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Author Topic: Smith Crafthall  (Read 547 times)

Offline Southern Records

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Smith Crafthall
« on: June 14, 2017, 03:16:54 PM »
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 casters and metalsmiths.
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.
Engineers – These are the academics of the smith craft, they are constantly trying to engineer more efficient tools, hotter forges and stronger materials.
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.

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.
Spoiler for Sub-specialties:
Lenses – Formerly, these individuals would have been trained in how to craft lenses for telescopes and spyglasses. Nowadays, their jobs are instead focused on making and repairing rider goggles and the smoked goggles worn by working whers during the day.
Glass-Blowing – One of the more intricate glass-smith specialties, those gifted in this area make the most delicate creations of the Craft, such as glass buoys for fishing nets, bottles and distillery equipment for the Vinters and Brewers, and flasks, tubes, and other implements needed by the Healers.
Mirrors – Almost completely lost, those in this specialty used glass and silver to create reflective mirrors with more visual accuracy than polished brass, including for use with lenses and prisms.
Windows – Specializing in making, polishing, and even transporting large sheets of glass, those trained in this specialty were more commonly employed in Holds and Crafthalls prior to Southern Winds. This specialization is not much in use anymore, since there are very few windowed walls in a Weyr.

Rare/Lost Crafthall Specialties
Jewelers – Whilst there may be a few still around and working closely with the silver-smiths. There isn’t a high demand for jeweler due to the lack of resources. Jewelers 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 jewelery, it is also used for surgical tools, mirrors, 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 jewelry-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 its 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 more than 7 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
At the very youngest Junior Journeyman can only be tapped at 19 turns, and/or after 7 turns of an apprenticeship.
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.

Spoiler for Smith Masters:
Heavy Equipment Total 1 master
Current: None

Metallurgy Total 1 master
Current: None

Casting Total 1-2 masters
Current: None

Engineers Total 1-2 masters
Current: None

Metalsmiths
Tinkers: Total 1 master
Current: None
Tools: Total 1 master
Current: None

Glass-Smiths Officially none, but 1-2 may have been mastered before their craft fell.
Current: None

Jewellers Total 1 master
Current: None

Silver Smith Total 0 masters
Current: None

Gold Smith Total 0 masters
Current: None

Blacksmith Total 0 masters
Current: None



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 SirAlahn.
« Last Edit: September 30, 2017, 06:13:15 PM by Weyrhandler »
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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Offline Southern Records

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Re: Smith Crafthall
« Reply #1 on: June 22, 2018, 08:57:16 PM »
Glass-Smith Hall

The Glass-Smith Hall actually fell after the Smith Hall during the Pass, however due to the fragility of their equipment, and simply the smaller size of the craft in general, the Glass-Smiths were not going to be able to survive on their own. Given their origins as Smiths at the start of the 9th Pass, it was logical for the Smith Craft to absorb the Glass-Smith's into their ranks.

Since the fall of the Glass-Smith Hall, Glass-Smiths have been required to undergo an education as a Smith, and only specialising under one of the few Glass-Smith Masters remaining. The Glass-Smith's are under the ultimate banner of the Smiths and defer the the MasterSmith as their Craftmaster.

Glass-Smith's work with the Smiths in the caves within the Weyr. With the limited supplies at the Weyr, glass specialities of jewellery and windows are not something that are given much time or investment. Those who had previously specialised in those areas are now mostly being asked to help in other sectors. Such things can be done in a Glass-Smith's spare time, with resources they have traded for from their own pocket, but as far as the Smith Craft is concerned, they are non-essential at the current stage of Fort Island's progress.



Specialities and Professions
Glass Blowing - Those who specialised in the delicate arts of glass blowing must know all the ins and outs of the process. From how to maintain their forge, to the equipment they need, and finally to which dyes would create patterns in the melting glass.
Windows - This speciality is one of the most useful but monotonous crafts. They spent most of their days measuring, cutting and shaping for some of the various Holds.
Mirrors - Mirror specialists only had a few turns of work before the craft fell. Therefore, mirrors on Pern are few and far between and the knowledge to make mirrors is all but gone.
Stained Glass - Glass-smiths in this profession sprung from window specialist with a little more creativity.
Jewellery - These Glass-smiths spent their days completing commissions for individuals rather than the more craft-hold-weyr requests of some of the other smiths.



Classes and Ranks
There are currently no Glass-Smith specific schedules or ranks. Please see the Smith Crafthall information for schedules and potential ranks.

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!

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SanctifiedSavage || SirAlahn || Inki || Weyrhandler

Offline Southern Records

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Re: Smith Crafthall
« Reply #2 on: June 22, 2018, 08:58:14 PM »
Wood Craft

An offshoot of the Smith craft, the Woodsmiths never really got their craft off to the start that they deserved. Discussions between the Craftmasters and Lord Holders of where the new Woodsmith Hall was to be placed were underway when the extended Pass came into full force.

Anyone who would claim themselves Woodsmiths were very quickly absorbed back into the generic ranks of Smith once the Pass began. Their Hall never came to fruition, and those leading the charge were lost to the many casualties that followed.

Now, with the complete deforestation of the Northern Continent, Woodsmiths are simply Smiths with a particular knack for woodwork. Specialisation is unlikely due to the sheer lack of need for such specialists. With only a single island to choose from, Woodsmiths couldn't possibly see their days filled. As such, all Smiths are Woodsmiths, with every apprentice being taught the basics of woodwork during their studies.

Credited to Inki 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 || Inki || Weyrhandler

Offline Southern Records

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Re: Smith Crafthall
« Reply #3 on: June 22, 2018, 08:58:48 PM »
Technician and Plastic-Smith Crafthalls

Whilst these Crafthalls formed as offshoots to the Smith Crafthall before the elongated Pass, it is the Harper Hall which has retained some of their knowledge.

The Technician Hall were experts on all AIVAS-related, from the knowledge of how to maintain the computer systems, to instructing new crafthalls on how use them. The expansion of knowledge was sadly cut short, and the materials and knowledge to continue the Hall has been severely depleted.

In terms of the Plastic-Smith Hall, their knowledge was as to be expected. This Hall knew the ins and out of Plastic construction along with the construction of the machinery needed to continue production. However, with their fall in the Pass, and the move to Fort Island, materials and knowledge is low, and the craft isn't being practiced currently.

Neither the Plastic-Smith nor the Technicians have any surviving crafters, nor is anything from their crafts being practiced. It is unlikely that these crafts will see a revival any time soon.

Credited to Inki 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 || Inki || Weyrhandler

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