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Author Topic: Info Fisher Crafthall  (Read 777 times)

Offline Southern Records

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Fisher Crafthall
« on: January 16, 2017, 01:04:06 PM »
Specialties and Professions
     Shallows Fishing – have expert knowledge in the creation of tools for close to shore fishing. They should know how to craft a reel, hand spear, personal net, and spiderclaw traps. This is one of the most popular methods of fishing currently at Southern Winds Weyr.

     Deep Sea Fishing – these fishers are well equipped in the knowledge of the deep ocean. They should be able to identify the tell tale signs of a large shoal of fish in the open water, and the best kind of net to trap the school. Additionally, they should have knowledge of the functioning of the boats, however, most deep sea fishing knowledge has been lost to the current day Fisher Hall.

     Fish Classification and Types – the Pernese who undertake this specialty must have a good memory. They should endeavor to remember each identifiable detail of a singular fish and how they interact in their schools. Additionally, their knowledge should be so, that if a new species of fish were to be found, they should be able to accurately classify them in terms of deep sea, shallows and fresh water, due to their identifying characteristics.

     Schooling/Teaching – There must always be teachers in a crafthall, those who engage in the teaching profession must have a knowledge of all aspects of the fisher craft, in order to best bring the knowledge of the hall to the new crafters. Teachers are expected to have a base knowledge in almost all the specializations but will teach their own favored specialization in a class.

     Navigation – Navigators in the Fisher Hall must study long and hard at their maps and numbers. They must have a good grasp of numbers and be able to use sun dials accurately and efficiently. They also spend a lot of time charting the stars and being able to use them for guidance. This specialization often blends closely to the Record Keeping. Navigation is the application and use of the maps where Record Keeping is generally the up keep, maintenance, and preservation of maps.

     Shipbuilders/Shipwrights – Most of this knowledge has fallen to disuse due to the lack of materials on Fort Island which can be used for ship building. However, small skiffs have been built for cove fishing, but the risk of beach snakes has prevented much of their use. 

     Free Divers – Once a popular profession in the fisher fall, free divers which swim for sea mollusks have mostly moved on to other specialties as the risk of beach snakes is too great. The knowledge of this specialization is still maintained by the Crafthall in the hopes that, eventually, it may become useful once more.

     Record Keeping – A steady hand and a good eye is needed for those who decide to specialize in record keeping. They must have a talent for understanding what a specialist is telling them about their craft, and be able to convert that to the written word, so that anyone could understand. Those with a talent for map creation also fall under this category, although many would argue that it should have its own subcategory due to the talent of spatial awareness that one must have to accurately copy life onto parchment. Record Keepers work close with Navigation to create accurate star charts to sail by.

Rare/Lost Fisher Specialties
     Deep One Knowledge – not much is known about the elusive deep ones to the current Fisher Hall, however there may still be those fishers who harbor the need to find these creatures again.

     Dolphineers – like the deep ones, most Fishers believe that the dolphins have been lost into the vast oceans, however the hopeful believe they will remember us one day and find us again.



Apprentice Classes
Apprentices in the Fisher Craft must have a general knowledge of all aspects of the craft and its life. Due to the large amount of knowledge that must be established in the students, one should remain an apprentice for 7 turns or more, however no one younger than 19 can graduate to Jnr. Journeyman except for outstanding students.

Class Subjects
||Fish
Fish Classification – Shallows
Fish Classification – Deep Sea
Fish Classification – Fresh
||Theory
Rips and Tides
Myths and Legends
Deep Sea identifiers
Building Theory
Sailing Theory
||Practicals
Basic Net Crafting
Map Reading
Fish Preparation/Gutting

Apprentice Schedules
||Turn 1
7:00am Breakfast
8:00am Class 1 – Theory
10:00am Class 2 – Practical
12:00pm Lunch
1:00pm Class 3 – Theory
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Fish
7:00pm Own time
10:00pm Lights out
||Turn 2
7:00am Breakfast
8:00am Class 1 – Fish
10:00am Class 2 – Theory
12:00pm Lunch
1:00pm Class 3 – Practical
3:00pm Chores
5:00pm Dinner
6:00pm Class 4 – Theory
7:00pm Own time
10:00pm Lights out
||Turn 3
7:00am Breakfast
8:00am Class 1 – Practical
10:00am Class 2 – Fish
12:00pm Lunch
1:00pm Class 3 – Theory
3:00pm Chores/Private Study/Personal
5:00pm Dinner
6:00pm Private study groups with Journeymen and Masters
7:00pm Own time
10:00pm Lights out

Turn 4 or Beyond
If an apprentice does not show aptitude to progress beyond the apprentice level, they may see this schedule for their foreseeable future. In classes they excel, they may do private/personal study per the approval of a teacher or classes may be substituted for chores or work in the actual craft hall. An apprentice that will not be tapped for Journeyman often knows and must accept this. Not everyone is cut out to be a journeyman/journeywoman.
7:00am Breakfast
8:00am Class 1 – Practical
10:00am Class 2 – Fish
12:00pm Lunch
1:00pm Class 3 – Theory
3:00pm Chores/Private Study/Personal
5:00pm Dinner
6:00pm Private study groups with Journeymen and Masters
7:00pm Own time
10:00pm Lights out



Jnr. Journeymen
At the very youngest Junior Journeyman can only be tapped at 19 turns, and/or after 7 turns of an apprenticeships.

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

The schedules of Jnr. Journeymen are largely up to the specialists that they have chosen to study under and they may still participate in the chores or upkeep of the Crafthall.



Senior Journeymen
Senior Journeymen are those that have expertly specialized in 1 or 2 professions and have been deemed educated enough by their teachers or a Master to continue their studies alone. They have the opportunity to conduct practical research tasks in order to further their knowledge of the Fisher Craft. Senior Journeymen can be voted to Master when they reach 40 years of age 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 Crafters
Masters are considered the authority in their fields of specialization and in the Crafthall. They create schedules, mentor Journeymen, oversee Crafthall supplies and administration, and generally create their own work schedule. They’re expected to maintain respectful relations with the weyr and other crafthalls. Their job is half administrative, maintaining their Crafthall and interacting with other Masters within their own Craft, and overseeing the progress of those beneath them. They review the progress of the practical research of Senior Journeyman and decide what will be accepted into Crafthall Records, as well as deciding what apprentices will not advance. Masters only answer to the Craftmaster, who is senior amongst them and has the final say in all matters relating to the Crafthall.

Spoiler for Fisher Masters:
Deep Sea Total 1-2 masters
Current: None

Shallows Total 1-2 masters
Current: None

Classification Total 1-3 masters
Current: None

Teaching Total 1-2 masters
Current: None

Navigation Total 1 master
Current: None

Shipbuilders Total 1 master
Current: None

Freedivers Total 0 masters
Current: None

Records Total 1 master
Current: None

Deep One Total 0 masters
Current: None

Dolphineers None officially, but 1-2 may have been mastered before their craft fell.
Current: None




Craftmaster - Masterfisher
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 Fishers, the Craftmaster is to ensure a certain quota of food brought it and processed for the Weyr. This means they are frequented with reports on intake and the Craftmaster may adjust apprentice schedules if fishing is more of a priority than theory class.

Credited to Inki for use on SWW; Edits and additions made by SanctifiedSavage.
« Last Edit: September 05, 2018, 02:34:49 PM by Southern Records »
This is the admin account for Southern Winds Weyr. All records, notes, and items of import come from here.

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

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SanctifiedSavage || SirAlahn || Weyrhandler

Offline Southern Records

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Re: Fisher Crafthall
« Reply #1 on: June 22, 2018, 08:54:21 PM »
Dolphineer Hall

The Dolphineer Hall was lost in 2567, the catastrophe of the move meaning they lost far too much of their records and their people in order to continue to survive on their own. With that being said, the Fishers absorbed them into the Fishercraft, combining their resources and their people in order to preserve as much as possible.

Unfortunately, this has meant the Dolphineer Hall has mostly been frozen in time. The Dolphins have either not survived the Pass, or they simply haven't made their way to Fort Island yet, and therefore, Dolphineers are of little use as solely Dolphineers. Masters and such are able to continue teaching as much as they can to those who are interested, but it is always part of a Fisher education.

All Dolphineers, from apprentice to master, are now considered officially Fishers and are within the structure of the Fisher Hall, and ranked below the Fisher Masters (notably Phenust, the eldest Master). No Fisher's with Dolphineer specialities have been taken into the craft since 2567.



Specialities and Professions
Anatomy and Health - Everything to do with the welfare of the Dolphins were part of these Dolphineer specialities. This profession began after a Healer moved into the newly created craft and brought their expertise to the crafthall.
Sociality and Pods - Those who understand the ins and outs of the different pods and the ranking system the dolphins use within their communities fit into this speciality.
Scouting - Dolphins were soon used to scout with their human partner into the deeper waters of Pern. Whether it was to find out where was best to fish, or discovered hidden colonies of molluscs, these scouts must be one with the waters.



Classes and Ranks
There are currently no classes for the Dolphineers, as they are no officially recognised members of the craft.

Credited to Inki for use on SWW; Credited to SirAlahn for use on SWW
This is the admin account for Southern Winds Weyr. All records, notes, and items of import come from here.

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

SWW Staff
SanctifiedSavage || SirAlahn || Weyrhandler

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