Welcome, Guest. Please login or register.

News: We have four different themes for the Site, which you can change with a dropdown at the bottom. Named after the different Wings of Southern Wings Weyr : Jungle, Beach, Prairie, and Mountain.

* * * * *

Guest Info Plot & Events


Current Month
4.2590 A.R.
9th Interval



Southern Winds has plotted events roughly every 4 or 5 OOC days. This means our story is ever evolving and Southern Winds is changing. Events for the current month are listed here, once you've registered for an account.

Our roleplay time is pretty fluid. We allow you to play anything that may have happened in the past, but not in the future, as events that may affect the entire weyr may ruin futuristic plots.

We list Flights, Clutches, and Hatchings for both Dragons and Flits here, as well as whers.  There are Candidate events and classes and Crafter plots. A little bit of something for everyone.

See previous events here!
 photo OOCChat_zpseb6e942b.png
Feel free to say hello, guesties! Registered members can request a unique colored name here.

 photo voteforus_zps4dda9678.png
Click on the following to place your vote for us. Daily clicks would be fantastic!

Shadowplay Topsites Top RP Sites

Welcome!

Hello and Welcome!


http://southernwindsweyr.net/Images/news icon copy.png We are a mature, 9th Interval AU Pern. We've destroyed almost the entire planet in a catastrophic event. While we feature 2 new mutations, we stick pretty close to canon. We've Ranks, roles, and positions for just about anyone who wants to get involved, with a relaxed community. Play and post at your own pace. Swing by and say hello!

Registration?
Southern Winds uses a subaccount system to distinguish between Players and their Characters. So REGISTER with your Player Account Name and the admin will assign you your Character Subaccount once your character is approved!

Southern Winds is a Mature Roleplay. This means we allow for sexual, violent content that would be found in a struggling, 9th Interval Pern. Sex is common place in the Weyr and terrible deaths are no stranger here. As such, our players should be 18+. These themes are to be handled maturely at all times.

Regards,
Southern Winds Weyr

Author Topic: Contributing to Southern Winds Weyr "Encyclopedia"  (Read 3838 times)

Offline Southern Records

  • Admin Account
  • *
  • Posts: 1734
  • Dispersing Knowledge
    • View Profile
  • 246
Contributing to Southern Winds Weyr "Encyclopedia"
« on: April 27, 2016, 08:06:38 PM »
 
SWW Encyclopedia
 

This is an endeavor that SirAlahn and SanctifiedSavage have decided to take on, and will probably be a continual work in progress for awhile. This is the Master Thread to keep track of the things we want to add, articles we want to expand on, and those that other people can offer to write.   

Submitting an Article:
It should be obvious, but if you write something for the SWW Site, you are allowing us to use it as Site Canon in whatever way we see fit. We will always credit the author of the article, but this is for the Site to use for our setting, our AU as it has developed. So if you’re interested, that’s awesome! Articles will be reviewed by either SirAlahn or SanctifiedSavage before they’re accepted, so if you end up writing something for us please post as a response in this thread and tag it with a spoiler tag. We will PM you with any edits, concerns, or the like we have and go on from there. Once it’s been accepted, it’ll be posted by the Southern Records Account in the appropriate forum with your name as a [*sup] credit.   

Adding to / Editing what’s already been submitted: These topics are meant to grow, expand, and can be contributed to by a multitude of people. This means that if a topic on this list, or anywhere on this forum, has already been considered complete and posted, you can still add to it! You’ll be credited for the portion you’ve submitted.   

Submit a Suggestion!
If there is isn’t something on this list that you think should be, whether you want to write it or not, let us know. Post in this topic suggestions you think we should expand upon. 

A word about sources:
Southern Winds strives to be relatively Canon in that everything here would fall in line with the setting of the Books as if our particular events had taken place. Keep that in mind. However, in your hunt for information the ultimate source should be the books themselves or your imagination. We don’t want to see information lifted from other sites without their express, personal permission. The articles created for this site should be made expressly for this site by the members and not pulled from other sites or their members work.   


 

Things to Write

Flora 
- Rice
- Nettles || SirAlahn
- Mushrooms
- Sea Weed
- Trees ( Different Varieties )
- Cacti
- Bamboo
- Papyrus 
- Sugar Cane
- The Drumstick Tree || Red
- Fellis Tree || Drewliet
- Klah Tree || Drewliet
- Ging Tree || Drewliet
- Red Fruit Tree || Drewliet
- Fort Isle Tree || Drewliet
- Ash Tree || Drewliet
- Coconut Tree || Drewliet 

Fauna
- Dolphins || Inki, Drewliet
- Deep Ones || Inki, Drewliet
- Wherry || Inki
- Fish ( Need a lot of different variety ) || Drewliet
- Birds ( Variety )
- Runnerbeast || Inki
- Draybeast || Inki
- Herdbeast || Inki
- Wherry || Inki
- Felines || Inki 

Insects
- Scatids || Drewliet
- Trundlebugs || Drewliet
- Grubs || Drewliet
- Rockmites || Drewliet
- Sandworms || Drewliet
- Spinners

Medication
- Nettle Sap || SirAlahn
- Fellis || Inki
- Numbweed || Inki
- Needlethorn || Inki
- Redwort || Inki 

Rations / Food
- How Rations are handled
- Alcohol
- Wherry Jerky
- Mushroom Soup
- Salt 

Craft Halls
- Beastcraft Hall || Inki, RaynePOTM
- Dolphineer Hall
- Farmer Hall || Inki, RaynePOTM
- Fisher Hall || Inki
- Glass-smith Hall
- Harper Hall || Inki
- Healer Hall || Inki
- Minecraft Hall || Inki
- Plastic-smith Hall
- Printer Hall
- Smithcraft Hall || Inki, RaynePOTM
- Tannercraft Hall
- Technician Hall
- Vinter Hall
- Weaver Hall || Inki, RaynePOTM

- Expanded ‘present’
- Specialties and professions in each
- Schedules
- Class Information 
Spoiler for Possible Template for Crafthalls:
Specialties and Professions
Specialty - Information

Rare/Lost Crafthall Specialties
Specialty - Information



Apprentice Classes
General Information

Class Subjects
Subject

Apprentice Schedules
Turn 1

Turn 2

Turn 3



Jnr Journeymen
Information



Senior Journeyman
Information



Master Crafter
Information



Craftmaster
Information

Code: [Select]
[script]Specialties and Professions[/script]
[b]Specialty[/b] - Information

[descript]Rare/Lost Crafthall Specialties[/descript]
[b]Specialty[/b] - Information

[hr]

[script]Apprentice Classes[/script]
General Information

[descript]Class Subjects[/descript]
[u]Subject[/u]

[descript]Apprentice Schedules[/descript]
Turn 1

Turn 2

Turn 3

[hr]

[script]Jnr Journeymen[/script]
Information

[hr]

[script]Senior Journeyman[/script]
Information

[hr]

[script]Master Crafter[/script]
Information

[hr]

[script]Craftmaster[/script]
Information


Weyrlife
- Weyrleader / Ranker Duties || SanctifiedSavage
- How the Creche works
- Creche vs Fostering
- School
- Common non-Crafthall Professions || SirAlahn

Culture 
- Death rites || Drewliet

Maps
- World Map with location of Weyrs, Holds, and Halls
« Last Edit: June 14, 2017, 03:19:36 PM by SirAlahn »
This is the admin account for Southern Winds Weyr. All records, notes, and items of import come from here.

If you have questions, shoot us a PM @ Southern Records!

SWW Staff
SanctifiedSavage || SirAlahn || Aster || Inki || Weyrhandler

Offline Drewliet

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #1 on: April 28, 2016, 06:30:34 PM »
This is my very rough and rapidly written draft for fishes. It's all on googledocs (here) so if it'd be easier I can just open it for edits and you guys can go to town! The species are all things that have been mentioned in the books, as close to their brief descriptions as they can be. Only variance is the seasonal/location type stuff, I figured it'd be good to have that. Let me know what to change!

Spoiler for Hidden:
Fish
Fishing is an integral part of existence at Southern Winds Weyr. As an island weyr, with little farmland available, the ocean is a valuable resource that is still teeming with activity. Fort Island is situated near the equator, giving the surrounding waters the warmth necessary to bring a multitude of sea life.
There are many types of fish, with many new species still unidentified. The ocean has always been a natural defense to Thread and so life here has thrived and evolved more than what land animals ever were able to. Indeed, the spores are rendered into edible foods upon hitting water for surface-living species, propelling the ocean’s population especially during the last long Fall.

-Packtail
   This is a deep sea dwelling fish, and more rare than the whitefish or fingerfish. The exterior is slimy, a protective measure for both the depth at which it lives and those other creatures living with it. The slime has no current medicinal value, however it is poisonous if exposed to open wounds. Packtails have a high oil content, making them a sought-after resource of fuel for the weyr. They are edible once you get past the many spines.
-Whitefish
   The most common fish found in the waters nearest Southern Winds. Whitefish is light and tasty and very easy to preserve. They hold their taste well and are very useful when foraging can’t be done. Like its namesake, the flesh is pale. A mature whitefish is usually the length of a grown man’s forearm, though sometimes they can be larger. Whitefish spawn in sheltered coves around the island in the fall, but inhabit the waters year round.
-Fingerfish
   These are the baitfish of Pern. They swarm in the thousands and are easily netted in great number. They are boney and have little meat on them, but are a good source of food for domesticated wherries and firelizards. If ever a fish stew is being made in the kitchens, you can bet it’s full of fingerfish. They are found year round, but spring and summer bring them closer to the island.
-Redfin
   A fisher will have a good week if he’s caught even one redfin. These are the speedsters of the ocean. They are large and strong and very swift, making it difficult to catch with a line unless you’re prepared for an hours long struggle. Possessing bright red scales, they’re reminiscent of the new Red dragons in both their size and color. A single redfin can feed a good sized family for a month. They’re found further off the coast, closer to open ocean, but remain near the island year round.
-Speckler
   Named for its bespeckled scales, the speckler is a large and edible fish. They are found in the open ocean year round, but are rare except in the winter months. They aren’t extremely tasty, but they do provide a lot of needed protein for the colder weather. An average speckler will be larger than a whitefish, but not by much.
-Yellowtail
   Another open-ocean fish, the yellowtail most closely resembles a Terran tuna. They are large and fast and travel in sizeable schools. Like the redfin, you’ll be out of luck trying to hook a yellowtail, expansive nets are required to tow these behemoths in. They can be found year-round, but the effort it takes to set your line, wait, and bring them in means a long trip away from land.
-Spiderclaw
   Spiderclaws evoke memories of Terran crabs. They possess a hard outer shell and many multi-jointed legs. These armored critters inhabit the beaches of Fort Island, but are more common in the Fall season when they amass in great numbers to spawn. Generally smaller, the effort of catching, cooking, and extracting meat is a task that make them a rare treat.

Added : Sanctified
« Last Edit: April 28, 2016, 07:20:08 PM by SanctifiedSavage »

Online SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #2 on: April 28, 2016, 07:25:53 PM »
All I ended up editing, if you look at the official post, was some formatting. Otherwise, it's great. :3 Lemme know if you end up adding anymore. Otherwise, thank you!! It's wonderful!  :excited:

Offline SirAlahn

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #3 on: April 28, 2016, 07:40:30 PM »
@Drewliet You're awesome. And you're also the first person to have the new SWW Harper award egg for contributing to the Encyclopedia. ^_^
Want me to color something for you? Click here.
I have too many wanted adds to list here. Click through to this link to see them all.

Online Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #4 on: April 29, 2016, 01:06:50 AM »
Just an add for the fishies, the northern version of Packtail is called Bordo.

Also probably insects should be added on the list right?
- Scatids
- Trundlebugs
- Grubs
- Rockmites
- Sandworms

I've got a little bit of fauna here, you don't have runnerbeast, draybeast or herdbeast on the list but I've put it down anyways.

Spoiler for Hidden:
Wherries
Large avian creatures with four limbs and a set of leathery wings. Wherries do not have feathers like Terran birds, but a soft downy fur. The taste of the fatty flesh of a Wherry can be an indication of where it lives/feeds, tasting fishy when they live near the ocean shore and nutty when feeding on grains.

Beasts
All are descendants from Terran fauna DNA and implanted in surrogates when they arrived on Pern
-Herdbeast
Describe all descendants of goat, sheep, porcine and bovine animals that are used for their milk (which can be made into butter and cheese, their meat and hides.
-Runnerbeast
Describe the animals descended from the Terran horse, they can act as sprinters for fast travel, (particularly helpful for carry messages for holds without drumheights), or they can be sturdy to haul wagons for the nomadic traders.
-Draybeast
A blanket term used to describe any beast that does serious labour, typically refers to descendants of the Terran mule.
-Burdenbeast
A term mostly used interchangeably with draybeast, but typically refers to descendants of the Terran oxen

Felines
A dangerous population of agile colonist-enhanced felines live on the Southern continent. They have a variety of different coat patterns and can work in packs to attack human a dragon alike.

Deep Ones
Living in the deep ocean near the Tillek coast, the Deep Ones can go to depths beyond that of a trawling net but can also rise to the oceans surface to breathe and to spurt water when they exhale, similar to the Dolphins despite being much larger.

Dolphins
The dolphins of Pern, previously known as Shipfish, were brought across in the original landing and recruited to map the shores of Pern and given metasynth abilities to do so. This enabled the dolphins to speak to the Pernese. They follow boats and help guide fisherman to shoals of fish and lead them away from storms.

Please edit what you wish, it's a version of descriptions I've written up in the past from the Pern wiki and from doing back and laboriously checking the books for more information.

Added : Sanctified

Online SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #5 on: April 29, 2016, 02:02:02 AM »
Awesome tidbits to get the topics kicked off. I added some here and there to make it more pertinent to our setting. But thank you!  :love:

Offline Drewliet

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #6 on: April 29, 2016, 06:10:10 PM »
Little more on dolphins.

Spoiler for Hidden:
The original settlers of Pern brought a variety of Terran animals with them as a means for food, labor, and assistance. One of the most prominent additions was that of the dolphin, and additionally they “mentasynthed” these mammals. This enabled the dolphins to communicate with humans via telepathy much like dragons do. In addition, it increased their intelligence and empathy and the dolphins of Pern quickly crafted their own society and spread across the ocean through generations.

Dolphineering was first done before the First Pass. Human and dolphin worked side by side in many ways, but most notable they vastly increased a fisherman’s catch by herding schools into nets. Their unique ability to use echolocation also made them a valuable source of medical information. A dolphin could find a tumor or detect a pregnancy with higher success than any other resource on Pern. However, all of this knowledge was lost with the first threadfall. The crafthall crumbled with the lives and buildings lost and it wouldn’t be discovered again until the 9th Pass.

But where the Pernese forgot about them, dolphins continued to rescue shipwrecked sailors. They passed on their knowledge of people through oral tradition, and even coined the term “The Tillek” as a title given to a female leader of the pod. This was to honor Captain James Tillek, a captain, who had worked closely with dolphins in his lifetime.

Despite the vast amount of time until dolphins were rediscovered, it was very easy for the dolphineers to fall back into traditions used before the First Pass. The dolphins “remembered” everything, and were simply happy to have something new and different to do. They’re a fun loving species, and if something can be made into a game for them, they will readily do it.

In the weeks and then days before the Southern Continent was evacuated, the dolphineers desperately tried to give the resident dolphins direction in where to go after everyone was gone. However, with Fort Weyr being land locked and no dragons able to be spared to transport people out for the lucrative task of talking to dolphins, it’s likely the pods remain near the South. The threadfall was less of a threat to them, but enough that they weren’t as carefree in their existence. They may have dispersed to find thread-free waters.

Added : Sanctified
« Last Edit: April 29, 2016, 10:27:50 PM by SanctifiedSavage »

Offline Drewliet

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #7 on: April 30, 2016, 05:44:46 PM »
And more on Deep Ones!

Spoiler for Hidden:
Deep Ones

In the depths of Pern’s deepest oceans there resides great leviathans. Deep Ones are native to the planet, but are perhaps one of the most elusive creatures. There is little publicly known about them, with the only stories coming from hardened sailors that have spent too many days at sea.

Their physiology is much like every other Pernese animal. While there are several species, they all have three sets of fins that propel them through the waters. Deep Ones are air-breathing, but they possess the ability to remain underwater for hours at a time. This, on top of their natural camouflage, make them very difficult to track.

The smallest species, when full grown, can reach sizes comparable to an average Green dragon or a small Blue. These animals prefer to live in large family groups, and will often form super pods during their mating and calving seasons. When calving, they prefer warm and shallow waters so their young can adjust and adapt to its new lifestyle with ease. Mating occurs in open ocean, however, with males rounding up a group of females and guarding them from other competitors. Often this is a chaotic event and the weak, or very young, can be left behind or drowned in the melee.

Some sailors will swear to have seen Deep Ones bigger than the biggest Golds. This may be an exaggeration, but certainly there are large enough specimens to rival a Gold. These species differ in their habits, though, and are seldom seen in groups aside from mother and calf. Their mating habits are very similar to a dragon’s, however, with the females leading a group of males on deep and longlasting dives. The male with the most stamina is allowed to reproduce, and then all involved parties go back to their solitary lives.

Their diets all mostly consist of fishes and migratory patterns seem to reflect when and where their prey will spawn. The pod living Deep Ones do seem to possess an intelligence that grants them an evolved hunting strategy, allowing them to take on more difficult prey than an average fish. They may even attack the more docile species if given the opportunity. And certainly, giant beach snakes are probably on the menu.

Rumor has it that Deep Ones carry similar traits to the mentasynth’d dolphin. This manifests in close family bonds and the ability to cover vast empty spaces with only instinct to guide them to food and safety.

Wasn't super sure if I should give them a solid range of habitat, so feel free to add that.

Added : Sanctified
« Last Edit: May 02, 2016, 04:12:19 AM by SanctifiedSavage »

Offline Drewliet

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #8 on: May 01, 2016, 10:17:08 AM »
MOAR THINGS

Spoiler for Hidden:
Birds

The birds of Pern are a mesh of smaller wherry-like species and the descendants of Terran birds brought by colonists. There are wild populations throughout the continents, however the natural environment of Pern makes it difficult for non-native land animals to establish large groups.

Wild Fowl
   Refers to firelizard sized avians. They have flight capabilities, but only for short distances. Likely a descendant from a Terran Quail, these birds have only two legs and two wings with no further mutations as of yet. They populate the Northern continent with some success and are valued for their flesh as much as their delicate eggs.

Chicken
   The most easily kept Terran bird, chickens have not varied much since being brought to Pern. On many occasion, settlers tried to turn them loose in the wilds to see if they’d thrive in the grub-enriched soils of the Southern Continent, however the chicken has no natural instinct for avoiding thread. They’d thrive during intervals and become nearly wiped out with each pass.

Duck
   Facing the same problem with Thread as the chickens have, ducks were a rare commodity even before the 9th Pass. With their need to live with water access, they are easy prey to tunnel snakes and their nests are often ravaged by firelizards, too. Few Holds had the capability to raise them, opting instead for the more hardy Wherry species. They are likely extinct at this point in time.

Rock Fowl
   A native type of small wherry. These are very common on the Northern continent and make their homes alongside weyrs and holds. Rock fowl have a thicker down for the colder climate. Males are a flashy mix of reds and oranges, trimmed by black and brown, whereas females sport only the most earthy of colors.

Water Fowl
   Not exclusively living on the water, they are nonetheless capable of buoyancy and are accomplished divers. Water fowl live across Pern wherever there is both land and sea. They are more sleek and their down is more oily in composition. With a diet almost exclusively of fish, their flesh reflects this taste. Water fowl like to nest in cliffsides and are more social than most other wherries.

Jungle Fowl
   Populating the Southern continent, and some island chains, is the jungle fowl. As their name suggests, these wherries spend their lives in thick foliage. They have adapted to this environment by becoming more land-dwelling than flying creatures. Jungle fowl have strong legs and their claws are more curved to help them climb into canopies. Still capable of short flight, their wings have become more for gliding than anything sustained. Males and females are both brightly colored to match the forests they occupy.

Prairie Fowl
   As their name suggests, this variety of wherry can be found wherever there is open plains. Populating both continents, and some islands, the prairie fowl’s diet consists mostly of insects and grubs and seeds when available. They are mostly flight-less but capable of short bursts that are often seen during mating season, when males perform acrobatics in attempts to impress females. The prairie fowl is a very vocal wherry and this makes them easier to hunt than other species. Their plumage is often sandy browns with smears of bright orange and red seen on the cheeks and wings of the males.

and a tad more for wherries.
Spoiler for Hidden:
Wild Wherry
   Aside from dragons, these are the top predators on land and sky. Twice the size of a Terran turkey, they possess strong hind legs and slighter front, but are capable of running on all four often to gain momentum for flight. Wherry are vicious in nature and will turn cannibal on their own kind if the opportunity presents itself.

Domesticated Wherry
   A slighter, generally a bit smaller, and often flight-less version of the wild wherry. These have been bred down by humans to be a more manageable source of food. They aren’t as fierce and have lost some of that predatory instinct, instead becoming more of a herdbeast in their docile mindset. They’re easy to catch and some more blood-hungry dragons will sometimes detest having to eat a wherry, preferring something with more skill and fight.

There are hundreds of smaller wherry species throughout Pern. They have adapted according to habitat, with mountain-living wherries coming in a variety of browns, reds, and blacks, whereas those dwelling in jungles sport a rainbow of vibrant tufts. These cousins to the wild wherry are not incredibly social, but can be found in multiple pairs if there is a large food resource near. Their natural camouflage and heightened instincts make them a difficult thing to hunt and well seasoned trackers often keep trophies from their quarry when successful. Wherries possess a more downy coat than simple glossy feathers, which are prized for their warmth and silky softness. Their eggs, however, have very tough shells and are fiercely guarded by both parents. If you can wrangle yourself a nest, you’ll find the egg innards are foul-tasting and not at all worth the effort.

Added : Sanctified
« Last Edit: May 02, 2016, 04:51:37 AM by SanctifiedSavage »

Offline Red

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #9 on: May 01, 2016, 02:28:30 PM »
Here is a SWW original flora:

The Drumstick Tree

Spoiler for The Drumstick Tree:
History

The drumstick tree is a descendant of the moringa tree, which the colonists brought to the planet of Pern and planted on the Southern Continent. The plant gets its name from the shape of the seed pods, which grow to look like the drumsticks that Harpers use on their drums.

The original settlers brought a variety of Terran plants with them as a way to supplement any of the native flora that was able to be cultivated by the colonists. They selected the moringa tree due to the high level of nutrients found in its leaves and the multiple medicinal property that the various parts of the plant possessed. As the colonists knew it, the leaves of the plant were a significant source of many essential vitamins, which were consumed similar to cooked spinach or dried and crushed to be used as a powder in soups. The seed pods, called “drumsticks” were normally boiled until they were softened and were a high source of fiber and other nutrients, while the seeds were roasted like nuts or eaten like peas.  The seeds could also be made into an edible oil, which was clear and odorless. The left over seed cake from the oil extraction process could be made into a fertilizer or could be used to purify water.

Just as it did back on old Earth, the plant thrived in the warmer climates of the Southern Continent and eventually made its way to Fort Island, via birds or fish consuming the sea pods. After the Crossing, the Pernese had all but forgotten about the moringa tree, due to its inability to survive in the colder climes of the Northern Continent. It was rediscovered, however, when the Pernese repopulated the Southern Continent. However, its myriad of uses were only be relearned when the Catastrophe occurred.

The Drumstick Tree and Southern Winds:

After the exodus to Fort Island, both Healers and Farmers were pleased to discover the drumstick tree flourishing on the island. In the initial move, many craftsmen from both Halls took the opportunity to gather a large number of seeds to plant and cultivate on their own. Though it is not a big portion of the culinary habits of the Weyr and Hold, the drumstick tree is starting to prove its usefulness in the Pernese’s new, tropical home.

Added : SanctifiedSavage
« Last Edit: May 09, 2016, 03:08:00 AM by SirAlahn »

Offline Drewliet

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #10 on: May 03, 2016, 05:52:41 PM »
treeeees  :excited:

Spoiler for Hidden:
Trees on Pern are a hardy bunch. Both native and introduced species have survived Threadfall over generations via the symbiotic relationship with spore-eating insects. While it’s true that some of the more delicate species were lost during the last Pass, most of Pern’s forests were vast enough to recover. The Southern Continent is home to some of the biggest and sturdiest specimens, however anywhere with even a partially warm climate can host large forests.

Fellis Tree
   This is one of the most important of Pernese trees. Widespread on both continents, the Fellis tree is a softwood that can survive in most climates. These trees are kept for their medicinal value, for if you harvest the inner pulp from the branches and leaves it will produce a juice that acts as a numbing and sleep-inducing drug.

Klah Tree
   The Pernese would be sorely lost without their beloved Klah drink. The bark of this tree is harvested and dried, and then later ground down, to make Klah. It has little value as building material, as the wood is far too soft and the tree itself does not grow very large. The Klah tree was not native to most places on Pern, however present day it can be found nearly everywhere thanks to the humans of Pern.

Ging Tree
   The forests around Ista are almost exclusively made of Ging trees. Native to Pern, they are a many-branched species with thick leaf cover. The fronds are often cut for use as bedding in the absence of something better, and the sap of this tree is very strong and a good adhesive, in both medicinal and craft use.

Redfruit Tree
   A very tropical tree that was discovered alongside the Southern Continent. The Redfruit tree bears delicious red fruits, as the name suggests. Efforts made to introduce the tree to the Northern continent were met with some success, but it’s likely they are extinct outside of their native land since the 9th Pass.

Broom Tree
   Its namesake comes from its appearance, a very tall and bristle-topped tree with prickly leaves and interwoven branches. The Broom tree is valued for its strong and dense wood, making it a valuable building material. It’s found only in the far west of the Northern Continent and can be difficult to work with for all but very skilled craftmen.

Fort Isle Tree
   Unique from the other species of Pern, Fort Isle has its own type of tree. It’s a dark colored wood, very strong, and flourishes in the jungles. The leaves are wide and heavy and make a good thatching material, and the wood can be stripped of its thin bark and easily used for building. The bark itself is much like that of a birch tree, flimsy and pliable and may make a good, albeit temporary, source of paper.

Ash Tree
   One of the few trees brought by colonists to Pern that has adapted and survived is the Ash tree. It’s common in the North, found mainly in the hills and mountains. Like the Fellis tree, the Ash tree has a few medicinal uses. The bark can be harvest and steeped as a tea and will reduce fevers and flush the body of toxins.

Coconut Tree
   Another Terran plant, this tree was brought chiefly as a source of growing food. The Coconut tree populates the Southern continent and all areas that have warm, beachy coastlines. The coconut, while chiefly meant for eating, is also a good source of oil and tinder, and the fibers can be woven together to make rope or mats, or even a rough and pliable board.

Added : SanctifiedSavage
« Last Edit: May 09, 2016, 03:08:12 AM by SirAlahn »

Online SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #11 on: May 09, 2016, 03:13:13 AM »
Whew. :faint: You guys are amazing. Finally got it all added and updated. :excited:

Offline Drewliet

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #12 on: August 28, 2016, 07:47:56 PM »
I wrote up a kind of off-topic thing about funerals/death rituals in Pern because I was curious about it myself, and I figured it's a pretty integral subject for the culture of the Pernese. If you want to add or change anything feel free!

Spoiler for Hidden:
Death Rituals
   The Pernese oversee a variety of tradition when it comes to burial and remembrance of the deceased. One thing remains true throughout, that since the Pernese are not a religious people there is no thought of what “comes after”, simply actions taken to remember the person for what they did and who they were. Mourning periods can vary, but mostly it’s left to personal preference.
   With the still very recent Pass, things were a little different. Overcrowded holds and weyrs could not allow the threat of many bodies to add more disease to those still surviving. Fire pits were used on a daily basis to burn those that had perished, and then they were buried within. The location of these were remote to keep water supplies clean, which also meant that families were not afforded the ability to gather and mourn appropriately. As well, there was no guarantee that Threadfall wouldn’t threaten the process, and so there was very little time offered for a relative to come and identify who had passed before the body was transported to the pit location by dragonback.
   Presently, some ability to have a traditional burial has returned. Today’s threat of hunters and beach snakes, however, means that it is very rare for a slain person to be safely recovered to be honored. As well, certain traditions like a burial at sea are still too risky unless it’s in the dormant snake season, and even then the manpower required isn’t always easy to afford.

   It is no great secret that if a dragonrider must die, he wishes to do so with his Bonded in the between. Dragonriders have one of the greatest mortality rates of all the Pernese professions, but they take death no less lightly. The keen of a mourning dragon is haunting and hard to forget, but these intelligent creatures know that dwelling on the lost is no way to press on to the future. Funerals for riders are scarce and probably nonexistent, these days. Wise weyrleaders might have a gathering held in their name when they pass, but for everyone else life goes on. Of course, the greatest honor and the best way to remember a Rider is to have a harper write a ballad of their adventures, but we can’t all be legends, can we?

   Each individual craft does something a little different for funerals. A Deathsong is usually sung and those that were either family or close friends will accompany the body to its final resting place. Those that lived near the coast were often buried at sea, whereas those near mountains had great catacombs dedicated to those of a remarkable life. Here, too, funeral pyres were sometimes used, but there was time to construct a platform and no need for multiple bodies. The ashes were sometimes kept, or allowed to simply disperse.

   Holders, unless high ranking, were largely left to their own means when it came to the disposal of a loved one. There weren’t mountain halls to honor them for an eternity, and most often they didn’t have access to boats to reach the sea. Therefore it was very common for these folk to use pyres, or to make modest cemeteries to hold the generations of their family line. The Lords and Ladies were a different story, though, and it was nearly required to host a banquet in their name when one passed. They, too, had their own cemeteries, but these varied from mausoleum to their own, smaller, catacombs depending on location.

Added : SirAlahn
« Last Edit: January 12, 2017, 01:42:06 PM by SirAlahn »

Offline Drewliet

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #13 on: January 10, 2017, 07:03:55 PM »
Insects!

Spoiler for Hidden:
INSECTS

Aside from the fish on Pern, insects are the second most populous creature on Pern. They act as food sources, fertilizers, pollinators, and in most cases are a natural defense against Thread. On Fort Island there are many varieties, most of which are still undiscovered in the depths of the very dangerous jungle.

Scatids
These small, beetle-like creatures possess six legs and are experts at digging and burrowing. On the northern continent their bodies are furred against the cold, however in the South and on Fort Island, too, they have wider limbs meant for shovelling through sandy terrain. Scatids are natural tillers, and they keep the ground aerated and therefore more fertile. They aren’t extraodinarily colored, blending into the ground instead with earthy tones.

Trundlebugs
The trundlebug is a peculiar creature. Farmers value them for their appetites- they’ll eat parasites but leave vegetation alone. These insects come in many different color varieties, but their hue will always reflect their surroundings, giving them amazing camouflage. A trundlebug always travels in a straight line until it cannot go any further. If it is disrupted before it should be, these insects emit a horrible smell.

Grubs
Grubs are arguably one of the most useful insects on Pern. They come in two man-made varieties. The first is a furry, grey, legless creature that is earth dwelling. When it encounters burrowing thread, it will consume it before much damage can be done. The second variety is called a vine grub, and it was adapted to live on and among plants and therein keep safe against spores. Grubs did their job fairly well, but as living beings even they weren’t prepared for the long pass, they could only eat so much thread before everything was simply overwhelmed.

Rockmites
These beetles are water dwelling, despite their namesake. They favor freshwater lakes and ponds and feed off of plant algaes that collect on stones and rocks in and near the water’s edge. Rockmites are a good source of food for small wherry and firelizards, but you usually have to get wet to get to them. They’re usually shiny black in color, but reflective enough to shine with a color in their surroundings. Enterprising crafters will gather these to turn their shells into jewelry.

Sandworms
Thread-eating and Hold dwelling, sandworms are a tough, armored creature native to Igen. However, like the grub, they weren’t able to withstand the sheer amount of Thread spores and likely went extinct around the time that the Hold was evacuated. It’s possible that a few survived deep within the caves of Igen, but until someone goes digging around with intent to find them they won’t be seen any time soon.

Wrigglers
A popular bait among hobby fishermen, wrigglers are worm-like insects found in fertile earth. They live anywhere there is rich vegetation, feeding on tubers and whatever decay they come across in the ground. Wrigglers are easy to harvest in large quantities, and can even be used as a food source in dire times. However, their value as fishing bait goes uncontested, and most would prefer to give a few up to catch a fish rather than settle for the wriggler.

Fy-bys
Named for their tendency to “fly by”, these are small and harmless (albeit annoying) insects. They have tiny bodies fitted with tiny wings and tend to mass in the thousands on warm summer evenings. Fy-bys resemble terran gnats and often attract great numbers of small wherries and terran birds to feed on them during their swarms. Good hunters (both human and dragonkin) will note when the fy-bys begin to amass, and use that time to collect whatever feathered beast is unfortunate enough to get caught.

As always, edit as needed <3

Added : SirAlahn
« Last Edit: January 12, 2017, 01:42:16 PM by SirAlahn »

Offline SirAlahn

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #14 on: January 12, 2017, 01:42:49 PM »
All updated and added! I even added a new subboard just for aspects of Pernese culture. :love:
Want me to color something for you? Click here.
I have too many wanted adds to list here. Click through to this link to see them all.

Online Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #15 on: January 14, 2017, 04:37:13 AM »
So I did some Medication stuff.
I couldn't remember anything about Nettle Sap, and I read in the Ging Tree thing that Drew did that it was a good adhesive for wounds, so I could add that in here too? And Numbweed wasn't on the list either... But it's up to you, take all of it, take none of it, I don't mind.  :happy:

Spoiler for Hidden:
Fellis
Through a thorough boiling process of the fellis free, the juice produced is a soporific. The juice can be easily added to beverages, which mask the incredibly bitter taste of the medication, making it easier for patients to consume the sedative. Whilst useful to the Healer Hall, fellis juice is addictive and potentially dangerous if given in strong doses. Healers have in past avoided giving fellis juice to pregnant mothers and additionally, only supply long-term fellis treatment to those who are terminal. 

Numbweed
An anaesthetic produced in salve form, which when applied on open or closed wounds provides temporary relief from pain. Particularly efficient for the Weyrs in times of threadfall, when immediate attention is required for painful thread scoring. The preparation process for the numbweed salve is a long and uncomfortable one: 3 days of boiling the plant in large pots produces a pungent odour, making the task unpleasant for those given the chore. Care must be taken in the numbweed application process, as the salve can sometimes cause excessive bleeding if applied overmuch.

Needlethorn
Always found in close proximity to the ging tree, needlethorns can only be harvested for their medicinial purpose in winter and autumn, when the poison within the thorns have dried up. The needlethorns are sturdy, thin, and hollow, which are used by Healers as a needle to drain blood from willing donors for production of immunizations for some of Pern’s most dangerous plagues. 
Since the Catastrophe: The needlethorn, whilst able to grow on Fort Island, has not seen much use, due to the collapse of most of the Healer Craft Hall and loss of their knowledge of serum production.

Redwort
Essential in surgery, applying a liquid extraction of redwort to the surgeons hands prevents them from being effected by numbweed and seems to act as an antiseptic however due to its prevention of the anaesthetic effect of numbweed, redwort is rarely applied directly to a wound.

Online SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #16 on: January 14, 2017, 09:44:35 AM »
That's awesome, Inki!!  :love:

Offline SirAlahn

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #17 on: January 14, 2017, 12:31:49 PM »
You guys are so awesome. It's amazing. <3

Nettlesap is something Sanctified and I specifically made up for SWW, so it's not in any official Pern... anything. XD I'll work on writing up a little blurb about it today to add to the loveliness you have already. ^_^
Want me to color something for you? Click here.
I have too many wanted adds to list here. Click through to this link to see them all.

Offline SirAlahn

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #18 on: January 14, 2017, 02:30:00 PM »
Got the entry for nettlesap done! Gonna go add it to the Medicinal Plants thread now. <3

Spoiler for Nettlesap:
Nettlesap
Originally regarded as a useless weed, the nettle plant was once endemic on both the Northern and Southern continents. Only during the 9th Pass did the Pernese discover it actually had an applicable use; when the leaves are fermented, they produce a clear and highly alcoholic liquid that can be used as a kind of analgesic. Like fellis, its use is strictly monitored by the Healers, and it is usually mixed in other drinks to mask the strong taste. Doses are typically very small and diluted, since most people cannot tolerate it straight, and it can be addictive if overused. While not strictly a soporific, nettlesap can also be used to promote sounder or more restful sleep—as well as to calm the nerves.

Harvesting:  Fortunately for the survivors of the 9th Pass, the nettles can also be found on Fort Island and grow in abundance. However, the same dangers are inherent in its collection as with all other plant matter harvested from the jungle. Furthermore, those gathering the stinging nettles must wear thick leather gloves in order to avoid an incredibly painful and itchy rash or “stings” on exposed flesh. The most common way to treat exposure is with the application of mud, which soothes the irritation caused by the plant.
« Last Edit: January 14, 2017, 02:31:31 PM by SirAlahn »
Want me to color something for you? Click here.
I have too many wanted adds to list here. Click through to this link to see them all.

Online Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #19 on: January 14, 2017, 10:10:03 PM »
So there's a lot of stuff here, I was just thinking if there is a general layout for info needed for each craft hall then I could start filling out some other ones as well. But let me know what you think of this and if you're happy with it for the Fisher Craft.

Spoiler for Hidden:
Specialties and Professions
Shallows Fishing – have expert knowledge in the creation of tools for close to shore fishing. They should know how to craft a reel, hand spear, personal net, and spiderclaw traps.
Deep Sea Fishing – these fishers are well equipped in the knowledge of the deep ocean. They should be able to identify the tell tale signs of a large shoal of fish in the open water, and the best kind of net to trap the school. Additionally, they should have knowledge of the functioning of the boats, however, most deep sea fishing knowledge has been lost to the current day Fisher Hall.
Fish Classification and Types – the Pernese who undertake this speciality must have a good memory. They should endeavour to remember each identifiable detail of a singular fish and how they interact in their schools. Additionally, their knowledge should be so, that if a new species of fish were to be found, they should be able to accurately classify them in terms of deep sea, shallows and fresh water, due to their identifying characteristics.
Schooling/Teaching – There must always be teachers in a crafthall, those who engage in the teaching profession must have a knowledge of all aspects of the fisher craft, in order to best bring the knowledge of the hall to the new crafters.
Navigation – Navigators in the Fisher Hall must study long and hard at their maps and numbers. They must have a good grasp of numbers and be able to use sun dials accurately and efficiently.
Shipbuilders/Shipwrights – Most of this knowledge has fallen to disuse due to the lack of materials on Fort Island which can be used for ship building. However, small skiffs have been built for cove fishing, but the risk of beach snakes has prevented much of their use. 
Free Divers – Once a popular profession in the fisher fall, free divers which swim for sea molluscs have mostly moved on to other specialties as the risk of beach snakes is too much.
Record Keeping – A steady hand and a good eye is needed for those who decide to specialise in record keeping. They must have a talent for understanding what a specialist is telling them about their craft, and be able to convert that to the written word, so that anyone could understand. Those with a talent for map creation also fall under this category, although many would argue that it should have its own subcategory due to the talent of spatial awareness that one must have to accurately copy life onto parchment.
Rare/Lost Fisher Specialities
Deep One Knowledge – not much is known  about the elusive deep ones to the current Fisher Hall, however there may still be those fishers who harbour the need to find these creatures again.
Dolphineers – like the deep ones, most Fishers believe that the dolphins have been lost into the vast oceans, however the hopeful believe they will remember us one day and find us again.

Apprentice Classes
Apprentices in the Fisher Craft must have a general knowledge of all aspects of the craft and its life. Due to the large amount of knowledge that must be established in the students, one should remain an apprentice for approximately 3-4 turns, however no one younger than 19 can graduate to Jnr. Journeyman except for outstanding students.

Class Subjects
Fish
Fish Classification – Shallows
Fish Classification – Deep Sea
Fish Classification – Fresh

Theory
Rips and Tides
Myths and Legends
Deep Sea identifiers
Building Theory
Sailing Theory

Practicals
Basic Net Crafting
Map Reading
Fish Preparation/Gutting

Apprentice Schedules
Year 1
7:00am Breakfast
8:00am Class 1 – Theory
10:00am Class 2 – Practical
12:00pm Lunch
1:00pm Class 3 – Theory
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Fish
7:00pm Own time
10:00pm Lights out

Year 2
7:00am Breakfast
8:00am Class 1 – Fish
10:00am Class 2 – Theory
12:00pm Lunch
1:00pm Class 3 – Practical
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Theory
7:00pm Own time
10:00pm Lights out

Year 3
7:00am Breakfast
8:00am Class 1 – Practical
10:00am Class 2 – Fish
12:00pm Lunch
1:00pm Class 3 – Theory
3:00pm Chores/Private Study/Personal
5:00pm Dinner
6:00pm Private study groups with Journeymen and Masters
7:00pm Own time
10:00pm Lights out

Jnr. Journeymen
At the Jnr. Journeyman level, in the past they have been sent out across Pern to teach and study in different locations, however, on Fort Island, Jnr. Journeymen have the opportunity to investigate specialities within the craft. When tapped, Jnr. Journeymen may then have the opportunity to approach 4 different specialists and asked to be further educated in their specialisations. Throughout the Jnr. Journeyman’s studies, they will have to limit their specialisations to either 1 or 2, and when the tutors have decided that they have no more to learn, they can graduate to Snr. Journeyman.
The schedules of Jnr. Journeymen are largely up to the specialists that they have chosen to study under.

Senior Journeymen
Senior Journeymen are those that have expertly specialised in 1 or 2 professions and have been deemed educated enough by their teachers to continue their studies alone. They have the opportunity to conduct practical research tasks in order to further their knowledge of the Fisher Craft. Senior Journeymen can be voted to Master when they reach 40 years of age.

Added : SirAlahn

Online SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #20 on: January 16, 2017, 09:52:44 AM »
That's just amazing, Inki. 0__0 I'd wanted to read this over the weekend, but I wanted to give it the proper attention it deserved. This is just amazing! I think, basing a lot of the other crafts off this sorta template is a great idea. This is really just amazing.  :love:

Offline SirAlahn

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #21 on: January 16, 2017, 01:06:30 PM »
Inki, you did an absolutely amazing job. :love: We now have a topic dedicated to the Fisher Crafthall in yet another shiny new subforum specifically to house in-depth information about the Crafts. Because we like organization.
Want me to color something for you? Click here.
I have too many wanted adds to list here. Click through to this link to see them all.

Online Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #22 on: January 16, 2017, 05:13:58 PM »
Harpers! So I just copied what you wrote for Masters and Craftmaster, and just added a bit on the end for the masterharper, because what you wrote seemed good for all crafts.
Add anything you need, I looked at all the specialties of the current harpers to make sure I wasn't missing anything but if anyone has a different idea for how the harpers work then by all means change it <3
I would format it to help you, but I don't know how to do the big flowery lettering or the lines just saw the code

Spoiler for Hidden:
Specialties and Professions
Performance – These Harpers must be the best of the best in terms of their performance in front of crowds. They must know when to be background noise, and when to take the attention of a crowd. The role of a performance Harper must also to be to listen to what is going around them, at the performances they attend, and in times of strife in Pern, must be able to calm, rouse and inform everyone in a crowd with their music.
Voice – These specialise in the singing of musical Ballads and Sagas, their voices must be able to clearly tell the story of their song and enchant their crowd with their voice. Additionally, some vocal specialist must be able to blend in a choral setting.
Instrumental – Both soloist and group instrumentalists, must be able to act as the centre of attention, but know when to back away and listen, both to their follow performers and to the conversations in the crowd around them.

Composition – They must have intimate knowledge of musical theory and be able to apply it into creating new songs and ballads to inform and teach the people of Pern. What they compose will last much longer than any other form of record keeping in Pern, and therefore the most important events in Pern’s history lie in the hands of the composition harpers.

Archives – These Harpers are in charge of the physical versions of all Pern records. From receiving supply orders from Weyrs and copying the original papers, to writing an unbiased telling of Pern events, they must have in depth knowledge of all of Pern’s history and a steady, neat hand.
Scribes – Before the invention of the Printer Hall, the scribes spent all day making copies of important and unimportant documents. Now, after the fall of the Hall, they are becoming necessary again, although unfortunately supplies to make multiple copies of documents are rare.
Historians – Specialists in the knowledge of Pern’s history, they must have an incredible memory and eye for detail.

Instrumental Construction - Even though supplies are low, there was once enough material for Harpers to specialise in the art of instrumental construction. They must have knowledge of the different types of materials and the timbre that they will produce in different instruments. Instrument Constructors must have a wide knowledge of many instruments, but mostly, at the upper levels of their craft, have specialised in a particular instrument.

Drum Messengers – Whilst mostly not needed on Fort Island, small as the current settlement is, drum messengers were in charge of relaying emergency calls, dragon rider requests and major announcements across Pern.

Musical Theory – Typically the more detail oriented harpers, those specialising in musical theory provide a basic knowledge to all areas of expertise. In order to compose, perform, scribe and even construct, one must have been taught musical theory.

Teaching – Whilst all Harpers are teachers, some can chose to specialise in it. These Harpers must have a general knowledge of all forms of Harper specialties, but specialise in what they can teach ALL Pernese, not just Harpers. They would teach ballads, sagas, vocabulary, numeracy and history to all Pernese children.

Rare/Lost Harper Specialties
Printer – Emerging from the archive specialty of the Harper Hall, the printer hall has since collapsed and remerged back into the Harper Hall, due to lack of supplies.
Dance and Defence – The art of self-defence was taught alongside basic dancing lessons, to all Harpers in 2nd interval Pern.



Apprentice Classes
Apprentices in the Harper Hall typically study for 3-4 turns, but throughout their time, establish a specialty within their craft. In their first turn of studying they would undertake all varieties of Harper classes, however, most of their classes in the 2nd, 3rd and 4th turn will become specialised as per their talents.

Class Subjects
Musical Theory
Drum Messages
Composition
Voice
Instrumental
Construction

Apprentice Schedules
Turn 1
7:00am Breakfast
8:00am Class 1 – Musical Theory and Drum Messages
10:00am Class 2 – Alternating Voice/Instrumental
12:00pm Lunch
1:00pm Class 3 – Alternating Construction/Archive
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Composition
7:00pm Own time
10:00pm Lights out

Turn 2 In this turn of study students will pick 4 out of the 6 areas of study.
7:00am Breakfast
8:00am Class 1
10:00am Class 2
12:00pm Lunch
1:00pm Class 3
3:00pm Chores
5:00pm Dinner
6:00pm Class 4
8:00pm Own time
10:00pm Lights out

Turn 3 In this turn, students can keep all 4 areas of study from their previous year, or undertake private lessons with a master in an area of study. (3 normal areas of study + 1 of those has a private lesson) OR (2 areas of study and both have private lessons)
7:00am Breakfast
8:00am Class 1 Normal
10:00am Class 2 Normal
12:00pm Lunch
1:00pm Class 3 Normal/Private
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 Normal/Private
8:00pm Own time
10:00pm Lights out

Turn 4 If students have not advanced to Journeyman status by the end of their third year, their timetable remains as it was in Turn 3 until they are tapped.



Jnr. Journeymen
Harpers in the past have been sent out to different Holds across Pern to teach the young Pernese their ballads, however on Fort Island, Jnr. Journeymen simply become an assistant to a Master in a particular specialty. If an outstanding student, they can be an assistant for more than one Master, however, being an assistant is a full time job, and undertaking two is an incredible feat.  At the Jnr. Journeymen level, they typically have to do all the jobs that the higher up Harpers do not wish to be doing, such as teaching the youngsters in the Creche, or getting the unfavourable performance times.

Their schedules are flexible, usually dependent on the tasks that their Master has assigned to them, when they are not working, they do independent studying and contribute to the upkeep of the Hall.

Snr. Journeymen
After assisting a Master for a number of turns, they can then graduate to Snr. Journeymen, usually when the Master has no more need for their Jnr. Journeyman and nothing more to teach them.  They can then undertake their own study, and even take on an apprentice and teach private lessons. At the age of 40 they have the opportunity to become a Master.

Master Crafters
Masters are considered the authority in their fields of specialization and in the Crafthall. They create schedules, mentor Journeymen, oversee Crafthall supplies and administration, and generally create their own work schedule. They’re expected to maintain respectful relations with the weyr and other crafthalls. Their job is half administrative, maintaining their Crafthall and interacting with other Masters within their own Craft, and overseeing the progress of those beneath them. They review the progress of the practical research of Senior Journeyman and decide what will be accepted into Crafthall Records, as well as deciding what apprentices will not advance. Masters only answer to the Craftmaster, who is senior amongst them and has the final say in all matters relating to the Crafthall

Craftmaster – Masterharper
This is a singular role, earned through vote by the Masters and held until the Craftmaster either dies or steps down, and holds the highest authority in the Crafthall. This person speaks for the Crafthall in all matters and oversees the overall running of the Crafthall, usually with the help of other Masters. It is their job to maintain the integrity and stability of their Crafthall in a desolate Pern, ensuring their Crafthall is well supplied, and always advancing. Specifically in regards to the Harpers, the Masterharper has to ensure the education of the growing generation, and be a specialist in politics and Weyr-Hold relationships. The Masterharper should be the most informed person in all of Pern.


Added : SirAlahn

Online SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #23 on: January 16, 2017, 09:17:58 PM »

That's absolutely wonderful, Inki.  :excited:

Offline SirAlahn

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #24 on: January 16, 2017, 09:38:08 PM »
Inki, you're fucking amazing. We now have a thread for the Harper Hall.
Want me to color something for you? Click here.
I have too many wanted adds to list here. Click through to this link to see them all.

 

OOC Recent

by Kyya
[Today at 01:57:57 AM]

[Today at 12:06:15 AM]

[July 19, 2017, 10:47:04 PM]

[July 19, 2017, 09:55:20 PM]

[July 19, 2017, 06:14:13 PM]

by Kyya
[July 19, 2017, 04:42:41 PM]

[July 19, 2017, 11:36:05 AM]

[July 17, 2017, 03:58:12 PM]

[July 17, 2017, 12:55:08 PM]

[July 16, 2017, 01:29:08 AM]

by Inki
[July 16, 2017, 01:24:18 AM]

[July 16, 2017, 01:04:41 AM]

[July 15, 2017, 10:57:44 PM]

by Kyya
[July 15, 2017, 10:37:05 PM]

[July 15, 2017, 10:08:26 PM]

Open Threads

If you have any open threads and you'd like them listed, let us know.
In-Depth Character Prompts - For SOLO Threads



Don'tcha Just Hate It When... - 21.06.2589 x Seaphonellqua


Just Teasing - 01.09.2589 x Nishi


Death by Boredom - 32.10.2589 x Callista


Weyrling Shenanigans - 05.01.2590 x Weyrlings


Klah and Long Nights - 23.01.2590 x Isotarïne


Breakfast Delivery - 15.03.2590 x K'eeda


In the Radiant Sun - 15.03.2590 x T'lor


Three Cheers to Sweet Isolation - 17.03.2590 x Penderton


Napping on a Wher - 18.03.2590 x Sarinea


Coryza - 20.03.2590 x Vanelwynne


Getting the Ducks Back in a Row - 02.04.2590 x D'zel


The Down Low - 03.04.2590 x Callista


Now It's a Party! - 07.04.2590 x B'lye


Twisted Ankle - 25.04.2590 x Isalia


Dragon's Dance - 08.05.2590 x Bekareni


A Weyrling's First Steps - 10.05.2590 x D'zel


Evening Showers - 11.05.2590 x K'ran


Singing with Flits - 20.05.2590 x Lokin


They Aren't That Heavy - 21.05.2590 x Tiynnalacia


Talking to a Wher - 22.05.2590 x Omenya


You'll Do, Come With Me - 22.05.2590 x Berlya


Lunch With Mum - 30.05.2590 x B'lye


Avoiding Responsibility - 04.06.2590 x Elremmiria


Another Homecoming - 15.06.2590 x K'eir


Come One, Come All - 15.06.2590 x Notkerric


All the Pretties Shine - 19.06.2590 x Laimora


In the Dark of the Night - 35.06.2590 x Tayvelle


Try and Try Again - 01.07.2590 x Saviavi


Training for the Test - 09.07.2590 x Zilanie


Storming Brainstorming - 10.07.2590 x W'lleni