world :: guides :: timeline :: maps :: dragon*con notes :: riding straps :: renewable airforce :: firelizards
Notice: These are simply discussions, and not intended to be absolute canon. This is the product of many weyrs and people working together, and I didn't get ALL the information. These pages are subject to change as I compile the notes of all the BoD. Let me know if you have any questions about anything. These are not necessarily canon, and Cibryen doesn't necessarily adhere to all of these. This is simply here for those who couldn't come to Dragon*Con.
All that Glitters :: Crafters :: Dragonhealing - Their blood is green :: Dragon Sex :: Healer Hall :: Renewable Airforce :: Weyrling Training
On Pern, people are taught the skills that are needed to produce the things people needs. Pern operates on supply and demand. Something that is not needed isn't made, and ultimately may be forgotten. The ones who are trained to create the things people need become crafters. Crafters are the true backbone of Pern society. Without them, Pernese would be huddling in caves, hoping they weren't starved the next winter, or would die out completely. Clothes must be made, metal must be forged, blankets, food, everything must be created from the raw materials Pern provides. The Ancients had to start from scratch, and relearn some of the skills their ancestors knew, but ultimately, they prevailed.
The first two crafts on Pern were Harpers and Healers. Harpers served not as entertainers, but as judges and recordkeepers. They were charged with teaching the young, informing the people, and serving as diplomats and liasons between Hold, Hall, and Weyr. They served as spies, monitored the deeds of the lords, and listened to the needs of the people.
Healers, on the other hand, served a powerful need. They kept Pern alive. They mended wounds, healed the sick, helped women birth their children, and later, helped maintain the dragons and their riders in the battle against Thread.
Closely following the first two crafts came Minercraft, who built the weyr and provided the raw materials for Pern. The Smithcraft followed, making the tools Pern needed to survive, and the weapons to protect them from the sometimes unfriendly fauna. Beastcraft was established to help maintain and care for the animals the Ancients brought with them and genetically altered to survive on Pern. Many followed after that, offshoots of the others, entirely new crafts in some cases, but these form the backbone of the craft system. In Ancient times, an apprentice could earn land for learning his craft. New crafts are established by inventors and innovators, as the need arises (i..e. Computerers in AtWoP)
Natural talents are actually quite rare. People have to work at it, and don't become prodigies at early ages. Robinton was an exception, a prime example of a natural talent that required little effort to develop. There are three basic ranks in crafts: Apprentice, journeyman, and master. Many people never rise higher than Journeyman. Masters take many turns of dedicated study, work, and practice, and not everyone has the ability, time, or inclination to devote to becoming a master.
Apprentices are the novices. A child may become an apprentice officially at around age 12-13, but not before. This doesn't mean people don't learn crafts early, but no Hall would accept a child younger than 12. The apprentice period is approximately 6 turns long, perhaps longer depending on the ability of the student in question. The first two turns are spent doing grunt work, running errands, and learning to identify the raw materials and tools needed in their chosen craft. The second two years are spent actually processing raw materials, and learning how to use and maintain their tools. The last years of their apprenticeship are spent continuing to practice, honing their skills and learning until competency is gained enough to rise to Journeyman level.
The Journeyman period last approximately 3 turns, or longer, and may be permanent. Journeyman do eact what their name implies: They journey around Pern, plying their craft, learning from other masters, and seeking a permanent post. After the traditional three turn journeyman period, a Journeyman may continue to travel, seek a permanent position with a Hold, Hall, or Weyr, or may return to the Hall to begin their mastery studies. They may train apprentices and laymen, and/or produce whatever their craft creates.
Until Master rank is acheived, a person will remain a Journeyman. Masters have many duties. They have the broadest knowledge of their craft and deliver qualified teaching and experience to students, apprentice and journeymen alike. Some masters are simply generalists, and know a little about everything, but most choose to specialize, and become exceptionally proficient in one area of their craft. A Master Smith may specialize in weaponscraft, or perhaps in iron doors. A Master Healer may specialize in surgery, or herbs. The possibilities are many. The Mastercrafter of a given craft is usually elected by his peers, and posesses exceptional knowledge and talent in their craft.
If a crafter breaks the law, or violates the tenets of their craft, there are different penalities that may be applied by the masters of their craft. Rank could be stripped completely, they could be temporarily demoted, menial tasks assigned to high level crafters, depending on the severity of the crime. The ultimate punishment would be expulsion from the craft and crafthall.
Crafters are an excellent way to encourage new membership in your club. Creating a wide variety of crafts, memorable characters, and interesting plots centered around the crafts is a way to put new spice in things. Find out your members' real life expertise. A person who has actual experience as a nurse or doctor could give valuable input to the Healercraft in your club.