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Author Topic: Contributing to Southern Winds Weyr "Encyclopedia"  (Read 4788 times)

Offline SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #25 on: January 16, 2017, 11:39:31 PM »
Spoiler for Hidden:

Added to our summary and maps page a layout of the Construction site.  :love:

Offline RaynePOTM

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #26 on: January 30, 2017, 07:36:51 PM »
So, I have a list of songs for the Harper Hall? Or maybe in Pern culture?

These are only ones with lyrics.

Spoiler for Hidden:
The Duty Song (March of the Wings):
Drummer, beat, and piper, blow,
Harper, strike, and soldier, go.
Free the flame and sear the grasses
Till the dawning Red Star passes.
From the Weyr and from the Bowl,
Bronze and brown and blue and green,
Rise the dragonmen on Pern,
Aloft, on wing, seen, then unseen.
Honor those the dragons heed,
In thought and favor, word and deed.
Worlds are lost and worlds are saved,
From those dangers dragon-braved.
Dragonman, avoid excess;
Greed will bring the Weyr distress;
To the ancient Laws adhere,
Prospers thus the Dragonweyr.

The Watchwher song:
Watch-wher, watch-wher,
In your lair,
Watch well, watch-where!
Who goes there?
Lord of the Hold, your charge is sure.
In thick walls, metal doors, and no verdure.

The Golden Egg of Faranth:
By the Golden Egg of Faranth
By the Weyrwoman, wise and true,
Breed a flight of bronze and brown wings,
Breed a flight of green and blue.
Breed riders, strong and daring,
Dragon-loving, born as hatched,
Flight of hundreds soraing skyward,
Man and dragon fully matched.

Red Star Passes:
Seas boil and mountians move,
Sands heat, dragons prove
Red Star passes,
Stones piles and fires burn,
Green withers, arm Pern.
Guard all passes.
Star Stone watch, scan sky.
Ready the Weyrs, all riders fly;
Red Star Passes.

Star Stone Song:
The Finger points
At an eye blood-red.
Alert the Weyrs
To sear the Thread.

Mating Song:
Rise in glory,
Bronze and gold.
Dive entwined,
Enhance the Hold.
Count three months and more
And five heated weeks,
A day of glory and
In a month who seeks?
A strand of silver
In the sky...
With heat, all quickens
And all times fly.

Crack dust, black dust:
Crack dust, blackdust,
turn in freezing air.
Waste dust, spacedust,
From Red Star bare.

Fighting Thread:
Wheel and turn
Or bleed and burn.
Fly between,
Blue and green.
Soar, dive down,
Bronze and brown
Dragonmen must fly
When Threads are in the sky.

The Question Song:
Gone away, gone ahead,
Echoes away, gone unansweréd.
Empty, open, dusty, dead.
Why have all the Weyrfolk fled?
Where have dragons gone together?
Leaving Weyrs to wind and weather?
Setting heardbeasts free of tether?
Gone, our safeguards, gone, but whither?
Have they flown to some new Weyr
Where cruel Thread some others fear?
Are they worlds away from here?
Why, oh, why, the empty Weyr?

The Fire-lizard song:
The little queen, all golden
Flew at the sea.
To keep it back,
To turn it back
She flew forth bravely.
As she attacked the sea in rage
A holderman came nigh
Along the sand
Fishnet in hand
And saw the queen midsky.
He stared at her in wonder
For often he'd been told
That such as she
Could never be
Who hovered there, bright gold.
He saw her plight and quickly
He looked up the cliff he faced
And saw a cave
Above the wave
In which her eggs he placed.
The little queen all golden
Upon his shoulder stood
Her eyes all blue
Glowed of her true
Undying gratitude.

Added : SirAlahn
« Last Edit: February 06, 2017, 09:47:03 PM by SirAlahn »

Offline RaynePOTM

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #27 on: January 30, 2017, 07:45:29 PM »
For cooks/drudges, and just for kicks, if anyone wants to know how to make Pern desserts here is the IC recipe and the OOC equivalent.

Spoiler for Hidden:
From the "Dragonlover's Guide to Pern", written by Jody Lynn Nye with Anne McCaffrey, © copyright 1989 by Bill Fawcett and associates.

Every Hold has its own special method for making bubbly pies. The traditional fruit used in this special dessert is Terran blueberries, though any berry can be substituted. This recipe makes half a dozen dessert-sized pies or a dozen hand-sized snacks.

IC:

Crust:
1/2 cup butter
2 tablespoons granulated sweetening
2 1/2 cups flour
1/2 teaspoon salt
1/2 cup water
Cut the butter into chunks. Combine the dry ingredients in a bowl. Work the butter gently into the dry mixture with a fork until pieces the size of peas form. Sprinkle the water over and work it in. (Do not overwork the dough.) Form the dough into a ball.

Filling:
5 cups blueberries or other berrys such as Redberrys
1 cup granulated sweetening
1/4 teaspoon powdered klah bark
2 teaspoons Citron juice
1-2 tablespoons butter
Gently toss berries with sweetening and klah bark in a large bowl. Sprinkle Citron juice over mixture. Spoon berries into crust and dot with butter.

For Six Tarts:
1 crust recipe
1 filling recipe
Divide the ball of dough into two pieces. Work with one at a time. Form each into a ball and press out into a circle. Divide each circle into six. Roll each piece into a ball. Flatten to 1/8-inch, cut into 5-inch circles, and fit six into the tart pans. Fill with berry mixture. Moisten the edge of each tart and top with second circle of dough. Seal and flute the edges. Cut slits in the top of each tart with a knife. Cover edge of each tart with foil.
Bake at 375 o F for ten minutes. Remove foil. Bake for 8-12 minutes more, or until crust is golden. Serve hot.

For Twelve Gather-Pies
1 crust recipe
1 beaten fowl egg
1/2 filling recipe
Roll out dough on a floured surface to a 1/8-inch thickness. Using a 3-inch cookie cutter, cut out 24 circles. Lay out 12 on a lightly greased cookie sheet. Divide filling among circles, spooning approximately 2-3 tablespoons into the center of each, leaving a 1/4-inch border.
Brush the border with egg. Lay the second circle on top of each pie, and press edges together with a fork all the way around. (Stretch the top crust gently to fit if necessary.) If desired, mix together 1/4 cup water with 1 1/2 tablespoons sweetening; brush top of each pie with mixture for a sugary glaze. With a knife, cut three or four short slits in the top of each pie.
Bake at 400 o F for 20-25 minutes, until crust is golden. Slide gently of cookie sheet with spatula. Serve hot.

Recipe for actually making it (OOC)


Crust:
1/2 cup butter or margarine
2 tablespoons Sugar
2 1/2 cups flour
1/2 teaspoon salt
1/2 cup water
Cut the butter into chunks. Combine the dry ingredients in a bowl. Work the butter gently into the dry mixture with a fork until pieces the size of peas form. Sprinkle the water over and work it in. (Do not overwork the dough.) Form the dough into a ball.

Filling:
5 cups blueberries or any other berrys you have at hand
1 cup Sugar
1/4 teaspoon powdered cinnamon
2 teaspoons citrus juice (Orange or Lemon, Citron is a hybrid of the two)
1-2 tablespoons butter or margarine
Gently toss berries with sugar and cinnamon in a large bowl. Sprinkle citrus juice over mixture. Spoon berries into crust and dot with butter.

For Six Tarts:
1 crust recipe
1 filling recipe
Divide the ball of dough into two pieces. Work with one at a time. Form each into a ball and press out into a circle. Divide each circle into six. Roll each piece into a ball. Flatten to 1/8-inch, cut into 5-inch circles, and fit six into the tart pans. Fill with berry mixture. Moisten the edge of each tart and top with second circle of dough. Seal and flute the edges. Cut slits in the top of each tart with a knife. Cover edge of each tart with foil.
Bake at 375 o F for ten minutes. Remove foil. Bake for 8-12 minutes more, or until crust is golden. Serve hot.

For Twelve Gather-Pies
1 crust recipe
1 beaten egg
1/2 filling recipe
Roll out dough on a floured surface to a 1/8-inch thickness. Using a 3-inch cookie cutter, cut out 24 circles. Lay out 12 on a lightly greased cookie sheet. Divide filling among circles, spooning approximately 2-3 tablespoons into the center of each, leaving a 1/4-inch border.
Brush the border with egg. Lay the second circle on top of each pie, and press edges together with a fork all the way around. (Stretch the top crust gently to fit if necessary.) If desired, mix together 1/4 cup water with 1 1/2 tablespoons sweetening; brush top of each pie with mixture for a sugary glaze. With a knife, cut three or four short slits in the top of each pie.
Bake at 400 o F for 20-25 minutes, until crust is golden. Slide gently of cookie sheet with spatula. Serve hot.

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #28 on: February 04, 2017, 01:28:31 AM »
Healer Hall!!!! Kyya made me do it.

Spoiler for The Text Stuff:
Specialties and Professions
Emergency Response/Field Medic – These healers must know a general knowledge of many different fields, they must be familiar with all sorts of surgeries, medicines, and dressing techniques. 
General Medicine – These healers work in the healer hall, and are those who take the majority of patients complaining of simple aches and pains. However, they all must have the knowledge of symptoms of diseases and infections, in order to be able to diagnose.
Dragon Healer – These healers are experts in dragon anatomy and nutrition. They have to be familiar with all aspects of dragon healing.
Spoiler for Sub-specialties::
Threadscores – Healers who specify in threadscores, are the field medics and surgeons of the dragonhealer community.
Physical Therapy – After major injuries, dragonhealers must be able to devise therapy plans to allows dragons to recover to full health as much as possible.
Childcare – Those healers who specialise in child healing have the basic training of a general specialist, however, have shown a particular aptitude towards a more calming bedside manner.
Midwifery – An incredibly important part of the Healer Hall, midwives must know every trick in the book to deliver a baby with the least risk to both mother and child. Additionally, they should advise mothers throughout their pregnancy what to avoid, and what to encourage.
Physical Therapy – Physical therapists must have general anatomical and medicinal knowledge, in order to devise the best plans for their patients, and bring them back as close as possible to full health.
Medicine – Salves, poultices, and solutions are the specialities of those medicinal experts. They must know the right amounts of numbweed, nettlesap or fellis to prescribe to patients, and have knowledge of the effect dilution has on both patient and medicine.
Surgery – These Healers specialise in the dirty work of the hall, from amputations to stitches, surgeons must have a steady hand and mind.


Rare/Lost Crafthall Specialties
Inoculations/Immunisations – AIVAS gave the Pernese a more in depth knowledge of immunisations, however, with the fall of most of Pern, the advanced technology has mostly been lost. However, if the records from Moreta’s time can be found again, the advanced technology from AIVAS would not be needed. 
Disease/Plague – This speciality is sometimes combined with the Harper Hall, given the need for access to records. The history of the spread and cultivation of diseases and plagues is the expertise of these healers.
Mindhealing – These healers specialised in helping Pernese people recover from traumatic events.



Apprentice Classes
Given the incredible amount of information those of the healer craft must learn, the distribution of apprentice studies are significantly different than many of the other crafts. For the first 2 turns of study, apprentices only take theory classes, each turn, the practical component of their study increases as the Master Healers see fit. By the 6th turn of study, most apprentices should no longer be taking theory classes, and will be assisting Journeymen and Masters with whatever duties they need, whilst continuing to take practical classes. 

Class Subjects
Theory
Pernese Anatomy
Dragon Anatomy
Plants and their uses
Bodily systems
Common Ailments, infections and other maladies
Keeping a sterile environment
Midwifery
Physical Therapy and its uses

Practical
Basic Surgery (stitches, splints etc)
Salve, poultice, and balm making
Curing common ailments, infections and other maladies
Bedside manner

Apprentice Schedules
Turn 1 and 2
7:00am Breakfast
8:00am Class 1 – Alternating Pernese/Dragon Anatomy
10:00am Class 2 – Alternating Sterilising/Midwifery
12:00pm Lunch
1:00pm Class 3 – Alternating Plants/Common Ailments
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Alternating Bodily Systems/Physical Therapy
7:00pm Own time
10:00pm Lights out

Turn 3 and 4
7:00am Breakfast
8:00am Class 1 – Theory
10:00am Class 2 – Practical
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


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

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




Jnr Journeyman
As a Jnr. Journeyman, healers can begin to specialise under the tutelage of a Master Healer. Most healers know once they are tapped, what specialisation they will choose. However, if they are undecided, they can use their time as Junior Journeymen in order to explore a variety of specialties.



Senior Journeyman
As Senior Journeymen, healers are considered an expert in their field. They have been taught all they can by their Master teachers, and now must learn the Healer craft by working. Some Senior Journeymen will choose to study and research, rather than engage solely in working at the Healer Hall, however, all Journeymen are required to do a certain amount of Hall Hours in a sevenday, as per the requirements of the Hall. Most Senior Journeymen are also required to take on an apprentice or Junior Journeyman to tutor. Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.




Master Crafter
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 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
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.

Spoiler for The Code Stuff:
Code: [Select]
[b]Emergency Response/Field Medic[/b] – These healers must know a general knowledge of many different fields, they must be familiar with all sorts of surgeries, medicines, and dressing techniques. 
[b]General Medicine[/b] – These healers work in the healer hall, and are those who take the majority of patients complaining of simple aches and pains. However, they all must have the knowledge of symptoms of diseases and infections, in order to be able to diagnose.
[b]Dragon Healer[/b] – These healers are experts in dragon anatomy and nutrition. They have to be familiar with all aspects of dragon healing.
[spoiler=Sub-specialties:][i]Threadscores[/i] – Healers who specify in threadscores, are the field medics and surgeons of the dragonhealer community.
[i]Physical Therapy[/i] – After major injuries, dragonhealers must be able to devise therapy plans to allows dragons to recover to full health as much as possible. [/spoiler]
[b]Childcare[/b] – Those healers who specialise in child healing have the basic training of a general specialist, however, have shown a particular aptitude towards a more calming bedside manner.
[b]Midwifery[/b] – An incredibly important part of the Healer Hall, midwives must know every trick in the book to deliver a baby with the least risk to both mother and child. Additionally, they should advise mothers throughout their pregnancy what to avoid, and what to encourage.
[b]Physical Therapy[/b] – Physical therapists must have general anatomical and medicinal knowledge, in order to devise the best plans for their patients, and bring them back as close as possible to full health.
[b]Medicine[/b] – Salves, poultices, and solutions are the specialities of those medicinal experts. They must know the right amounts of numbweed, nettlesap or fellis to prescribe to patients, and have knowledge of the effect dilution has on both patient and medicine.
[b]Surgery[/b] – These Healers specialise in the dirty work of the hall, from amputations to stitches, surgeons must have a steady hand and mind.


[descript]Rare/Lost Crafthall Specialties[/descript]
[b]Inoculations/Immunisations[/b] – AIVAS gave the Pernese a more in depth knowledge of immunisations, however, with the fall of most of Pern, the advanced technology has mostly been lost. However, if the records from Moreta’s time can be found again, the advanced technology from AIVAS would not be needed. 
[b]Disease/Plague[/b] – This speciality is sometimes combined with the Harper Hall, given the need for access to records. The history of the spread and cultivation of diseases and plagues is the expertise of these healers.
[b]Mindhealing[/b] – These healers specialised in helping Pernese people recover from traumatic events.

[hr]

[script]Apprentice Classes[/script]
Given the incredible amount of information those of the healer craft must learn, the distribution of apprentice studies are significantly different than many of the other crafts. For the first 2 turns of study, apprentices only take theory classes, each turn, the practical component of their study increases as the Master Healers see fit. By the 6th turn of study, most apprentices should no longer be taking theory classes, and will be assisting Journeymen and Masters with whatever duties they need, whilst continuing to take practical classes. 

[descript]Class Subjects[/descript]
[u]Theory[/u]
Pernese Anatomy
Dragon Anatomy
Plants and their uses
Bodily systems
Common Ailments, infections and other maladies
Keeping a sterile environment
Midwifery
Physical Therapy and its uses

[u]Practical[/u]
Basic Surgery (stitches, splints etc)
Salve, poultice, and balm making
Curing common ailments, infections and other maladies
Bedside manner

[descript]Apprentice Schedules[/descript]
[u]Turn 1 and 2[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Alternating Pernese/Dragon Anatomy
[i]10:00am[/i] Class 2 – Alternating Sterilising/Midwifery
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Alternating Plants/Common Ailments
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Alternating Bodily Systems/Physical Therapy
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out

[u]Turn 3 and 4[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Theory
[i]10:00am[/i] Class 2 – Practical
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Theory
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out


[u]Turn 5[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Theory
[i]10:00am[/i] Class 2 – Practical
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Practical
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out

[u]Turn 6[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Practical
[i]10:00am[/i] Class 2 – Practical
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Practical
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out


[hr]

[script]Jnr Journeyman[/script]
As a Jnr. Journeyman, healers can begin to specialise under the tutelage of a Master Healer. Most healers know once they are tapped, what specialisation they will choose. However, if they are undecided, they can use their time as Junior Journeymen in order to explore a variety of specialties.

[hr]

[script]Senior Journeyman[/script]
As Senior Journeymen, healers are considered an expert in their field. They have been taught all they can by their Master teachers, and now must learn the Healer craft by working. Some Senior Journeymen will choose to study and research, rather than engage solely in working at the Healer Hall, however, all Journeymen are required to do a certain amount of Hall Hours in a sevenday, as per the requirements of the Hall. Most Senior Journeymen are also required to take on an apprentice or Junior Journeyman to tutor. Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.


[hr]

[script]Master Crafter[/script]
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 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.


[hr]

[script]Craftmaster[/script]
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.

Added : SirAlahn

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #29 on: February 04, 2017, 11:24:28 PM »
I might add to the healer hall "In the 5th turn of study, one of the practical classes each day will be shadowing a Journeyman or Master with whatever they need. In the 6th turn of study, they should no longer be taking theory classes, and can substitute 1-2 practical classes for shadowing Journeyman/Masters that have need of them."

Added : SirAlahn

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #30 on: February 06, 2017, 04:24:59 PM »


Spoiler for Knots:
Pern Knots

Across the history of Pern, shoulder knots have been used to identify a person’s rank by an easy to view braiding pattern with unique colours and patterns for each location and rank across Pern.

Since coming to Fort Island and establishing Southern Winds Weyr, supplies to make shoulder knots for every inhabitant has been scarce.
Therefore, Holders and Weyrfolk without rank have not been given any identifying shoulder knots.
Additionally, a colour based on location is now no longer necessary to identify an individual.
Due to supply limitations, the longer, more complicated, knots have been reworked, to use less material, and now the knots are simply attached into a loop made onto their tunic material on their shoulder.
Spoiler for Hidden:

The current knot scheme at Southern Winds Weyr is as follows:



Riders
Riders in wings have two strings braided together, one to denote their rank and their other their wing:
White denotes Wingrider
Red denotes Wingsecond
Black denotes Wingleader

Green denotes Jungle
Brown denotes Mountain
Light Blue denotes Beach
Yellow denotes Prairie

Weyrlings have two Yellow strings.
Candidates have two undyed natural-coloured strings.

Wing Knot Colours
Wing Name
|
Wingrider
|
Wingsecond
|
Wingleader
Mountain
|
Brown and White
|
Brown and Red
|
Brown and Black
Jungle
|
Green and White
|
Green and Red
|
Green and Black
Beach
|
Light Blue and White
|
Light Blue and Red
|
Light Blue and Black
Prairie
|
Yellow and White
|
Yellow and Red
|
Yellow and Black

Weyrleadership
Weyrleadership has more strings in their braid, three strings versus the two strings of riders in Wings.

Weyrleadership (Golds, Weyrseconds, Wingleaders, Wingseconds, Candidate master, Weyrling master, Weyrleader) will all wear their knots on their left shoulder. Plain wingriders will wear their knots on the right shoulder.


Weyr Leadership Knots
|
Senior Gold
|
Junior Gold
|
Weyrleader
|
Weyrsecond
String Colours
|
2 Gold and 1 Black
|
2 Gold and 1 Red
|
2 Black and 1 Red
|
2 Brown and 1 Red

Other Positions
|
Candidate Master
|
Weyrling Master
|
Assistant Weyrling Master
|
Weyrling
String Colours |
2 White and 1 Light Blue
|
2 Yellow and 1 Light Blue
|
2 Yellow and 1 White
|
2 Yellow

Spoiler for Full Explanation for Riders:
Mountain Wingrider: 1 brown string braided with 1 white string (right)
Mountain Wingsecond: 1 brown string braided with 1 black string (left)
Mountain Wingleader: 1 brown string braided with 1 red string (left)

Jungle Wingrider: 1 green string braided with 1 white string (right)
Jungle Wingsecond: 1 green string braided with 1 black string (left)
Jungle Wingleader: 1 green string braided with 1 red string (left)

Beach Wingrider: 1 light blue string braided with 1 white string (right)
Beach Wingsecond: 1 light blue string braided with 1 black string (left)
Beach Wingleader: 1 light blue string braided with 1 red string (left)

Prairie Wingrider: 1 yellow string braided with 1 white string (right)
Prairie Wingsecond: 1 yellow string braided with 1 black string (left)
Prairie Wingleader: 1 yellow string braided with 1 red string (left)

Weyrlings: 2 yellow strings (right)
Candidates: 2 undyed natural-coloured strings (right)

Spoiler for Weyr Leadership:
Junior Golds: 2 gold strings, 1 red string (left)
Senior Gold: 2 gold strings, 1 black string (left)
Weyrseconds: 2 brown string, 1 red string (left)
Weyrleader: 2 black strings, 1 red string (left)
Candidate Master: 2 white strings, 1 light blue string (left)
Weyrlingmaster: 2 yellow strings, 1 light blue string (left)
Assistant Weyrling Master: 2 yellow strings, 1 white (left)



Crafthalls
Craftspeople will wear two braided strings together, one to denote rank, and the other their craft.
Masters and Craftmasters wearing their knots on their left shoulder, Journeymen and Apprentices on their right.
Ranks:
White  denotes apprentice
Yellow  denotes Jnr. Journeyman
Green denotes Snr. Journeyman
Black denotes Master

Crafts:
Royal Blue denotes Harper
Light Purple denotes Weaver
Grey denotes Smith
Sea Green denotes Fisher
Red denotes Miner
Maroon denotes Healer
Orange denotes Hall-Less (Glass, Beast, Printer, Tanner, Vinter, Technician, Plastic)

Craftmasters and masters will wear their knots on their left shoulder. Apprentices and Journeymen on their right shoulder.

Craftmasters will wear three strings braided, instead of just two. Two denoting the colour of their craft, and one black.
Eg. Craftmaster Harper: 2 royal blue braided with 1 black.

Crafter Knots
Craft
|
Apprentice
|
Jnr. Journeyman
|
Snr. Journeyman
|
Master
Harper
|
Royal Blue and White
|
Royal Blue and Yellow
|
Royal Blue and Green
|
Royal Blue and Black
Weaver
|
Light Purple and White
|
Light Purple and Yellow
|
Light Purple and Green
|
Light Purple and Black
Smith
|
Grey and White
|
Grey and Yellow
|
Grey and Green
|
Grey and Black
Fisher
|
Sea Green and White
|
Sea Green and Yellow
|
Sea Green and Green
|
Sea Green and Black
Miner
|
Red and White
|
Red and Yellow
|
Red and Green
|
Red and Black
Healer
|
Maroon and White
|
Maroon and Yellow
|
Maroon and Green
|
Maroon and Black
Hall-Less
|
Orange and White
|
Orange and Yellow
|
Orange and Green
|
Orange and Black

Craftmasters
Harper
|
2 Royal Blue and 1 Black
Weaver
|
2 Light Purple and 1 Black
Smith
|
2 Grey and 1 Black
Fisher
|
2 Sea Green and 1 Black
Miner
|
2 Red and 1 Black
Healer
|
2 Maroon and 1 Black
Hall-Less
|
2 Orange and 1 Black

Spoiler for Full Crafter Explanation:
Harper Apprentice: 1 royal blue braided with 1 white (right)
Harper Jnr. Journeyman: 1 royal blue braided with 1 yellow (right)
Harper Snr. Journeyman: 1 royal blue braided with 1 green (right)
Harper Master: 1 royal blue braided with 1 black (left)
Harper Craftmaster: 2 royal blue braided with 1 black (left)

Weaver Apprentice: 1 light purple braided with 1 white (right)
Weaver Jnr. Journeyman: 1 light purple braided with 1 yellow (right)
Weaver Snr. Journeyman: 1 light purple braided with 1 green (right)
Weaver Master: 1 light purple braided with 1 black (left)
Weaver Craftmaster: 2 light purple braided with 1 black (left)

Smith Apprentice: 1 grey braided with 1 white (right)
Smith Jnr. Journeyman: 1 grey braided with 1 yellow (right)
Smith Snr. Journeyman: 1 grey braided with 1 green (right)
Smith Master: 1 grey braided with 1 black (left)
Smith Craftmaster: 2 grey braided with 1 black (left)

Fisher Apprentice: 1 sea green braided with 1 white (right)
Fisher Jnr. Journeyman: 1 sea green braided with 1 yellow (right)
Fisher Snr. Journeyman: 1 sea green braided with 1 green (right)
Fisher Master: 1 sea green braided with 1 black (left)
Fisher Craftmaster: 2 sea green braided with 1 black (left)

Miner Apprentice: 1 black braided with 1 white (right)
Miner Jnr. Journeyman: 1 black braided with 1 yellow (right)
Miner Snr. Journeyman: 1 black braided with 1 green (right)
Miner Master: 1 red braided with 1 black (left)
Miner Craftmaster: 2 red braided with 1 black (left)

Healer Apprentice: 1 maroon braided with 1 white (right)
Healer Jnr. Journeyman: 1 maroon braided with 1 yellow (right)
Healer Snr. Journeyman: 1 maroon braided with 1 green (right)
Healer Master: 1 maroon braided with 1 black (left)
Healer Craftmaster: 2 maroon braided with 1 black (left)

Hall-less Apprentice: 1 orange braided with 1 white (right)
Hall-less Jnr. Journeyman: 1 orange braided with 1 yellow (right)
Hall-less Snr. Journeyman: 1 orange braided with 1 green (right)
Hall-less Master: 1 orange braided with 1 black (left)
Hall-less Craftmaster: 2 orange braided with 1 black (left)



Holders
Holder leadership is unrecognised by the Weyr and all their members. However, the Holders have taken it upon themselves to create their own knots to signify those members of their community that they still deem ranked.
Riders would not need to learn the meaning of these knot and as only four holders wear these knots, the colours have been chosen to stand out, each colour and combination does not have any specific logic upon which it was based.
Additionally, since only four people wear them, it's entirely possible that everyone knows who they are anyways.
All wear their knots on their left shoulder.

1 Gold string, 1 black string and 1 grey string signifies the Lord Holder.
2 Gold strings and 1 light purple string signifies the Lady Holder
2 Grey strings and 1 light purple string signifies the Headwoman
2 Grey strings and 1 black string signifies the Steward

Love from @Kyya @RaynePOTM and Moi

Added : SirAlahn

Offline RaynePOTM

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #31 on: February 18, 2017, 02:44:25 AM »
Spoiler for WeaverHall:

Specialties and Professions
Leather Workers – These Weavers are the backbone of the Hall in terms of supplying clothing to the riders, they receive the measurements from the Tailors and proceed to cutting, and preparing the materials for the garments needed. Leather Workers must have a good knowledge of tailoring, tanning, and stitching.
Spoiler for Sub-specialities:
Dragon Saddle Makers - The specialist in the knowledge of all that encompasses the dragon saddle, from the straps, to the mechanism itself, these Weavers will be able to fit a saddle perfectly to a dragon.
Tanners - These Weavers are the ones with a knowledge of Wherry hide preparation. Whilst mostly the hide comes from the Beastcraft Hall in a good condition, processes of weathering, sealing, drying out and sometimes shaping must be applied by the tanners of the Healer Hall. Some Beastcrafters have also developed this speciality in their own hall, and take off some of the pressure from the Weavers.
Rider Leathers - These Weavers work specifically with the dragonriders to produce the safest leathers for their fights against thread and their journeys between. Since the end of the pass, some of the protective measures against thread have been discarded, but no rider will forget the cold of between, so the insulation features of rider leathers are still enforced.
Belt Makers - A relatively easy specialty and is usually paired with another leathercraft specialty or Cobbling, but is important to the weyr and supplies large quantity orders for the weyrfolk.
Fur Workers - Fur workers have the same issues as regular leather workers for shaping and sewing, but they also have to know how to do so without damaging or displacing the fur for an overall good feel and appearance. Mostly they make the bedfurs for the wyer, but in old times clothing was also made and the art is still passed down in theory.
Tailors – These weavers have the most complete knowledge of the way cloth and leather hang on the body. They must be good with numbers, a variety of cloth types and human anatomy.
Dyer - These weavers must know the insides and outs of the different dyeing concoctions that can be made with Southern Winds Weyr’s current resources. Their speciality has undergone some major changes in the past few years as they have adapted to the lack of resources allowed to them. They are also in charge of dyeing the knot strings to their correct shades.
Garment Decorators - These Weavers have an eye for detail, and a steady hand. They are who the Hall turns to when a special commission is made, as they know what looks good and what doesn’t. They have a flair for the creative perhaps more so than any of the other specialities. Unfortunately for the weyr, lack of materials allows this craft little freedom at this time, and most Decorators are only allowed to use offcuts of other material, thus very few are considered good enough to specialise in this area.
Spoiler for Sub-specialities:
Embroidery - Those who become embroiderers usually show special promise in Stitching 101
Loom Builder - Closely aligned with the smithcraft/technician craft but has been maintained by the Weavercraft since the AIVAS disaster, loombuilding is hard with the current materials but the Weavercraft is making do with old looms that have been carefully maintained from mainland Pern, or managed to snag some of the early wood from before the big Hunter attack.
Cloth Weaving - Without Cloth Weavers, there would be no cloth for the Weavers to work with on any accounts. These Weavers must have a knowledge of cotton and it’s various difficulties and understand how to weave it into a usable cloth. Since the addition of new plants at Fort Weyr, even though they are hard to collect with the threat of Hunters, as well as the slow rise in beast numbers, additional flax based (linen) and wool based clothing has been added back to theory classes.
Spoiler for Sub-specialities:
Thread Weaving - Basically the same as clothmaking classes but for the specific difficulties of different thread types.
Bandage Weaving - The making of the different types of bandages needed for the Healer Hall. These range from compression bandages to sterilized cloth for stuffing wounds to general high-porosity, reusable cloth for dressing.
Cordwainers/Cobblers - Working closely with the leather workers, these are the Weavers that make all the riding boots and sandals for the Weyr and it’s inhabitants.
Knitters/Crocheters - Although the threadweavers are mainly in charge of making the yarn, knitters and crocheters need to know the basics of how to make, purify and preserve yarn in a variety of sizes, as well as how to make a variety of garments or blankets.
 
Rare/Lost Crafthall Specialties
Room Decorators - With the lack of materials available to everyone, room decorators are few and far between, they simply do not have the materials to give everyone a rug and a tapestry. They have mostly been put to use with the Cloth Weavers, creating privacy screens for the Weyr, however, the Rug Weavers have been slowly gathering speed to civilise they weyr from the harsh discomfort of cold stone on bare feet.
Spoiler for Sub-specialities:
Rug Weavers - The weaving and maintaining of thick fabric rugs, either by hand or by loom.
Tapestry Makers - Once considered a specialty all of its own, given its use to all the halls as records of historical places, events and machinery, the art has taken a great hit with the lack of materials. Instead Stone Carving as taken up residence as the large scale artform, some Weavers who specialised in this trade before the fall of the original Weaver Crafthall have teamed up with Harpers and Smith/Miners to preserve the focus of the art, but the tapestries themselves are no longer being created.
Lace maker - Considered a subset of Garment Decorators, but also employed for use in Room Decorators, this art is simply too delicate to be of use in the current days of the weyr. It is still studied in theory but is rarely practiced.
Silk Weaving - All of the properties of raising, caring for, extracting, purifying, weaving and preserving the silk worms and the silk itself. In current day, the silkworm population is low, not nearly enough to be maintaining silk production for material making, however a steadfast few Weavers are keeping the population going in the hope that one day the silk can be harvested. These weavers are at the very least Sr Journeyman, and no one of lower rank will be allowed anywhere near the silkworm cave. The current Craftmaster is the main proponent of saving the silk art, and it will be he you answer to if you mess with the silk worms.



The Weaver Caves
 
The Dyeing Room – The largest of the caverns allocated to the Weaver craft, this room has a number of deep pools of water, temperatures ranging from boiling to hot, which are used to soak and set the dyes. This was a natural cavern that has been enlarged, most of the pools of which are naturally fed, but some are too hot to be proper bathing pools, as such the cavern was allocated to the Weavers. A number of smaller pools were hand-carved by the Miner and Smith craft and they are filled with cooler water for the rest of the dyeing and washing processes. This room is often hot and unpleasant and filled with a variety of aromas that make it a task for the strong of stomach and mind.

Along the back wall of the cavern sits a small garden with the plants and fungi necessary for the colours of the dyeing process.

Sewing Caves
Off to the side of the dyeing rooms, there is a set of small office spaces, separated from the walkway by long curtains. These rooms could fit anywhere from 6 to 14 weavers at a time, with long central benches and shelves dug into the rock walls filled with sewing supplies. Usually these rooms would be filled after breakfast, and the sounds of laughter, singing and general shit talking would fill them and spill into the hallway. All of the sewing caves are well lit, the extra expenditure of glows is considered worth it for the Weaver craft as long as their in the caverns.

One of the smallest Sewing Caves is set aside for the Craftmaster, it has a desk for paperwork on one side of the room, and a desk for sewing on the other.

Apprentice Cavern
The apprentice cavern takes the same shape as the general sewing caverns, but has the desks shaped not in the standard long table, but in smaller square tables so that apprentices are grouped together to encourage teamwork and efficiency.

The Dry Cave
The dry cave is ampitheater in shape with lines of either stone, wood or string to hang the variety of materials the Crafthall works with to dry after creation, dyeing or washing. This cavern has a variety of natural wind tunnels, that constantly create and eerie whistling noise, clearing the cave of moisture and allowing the materials to dry at a relatively fast pace for the underground setting.

It is considered a punishment to be sent to check the materials in the drying cave, and the place is the center of many Weavercraft superstitions, even though Southern Winds Weyr is so recently founded.

Silkworm Castle
Technically it’s just a small cavern of the personal weyr of the Craftmaster, who is the main proponent of saving the silk worms. But, it’s also another place of mystery and superstition for the Weavercraft because of the off-limits nature of the silkworms.




Apprentice Classes
Given the lack of ready supplies for the Weaver Hall to practice their craft with, the beginning of young apprentice study is theoretical. Over the years, the practical component of their craft is built up, as they can be trusted more and more to produce usable goods from the practical classes. By the 5th turn of study, all apprentices should no longer be taking theory classes, and will be assisting Journeymen and Masters with whatever duties they need, whilst continuing to take practical classes.
 
Specializing is often done starting with the 5th turn of apprenticeship.
 
Class Subjects
Note: The basic classes apprentices will take in first year are considered open classes. If weyr or hold folk, or even dragonriders sit in on classes to learn the basics, this is perfectly acceptable, but unlikely that they will be allowed to participate in practical classes. This is to ensure that weyr and hold folk can do their own mending and sewing to take some pressure of the Weaver Hall and so that in future, when the craft halls are restored to their former glory, the hold and weyr will be relatively independent from the hall, which will allow for focus on inventing and creating.

Theory
Stitching 101 (the most basic of all courses, not continued after 1st year)
Spoiler for Note::
If an apprentice cannot pass the requirements of this class within the 1st year of their apprenticeship, they will be dropped from the Weavercraft. Unless there are extenuating circumstances in which an apprentice is kept on specifically for a specialisation that does not involve stitching, which can only be done with the express permission of the Craftmaster, and with the endorsement of a Sr Journeyman or Master of that specialty.
Clothweaving
Decorative Arts
Loom Building
Human Anatomy
Dragon Anatomy
Numbers/Writing
Leatherworking 101
Dyes and their beginnings
Shoes and their components
 
Practical
Clothweaving
Decorations
Mending
Dyeing
Fitting
Leathercraft - shaping, curating etc.
Shoemaking and fitting

 
Apprentice Schedules
In any practical class which an apprentice has not been deemed ready to partake, they will simply watch and learn. They are still to attend all classes, regardless of current skill level.
Turn 1 and 2
7:00am Breakfast
8:00am Class 1 – Theory
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
 
Turn 3 and 4
7:00am Breakfast
8:00am Class 1 – Theory
10:00am Class 2 – Theory
12:00pm Lunch
1:00pm Class 3 – Practical
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Practical
7:00pm Own time
10:00pm Lights out
 
In 5th year all apprentices must have passed all theory classes.
Turn 5
7:00am Breakfast
8:00am Class 1 – Practical
10:00am Class 2 – Practical
12:00pm Lunch
1:00pm Class 3 – Specialty
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Practical
7:00pm Own time
10:00pm Lights out

In 6th and 7th year apprentices will either progress to only specialty classes or will maintain general practical classes as well as specialty classes depending on the prominence of their specialty and on how time consuming it is.

Also in 6th and 7th year, depending on specialty, and with the express permission of a Sr Journeyman or Master, may take on extended projects with supervision instead of attending regular classes.



Junior Journeyman
As a Jnr. Journeyman, Weavers begin to specialise under the tutelage of a Master Weaver or Senior Journeyman. Most weavers know once they are tapped, what specialisation they will choose. However, if they are undecided, they can use their time as Junior Journeymen in order to explore a variety of specialties. The schedules of Jnr. Journeymen are largely up to the specialists that they have chosen to study under and they may still/will probably still participate in the chores or upkeep of the Crafthall.
 


Senior Journeyman
As Senior Journeymen, weavers are considered an expert in their field. They have been taught all they can by their Master teachers, and now must learn the weaver craft by experiment with techniques of their own and developing new trades for the crafthall. Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

Senior Journeymen may also choose to become assistant teachers of theory or practical classes rather than developing new techniques, but this also needs to be voted on by a panel of Masters to ensure the apprentices are receiving the best tutelage. This is beneficial to assist the limited number of Masters as well as maintain a stable relationship between the apprentices and the teachers if the Master is called away for a special assignment.
 
 


Master Crafter
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, and half practical, most Masters running classes for the apprentices or being called away to work on more important commissions. They review the progress of 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
This is a singular role, earned through vote by the Masters and held until the Craftmaster either dies, steps down or is voted down by 80% of the Masters, 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.



Spoiler for code:
Code: [Select]
[script]Specialties and Professions[/script]
[b]Leather Workers[/b] – These Weavers are the backbone of the Hall in terms of supplying clothing to the riders, they receive the measurements from the Tailors and proceed to cutting, and preparing the materials for the garments needed. Leather Workers must have a good knowledge of tailoring, tanning, and stitching.
[spoiler=Sub-specialities]
[i]Dragon Saddle Makers[/i] - The specialist in the knowledge of all that encompasses the dragon saddle, from the straps, to the mechanism itself, these Weavers will be able to fit a saddle perfectly to a dragon.
[i]Tanners[/i] - These Weavers are the ones with a knowledge of Wherry hide preparation. Whilst mostly the hide comes from the Beastcraft Hall in a good condition, processes of weathering, sealing, drying out and sometimes shaping must be applied by the tanners of the Healer Hall. Some Beastcrafters have also developed this speciality in their own hall, and take off some of the pressure from the Weavers.
[i]Rider Leathers[/i] - These Weavers work specifically with the dragonriders to produce the safest leathers for their fights against thread and their journeys between. Since the end of the pass, some of the protective measures against thread have been discarded, but no rider will forget the cold of between, so the insulation features of rider leathers are still enforced.
[i]Belt Makers[/i] - A relatively easy specialty and is usually paired with another leathercraft specialty or Cobbling, but is important to the weyr and supplies large quantity orders for the weyrfolk.
[i]Fur Workers[/i] - Fur workers have the same issues as regular leather workers for shaping and sewing, but they also have to know how to do so without damaging or displacing the fur for an overall good feel and appearance. Mostly they make the bedfurs for the wyer, but in old times clothing was also made and the art is still passed down in theory. [/spoiler]
[b]Tailors[/b] – These weavers have the most complete knowledge of the way cloth and leather hang on the body. They must be good with numbers, a variety of cloth types and human anatomy.
[b]Dyer[/b] - These weavers must know the insides and outs of the different dyeing concoctions that can be made with Southern Winds Weyr’s current resources. Their speciality has undergone some major changes in the past few years as they have adapted to the lack of resources allowed to them. They are also in charge of dyeing the knot strings to their correct shades.
[b]Garment Decorators[/b] - These Weavers have an eye for detail, and a steady hand. They are who the Hall turns to when a special commission is made, as they know what looks good and what doesn’t. They have a flair for the creative perhaps more so than any of the other specialities. Unfortunately for the weyr, lack of materials allows this craft little freedom at this time, and most Decorators are only allowed to use offcuts of other material, thus very few are considered good enough to specialise in this area.
[spoiler=Sub-specialities]
[i]Embroidery[/i] - Those who become embroiderers usually show special promise in Stitching 101
[/spoiler]
[b]Loom Builder[/b] - Closely aligned with the smithcraft/technician craft but has been maintained by the Weavercraft since the AIVAS disaster, loombuilding is hard with the current materials but the Weavercraft is making do with old looms that have been carefully maintained from mainland Pern, or managed to snag some of the early wood from before the big Hunter attack.
[b]Cloth Weaving[/b] - Without Cloth Weavers, there would be no cloth for the Weavers to work with on any accounts. These Weavers must have a knowledge of cotton and it’s various difficulties and understand how to weave it into a usable cloth. Since the addition of new plants at Fort Weyr, even though they are hard to collect with the threat of Hunters, as well as the slow rise in beast numbers, additional flax based (linen) and wool based clothing has been added back to theory classes.
[spoiler=Sub-specialities]
[i]Thread Weaving[/i] - Basically the same as clothmaking classes but for the specific difficulties of different thread types.
[i]Bandage Weaving[/i] - The making of the different types of bandages needed for the Healer Hall. These range from compression bandages to sterilized cloth for stuffing wounds to general high-porosity, reusable cloth for dressing.[/spoiler]
[b]Cordwainers/Cobblers[/b] - Working closely with the leather workers, these are the Weavers that make all the riding boots and sandals for the Weyr and it’s inhabitants.
[b]Knitters/Crocheters[/b] - Although the threadweavers are mainly in charge of making the yarn, knitters and crocheters need to know the basics of how to make, purify and preserve yarn in a variety of sizes, as well as how to make a variety of garments or blankets.
 
[descript]Rare/Lost Crafthall Specialties[/descript]
[b]Room Decorators[/b] - With the lack of materials available to everyone, room decorators are few and far between, they simply do not have the materials to give everyone a rug and a tapestry. They have mostly been put to use with the Cloth Weavers, creating privacy screens for the Weyr, however, the Rug Weavers have been slowly gathering speed to civilise they weyr from the harsh discomfort of cold stone on bare feet.
[spoiler=Sub-specialities]
[i]Rug Weavers[/i] - The weaving and maintaining of thick fabric rugs, either by hand or by loom.
[b]Tapestry Makers[/b] - Once considered a specialty all of its own, given its use to all the halls as records of historical places, events and machinery, the art has taken a great hit with the lack of materials. Instead Stone Carving as taken up residence as the large scale artform, some Weavers who specialised in this trade before the fall of the original Weaver Crafthall have teamed up with Harpers and Smith/Miners to preserve the focus of the art, but the tapestries themselves are no longer being created.
[/spoiler]
[b]Lace maker[/b] - Considered a subset of Garment Decorators, but also employed for use in Room Decorators, this art is simply too delicate to be of use in the current days of the weyr. It is still studied in theory but is rarely practiced.
[b]Silk Weaving[/b] - All of the properties of raising, caring for, extracting, purifying, weaving and preserving the silk worms and the silk itself. In current day, the silkworm population is low, not nearly enough to be maintaining silk production for material making, however a steadfast few Weavers are keeping the population going in the hope that one day the silk can be harvested. These weavers are at the very least Sr Journeyman, and no one of lower rank will be allowed anywhere near the silkworm cave. The current Craftmaster is the main proponent of saving the silk art, and it will be he you answer to if you mess with the silk worms.

[hr]
 
[script]The Weaver Caves[/script]
 
[b]The Dyeing Room[/b] – The largest of the caverns allocated to the Weaver craft, this room has a number of deep pools of water, temperatures ranging from boiling to hot, which are used to soak and set the dyes. This was a natural cavern that has been enlarged, most of the pools of which are naturally fed, but some are too hot to be proper bathing pools, as such the cavern was allocated to the Weavers. A number of smaller pools were hand-carved by the Miner and Smith craft and they are filled with cooler water for the rest of the dyeing and washing processes. This room is often hot and unpleasant and filled with a variety of aromas that make it a task for the strong of stomach and mind.

Along the back wall of the cavern sits a small garden with the plants and fungi necessary for the colours of the dyeing process.

[b]Sewing Caves[/b]
Off to the side of the dyeing rooms, there is a set of small office spaces, separated from the walkway by long curtains. These rooms could fit anywhere from 6 to 14 weavers at a time, with long central benches and shelves dug into the rock walls filled with sewing supplies. Usually these rooms would be filled after breakfast, and the sounds of laughter, singing and general shit talking would fill them and spill into the hallway. All of the sewing caves are well lit, the extra expenditure of glows is considered worth it for the Weaver craft as long as their in the caverns.

One of the smallest Sewing Caves is set aside for the Craftmaster, it has a desk for paperwork on one side of the room, and a desk for sewing on the other.

[b]Apprentice Cavern[/b]
The apprentice cavern takes the same shape as the general sewing caverns, but has the desks shaped not in the standard long table, but in smaller square tables so that apprentices are grouped together to encourage teamwork and efficiency.

[b]The Dry Cave[/b]
The dry cave is ampitheater in shape with lines of either stone, wood or string to hang the variety of materials the Crafthall works with to dry after creation, dyeing or washing. This cavern has a variety of natural wind tunnels, that constantly create and eerie whistling noise, clearing the cave of moisture and allowing the materials to dry at a relatively fast pace for the underground setting.

It is considered a punishment to be sent to check the materials in the drying cave, and the place is the center of many Weavercraft superstitions, even though Southern Winds Weyr is so recently founded.

[b]Silkworm Castle[/b]
Technically it’s just a small cavern of the personal weyr of the Craftmaster, who is the main proponent of saving the silk worms. But, it’s also another place of mystery and superstition for the Weavercraft because of the off-limits nature of the silkworms.


[hr]
 
[script]Apprentice Classes[/script]
Given the lack of ready supplies for the Weaver Hall to practice their craft with, the beginning of young apprentice study is theoretical. Over the years, the practical component of their craft is built up, as they can be trusted more and more to produce usable goods from the practical classes. By the 5th turn of study, all apprentices should no longer be taking theory classes, and will be assisting Journeymen and Masters with whatever duties they need, whilst continuing to take practical classes.
 
Specializing is often done starting with the 5th turn of apprenticeship.
 
[descript]Class Subjects[/descript]
Note: The basic classes apprentices will take in first year are considered open classes. If weyr or hold folk, or even dragonriders sit in on classes to learn the basics, this is perfectly acceptable, but unlikely that they will be allowed to participate in practical classes. This is to ensure that weyr and hold folk can do their own mending and sewing to take some pressure of the Weaver Hall and so that in future, when the craft halls are restored to their former glory, the hold and weyr will be relatively independent from the hall, which will allow for focus on inventing and creating.

[u]Theory[/u]
Stitching 101 (the most basic of all courses, not continued after 1st year)
[spoiler=Note:] If an apprentice cannot pass the requirements of this class within the 1st year of their apprenticeship, they will be dropped from the Weavercraft. Unless there are extenuating circumstances in which an apprentice is kept on specifically for a specialisation that does not involve stitching, which can only be done with the express permission of the Craftmaster, and with the endorsement of a Sr Journeyman or Master of that specialty.[/spoiler]
Clothweaving
Decorative Arts
Loom Building
Human Anatomy
Dragon Anatomy
Numbers/Writing
Leatherworking 101
Dyes and their beginnings
Shoes and their components
 
[u]Practical[/u]
Clothweaving
Decorations
Mending
Dyeing
Fitting
Leathercraft - shaping, curating etc.
Shoemaking and fitting

 
[descript]Apprentice Schedules[/descript]
In any practical class which an apprentice has not been deemed ready to partake, they will simply watch and learn. They are still to attend all classes, regardless of current skill level.
[u]Turn 1 and 2[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Theory
[i]10:00am[/i] Class 2 – Theory
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Theory
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out
 
[u]Turn 3 and 4[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Theory
[i]10:00am[/i] Class 2 – Theory
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Practical
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out
 
In 5th year all apprentices must have passed all theory classes.
[u]Turn 5[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Practical
[i]10:00am[/i] Class 2 – Practical
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Specialty
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Practical
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out

In 6th and 7th year apprentices will either progress to only specialty classes or will maintain general practical classes as well as specialty classes depending on the prominence of their specialty and on how time consuming it is.

Also in 6th and 7th year, depending on specialty, and with the express permission of a Sr Journeyman or Master, may take on extended projects with supervision instead of attending regular classes.

[hr]
 
[script]Junior Journeyman[/script]
As a Jnr. Journeyman, Weavers begin to specialise under the tutelage of a Master Weaver or Senior Journeyman. Most weavers know once they are tapped, what specialisation they will choose. However, if they are undecided, they can use their time as Junior Journeymen in order to explore a variety of specialties. The schedules of Jnr. Journeymen are largely up to the specialists that they have chosen to study under and they may still/will probably still participate in the chores or upkeep of the Crafthall.
 
[hr]
 
[script]Senior Journeyman[/script]
As Senior Journeymen, weavers are considered an expert in their field. They have been taught all they can by their Master teachers, and now must learn the weaver craft by experiment with techniques of their own and developing new trades for the crafthall. Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

Senior Journeymen may also choose to become assistant teachers of theory or practical classes rather than developing new techniques, but this also needs to be voted on by a panel of Masters to ensure the apprentices are receiving the best tutelage. This is beneficial to assist the limited number of Masters as well as maintain a stable relationship between the apprentices and the teachers if the Master is called away for a special assignment.
 
 
[hr]
 
[script]Master Crafter[/script]
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, and half practical, most Masters running classes for the apprentices or being called away to work on more important commissions. They review the progress of 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.
 
 
[hr]
 
[script]Craftmaster[/script]
This is a singular role, earned through vote by the Masters and held until the Craftmaster either dies, steps down or is voted down by 80% of the Masters, 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.

By Inki and Rayne <3

Added : SirAlahn
« Last Edit: February 25, 2017, 11:58:26 AM by SirAlahn »

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #32 on: March 02, 2017, 02:28:11 AM »
Spoiler for Words:
Specialties and Professions
None of the Beastcrafters at Southern Winds Weyr have the time to focus solely on a sub-speciality, there are too few of them and there is too much work to be done. All Beastcrafters must be able to tend all animals where their fellow craftsmen have the need, however, they do tend to specialise in one animal, or type of animal. They may still be better at one aspect of caring for these animals that may have become their specialty in Pern-that-was, but at Fort Island they must be generalists.

Runnerbeasts-Horses - Those who specialise in runnerbeasts must have an advanced knowledge of midwifery, husbandry, diet and healing techniques as it specifically relates to runnerbeasts.
Additionally, they should know how the break a runnerbeast. Most, if not all, of the runnerbeast population have been hand reared at Southern Winds, however, one must still know how to break and tame a flighty mare or temperamental stallion.
Herdbeasts-Bovine - Those who specialise in herdbeasts must have an advanced knowledge of midwifery, husbandry, diet and healing techniques as it specifically relates to herdbeasts.
Knowing how to milk a herdbeast is also a requirement of all those who seek to study in the beastcraft and specialise in herdbeasts.
Woolbeast-Ovine - Those who specialise in woolbeasts must have an advanced knowledge of midwifery, husbandry, diet and healing techniques as it specifically relates to woolbeasts.
Additionally, milking and shearing of woolbeasts is a requirement of all apprentices and journeymen within the specialisation.
Beekeeping - Affectionately known as the Honey Crafters, these crafters must know the ins and outs of harvesting honey, maintaining the hives, transplanting new queens to grow the population, and checking the hives and honey for disease.
Avian Specialists
Spoiler for Sub-specialities:
Featherbeasts-Chickens - These beastcrafters must have knowledge of how to maintain the diet and provide a safe place for the featherbeasts to lay eggs. They must also be familiar with how to maintain appropriate numbers of fertilised to non-fertilised eggs, and sustain the appropriate rooster numbers to keep the populace growing.
Wherries - Similar to featherbeasts, but native to Pern, wherry farming is important but didn’t take as hard a toll on the numbers during the catastrophe, given that there are still native populations that can be brought back by dragonriders to replenish the numbers. One must still know how to care for the eggs and the wherries.
Furbeast-Rabbit - One of the least difficult beastcrafter jobs to maintain, given the easy and rapid population increase, the diet and condition of the rabbits must still be monitored to make sure the meat is appropriate for use in the weyr.

Rare/Lost Crafthall Specialties
All these are extinct after the catastrophe.
Draybeast/Burdenbeast - Draybeasts and Burdenbeasts were the backbone of farming and loading before the start of the catastrophe. However, due to the lack multiple useful traits, they were consumed to the point of extinction.
Mudbeast-Porcine - Mudbeasts, given their only use as a source of food were also consumed to the point of extinction during the crisis.
Troopbeasts-Goats - Once the most ornery of all the smaller herdbeasts, they too were lost to the starving Pernese, although many a beastcrafter still have scars that they look upon fondly.




Apprentice Classes/Schedules
Apprentices don’t have set schedules in the beastcraft. At Southern Winds, there are simply not enough higher ranked crafters to be designating hours to spending time in a classroom. Instead, the journeymen spend their time working with the apprentices and trying to pass along as much information as they know, whilst still keeping up with the animals day to day needs.

Apprentices are allowed to have preferences, and are allowed to spend more time with certain specialist Journeymen, however they are expected to split their time to help each of the different factions with their work.

Journeymen will keep track of the apprentice’s progress and eventually will take a vote to see who can graduate. Although the nature of beastcraft learning is different, there is still the requisite 7 year apprenticeship before one can be tapped to journeyman.

Whilst beastcrafters learning at Southern Winds is a practical and hands on approach, there are still basic subjects which will be addressed for all apprentices. These can be taught by any of the journeymen depending on their speciality and schedule.

Any additional, more advanced learning, will be at the discretion of the respective journeyman specialists depending on the interests and progress of the individual apprentices.

Class Subjects
Midwifery
For all species
Husbandry
For all species
How To Basics
Milking, grooming, shearing, honey collecting
Diets
For all species
Healing Basics and Ailment Recognition
For all species

A Note on Whers in the Craft
Many beastcrafters utilise a working wher to help them with their day to day tasks. Any crafter can choose to bond to wher during their time as a beastcrafter, however, their whers must be well and specifically trained to work alongside their handler and the animals they care for.



Junior/Senior Journeymen
Given the lack of people in the beastcraft at Southern Winds, the responsibilities of the Journeymen Beastcrafters have expanded tenfold from before the catastrophe. Where in the past, they had been free to explore their own studies as they wish, now their day to day is occupied with caring for the animals and passing on as much knowledge to the apprentices as possible. There are currently only five journeyman in the beastcraft.

OOC Note:
These are the current Beastcraft Journeymen
Keassa - Senior Journeyman - Runnerbeasts



Master Crafter
Currently there are no Masters of the beastcraft.

There is potential for current journeyman to progress to Master rank at the age of 40, however the process of progressing from Journeyman to Master is uncertain, as there are no Masters to vote upon progression as in the crafter tradition.



Craftmaster
Similarly, there is currently no Craftmaster of the beastcraft, as there are no Masters to vote on who should head their craft.

Spoiler for Code:
Code: [Select]
[script]Specialties and Professions[/script]
None of the Beastcrafters at Southern Winds Weyr have the time to focus solely on a sub-speciality, there are too few of them and there is too much work to be done. All Beastcrafters must be able to tend all animals where their fellow craftsmen have the need, however, they do tend to specialise in one animal, or type of animal. They may still be better at one aspect of caring for these animals that may have become their specialty in Pern-that-was, but at Fort Island they must be generalists.

[b]Runnerbeasts-Horses[/b] - Those who specialise in runnerbeasts must have an advanced knowledge of midwifery, husbandry, diet and healing techniques as it specifically relates to runnerbeasts.
Additionally, they should know how the break a runnerbeast. Most, if not all, of the runnerbeast population have been hand reared at Southern Winds, however, one must still know how to break and tame a flighty mare or temperamental stallion.
[b]Herdbeasts-Bovine[/b] - Those who specialise in herdbeasts must have an advanced knowledge of midwifery, husbandry, diet and healing techniques as it specifically relates to herdbeasts.
Knowing how to milk a herdbeast is also a requirement of all those who seek to study in the beastcraft and specialise in herdbeasts.
[b]Woolbeast-Ovine[/b] - Those who specialise in woolbeasts must have an advanced knowledge of midwifery, husbandry, diet and healing techniques as it specifically relates to woolbeasts.
Additionally, milking and shearing of woolbeasts is a requirement of all apprentices and journeymen within the specialisation.
[b]Beekeeping[/b] - Affectionately known as the Honey Crafters, these crafters must know the ins and outs of harvesting honey, maintaining the hives, transplanting new queens to grow the population, and checking the hives and honey for disease.
[b]Avian Specialists[/b]
[spoiler=Sub-specialities]
[i]Featherbeasts-Chickens[/i] - These beastcrafters must have knowledge of how to maintain the diet and provide a safe place for the featherbeasts to lay eggs. They must also be familiar with how to maintain appropriate numbers of fertilised to non-fertilised eggs, and sustain the appropriate rooster numbers to keep the populace growing.
[i]Wherries[/i] - Similar to featherbeasts, but native to Pern, wherry farming is important but didn’t take as hard a toll on the numbers during the catastrophe, given that there are still native populations that can be brought back by dragonriders to replenish the numbers. One must still know how to care for the eggs and the wherries.
[/spoiler]
[b]Furbeast-Rabbit[/b] - One of the least difficult beastcrafter jobs to maintain, given the easy and rapid population increase, the diet and condition of the rabbits must still be monitored to make sure the meat is appropriate for use in the weyr.

[descript]Rare/Lost Crafthall Specialties[/descript]
All these are extinct after the catastrophe.
[b]Draybeast/Burdenbeast[/b] - Draybeasts and Burdenbeasts were the backbone of farming and loading before the start of the catastrophe. However, due to the lack multiple useful traits, they were consumed to the point of extinction.
[b]Mudbeast-Porcine[/b] - Mudbeasts, given their only use as a source of food were also consumed to the point of extinction during the crisis.
[b]Troopbeasts-Goats[/b] - Once the most ornery of all the smaller herdbeasts, they too were lost to the starving Pernese, although many a beastcrafter still have scars that they look upon fondly.


[hr]

[script]Apprentice Classes/Schedules[/script]
Apprentices don’t have set schedules in the beastcraft. At Southern Winds, there are simply not enough higher ranked crafters to be designating hours to spending time in a classroom. Instead, the journeymen spend their time working with the apprentices and trying to pass along as much information as they know, whilst still keeping up with the animals day to day needs.

Apprentices are allowed to have preferences, and are allowed to spend more time with certain specialist Journeymen, however they are expected to split their time to help each of the different factions with their work.

Journeymen will keep track of the apprentice’s progress and eventually will take a vote to see who can graduate. Although the nature of beastcraft learning is different, there is still the requisite 7 year apprenticeship before one can be tapped to journeyman.

Whilst beastcrafters learning at Southern Winds is a practical and hands on approach, there are still basic subjects which will be addressed for all apprentices. These can be taught by any of the journeymen depending on their speciality and schedule.

Any additional, more advanced learning, will be at the discretion of the respective journeyman specialists depending on the interests and progress of the individual apprentices.

[descript]Class Subjects[/descript]
[u]Midwifery[/u]
[i]For all species[/i]
[u]Husbandry[/u]
[i]For all species[/i]
[u]How To Basics[/u]
[i]Milking, grooming, shearing, honey collecting[/i]
[u]Diets[/u]
[i]For all species[/i]
[u]Healing Basics and Ailment Recognition[/u]
[i]For all species[/i]

[color=orange]A Note on Whers in the Craft[/color]
Many beastcrafters utilise a working wher to help them with their day to day tasks. Any crafter can choose to bond to wher during their time as a beastcrafter, however, their whers must be well and specifically trained to work alongside their handler and the animals they care for.

[hr]

[script]Junior/Senior Journeymen[/script]
Given the lack of people in the beastcraft at Southern Winds, the responsibilities of the Journeymen Beastcrafters have expanded tenfold from before the catastrophe. Where in the past, they had been free to explore their own studies as they wish, now their day to day is occupied with caring for the animals and passing on as much knowledge to the apprentices as possible. There are currently only five journeyman in the beastcraft.

[color=orange]OOC Note:[/color]
These are the current Beastcraft Journeymen
[{Keassa}] - Senior Journeyman - Runnerbeasts

[hr]

[script]Master Crafter[/script]
Currently there are no Masters of the beastcraft.

There is potential for current journeyman to progress to Master rank at the age of 40, however the process of progressing from Journeyman to Master is uncertain, as there are no Masters to vote upon progression as in the crafter tradition.

[hr]

[script]Craftmaster[/script]
Similarly, there is currently no Craftmaster of the beastcraft, as there are no Masters to vote on who should head their craft.

Love Inki and

Added : SirAlahn

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #33 on: March 02, 2017, 04:50:16 PM »
UPDATE TO HERDBEAST INFO TOPIC

General
Herdbeast, is a general term used to describe caprine, porcine, ovine and bovine animals which were brought across by the colonists, and are therefore not native to Pern.
At Southern Winds Weyr, special terms have been developed to differentiate between the animals underneath the generic "herdbeast" banner.

All these animals are the responsibility of the Beastcraft

Herdbeast (Bovines)
Bovines, or cows, are known on Pern as herdbeasts. Similar to the Earth-breed of highland cow, they have a shaggy coat of hair which protects them from all the possible weather types of Pern. They are utilised for their meat and milk, and are carefully tended at Southern Winds to maintain their population. Before the catastrophe, herdbeasts were generally the accepted meat for both Pernese and dragons. However, due to the fall in herdbeast population during the pass, herdbeast consumption is highly monitored.

Woolbeast (Ovine)
Sheep are known on Pern as Woolbeasts and are virtually indistinguishable from the Earth Merino breed, as they are renowned for producing high quality wool. They can be used for their wool, meat, and milk, and at Southern Winds, are closely monitored to maintain stable population sizes.

Mudbeast (Porcine)
Pigs on Pern are affectionately called mudbeasts, and look similar to the typical large and farmed, pig breeds of Earth, however, can come in all colours and patterns due to the diversity that was brought across by the colonists. Unfortunately, the pigs were consumed to the point of extinction during the catastrophe.

Troopbeast (Caprine)
The goats that were brought across by colonists were the simple, domestic goats of Earth. They too, were consumed to the point of extinction, their milk producing capability outweighed by that of the woolbeasts and herdbeasts.

Added : SirAlahn

Offline RaynePOTM

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #34 on: March 02, 2017, 08:22:13 PM »
Spoiler for Words:
Specialties and Professions
Much like the Beastcraft, the Farmercraft of Southern Winds Weyr is not the same as the Farmercraft from before the catastrophe. Now farmercrafters spend the vast majority of their time tending to crops and herb gardens to supply the weyr with foods and medicines and clothing. Similar to beastcrafters, farmers no longer have the ability to truly specialise within their craft, instead they must learn a wide variety of basics and tend to the crops wherever necessary.
Crop Managers – This is the basic job that every farmcrafter will spend time doing during their apprenticeship, many, given the amount of work necessary to tend to the crops of the weyr, will continue within this specialty through the whole of their crafter life. This job entails the planting, tending and harvesting of the crops of the weyr. This job has a number of specialisations, in that a person can specialise in a specific crop or type of crops within the weyr, but if the crop is seasonal, they will be expected to pick up another job within the weyr. 
Sapling Tenders – Those that tend to and preserve the youngest of the plants in the weyr before they are replanted into their various areas across the weyr. This is an incredibly important position as all saplings are considered a rare resource even at this stage of Southern Winds’ establishment.
Spoiler for Sub-specialties:
Transplanters – Those specialising in moving the saplings from the youngling cave to the open fields. This is a very delicate process and given the lack of resources, this job is mainly left to Journeymen or Masters, although there will often be a number of apprentices in tow to watch the process.
Seed preservation – Now that they have crops to produce seeds, but less space to use them, many seeds will need to be dried or preserved for future use. This process is also very delicate, and much transplanting is left for the Journeyman and Masters.
Fungi Specialists – Those that specialise in the fungi growing caverns at Southern Winds Weyr, they have to know what is useful and how it’s used, how to grow it, maintain it, weed out disease and rot, and most importantly how to safely prepare it for weyr use, given that many fungi species can be poisonous if used wrong.
Orchard Maintenance – Similar to Crop Tenders and Fungi specialists, these farmercrafters specialise in the harvesting and maintenance of the orchards of Southern Winds. Given that the settlement at Fort Island is very new, this job is currently more about upkeep and watering appropriately, making sure to prune and shape the trees as they continue to grow to their mature size. Thankfully, given the closeness of the Jungle, there was a small amount of time in the beginning of settlement, before the Hunters began to attack, that some of these farmers collected juvenile trees to transplant into the weyrbowl, so there are some almost mature trees in the orchard, but not many as of yet.
Garden Growers – These farmers tend to the flower and herb gardens located in both the Weyrbowl or Farmer Caverns. For herb gardens, these are mostly backup storage for the healer herbs and cooking herbs, the main gardens of which are maintained by healers and kitchen workers, but the farmercraft have to be careful to maintain their own separate supply in case of any disaster, or disease. The gardens for flowers, vegetables and bush fruits are tended by these farmers as well.
Jungle Harvesters – Harvesters are the brave few who leave the weyr with the Jungle riders to collect the wild growing plants native to the island, as well as the few introduced species that have been allowed to grow freely within the few years since settling Fort Island. These Farmers need to have an incredibly good memory for identifying edible plants, as well as medicine plants, they also need to know how best to collect and transport these plants for optimum use, and in some cases transplantation.

Rare/Lost Crafthall Specialties
Gene Mutation/Crop Development – The controlled selective breeding process that allows the farmers to develop new and more advanced crop strains largely relies on time and resources that the farmercraft at Southern Winds doesn’t have. There are current Masters and some Journeymen that have this knowledge, but it is all passed down in theory at this point.
Advanced Tools – Given the collapse of the Technician Crafthall and the lack of burdenbeasts to help operate some tools, a vast majority of the farmercraft has now returned to very basic farming tools, most of which can only be used by a single person. The most advanced tool the farmercraft now uses is the plow, often pulled by a working wher or herdbeast, although neither are optimal for the task, given the extinction of burden beasts. As such, those farmers who specialised in working with technicians in developing and using more advanced tools have now had to return to basic farm work.


Farmer Craft Crops
The places in the weyr where the farmers grow their crops.

Farm Land – Weyrbowl
Large crops such as grasses, grains, cereals, a number of vegetables and greens, and grapes are grown here in rowed fields, set out in a grid along the North and Western sides of the Weyrbowl. These fields produce foods for the weyr, as well as straw and hay for the beastcraft. Given the amount of land that has already been set aside for fields, it is unlikely more expansion can occur here, instead the cleared farmland at the new Hall is the next to be planted, once it is safe.

Orchard – Weyrbowl
A few rows of trees make a small orchard in the Northern side of the farmer fields. Almost none of these trees are at mature height, so all produce that they need to provide is currently being collected from the jungle by the Jungle Harvesters.

Greencaves
Herb gardens, vegetable gardens and fruit gardens are all found in the Greencaves. These caves have reasonably low ceilings and bright glows, they have been given artificial humidity, according to what grows best in each cave, by having a small trough of water dug out from the cave wall, running around the length of each cave. The water levels of these are to be maintained by the farmercraft, according to the necessary environmental conditions of each crop, including a dry cave where there is no water in the trough. The rooms themselves have floor to ceiling shelving of wood or stone (mostly stone) by which plants either hang in hanging pots, or sit in portable plant boxes. The rooms have large garden basins in a grid pattern, which have been carved into the floor by the miner/smith craft and filled with soil, so that the farmercraft can keep track of exactly what crops are in which room and how old they are depending where they sit in the grid.

Youngling Cave
Technically this is one of the Greencaves, but specific for growing seeds to saplings that then must be transported to the orphanage or the other herb gardens. This room is kept closely guarded by wherhandler farmers at all times.

Apprentice Cavern
This is a small room with a stone bench, the collection of tools the farmercraft has gathered from the mainland, and a map of the Southern Winds Weyr crops. This is where the few theory lessons will be taught to the apprentices. Small boxes of plants can be carried in and set on the bench for study, but most lessons will just take place out in the field so that the students can learn the practical components.

Mushroom Cavern
To grow the special fungi needs of the weyr for medicine or sustenance, the mushroom cavern is dark, with short glow times each day and a humid environment. Farmers must be careful how they feed the fungi and to make note of any spore times so that the specialists can act accordingly, ensuring that the other plants are not affected.

Flower Garden
The flower garden is a small area close to the honey hives of the beastcraft. It doesn’t take much upkeep, but does require watering and the occasional transplanting to make sure there is no overgrowing in one area. The flowers serve the dual purpose of keeping the bees healthy and serving as dye for the weavercraft. Most of the time, the picking of these flowers is left to the weavercraft, but it must be monitored and maintained by farmercraft.

Compost Cave
Considered a punishment for an errant apprentice, the Compost cave is where the rotting food and vegetation in the weyr is sent so that it can be collected for fertiliser. It needs to be collected into buckets and brought out to the beastcrafter pens to be mixed with soil and beast droppings.


Apprentice Classes/Schedules
Apprentices don’t have set schedules in the farmercraft. At Southern Winds, there are simply not enough crafters to be designating hours to spending time in a classroom. Instead, the journeymen spend their time working with the apprentices and trying to pass along as much information as they know, whilst still keeping up with the everyday needs of crop tending, transplanting and harvesting to provide for the weyr.
Apprentices do attend a number of classes taught by the few Masters left in the craft, however these classes take place according to the schedule of the Masters, rather than a regimented schedule like many of the crafts, and usually cover brief theory before moving into being involved in the practical component.
Any additional, more advanced learning will be at the discretion of the respective journeyman specialists depending on the interests and progress of the individual apprentices.

Class Subjects
Crop Layout and Maintenance
This class covers the different crop types and how they are laid out within the Weyrbowl, the crafter caverns of Southern Winds Weyr, and the cleared land outside the Minerhall. This class also teaches why they are laid out in such a manner as to optimise the size and ease of maintenance for each crop type, as well as the common farmstead layouts of mainland Pern, in the hopes of passing down the knowledge for when the settlements on Fort Island expand.

Wheel of the Year
Detailed teaching of the time of year that tilling, planting, growing, harvesting and blooming of all current crop types (that the farmercraft tends to) takes place.

Harvesting
Regular harvesting techniques of each of the different crops types in the weyr, as well as how to store them in the weyr. Due to the overlap of theory, this class usually follows the Wheel of the Year class.

Greenhousing
The crafter caves set aside for the farmercraft essentially replace the greenhouses of Pern-that-was, given the heat and artificial humidity of the rooms, and the lack of resources to make new ones. This class details which plants do better in green house environments, which caves they are allocated in Southern Winds, how to maintain the environments within the caves and how to identify the common problems such as rotting and fungus infestations that can affect the health of the crops.

Orchard Tending
This class covers the basics of how to prune, tend to, organise and harvest from the orchard crops and when to do so. This class is currently mostly theory as there are so few mature trees to tend to in the orchard at Southern Winds.

Identification and Classification
An essential class for those aiming to be Jungle Harvesters, this is a detailed rundown of all the plants on pern, how to identify them, their uses, their preferred environments, and whether the farmercraft tends to them and how. This class is extensive and once the apprentice learns at least all of the plants the farmercraft is involved with, they have considered to pass this class.

Continued learning in this class for all the other plants on Pern is only undertaken by students displaying exceptional talent for memory and identification of plants, as it takes up too much time, for both the apprentice and teacher, and therefore can only be spent when the Craftmaster considers the misdirection of resources worthwhile. However, if this class is undertaken at a higher level, lessons are sporadic, as are the examinations, so the majority of progress is up to the individual apprentice and how hard they study whilst taking part in their other chores for the craft.

Transplanting
This class covers the basics of which plants can and need to be transplanted after they grow out of the Youngling cave and how to do so without damaging them. The practical aspect of this class can be watched by apprentices, but practice is rare given the lack of resources.

Plant Genetics
This is a class that is taught when there is time and pupils to learn it, it isn’t a standard class that all apprentices must take part in. Because of this, it also isn’t a class that one can ‘pass’ nor are there resources available to test any theory for this course, or to experiment in the lost art of Crop Development. This is purely taught to those with the talent to learn it in the hopes of passing down the knowledge so that the craft may eventually return to what it was.

Advancement
Journeymen and Masters will keep track of the apprentice’s progress and eventually will take a vote to see who can graduate. Although the nature of farmercraft learning is different, there is still the requisite 7 year apprenticeship before one can be tapped to journeyman, although this may never occur. Not everyone is cut out to be a journeyman.

Junior/Senior Journeyman
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

Master Crafter
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, and half practical, most Masters running classes for the apprentices or being called away to work on more important commissions. They review the progress of 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
This is a singular role, earned through vote by the Masters and held until the Craftmaster either dies, steps down or is voted down by 80% of the Masters, 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.

Spoiler for Code:
Specialties and Professions
Much like the Beastcraft, the Farmercraft of Southern Winds Weyr is not the same as the Farmercraft from before the catastrophe. Now farmercrafters spend the vast majority of their time tending to crops and herb gardens to supply the weyr with foods and medicines and clothing. Similar to beastcrafters, farmers no longer have the ability to truly specialise within their craft, instead they must learn a wide variety of basics and tend to the crops wherever necessary.
Crop Managers – This is the basic job that every farmcrafter will spend time doing during their apprenticeship, many, given the amount of work necessary to tend to the crops of the weyr, will continue within this specialty through the whole of their crafter life. This job entails the planting, tending and harvesting of the crops of the weyr. This job has a number of specialisations, in that a person can specialise in a specific crop or type of crops within the weyr, but if the crop is seasonal, they will be expected to pick up another job within the weyr. 
Sapling Tenders – Those that tend to and preserve the youngest of the plants in the weyr before they are replanted into their various areas across the weyr. This is an incredibly important position as all saplings are considered a rare resource even at this stage of Southern Winds’ establishment.
Spoiler for Sub-specialties:
Transplanters – Those specialising in moving the saplings from the youngling cave to the open fields. This is a very delicate process and given the lack of resources, this job is mainly left to Journeymen or Masters, although there will often be a number of apprentices in tow to watch the process.
Seed preservation – Now that they have crops to produce seeds, but less space to use them, many seeds will need to be dried or preserved for future use. This process is also very delicate, and much transplanting is left for the Journeyman and Masters.
Fungi Specialists – Those that specialise in the fungi growing caverns at Southern Winds Weyr, they have to know what is useful and how it’s used, how to grow it, maintain it, weed out disease and rot, and most importantly how to safely prepare it for weyr use, given that many fungi species can be poisonous if used wrong.
Orchard Maintenance – Similar to Crop Tenders and Fungi specialists, these farmercrafters specialise in the harvesting and maintenance of the orchards of Southern Winds. Given that the settlement at Fort Island is very new, this job is currently more about upkeep and watering appropriately, making sure to prune and shape the trees as they continue to grow to their mature size. Thankfully, given the closeness of the Jungle, there was a small amount of time in the beginning of settlement, before the Hunters began to attack, that some of these farmers collected juvenile trees to transplant into the weyrbowl, so there are some almost mature trees in the orchard, but not many as of yet.
Garden Growers – These farmers tend to the flower and herb gardens located in both the Weyrbowl or Farmer Caverns. For herb gardens, these are mostly backup storage for the healer herbs and cooking herbs, the main gardens of which are maintained by healers and kitchen workers, but the farmercraft have to be careful to maintain their own separate supply in case of any disaster, or disease. The gardens for flowers, vegetables and bush fruits are tended by these farmers as well.
Jungle Harvesters – Harvesters are the brave few who leave the weyr with the Jungle riders to collect the wild growing plants native to the island, as well as the few introduced species that have been allowed to grow freely within the few years since settling Fort Island. These Farmers need to have an incredibly good memory for identifying edible plants, as well as medicine plants, they also need to know how best to collect and transport these plants for optimum use, and in some cases transplantation.

Rare/Lost Crafthall Specialties
Gene Mutation/Crop Development – The controlled selective breeding process that allows the farmers to develop new and more advanced crop strains largely relies on time and resources that the farmercraft at Southern Winds doesn’t have. There are current Masters and some Journeymen that have this knowledge, but it is all passed down in theory at this point.
Advanced Tools – Given the collapse of the Technician Crafthall and the lack of burdenbeasts to help operate some tools, a vast majority of the farmercraft has now returned to very basic farming tools, most of which can only be used by a single person. The most advanced tool the farmercraft now uses is the plow, often pulled by a working wher or herdbeast, although neither are optimal for the task, given the extinction of burden beasts. As such, those farmers who specialised in working with technicians in developing and using more advanced tools have now had to return to basic farm work.


Farmer Craft Crops
The places in the weyr where the farmers grow their crops.

Farm Land – Weyrbowl
Large crops such as grasses, grains, cereals, a number of vegetables and greens, and grapes are grown here in rowed fields, set out in a grid along the North and Western sides of the Weyrbowl. These fields produce foods for the weyr, as well as straw and hay for the beastcraft. Given the amount of land that has already been set aside for fields, it is unlikely more expansion can occur here, instead the cleared farmland at the new Hall is the next to be planted, once it is safe.

Orchard – Weyrbowl
A few rows of trees make a small orchard in the Northern side of the farmer fields. Almost none of these trees are at mature height, so all produce that they need to provide is currently being collected from the jungle by the Jungle Harvesters.

Greencaves
Herb gardens, vegetable gardens and fruit gardens are all found in the Greencaves. These caves have reasonably low ceilings and bright glows, they have been given artificial humidity, according to what grows best in each cave, by having a small trough of water dug out from the cave wall, running around the length of each cave. The water levels of these are to be maintained by the farmercraft, according to the necessary environmental conditions of each crop, including a dry cave where there is no water in the trough. The rooms themselves have floor to ceiling shelving of wood or stone (mostly stone) by which plants either hang in hanging pots, or sit in portable plant boxes. The rooms have large garden basins in a grid pattern, which have been carved into the floor by the miner/smith craft and filled with soil, so that the farmercraft can keep track of exactly what crops are in which room and how old they are depending where they sit in the grid.

Youngling Cave
Technically this is one of the Greencaves, but specific for growing seeds to saplings that then must be transported to the orphanage or the other herb gardens. This room is kept closely guarded by wherhandler farmers at all times.

Apprentice Cavern
This is a small room with a stone bench, the collection of tools the farmercraft has gathered from the mainland, and a map of the Southern Winds Weyr crops. This is where the few theory lessons will be taught to the apprentices. Small boxes of plants can be carried in and set on the bench for study, but most lessons will just take place out in the field so that the students can learn the practical components.

Mushroom Cavern
To grow the special fungi needs of the weyr for medicine or sustenance, the mushroom cavern is dark, with short glow times each day and a humid environment. Farmers must be careful how they feed the fungi and to make note of any spore times so that the specialists can act accordingly, ensuring that the other plants are not affected.

Flower Garden
The flower garden is a small area close to the honey hives of the beastcraft. It doesn’t take much upkeep, but does require watering and the occasional transplanting to make sure there is no overgrowing in one area. The flowers serve the dual purpose of keeping the bees healthy and serving as dye for the weavercraft. Most of the time, the picking of these flowers is left to the weavercraft, but it must be monitored and maintained by farmercraft.

Compost Cave
Considered a punishment for an errant apprentice, the Compost cave is where the rotting food and vegetation in the weyr is sent so that it can be collected for fertiliser. It needs to be collected into buckets and brought out to the beastcrafter pens to be mixed with soil and beast droppings.


Apprentice Classes/Schedules
Apprentices don’t have set schedules in the farmercraft. At Southern Winds, there are simply not enough crafters to be designating hours to spending time in a classroom. Instead, the journeymen spend their time working with the apprentices and trying to pass along as much information as they know, whilst still keeping up with the everyday needs of crop tending, transplanting and harvesting to provide for the weyr.
Apprentices do attend a number of classes taught by the few Masters left in the craft, however these classes take place according to the schedule of the Masters, rather than a regimented schedule like many of the crafts, and usually cover brief theory before moving into being involved in the practical component.
Any additional, more advanced learning will be at the discretion of the respective journeyman specialists depending on the interests and progress of the individual apprentices.

Class Subjects
Crop Layout and Maintenance
This class covers the different crop types and how they are laid out within the Weyrbowl, the crafter caverns of Southern Winds Weyr, and the cleared land outside the Minerhall. This class also teaches why they are laid out in such a manner as to optimise the size and ease of maintenance for each crop type, as well as the common farmstead layouts of mainland Pern, in the hopes of passing down the knowledge for when the settlements on Fort Island expand.

Wheel of the Year
Detailed teaching of the time of year that tilling, planting, growing, harvesting and blooming of all current crop types (that the farmercraft tends to) takes place.

Harvesting
Regular harvesting techniques of each of the different crops types in the weyr, as well as how to store them in the weyr. Due to the overlap of theory, this class usually follows the Wheel of the Year class.

Greenhousing
The crafter caves set aside for the farmercraft essentially replace the greenhouses of Pern-that-was, given the heat and artificial humidity of the rooms, and the lack of resources to make new ones. This class details which plants do better in green house environments, which caves they are allocated in Southern Winds, how to maintain the environments within the caves and how to identify the common problems such as rotting and fungus infestations that can affect the health of the crops.

Orchard Tending
This class covers the basics of how to prune, tend to, organise and harvest from the orchard crops and when to do so. This class is currently mostly theory as there are so few mature trees to tend to in the orchard at Southern Winds.

Identification and Classification
An essential class for those aiming to be Jungle Harvesters, this is a detailed rundown of all the plants on pern, how to identify them, their uses, their preferred environments, and whether the farmercraft tends to them and how. This class is extensive and once the apprentice learns at least all of the plants the farmercraft is involved with, they have considered to pass this class.

Continued learning in this class for all the other plants on Pern is only undertaken by students displaying exceptional talent for memory and identification of plants, as it takes up too much time, for both the apprentice and teacher, and therefore can only be spent when the Craftmaster considers the misdirection of resources worthwhile. However, if this class is undertaken at a higher level, lessons are sporadic, as are the examinations, so the majority of progress is up to the individual apprentice and how hard they study whilst taking part in their other chores for the craft.

Transplanting
This class covers the basics of which plants can and need to be transplanted after they grow out of the Youngling cave and how to do so without damaging them. The practical aspect of this class can be watched by apprentices, but practice is rare given the lack of resources.

Plant Genetics
This is a class that is taught when there is time and pupils to learn it, it isn’t a standard class that all apprentices must take part in. Because of this, it also isn’t a class that one can ‘pass’ nor are there resources available to test any theory for this course, or to experiment in the lost art of Crop Development. This is purely taught to those with the talent to learn it in the hopes of passing down the knowledge so that the craft may eventually return to what it was.

Advancement
Journeymen and Masters will keep track of the apprentice’s progress and eventually will take a vote to see who can graduate. Although the nature of farmercraft learning is different, there is still the requisite 7 year apprenticeship before one can be tapped to journeyman, although this may never occur. Not everyone is cut out to be a journeyman.

Junior/Senior Journeyman
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

Master Crafter
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, and half practical, most Masters running classes for the apprentices or being called away to work on more important commissions. They review the progress of 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
This is a singular role, earned through vote by the Masters and held until the Craftmaster either dies, steps down or is voted down by 80% of the Masters, 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.

Love Rayne and Inki

Added : SanctifiedSavage
« Last Edit: March 04, 2017, 01:12:20 PM by SirAlahn »

Offline SanctifiedSavage

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #35 on: March 04, 2017, 01:41:21 PM »
All updated and added. 8D


Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #36 on: April 12, 2017, 06:38:28 AM »
Code: [Select]
[center][script]Bees[/script]

[img]http://i.imgur.com/Sod9Awm.jpg?1[/img][/center]

Whilst there are native pollinators on Pern, the original colonists deemed it neccessary to bring their own, in case the native species were not conducive to any of the introduced ones. The bees flourished on Pern, whilst there was a little bit of competition in the initial stages of their introduction, the native trundlebug and the honeybee of Earth, ended up working their seperate tasks with only a slight overlap. The main pollination tasks of the bees are the Earth plants, and the trundlebugs usually focus only on the Pern plants. However, for various reasons, bees and trundlebugs can and will pollinate outside of their planetary plants.

There are so few left on Pern that the beastcrafters guard their hives closely. Currently, there are 5 artificial bee hives. If the bee population does grow too large for the 5 hives, the beastcrafters will have to fashion a new hive and transfer a part of the population along with a new queen.

The hive field is in a neutral position between the farmer fields and the beastcrafter pens. Surrounded, in a ring, by the flower garden, maintained by the farmer craft, the hive field is certainly a beauteous place to behold.

Code: [Select]
[center][script]Furbeasts[/script]

[img]http://i.imgur.com/DZcOWEp.jpg[/img][img]http://i.imgur.com/9X8o2hv.jpg[/img][/center]

Furbeasts, descendants on the Earth rabbit, are used on Pern for both fur and meat production. Only two different species of rabbit were brought across at Landing, and now the furbeasts of Pern can be any combination and variation of the two species because so much cross-breeding had to occur during times of famine and plague.

At Southern Winds Weyr, the incredible reproductive ability of furbeasts have really come in handy. At first discovery Fort Island, there was only a small population of furbeasts, however, turns on, they are now almost bursting from their hutches and there may come a day when they have to be let loose into the wild of Fort Island, if only to prevent overpopulation. But that, in turn, could cause it's own issues on the native species.

Rabbit meat is a supplementary protein for the Weyr, which mainly consists of a vegetable and fish based diet.

Added : SirAlahn

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #37 on: June 12, 2017, 03:30:13 PM »
Spoiler for Miner Craft:
Specialties and Professions
Scouting – The scouts are miners, usually thin and fit, who explore natural cave systems for future mining. They need to be able to map, have a good sense of smell for gas pockets, a good memory, be quick thinking, and be able to logically weigh up the pros and cons of different systems.
Explosives – Miners who specialise in explosives create, detonate, and planning the controlled explosions they use to clear large portions of rock for initial excavation works.
Architects – Usually in the upper ranks of miners, the planners have to have an understanding of all specialities and be able to be creative enough to come up with the plans they want. They need to work closely with other specialists to ensure that their plans are undertaken as safely as possible.
Labourers – These miners specialise in the grunt work, they are the ones actively excavating. Whilst some may look down upon them as the “plebians” of miner society, they need to be able to make react quickly to gas pockets, be able to spot ore veins, and in themselves, need to be able to safely make decisions based upon the morphology of the rock.
Ore – Spotting, recognising, and predicting ore veins are the specialisation of these miners. They are also miners who simply take inventory and plan future ore stock for the Weyr and the Smith Craft.

Rare/Lost Crafthall Specialties
Precious Gemstones – Whilst these specialists are still around, they don’t have as much work as they used to. Without a currency, and with the more frugal attitude of the current population due to rationing, those who specialise in gemstones for use in jewellery are not in high demand anymore.



Apprentice Classes
Apprentices in the Miner Craft typically study for 3-4 turns, but throughout their time, establish a specialty within their craft.

Class Subjects
||Theory
Ore and Minerals
Explosive Theory
Precious Gems
Geography and Physics
System Planning
||Practical
Creating Explosives
Mining 101
Scouting 101
System Familiarity
||

Apprentice Schedules
||Turn 1, 2 and 3
7:00am Breakfast
8:00am Class 1 – Theory
10:00am Class 2 – Practical
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
||


Turn 4 or Beyond
An apprentice by now should show an aptitude for a certain speciality. They can then spend the next years studying in small groups as per their speciality under a master, undertaking “work experience”. They learn what they can in their speciality through working alongside someone in that speciality day after day.

Every few months, they’ll have “experience days” with other specialities. In order to keep their knowledge of how the other miners work up to date.



Jnr. and Snr. Journeymen
Harpers in the past have been sent out to different Holds and mines across Pern, however on Fort Island, Jnr. Journeymen are simply able to work by themselves in a particular speciality, under the supervision of a master running their sector. Snr. Journeymen are simply thought to be those who have earned their knowledge and therefore, their opinions and ideas are more valued. If asked to teach Apprentices in private study by a master, Journeymen are required to do so.



Master Crafters
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

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 mostly practical they run work groups, oversee planning and in general, run the Miner Crafthall and all its mines.

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.

Credited to Inki for use on SWW.

Code: [Select]
[script]Specialties and Professions[/script]
[b]Scouting[/b] – The scouts are miners, usually thin and fit, who explore natural cave systems for future mining. They need to be able to map, have a good sense of smell for gas pockets, a good memory, be quick thinking, and be able to logically weigh up the pros and cons of different systems.
[b]Explosives[/b] – Miners who specialise in explosives create, detonate, and planning the controlled explosions they use to clear large portions of rock for initial excavation works.
[b]Architects[/b] – Usually in the upper ranks of miners, the planners have to have an understanding of all specialities and be able to be creative enough to come up with the plans they want. They need to work closely with other specialists to ensure that their plans are undertaken as safely as possible.
[b]Labourers[/b] – These miners specialise in the grunt work, they are the ones actively excavating. Whilst some may look down upon them as the “plebians” of miner society, they need to be able to make react quickly to gas pockets, be able to spot ore veins, and in themselves, need to be able to safely make decisions based upon the morphology of the rock.
[b]Ore[/b] – Spotting, recognising, and predicting ore veins are the specialisation of these miners. They are also miners who simply take inventory and plan future ore stock for the Weyr and the Smith Craft.

[descript]Rare/Lost Crafthall Specialties[/descript]
[b]Precious Gemstones[/b] – Whilst these specialists are still around, they don’t have as much work as they used to. Without a currency, and with the more frugal attitude of the current population due to rationing, those who specialise in gemstones for use in jewellery are not in high demand anymore.

[hr]

[script]Apprentice Classes[/script]
Apprentices in the Miner Craft typically study for 3-4 turns, but throughout their time, establish a specialty within their craft.

[descript]Class Subjects[/descript]
[table][tr]
[td]|[/td]
[td]|[/td]
[td][u]Theory[/u]
Ore and Minerals
Explosive Theory
Precious Gems
Geography and Physics
System Planning[/td]
[td]|[/td]
[td]|[/td]
[td][u]Practical[/u]
Creating Explosives
Mining 101
Scouting 101
System Familiarity [/td]
[td]|[/td]
[td]|[/td]
[/table]

[descript]Apprentice Schedules[/descript]
[table][tr]
[td]|[/td]
[td]|[/td]
[td][u]Turn 1, 2 and 3[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Theory
[i]10:00am[/i] Class 2 – Practical
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Theory
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out[/td]
[td]|[/td]
[td]|[/td]
[/table]


[u]Turn 4 or Beyond[/u]
[sup]An apprentice by now should show an aptitude for a certain speciality. They can then spend the next years studying in small groups as per their speciality under a master, undertaking “work experience”. They learn what they can in their speciality through working alongside someone in that speciality day after day.

Every few months, they’ll have “experience days” with other specialities. In order to keep their knowledge of how the other miners work up to date.[sup]

[hr]

[script]Jnr. and Snr. Journeymen[/script]
Harpers in the past have been sent out to different Holds and mines across Pern, however on Fort Island, Jnr. Journeymen are simply able to work by themselves in a particular speciality, under the supervision of a master running their sector. Snr. Journeymen are simply thought to be those who have earned their knowledge and therefore, their opinions and ideas are more valued. If asked to teach Apprentices in private study by a master, Journeymen are required to do so.

[hr]

[script]Master Crafters[/script]
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

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 mostly practical they run work groups, oversee planning and in general, run the Miner Crafthall and all its mines.

Masters only answer to the Craftmaster, who is senior amongst them and has the final say in all matters relating to the Crafthall.

[hr]

[script]Craftmaster - Masterharper[/script]
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.

[sup]Credited to [uid]Inki[/uid] for use on [url=http://southernwindsweyr.net/index.php?topic=3638.msg22216#msg22216]SWW[/url].[/sup]

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #38 on: June 12, 2017, 04:46:51 PM »
Sorry! I made some edits! I'm a trashbag :(

Specialties and Professions
Scouting – The scouts are miners, usually thin and fit, who explore natural cave systems for future mining. They need to be able to map, have a good sense of smell for gas pockets, a good memory, be quick thinking, and be able to logically weigh up the pros and cons of different systems.
Explosives – Miners who specialise in explosives create, detonate, and planning the controlled explosions they use to clear large portions of rock for initial excavation works.
Architects – Usually in the upper ranks of miners, the planners have to have an understanding of all specialities and be able to be creative enough to come up with the plans they want. They need to work closely with other specialists to ensure that their plans are undertaken as safely as possible.
Labourers – These miners specialise in the grunt work, they are the ones actively excavating. Whilst some may look down upon them as the “plebians” of miner society, they need to be able to make react quickly to gas pockets, be able to spot ore veins, and in themselves, need to be able to safely make decisions based upon the morphology of the rock.
Ore – Spotting, recognising, and predicting ore veins are the specialisation of these miners. They are also miners who simply take inventory and plan future ore stock for the Weyr and the Smith Craft.
Transformers - Transformers in the Miner Crafter take any form a rare material, and turn it into usable ingots for the Smith Craft. They remove contaminants, imperfections and intrusions from the materials.

Rare/Lost Crafthall Specialties
Precious Gemstones – Whilst these specialists are still around, they don’t have as much work as they used to. Without a currency, and with the more frugal attitude of the current population due to rationing, those who specialise in gemstones for use in jewellery are not in high demand anymore.



Apprentice Classes
Apprentices in the Miner Craft typically study for 3-4 turns, but throughout their time, establish a specialty within their craft.

Class Subjects
||Theory
Ore and Minerals
Explosive Theory
Precious Gems
Geography and Geology
Hydrogeology and Physics
System Planning
||Practical
Creating Explosives
Mining 101
Scouting 101
System Familiarity
||

Apprentice Schedules
||Turn 1, 2 and 3
7:00am Breakfast
8:00am Class 1 – Theory
10:00am Class 2 – Practical
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
||


Turn 4 or Beyond
An apprentice by now should show an aptitude for a certain speciality. They can then spend the next years studying in small groups as per their speciality under a master, undertaking “work experience”. They learn what they can in their speciality through working alongside someone in that speciality day after day.

Every few months, they’ll have “experience days” with other specialities. In order to keep their knowledge of how the other miners work up to date.



Jnr. and Snr. Journeymen
Journeymen miners in the past have been sent out to different Holds and mines across Pern, however on Fort Island, Jnr. Journeymen are simply able to work by themselves in a particular speciality, under the supervision of a master running their sector. Snr. Journeymen are simply thought to be those who have earned their knowledge and therefore, their opinions and ideas are more valued. If asked to teach Apprentices in private study by a master, Journeymen are required to do so.



Master Crafters
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialisation or if they have not been voted into it.

Masters are considered the authority in their fields of specialisation 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 mostly practical, they run work groups, oversee planning and in general, run the Miner Crafthall and all its mines.

Masters only answer to the Craftmaster, who is senior amongst them and has the final say in all matters relating to the Crafthall.



Craftmaster - Masterminer
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 Miners, the Masterminer has to ensure the education of the growing generation, and be a specialist in politics and Weyr-Hold relationships.

Credited to Inki for use on SWW.

Code: [Select]
[script]Specialties and Professions[/script]
[b]Scouting[/b] – The scouts are miners, usually thin and fit, who explore natural cave systems for future mining. They need to be able to map, have a good sense of smell for gas pockets, a good memory, be quick thinking, and be able to logically weigh up the pros and cons of different systems.
[b]Explosives[/b] – Miners who specialise in explosives create, detonate, and planning the controlled explosions they use to clear large portions of rock for initial excavation works.
[b]Architects[/b] – Usually in the upper ranks of miners, the planners have to have an understanding of all specialities and be able to be creative enough to come up with the plans they want. They need to work closely with other specialists to ensure that their plans are undertaken as safely as possible.
[b]Labourers[/b] – These miners specialise in the grunt work, they are the ones actively excavating. Whilst some may look down upon them as the “plebians” of miner society, they need to be able to make react quickly to gas pockets, be able to spot ore veins, and in themselves, need to be able to safely make decisions based upon the morphology of the rock.
[b]Ore[/b] – Spotting, recognising, and predicting ore veins are the specialisation of these miners. They are also miners who simply take inventory and plan future ore stock for the Weyr and the Smith Craft.
[b]Transformers[/b] - Transformers in the Miner Crafter take any form a rare material, and turn it into usable ingots for the Smith Craft. They remove contaminants, imperfections and intrusions from the materials.

[descript]Rare/Lost Crafthall Specialties[/descript]
[b]Precious Gemstones[/b] – Whilst these specialists are still around, they don’t have as much work as they used to. Without a currency, and with the more frugal attitude of the current population due to rationing, those who specialise in gemstones for use in jewellery are not in high demand anymore.

[hr]

[script]Apprentice Classes[/script]
Apprentices in the Miner Craft typically study for 3-4 turns, but throughout their time, establish a specialty within their craft.

[descript]Class Subjects[/descript]
[table][tr]
[td]|[/td]
[td]|[/td]
[td][u]Theory[/u]
Ore and Minerals
Explosive Theory
Precious Gems
Geography and Geology
Hydrogeology and Physics
System Planning[/td]
[td]|[/td]
[td]|[/td]
[td][u]Practical[/u]
Creating Explosives
Mining 101
Scouting 101
System Familiarity [/td]
[td]|[/td]
[td]|[/td][/tr][/table]

[descript]Apprentice Schedules[/descript]
[table][tr]
[td]|[/td]
[td]|[/td]
[td][u]Turn 1, 2 and 3[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Theory
[i]10:00am[/i] Class 2 – Practical
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Theory
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out[/td]
[td]|[/td]
[td]|[/td][/tr][/table]


[u]Turn 4 or Beyond[/u]
[sup]An apprentice by now should show an aptitude for a certain speciality. They can then spend the next years studying in small groups as per their speciality under a master, undertaking “work experience”. They learn what they can in their speciality through working alongside someone in that speciality day after day.

Every few months, they’ll have “experience days” with other specialities. In order to keep their knowledge of how the other miners work up to date.[sup]

[hr]

[script]Jnr. and Snr. Journeymen[/script]
Journeymen miners in the past have been sent out to different Holds and mines across Pern, however on Fort Island, Jnr. Journeymen are simply able to work by themselves in a particular speciality, under the supervision of a master running their sector. Snr. Journeymen are simply thought to be those who have earned their knowledge and therefore, their opinions and ideas are more valued. If asked to teach Apprentices in private study by a master, Journeymen are required to do so.

[hr]

[script]Master Crafters[/script]
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialisation or if they have not been voted into it.

Masters are considered the authority in their fields of specialisation 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 mostly practical, they run work groups, oversee planning and in general, run the Miner Crafthall and all its mines.

Masters only answer to the Craftmaster, who is senior amongst them and has the final say in all matters relating to the Crafthall.

[hr]

[script]Craftmaster - Masterminer[/script]
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 Miners, the Masterminer has to ensure the education of the growing generation, and be a specialist in politics and Weyr-Hold relationships.

[sup]Credited to [uid]Inki[/uid] for use on [url=http://southernwindsweyr.net/index.php?topic=3638.msg22216#msg22216]SWW[/url].[/sup]

Added : SirAlahn

Offline Inki

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #39 on: June 12, 2017, 06:43:08 PM »
Smiiiiiiithcraft

Spoiler for Hidden:
Specialties and Professions
Heavy Equipment – These smiths are the ones that maintain and create the forges, smelters and furnaces that are contained within the smith workshops. They also, with enough material, create plows, troughs, wheelbarrows and other large pieces of work equipment for other halls. They work closely with Iron-Workers. 
Metallurgy – These specialists are the experimenters of the smith hall. They create new alloys and test their properties. Metallurgical experimenters need to have an extensive knowledge of physics and numbers.
Casting – Casting is one of the more specific specialities of the smith craft. They have to create the cast and know enough information about their metal to melt, and pour the material into their cast. They cast anything from kitchen trays to artistic interpretations of scenes/people. They work closely with Metalsmiths and Iron-Workers due to their more complete knowledge of the metals.
Metalsmithing
Spoiler for Sub-specialities:
Tinkers – The creators of nails, buckles, screws, wires and any small and important metal workings of larger pieces or equipment.
Tools – Cutlery, rakes, spades and anything classified as a tool are made by these smiths. Most can be specialists in “kitchen tools” or “miner tools” but some like the variety and will take any request. Whether by hand or by casting, these metal smiths need a general knowledge of all aspects of smithing life.

Engineers – These are the academics of the smith craft, they are constantly trying to engineer more efficient tools, hotter forges and stronger materials.


Glass-Smith Crafthall
The glass craft hall is one of the “lost” crafts, and the members have largely been absorbed by the smith craft, as they can have access to forges and perhaps can still apply some of their glass craft knowledge.
Lenses, Glass-Blowing, Mirrors, Windows

Rare/Lost Crafthall Specialties
Jewellers – Whilst there may be a few still around and working closely with the silver-smiths. There isn’t a high demand for jewellery due to the lack of resources. Jewellers in the past would have worked with gold, silver and precious gemstones.
Silver-Smiths – Silver smiths need to know the ins and outs of working with silver for a variety of uses. Whilst commonly used for jewellery, it is also used for surgical tools and to strengthen certain weaver materials.
Gold-Smiths - Gold smiths need to know the ins and outs of working with gold for a variety of uses. Currently only used in jewellery making, they have, in the past, been used for the creation of simple electrical systems with the help of AIVAS.
Black Smiths – Those smiths that use tools to hammer and cut the metal by hand.
Spoiler for Sub-specialities:
Armourers – Pern has not been known for it’s wars, the people are happy with their tithing systems, and most holds are content to provide and keep to their own. But there would have been some armour for Lord Holders, Guards and most recently, Peacekeepers.
Weaponry – Blades of any kind would have been produced once, swords were rare but small dagger-like blades were common, especially in the darkness of Fort Hold. On Fort Island, blades are not created for defence, but only for kitchen work and carving, however there may be some more dangerous blades brought over from Fort Hold. These smiths will now be working in the tool sector.
Runner Shoes – Because of the small population of runners, the need for protective shoes is lessening.



Apprentice Classes
Apprentices in the Smith Craft typically study for 3-4 turns, and throughout their time, establish a specialty within their craft.

Class Subjects
||Theory
Metals and Alloys
Physics
Blueprints and Engineering
||Practical
Casting
Smelting
Maintaining Equipment
Smithing
||

Apprentice Schedules
||Turn 1, 2 and 3
7:00am Breakfast
8:00am Class 1 – Theory
10:00am Class 2 – Practical
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
||


Turn 4 or Beyond
An apprentice by now should show an aptitude for a certain speciality. They can then spend the next years studying in small groups as per their speciality under a master, undertaking “work experience”. They learn what they can in their speciality through working alongside someone in that speciality day after day.

Every few months, they’ll have “experience days” with other specialities. In order to keep their knowledge of how the other smiths work up to date.



Jnr. Journeymen
Journeymen smiths in the past have been sent out to different Holds and mines across Pern, however on Fort Island, Jnr. Journeymen are simply able to work by themselves in a particular speciality, under the supervision of a master running the finer details of their commissions and duties.



Snr. Journeymen
It is not until Snr. Journeyman level that Smiths are typically given leave to decide their own schedules, tasks and projects. By this level, they should have enough knowledge to understand the limitations of supplies, and have their pick of the commissions to be done. At this stage, they are typically required to mentor Apprentices if needed.



Master Crafters
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

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 mostly practical they disperse commissions, run the workshops and are the final step in quality control.

Masters only answer to the Craftmaster, who is senior amongst them and has the final say in all matters relating to the Crafthall.



Craftmaster - Mastersmith
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 Smiths, the Mastersmith has to ensure the education of the growing generation, be a specialist in politics and Weyr-Hold relationships and manage allocation of resources.

Credited to Inki for use on SWW; Credited to RaynePOTM for use on SWW; edits by blank.

Code: [Select]
[spoiler][script]Specialties and Professions[/script]
[b]Heavy Equipment[/b] – These smiths are the ones that maintain and create the forges, smelters and furnaces that are contained within the smith workshops. They also, with enough material, create plows, troughs, wheelbarrows and other large pieces of work equipment for other halls. They work closely with Iron-Workers. 
[b]Metallurgy[/b] – These specialists are the experimenters of the smith hall. They create new alloys and test their properties. Metallurgical experimenters need to have an extensive knowledge of physics and numbers.
[b]Casting[/b] – Casting is one of the more specific specialities of the smith craft. They have to create the cast and know enough information about their metal to melt, and pour the material into their cast. They cast anything from kitchen trays to artistic interpretations of scenes/people. They work closely with Metalsmiths and Iron-Workers due to their more complete knowledge of the metals.
[b]Metalsmithing[/b]
[spoiler=Sub-specialities]
[i]Tinkers[/i] – The creators of nails, buckles, screws, wires and any small and important metal workings of larger pieces or equipment.
[i]Tools[/i] – Cutlery, rakes, spades and anything classified as a tool are made by these smiths. Most can be specialists in “kitchen tools” or “miner tools” but some like the variety and will take any request. Whether by hand or by casting, these metal smiths need a general knowledge of all aspects of smithing life.
[/spoiler]
[b]Engineers[/b] – These are the academics of the smith craft, they are constantly trying to engineer more efficient tools, hotter forges and stronger materials.


[descript]Glass-Smith Crafthall[/descript]
The glass craft hall is one of the “lost” crafts, and the members have largely been absorbed by the smith craft, as they can have access to forges and perhaps can still apply some of their glass craft knowledge.
[i]Lenses[/i], [i]Glass-Blowing[/i], [i]Mirrors[/i], [i]Windows[/i]

[descript]Rare/Lost Crafthall Specialties[/descript]
[b]Jewellers[/b] – Whilst there may be a few still around and working closely with the silver-smiths. There isn’t a high demand for jewellery due to the lack of resources. Jewellers in the past would have worked with gold, silver and precious gemstones.
[b]Silver-Smiths[/b] – Silver smiths need to know the ins and outs of working with silver for a variety of uses. Whilst commonly used for jewellery, it is also used for surgical tools and to strengthen certain weaver materials.
[b]Gold-Smiths[/b] - Gold smiths need to know the ins and outs of working with gold for a variety of uses. Currently only used in jewellery making, they have, in the past, been used for the creation of simple electrical systems with the help of AIVAS.
[b]Black Smiths[/b] – Those smiths that use tools to hammer and cut the metal by hand.
[spoiler=Sub-specialities]
[i]Armourers[/i] – Pern has not been known for it’s wars, the people are happy with their tithing systems, and most holds are content to provide and keep to their own. But there would have been some armour for Lord Holders, Guards and most recently, Peacekeepers.
[i]Weaponry[/i] – Blades of any kind would have been produced once, swords were rare but small dagger-like blades were common, especially in the darkness of Fort Hold. On Fort Island, blades are not created for defence, but only for kitchen work and carving, however there may be some more dangerous blades brought over from Fort Hold. These smiths will now be working in the tool sector.
[i]Runner Shoes[/i] – Because of the small population of runners, the need for protective shoes is lessening.[/spoiler]

[hr]

[script]Apprentice Classes[/script]
Apprentices in the Smith Craft typically study for 3-4 turns, and throughout their time, establish a specialty within their craft.

[descript]Class Subjects[/descript]
[table][tr]
[td]|[/td]
[td]|[/td]
[td][u]Theory[/u]
Metals and Alloys
Physics
Blueprints and Engineering[/td]
[td]|[/td]
[td]|[/td]
[td][u]Practical[/u]
Casting
Smelting
Maintaining Equipment
Smithing[/td]
[td]|[/td]
[td]|[/td][/tr][/table]

[descript]Apprentice Schedules[/descript]
[table][tr]
[td]|[/td]
[td]|[/td]
[td][u]Turn 1, 2 and 3[/u]
[i]7:00am[/i] Breakfast
[i]8:00am[/i] Class 1 – Theory
[i]10:00am[/i] Class 2 – Practical
[i]12:00pm[/i] Lunch
[i]1:00pm[/i] Class 3 – Practical
[i]3:00pm[/i] Chores
[i]5:00pm[/i] Dinner
[i]6:00pm[/i] Class 4 – Theory
[i]7:00pm[/i] Own time
[i]10:00pm[/i] Lights out[/td]
[td]|[/td]
[td]|[/td][/tr][/table]


[u]Turn 4 or Beyond[/u]
[sup]An apprentice by now should show an aptitude for a certain speciality. They can then spend the next years studying in small groups as per their speciality under a master, undertaking “work experience”. They learn what they can in their speciality through working alongside someone in that speciality day after day.

Every few months, they’ll have “experience days” with other specialities. In order to keep their knowledge of how the other smiths work up to date.[sup]

[hr]

[script]Jnr. Journeymen[/script]
Journeymen smiths in the past have been sent out to different Holds and mines across Pern, however on Fort Island, Jnr. Journeymen are simply able to work by themselves in a particular speciality, under the supervision of a master running the finer details of their commissions and duties.

[hr]

[script]Snr. Journeymen[/script]
It is not until Snr. Journeyman level that Smiths are typically given leave to decide their own schedules, tasks and projects. By this level, they should have enough knowledge to understand the limitations of supplies, and have their pick of the commissions to be done. At this stage, they are typically required to mentor Apprentices if needed.

[hr]

[script]Master Crafters[/script]
Senior Journeymen can be voted to Master when they reach 40 years of age but they are not guaranteed Master rank. Some crafters will retain the rank of Senior Journeyman if there are already several Masters in their Crafthall of their chosen specialization or if they have not been voted into it.

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 mostly practical they disperse commissions, run the workshops and are the final step in quality control.

Masters only answer to the Craftmaster, who is senior amongst them and has the final say in all matters relating to the Crafthall.

[hr]

[script]Craftmaster - Mastersmith[/script]
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 Smiths, the Mastersmith has to ensure the education of the growing generation, be a specialist in politics and Weyr-Hold relationships and manage allocation of resources.

[sup]Credited to [uid]Inki[/uid] for use on [url=http://]SWW[/url]; Credited to [uid]RaynePOTM[/uid] for use on [url=http://]SWW[/url]; edits by [uid]blank[/uid].[/sup]

Added : SirAlahn

Offline Beasty

Re: Contributing to Southern Winds Weyr "Encyclopedia"
« Reply #40 on: October 10, 2017, 07:55:59 AM »
So i have been trying to do my research as best as I can i think I got some solid stuff... maybe IDK... lol but it's hard with out going through all the books and trying to find all references to runner beasts myself so i tried my best with what little info i could find to make additions to the entry.

Spoiler for Hidden:
History
Runnerbeasts are the descendants of the Terran horses the original Pernese settlers brought with them during the First and Second Crossing.   While they started off on just the northern continent by the Second Pass there were herds of wild Runnerbeast, smaller than their northern counterparts, running loose on the southern continent.
In the Hillier country Runner beasts were bred to be more hardy, sturdy, and muscular while in other Northern Holds, such as Ruatha, they were refined for speed and agility.  This made the more agile animals great for distance running and were often used not only for Racing and leisure but also to carry messengers where Drums where not available.

Before the destruction of the 9th pass, runners would have been as varied as their Terran counterparts. Ranging in size from 16hh (the more lean and agile runners) to as large as Kitti’s first engineered Bronze at 18hhs. They would have come in all colors from black to bays, greys to grulla’s.

Smaller, more lean
Runner beast:



Larger, sturdier, heavy
 work Runnerbeast:



9th Interval
By the Founding of SWW the idea of different types of Runners would have been lost. Due to the constant thread fall and the starvation that followed, like many other beasts, the runners fell victim to the need for food.
With only a small herd, compared the vast amount that once roamed the southern and norther continent, the horses were refined to a more useful 18hh, hardy but agile looking equine. While they may still rang in color and some slight variance in size they, for the most part, resemble what would be akin to a Terran Friesian breed.
Image 2:


Image 1:


Added

 

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