), but generally upwards of 12. Though you can't start too young, you can certainly stay at this rank for as long as it takes you to advance (or give up).
Apprentice Rules: While you're at a Crafthall, there are certain rules that apply to all apprentices living there. Some Masters may be lax, others may be more strict, but in general the following apply to apprentices:
1) Do not form romantic relationships. Romantic relationships only get in the way of your studies and if you are a woman and get pregnant you will be asked to leave the Crafthall.
2) Do not get drunk. Drinking, in moderation, may be tolerated at some Halls, but coming into class with a hangover is not.
3) Do not leave the Crafthall without express permission and Journeyman accompaniment.
4) Respect the ranks and always act in a way that upholds the dignity of the craft.
Sample Timetable: Breakfast --> Morning chores --> Class 1 --> Lunch --> Class 2 --> Class 3 --> Dinner --> Study Period --> Free Time --> Lights Out/Bed
Essentially, expect all meals, classes, a study period, some free time, and some chores, not necessarily in that order.
Types of Punishment: Minor Offense: Added chores, written apologies, aiding the party that you caused problems for, spoken warnings. Examples of minor offenses include harmless pranks (ex. Hiding someone's undergarments), skipping classes, neglecting work, minor disrespect to ranking Craftperson.
Types of Punishment: Medium Offense: Extra chores, confinement (to your room or the Hall), smaller rations, generally same as minor offense punishments. Examples of medium offenses include being caught in the opposite gender dormitory, drunk and disorderly conduct, acting out of rank (ex. selling your wares without express permission), duelling, minor physical scuffles, minor pranks that result in some physical damage (ex. Hair dying), repeated minor offenses.
Types of Punishment: Major Offense: Confinement, expulsion from the Crafthalls. Journeyman can be removed from their postings. Masters will be brought in for this type of offense. Examples of major offenses include pregnancy, pranks done with malicious intent (and resulting in physical or property damage), unprovoked violence, criminal behaviour, repeated medium offenses.
APPRENTICE KNOWLEDGE As an apprentice, you've got lots to learn, so you'd better get started! Here is a compilation of the general sorts of things that apprentices of difference crafts should know, sort of like a basic toolkit. Keep in mind that apprentices all learn pretty much the same things. It is only at Journeyman level that they're allowed to specialize. They are allowed to dabble in specializations, but – for example – an apprentice Baker would never be referred to as an apprentice nutritionist or an apprentice kitchen admin. They would just be an apprentice Baker.
* Note: This data is not meant to be all encompassing. Obviously, some apprentices will know different things than others because not everyone was taught by the same person. It is meant to give a general idea of what kinds of knowledge your character should have at this point in their Craft career. Characters possessing "above and beyond" knowledge at apprentice stage will need to justify this knowledge to staff.
* Note: Your character is not expected to be good at all (or any) of this. This is just the stuff that they would be taught.
~ • Bakercraft: Designation: Holdcraft Common Apprentice Knowledge: Cooking theory (ex. Pastry types, herbs, spices, additives, etc), bread baking, handling spit-turning dogs, simple pastries and cookies, the location and names of all important cooking items (pots, pans, knives) Common Apprentice Activities: Stirring stew, managing spit dogs, dishwashing, watching cooking meals, helping serve at meal times, baking small items such as cakes or easy pastries (usually with other apprentices), cleaning up after meals, regular apprentice chores (laundry, cleaning, weeding, mending, etc).
• Beastcraft: Designation: Holdcraft Common Apprentice Knowledge: Animal names (XD), feed types, general signs of distress in animals (usually the one they work the most with), general animal handling skills, how to mend halters or leading ropes, what to do in an emergency, how to handle herding dogs, general bandaging techniques and wound management Common Apprentice Activities: Mucking out, feeding, closing up, letting animals in and out, minding the herds (usually requires more than one apprentice and a Journeyman/Master), taking care of the dogs, grooming/shearing (in the case of runners and sheep) * Watchwher handlers are trained by other Watchwher handlers. It is not a traditional 'Beastcraft' so to speak, and so the system is not as nice and neat as it is for all the older crafts. See the Watchwher sticky for more information on watchwher handler training.
• Farmercraft: Designation: Holdcraft Common Apprentice Knowledge: Planting schedules (how and when to plant), various crop names and their uses, general harvesting techniques, soil types, useful insects (ex. Trundlebugs), some general plant and herb knowledge (generally what to watch out for/avoid) Common Apprentice Activities: Ploughing the fields, harvesting, hauling water, pruning fruit trees, pulling weeds, carrying buckets or bundles of crops
• Fishercraft or SeaCraft: Designation: Holdcraft* (Only if the Hold is by a lake or a water source large enough to support fishing). Common Apprentice Knowledge: Fish names, basic navigation, basic ship maintenance, repairing nets, constructing lures, tying knots and knot types, ship terminology, basic map reading Common Apprentice Activities: Tying lures, coiling ropes, scrubbing, repairing nets, gutting and cleaning fish, polishing the ship's wood and brass, essentially cabin boy activities, are usually instructed by Journeymen on how things work
• Harpercraft: Designation: Hallcraft Common Apprentice Knowledge: Musical knowledge (vocal and instrumental), basic music composition, basic instrument crafting and repair, basic art techniques, basic copying and research skills, basic mediation and arbitration skills, must demonstrate a proficiency in at least one instrument (sans percussion) Common Apprentice Activities: Rehearsing (chorus, ensembles, individually), studying, classes, chores (not a lot of free time)
• Healercraft: Designation: Hallcraft Common Apprentice Knowledge: Minor injury handling (headaches, cuts, bruises, the like), groundwork for healer specialties, basic herb and medicine knowledge, basic disease knowledge * Common Apprentice Activities: Classes, studying, chores, infirmary duty (under the supervision of a Journeyman or Master Healer) which could include assisting with patients, changing bed linens, restocking, cutting/rolling bandages, sterilizing, assisting with medicine preparation, preparing numbweed (the dreaded chore). Apprentice Healers are always under the supervision of a Master or Journeyman.
*Apprentice healers tend to have more theoretical knowledge than any other Crafters, however they do not get the majority of their experience until they're Journeymen. It is acceptable to have a character who has studied the archives thoroughly and thus has a lot of healing knowledge. It is not, however, acceptable to have a character who is skilled in things above apprentice level.
• Minecraft: Designation: Hallcraft Common Apprentice Knowledge: Basic geology, rock and soil types, introduction to gems and precious stones, risk assessment, basic mathematics and physics, mapping techniques, emergency situations (ex. mine collapses), basic rock cutting techniques, basic explosive handling Common Apprentice Activities: Moving and cutting rocks, basically every kind of lifting/loading, dirty job that nobody wants to do
• Runnercraft: Designation: Holdcraft (Taught at Runner Stations in Holds, so technically Hold) Common Apprentice Knowledge: Creation and maintenance of running equipment (clothes, shoes, belt), runner shoes, traces, basic would treatment (cuts, scrapes, bruised heels, simple leg injuries) Common Apprentice Activities: Training runs (short runs around the Station to nearby holds). The cross-continental run (called the Cross) marks a Runner's transition from Apprentice to Journeyman. Runners may also assist Stationmasters care for other Runners (providing food, doing laundry, making beds, etc).
• Smithcraft: Designation: Hallcraft Common Apprentice Knowledge: Rock and ore types, basic glass blowing, basic metal working, simple metal repair, metal types, geology, simply blueprint reading, basic ceramics, simple tool making Common Apprentice Activities: Washing, cleaning, sifting sand, sweeping, sorting ore, working the bellows, astrology (Starsmiths)
• Tannercraft: Designation: Both Common Apprentice Knowledge: How to cure/tan hides, measurement techniques, dyes (colours and uses), basic knife work, how to remove the skin/fur, different kinds of hides, how to stretch and cut hides properly Common Apprentice Activities: Aiding Journeyman Tanners in their work (running errands, fetching things, sharpening knives), classes
* Since a lot of Crafts/people deal with leather, basic leather care/mending is a fairly common skill set
• Vintnercraft: Designation: Hallcraft Common Apprentice Knowledge: Recognize different types of grapes/fruits/herbs used for winemaking, distinguish between a good grape and a bad one, distinguish between wines from different places Common Apprentice Activities: Carrying baskets of greats, pressing juice, sorting grapes, washing grapes, stirring fermented wine, weeding the vineyard, picking grapes
• Weavercraft: Designation: Both Common Apprentice Knowledge: Differentiate between material types and know their uses, familiar with working with each and with sheep wool, familiar with working with a spinning wheel, familiar with the hand loom, know different types of wheels, familiar with dyes and bleaches, familiar with the most common patterns, how to knit, how to take measurements Common Apprentice Activities: Generally would be practicing all the skills they'd learned from classes under the watchful eye of a Journeyman
• Woodcraft: Designation: Both Common Apprentice Knowledge: Wood types, tree identification, basic carving, logging techniques, varnishes and stains, tree cultivation, basic furniture making Common Apprentice Activities: Tending the mill, working with Journeymen on various projects, must spend three sevendays every two months at a logging camp (on rotation)
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