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A Dragonriders of Pern B/C RP 

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Weyrs, Holds, & Crafthalls

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Masterharper
Vice Captain

PostPosted: Fri Nov 18, 2016 3:15 pm
Weyrs, Holds, & Crafthalls, Oh My!


The people of Pern usually live in when of three distinct places -- Holds, Halls, or Weyrs. While there are other groups who are Holdless and must fend for themselves or traders who prefer to live in Carvans to sell their goods all across Pern, the majority of the population will be found in one of these three spaces.

Weyrs, Holds, and Crafthalls come in all sorts of shapes and sizes; some are traditional and conservative in their views, while others can be progressive and wild. This thread goes into detail concerning each, and what an individual might discover upon their arrival!

 
PostPosted: Tue Nov 22, 2016 5:42 pm
Weyrs

Weyrs are places where riders, dragons, and the support staff gather and live. They are usually found in ancient calderas scattered around Pern, where caves (both natural and man-made) serve as living spaces for the population. In some instances -- Southern Weyr and Monaco Bay Weyr specifically-- the dragons live in sandy wallows and man-made buildings support the riders and other weyrfolk.

Weyrs tend to be quite large and are usually more progressive compared to Holds. Children who live or are fostered at the Weyr are often referred to as weyrbrats. People who were raised in a Weyr are often called weyrbred.


Who You'll Find at the Weyr

Weyrwoman: The domestic leader of the Weyr, traditionally a gold rider. The role of senior Weyrwoman of a Weyr is thought to be one of the most powerful and influential positions on Pern. As their queens can command an entire Weyr -- including outsider and younger golds stationed at their Weyr -- it is indeed a grand position of power. They are treated with the equivalent rank of a Master Craftsman.

Weyrleader: The military leader of the Weyr, traditionally a bronze rider. They are just underneath the rank of the Weyrwoman, given a bronze can't actually command a gold. This is one of the most powerful and influential positions on Pern. Weyrleaders are treated with the equivalent rank of a Master Craftsman.

Flightleaders: Handpicked by the Weyrleader, a Flightleader is often a promoted Wingleader. They are in command of a particular Flight of dragons (three Wings) and work with the Weyrleader and Wingleaders. While a Wingleader is in charge of keeping his or her Wing in order, drilled, and trained, a Flight Leader will make final assignments to the Wingleaders and their positions during Thread, or when a Flight is needed. They tend to be master tacticians.

Wingleaders: These are traditionally experienced bronze riders. They are assigned to lead individual Wings, and help ensure their riders are prepared for Theadfall. They deal with errant riders and delegate tasks assigned to their Wing from the Weyrleader. It is an honored position and second in rank only to the Weyrleadership. Wingleaders are treated similarly to Craft Masters.

Junior Weyrwomen: The weyrwomen are simply gold riders assigned to a Weyr. They usually are about on par with wingriders concerning rank, but each Weyr is different. Given they ride golds, some Weyrs might put them at a higher position than a wingrider, or equivalent to a Wingsecond. They work under the Weyrwoman and tend to help her with her tasks.

Wingseconds: Usually brown- and bronzeriders, depending on the Weyr. They assist the Wingleader, and take charge of the Wing if the Wingleader is unavailable.

Wingriders: The standard rank of an adult dragon and his rider. This is the rank all riders receive after graduation from Weyrling Training, and for the majority of riders, is the highest rank they'll receive. It's about equivalent to a journeyman crafter.

Weyrsinger: This is a wingrider position. Usually it's a rider who has kept up with his or her Harper training, or who is exceptionally well talented. While many riders enjoy singing and making music, a Weyrsinger is usually a cut above, and is professionally trained. They are still a Wingrider, but tend to help entertain or lift the spirits of the Weyr during their free time.

Weyrlingmaster: This is solely an experienced rider position. The future of the Weyr is dependent on bringing in a rider who can teach weyrlings how to become full-fledged dragonriders. It is a revered job in the Weyr and is not assigned lightly. If a Weyrlingmaster doesn't do his job right the entire lot of weyrlings could be lost -- all it takes is not teaching them how to jump Between properly, proper visualization, proper flight skills, proper aeriel maneuvers during Thread, etc. Weyrlings have a high mortality rate to start but assigning a bad Weyrlingmaster can be devastating.

Assistant Weyrlingmaster: This is solely a rider position. They help the Weyrlingmaster with whatever he or she needs and help to keep the weyrlings in line.

Candidatemaster: This is usually a rider position. They are to ensure all those found on Search (or Weyrbrats choosing to stand for Impression) are educated in Weyrlife, Touching and Hatching etiquette, and are made useful during their stay at the Weyr.

Assistant Candidatemasters: This can be a rider or non-rider position. They help the Candidatemaster with whatever he or she needs and to keep the Candidates in line.

Headwoman / Headman: This is one of the most important non-rider positions within the Weyr. The Headwoman or Headman is the head of all non-rider duties and responsibilities. She or he works closely with the Weyrwoman to keep the Weyr functioning, as well as being the head of all non-riders in the Weyr. It is a busy job, and full of delegation. Usually she or he has a good handful of assigned journeymen (such as cooks, chefs, bakers, weavers, harpers, leatherworkers, ec.) assigned to her or him, as well as kitchen staff, creche workers, drudges, weyrbrats, and other non-riders.

Assistant Headmaster: The Headwoman or Headman's assistant. Depending on the size of the Weyr, she or he might have multiple assistants. They usually help the Headmaster oversee the daily tasks of running the Weyr.

Crechemaster: The Crechemaster is assigned by the Headwoman and is responsible for the crecheworkers and all the children within the creche. This position requires someone who is maternal and gets along well with children-- but also someone who is firm. They tend to work with the Headwoman or Headman in assigning fosters and nursemaids to those in the creche, or for older children that are too old to be placed in the creche, but still too young to be entirely on their own.

Senior Weyrlings: The second lowest ranked rider position. These are not yet graduated riders with dragons between the ages of 6 months and 12 months. They under the rule of the Weyrlingmaster and his or her assistants.

Junior Weyrlings: The lowest ranked dragon rider. These are newly Impressed riders with hatchlings between the ages of 0 and 6 months. They are under the rule of the Weyrlingmaster and his or her assistants.

Candidates: Individuals between the ages of 14 and 26 Turns that are eligible to stand for Impression. They are the lowest ranked individuals of the Weyr.

Assigned Crafters: The various Crafthalls of Pern often send their Journeymen on assignments. In most cases, being assigned to the Weyr is a highly sought after position. Depending on the needs of the Weyr, and under suggestion by the Headwoman or Headman (and approval by the Weyrwoman), a Weyr might request a particular crafters commission. Weyrs need well crafted goods as much as any Hold, particularly Beastcrafters, Weavers, Healers, Harpers, and Leatherworkers. Sometimes these assignments are long-term, while others are only for a few specific tasks and might get sent back to the Hall after so many months.

Lower Caverns Workers, Kitchen Staff, Crecheworkers: These are non-riders who work under the Headwoman or Headman. They are paid help, though they don't make as much as those who are officially crafter trained. Still, they make up the majority of non-rider Weyrfolk, and help ensure the Weyr runs smoothly. Their jobs can consist of helping in the kitchens, working in wash rooms, cleaning out weyrs, or helping to raise the children in the creche, as well as everything in between. One thing to keep in mind is that there are no idle hands in the Weyr.

Drudges: These tend to be the lowest ranked individuals. These men and women have no rank, and no real skill or talent. They get paid in bedding, food, and shelter. These are men and women who cannot be fit into any other tasks or craft, and tend to do the most tedious -or dirtiest- tasks in the Weyr.

General Areas of Interest

Weyrs: A dragonrider's weyr is where a rider and his dragon lives. Depending on their rank, age, and Weyr, they might get more (or less) amenities. In Southern, Monaco Bay, and part of Western Weyr the weyrs are individually made shacks, where the dragon makes his own wallow outside in sand. In the rest of the Weyrs, a weyr is made out of natural and manmade-made caves along the crater walls.

A riders weyr will be provided with the basics: a stone bed for a dragon and some bedding (usually hay or furs); a cot or hammock, depending on the Weyr; a chest to store gear; a small table; a chair; and a small dresser or armoir for clothes. Everything else, or upgrades (such as more furs, or a larger bed, etc.) needs to be purchased or gifted to a rider.

The Bowl: This is heart of the Weyr. This is the stretch of land within the heart of the caldera. It serves as landing pads for Wings and can easily fit the all of the Weyr's Wings. The Weyr Lake and bathing waters are always found in the Bowl, along with the feeding pens, Weyrling Barracks, Candidate Barracks, Healer stations, and entrances for non-riders, travelers,and caravans. Most Weyrs have bowls that stretch from a mile to two miles across.

The Hatching Sands: This is an area of hot sand where a gold will cluch. These are usually large enough to support multiple golds and multiple clutches. Dragons enter the Hatching Sounds at its mouth, and there are ledges for dragons to settle upon and watch the Hatching. Man-made tiered seating was made for guests and Weyrfolk.

Lower Caverns: These are all the corridors, kitchen, store rooms, dining halls, offices, and non-rider sleeping quarters. The Lower Caverns are best known for its kitchens and storage rooms, and can spread up various floors within the caldera. The also can spread deep down into the earth, depending on the needs. The Weyrwoman, Headwoman or Headman, and their assistants know every inch of the Lower Caverns, as well as their workers, and many a Weyr brat. They are often lit by glows, which are changed regularly by Candidates, weyrlings, and drudges. It can be easy to get lost in the mass network of stairwells and corners, and tunnelsnake infestations are common in the lesser-used or more forgotten rooms.

Weyrling Barracks: Where the weyrlings are housed and taught during their training. Senior Weyrlings eventually get assigned their own weyr once they are capable of flying solo, but will still return to the Barracks for lessons.

Candidate Barracks: Where the Candidates are housed and taught during their Candidacy.

Hunting Grounds: These pens are where tithed and bought beasts are penned. Often these are herdbeasts, wherries, ovines, bovines, and caprines. Whatever animals that dragons and weyrfolk can eat can be found here living in great herds. While dragons can hunt from these grounds, depending on supply and demand, most adult riders are encouraged to hunt wild game when able.

Current Weyrs

Northern Continent
Fort Weyr [NPC]
Fort Weyr was the first Weyr built and occupied during the First Pass. It is located in the mountains of the Southwestern peninsula of the Northern Continent. It had been abandoned up until the return of Thread and is hastily pulling itself together.

Since the return of Threadfall it has come together under firm leadership. The Weyr takes its cues from it's northern neighbor, High Reaches Weyr. It is staunchly traditional, and is perhaps stricter still than High Reaches Weyr. Every rider and dragon knows his or her place based on their dragon's color, skill, and ability. You either follow the First Weyr's rule or you find yourself silenced, one way or another. They don't take kindly to unaffiliated riders, unless they're willing to join their ranks and do their duty. Those who fight for Fort Weyr are generally known to be reliable, stern, and serious.

Weyrleader: H'zal of bronze Tirakoth
Weyrwoman: Elliana of gold Regeth

Benden Weyr [NPC]
Bendent was the second Weyr built, also during the First Pass. It is located in the mountains of the northeast coast of the Northern Continent and is the largest Weyr. It had been mostly abandoned up until the return of Thread. It was kept mostly for tourism, and a few handful of Benden dragons would lay an occasional clutch, boasting how they were directly descended from Ramoth and Mnementh. Whether or not that's true is up to debate. They were proud of the fact they had helped save the planet from Thread and often hushed High Reaches boastful claims of its return.

Sine the return of Threadfall, Benden has had to eat its words. They no longer can claim that they ended Threadfall, for the Great Enemy is back. This has caused tension among those of the Weyr, and there is a power struggle between the proud, "Old Guard" and those who feel Benden Weyr let Pern down with its promise. The Weyr is determined to prove itself to be Pern's savior once more, and resents High Reaches Weyr's newly obtained status. This has caused them to actively thwart High Reaches where possible.

That said, the Weyr follows old traditions, much like High Reaches Weyr. However, they do not keep Candidates in Barracks. Instead, they follow the old ways, and send non-weyrbred Candidates back to their Holds and Halls between clutches. They pick them up again within the sevenday of an imminent Hatching.

Weyrleader: F'nen of bronze Stritath
Weyrwoman: Rishelle of gold Kudoth

High Reaches Weyr [PC]
High Reaches Weyr was the third Weyr built, the last during the First Pass. High Reaches is the highest in elevation, located in the northwestern mountains of the Northern Continent. It always claimed Thread would return. It's currently the Weyr to go to as it alone had kept up the old traditions in training dragons how to fight Thread.

Telgar Weyr [NPC]
It is located in the central northern mountains of the Northern Continent. It was initially a mining Hold and its caverns are primarily cut by miners. It had been one of the first Weyrs abandoned after Thread ended. It has only recently been pulling itself together.

Ista Weyr [NPC]
Ista Weyr is located on the Big Island in a cauldera that opens to a tropical bay. It is physically the smallest Weyr, but its weyrs were made on the outside of the caldera instead of the inside, which allows for more room. This particular Weyr was kept open on a skeleton crew for sick, ailing, or retired riders. Its Hatching Sands was often used by queens needing a place to clutch. It has since grown since Thread returned.

Igen Weyr [NPC]
The smallest Weyr. It is a desert Weyr located in the south central region of the Northern Continent. Igen Weyr was abandoned up until the return of Thread.

Southern Continent
Southern Weyr [NPC]
Southern Weyr was not founded until the end of the Second Long Interval, just before the 9th Pass. It is located on the far northern tip of the Southern Continent. It is partly built on cliffs facing the ocean, but most Weyrs are located inland, in non-traditional dwellings consisting of a sheltered sand wallow for the dragons and huts for the riders. Southern Weyr remained even after Thread returned. While they did not focus on Threadfighting, they were a place for riders to live and commune.

Monaco Bay Weyr [NPC]
Originally known as Eastern Weyr, this was built on open areas in the northeastern coast of the Southern Continent. As the need for dragon expanded in that portion of the Southern Continent the Weyr moved several bays eastward and changed the name to Monaco Bay Weyr. Like Southern Weyr, there are no caves, dragons sleep in sheltered sand wallows and riders live in huts near their dragons. It had been abandoned after Thread was finished. Most of its riders used the Weyr as a check point before further exploring islands and land in the area. It is a small Weyr that now must protect all of the Halls and Holds that have cropped up on the eastern side of the Southern Continent.

Western Continent
Western Weyr [PC]
The last of the Weyrs, Western Weyr was founded long after the 9th Pass. It is located on the arid Western Continent. It houses a mix of traditional stone weyrs in the walls of the caldera, but also wallows and huts further out along the beaches. It remaind a Weyr even after Threadfall, and often was more of a place for dragons to commune and live in safety, or for golds to clutch their eggs. It is the most progressive Weyr on Pern, but also struggling with different ideals on how it should be run.

 

Masterharper
Vice Captain


Masterharper
Vice Captain

PostPosted: Tue Nov 22, 2016 5:44 pm
Holds

Holds are where the majority of Pern's people live. There are three types of Holds -- Major, Minor, and Cothold -- with the latter two often falling under a Major Hold's jurisdiction.

Holds are similar to city-states, with the Lord Holder providing protection from Thread, food, housing, and an education for those who look to him. Generally speaking, the Lord Holder has free reign within his territory, but should he cause trouble with neighboring Holders, or its Weyrs, then Weyrleaders and Craftmasters tend to get involved so a peaceful resolution can be made. In Echoes of Pern, some Holds are more or less corrupt than others.

Holds come in all shapes and sizes tend to be much more conservative compared to Weyrs. People who were raised in a Hold are called holdbred.

Major Holds: Major Holds encompass most of Pern. They are run by a Lord Holder and his family. The Hold proper tends to be the largest an most bustling of places, akin to major cities on Earth.

Minor Holds: Minor Holds are run similarly to the Major Holds, but are run by a Holder. Minor Holds are usually under the jurisdiction of a Major Hold. The smallest of Minor Holds have at least twenty-some extended family units, with a Holder chosen among them -- often a relation from a Lord Holder's family. In Echoes of Pern, some Minor Holders have become quite ambitious, and are making moves to break away from the jurisdiction of their local Major Hold. In a few rare cases, some Minor Holds formed between the outland territory of two Major Holds.

Cotholds: Cotholds are small and often found in the rural areas of a Major Hold, and also fall under the Hold's jurisdiction. They are often run by a single extended family up to around twenty-some families.


Who You'll Find at the Hold

Lord Holder: These are the rulers of a Major Hold. Their word is law and they tend to have ultimate power in their territory. They are often left unchecked so long as they stay within their borders. Dragonriders tend not to meddle in the affairs of Holders, though neighboring Holds and Holders might if a Lord Holder begins to over-reach his power. Lord Holder's have an obligation to ensure education, food, and shelter for the people within his Hold and on his land . . . but some Lord Holders do a better job of it than others, an others have taken to exploiting their workers. The rules never said the education had to be top-notch, or the shelters more than shacks.

Each Hold has its own flair and its own rules. Some Lord Holders are pro-rider, while others loathe the Weyrs and find them nothing but resource-sucking leeches; some are liberal, others conservative; some treat their people very well, while others treat their people harshly.

Holder The head of a minor Hold. While they might have immediate say and power over their Hold and land, they are still beholden to the Major Hold. They are expected to follow the Lord Holders rule.

Cotholder: The head of a cothold. They follow the rule of the Lord Holder.

Lady Holder: The wife or partner of a Lord Holder. Depending on the Lord Holder, they might be treated like an equal and aid the Lord in running the Major Hold. In other cases, they might be nothing more than a trophy wife. Some Lord Holders choose multiple wives.

Heir: A Lord Holder, Holder, or Cotholder might name an heir to succeed them. Usually it is the eldest son but it could be a nephew, cousin, or even a non-relation. If an heir isn't named by the time the Lord Holder dies, then a council of Lord Holders will vote for one. Should a Holder or Cotholder die without naming an heir, than the local Lord Holder will assign one.

Steward: Assists the Holder in the running of the Hold. This is a high ranking position for a non-Holder family. They often give council to the Holder and his family, and help delegate tasks. They tend to work on the grounds and lands of the Hold.

Headwoman: While the Steward helps tend to the business aspect of the Hold, the Headwoman tends to help with the domestic side. Similar to the Headwoman in the Weyr, a Hold Headwoman helps the running of the kitchen, stockrooms, and keeps tabs on supplies. Her reach might not go as far as in the Weyr, but she often works with both the Lady Holder, and the Steward, but she is a powerful woman that helps ensure the Hold is run properly.

Hold Harper: Depending on the size of the Hold, there might be multiple journeymen or even a Master. Regardless, the Hold Harper is appointed to all Holds to ensure that the local children get educated, that the Hold gets updated with current events, and of course, to entertain and teach. It isn't always a glorified job, though,as some Holds prefer to keep their heads in the dark ages, and don't care - or trust - a meddling Harper or its Hall.

Watchriders: Riders are often assigned to the various Holds, either temporarily or permanently. Watchriders are often either senior weyrlings or young riders, or older riders that have been allowed retirement from Fall. In rare occasions, it might be an errant rider serving punishment for a misdeed -- as standing watch is often a boring job - or granted to riders recuperating from injury.

Watchriders will make note of any riders coming into- or leaving the Hold. They'll greet them with bugles, or warn the Hold if something seems amiss. They serve all hours, so often a few watchriders are rotated in and out. Usually, after their shift, the rider will return to their Weyr, but in some cases -- particularly before Thread's return -- the riders would live among the Holdfolk. In an emergency a watchdragon can serve as transport.

Watchriders are often only assigned to Major and Minor Holds, as cotholds are often too small to warrant assignment.

Watch Whers: Similar to the watchdragon, the Hold usually has a few watch whers. These creatures are primarily nocturnal beings, as they are photophobic and light hurts their sensitive eyes. They are useful in cases where watchriders are lacking, or unavailable, and are incredibly protective of their territory and Hold. They guard the Hold at night, and in rare cases, are trained to come out during the day with protection for their sensitive eyes.

Depending on the Hold, whers might be used as guards, aids to miners, pit fighters, breeding stock, and in some holds, treated as a fancy pet or companion creature.

Crafters: Journeymen and masters that are either stationed at the Hold through their craft, commissioned by someone at the Hold for a particular request, or men and women that have settled at the Hold are sell their wares or teach their skills. Some Crafthalls are located in the larger Holds, but smaller Halls are sprinkled all over Pern. They make their livelihood by taking commissions and being paid for their work.

Holdbrats: Children of the Hold. Depending of the Hold, there might be a difference between a Holdbrat, who is raised in the actual Hold proper with an education, and the very poor or rural children who lack opportunity. Not every Hold is equal, or progressive. Some children are considered nothing more than future drudges or vermin, and are easy to fall between the cracks of a large Hold.

Aunties & Uncles: These are older women and men that are long-since retired. They often are assigned to the kitchens or halls to do simple (but monotonous) tasks or to help aid where they can. They've done their time, and in most cases, the Hold will provide for them and allow them food and shelter for minimal- or no work.

Drudges: Men and women who lack any skill, craft, or real opportunity. In some Hold's a family line might be made up purely of the drudgery. These individuals tend to do the dirty and dangerous work of the Hold. They are often paid very minimally, if at all, and yet work all odd hours. Some drudges are created by a Holder or higher up stripping them of rank; other times they're simply born into the role; and in a few small cases, the drudge just simply doesn't have the ability, skill, or understanding to do more work than that of a drudge. Depending on the Hold, a drudge might work their way into a more respectable craft or position; unfortunately, drudges are rather looked down upon, or quickly dismissed.
 
PostPosted: Tue Nov 22, 2016 5:46 pm
Current Major Holds

Northern Continent
High Reaches: High Reaches Hold is a reliable ally. Lord Volisan and Lady Ianey run a respectable Hold. They have always had a close relationship with High Reaches Weyr, and were always proud to send tithes. Lord Volisan is a good man, who tends to run his Hold strictly but isn't afraid to stand up to Lord Gansley, or have his voice be heard.

They are a mix of a fishing Hold, as they are closer to the coastline, but also have lands rich in lumber due to the thick northern forests, as well as land fertile for farming and growing crops. Threadfall was a devastation, but they were saved from the worst of it thanks to High Reaches Weyr.

The Hold Proper is larger. They see many refugees from Nabol, but also have received a large group from the devastated Tillek. They are a welcoming group, fairly neutral as far as local politics go, and are more pacifist than perhaps some of the people would like them to be. High Reaches folks are known to be hardy and reliable people, and their Lord Holder is no exception to the rule.

Nabol:
A corrupt and questionable place. It's a mining hold whose Lord Holder caters to the rich and keeps his poor holds very poor. In this Hold either you're sent to the mines with limited education, work as a courtesan, or are rich enough to live in luxury.

Corrupt dragonriders and wher handlers tend to guard the richest mines, and rumor has it a gold is there to ensure no dragon gets out of line.

Nabol isn't an easy place to live in for those who are born poor, or in smaller mining Holds. While Nabol tends to have a good relationship with those in the Smithcrafthall and Mininghall, its difficult to tell whether that's from good business, or corruption and kickbcks. Lord Gansley is the riches man on Pern, and he has no problem flaunting that fact.

His Hold is the epitome of a lavish lifestyle; there are brothels, spas, and parties that last all night. There is little that Gansley can't purchase, and he tends to spare no expense on purchases for himself or his esteemed guests. For everyone else though? Good luck making marks enough to make ends meet. Prices always run high in Nabol. Brothels and gambling halls are commonly found, though more around the poor areas of the Hold. Races, dogfights, wherfights, and other ways to encourage men and women to escape, or leave their marks in Nabol are common.

For those who are trapped in Nabol, escape isn't much of an option. Between consorting with thugs and power-hungry bullies, many men and women are either threatened to stay, or so beaten down that they on't bother objecting. Corruption runs deep in Nabol, and Gansley's influence is despicably strong. The Lord Gansley has learned how to chain a man down with nothing but financial ruin and a hope that someday he and his family might be free.

For more inforation see here.

Tillek
Tillek is a huge port. Not only is the Seacrafter's main Hall located in Tillek Hold, but it possesses some of Pern's largest ship fleets. This port is entirely anti-piracy, and prides itself on on its lack of corruption. Tillek possesses some of the largest ships, and some of the most experienced captains in all of Pern.

If something is done the Tillek way, then it is done fast, effective, and right. There is no cutting corners or slacking here.

While many in Tillek are seafaring sorts, given it's huge number of ports and seacrafts, Tillek Hold is mixed with individuals from all over Pern and from all walks of life. There are strict guards and hired men to keep trouble and corruption at bay. Pirates are absolutely not tolerated, or lawbreakers, and rulebenders. It's a strict Hold, but tries to be very good, and very by-the-book.

Crom
Crom Hold is a big mining Hold. While Nabol might have some of the richest veins, Crom Hold gives it a run for its marks. Mining, Wher Handling, and Smithwork is big in this Hold. In the old days, miners were paid good wages, and many were educated in the Hall. Crom used to take in refugees from Nabol and was, at one point in time, its most outspoken critic.

In the past few Turns there has been a change. Both Hold and Hall have seemed to have formed a loose alliance with Nabol. Either Lord Gansley has paid off the right people in power, or there has been a change, but there is a new, unspoken, corruption among the Hold. It's not nearly as bad as Nabol Hold, and its miners are still treated with dignity and respect, but something seems to be stirring between the two Mining Holds.

Individuals with interests outside of mining, smithing, or whers might find Crom to be a difficult place to live. It's located in the mountains, and is rather isolated.

Telgar
Telgar Hold was situated east of Crom. This Hold was known for its Smithcrafthall and the Starcrafthall. There are mountains to the north, but plains and fields to its south. This area was the first place Thread fell upon its return, and it was absolutely devastated. While many on Pern died, Telgar took the largest hit. Those that were lucky to survive have been attempting to rebuild. Many minor Holds were wiped out, and the Major Hold lost man of its people. It's in rough shape, and will be for some time.

It is in the process of rebuilding, but there is a new negativity within its walls.

Benden
Benden Hold became a well known tourist settlement after the 9th Pass. It had once prided itself on its ties to Benden Weyr and helping save Pern. They are a proud group who often looked down on those from High Reaches. They have since quieted now that Thread has returned. They lost many of their proud grape fields to Thread. They were a more progressive Hold, and hope Benden Weyr will return to its former glory.

Ista
Ista is both a tourist haven an retirement settlement. Many northerners flock to is semi-tropical climate, particularly during the harsher winters. Ista is a very neutral setting. Its climate is warm and mild all year, though winters can see it cool down.

It's known for its relaxing beaches, spas, warm weather, and is a haven for older individuals. Many choose Ista to retire to, as the warmer climate is kinder on joints and bones. Ailing individuals are also sent to Ista to recuperate.

Igen:
This is a desert Hold that specializes in exotic spices and herbs. It's a Hold that's known for its dealings with traveling caravans and traders. Its people are well cared for and hardy. They know how to handle the desert heat, and while mistrustful of outsiders, are always up to do business and trade.

Lemos
Lemos Hold sits east of Telgar, north of Igen and Keroon, and west of Bitra. This Hold has mountains to the north, and many forests and plains. The Woodcraft Hall finds it home here, and many of its people are proud arborists, botanists, and woodcarvers. While they were hard hit during Thread's return and the death of their grubs centuries prior, by the time Thread arrived they had some spotty coverage from High Reaches and other dragons who had obtained firsestone.

Keroon
Keroon Hold is known for its great plains. The Hold is solid and reliable, and many of its people take pride in its industry. Runners, herdbeasts, and draft animals are Keroons specialty. Animal husbandry is common in Keroon, and its thought that they care more for their animals than their guests. While this isn't true, its animals are prized, and there are reasons its runners established their own Hold.

Runner racing is very common in Keroon, but so is runner training, showing, and breeding. Keroon runners of particular bloodlines are top-notch and anyone born in Keroon likely knows how to ride.

Fort
Fort Hold is a very old Hold, and it's Lord Holder tends to think of it as the Hold of Holds. Some view Fort Hold and its leaders as pompous and arrogant; others aspire to be like Fort, and follow its lead. Fort Hold and its people are very proud, but the Lord and his lineage are known to be meddlesome. If there's a problem in another Hold, Fort will probably have something to say about, or advice to give.

It's generally a rich and competent Hold. As both the Harper Hall and Healer Hall are located at Fort Hold, anyone born in the Hold is often considered lucky. Most everyone born to Fort is taken well care of and offered opportunity. While they may not be the richest Hold, it's progressive enough, well educated, and with ample opportunity. The current Lord Holder, while proud, is a generally good man, and tries to be good to his people. He despises the way Nabol and Bitra are run, and generally looks down upon lawlessness and corruption.

Ruatha
Similar to Fort Hold, Ruatha is a proud and progressive Hold. White dragons are particularly welcome, given it's history with Jaxom and Ruth, and it's often thought of a sanctuary for them. With so any white riders taking sanctuary and settlement in Ruatha, there has lately been a shift from runners to dragons. While they still possess many great runners, some of its population has taken to dragonhealing, thanks to the closer proximity of Fort Hold and so many smaller dragons visiting and settling at the Hold.

Ruatha is often thought of a safe haven for individuals who need a more progressive Hold to settle, and refugees from Nabol, Bitra, and other corrupt Holds are common. The latter can cause trouble, as the Hold can't always support every one who comes searching for a place to belong or resettle, and often has to move them along.

Most recently, it is in a bit of political upheaval as it seems to want to become Ruatha Weyrhold, and break off its ties from Fort.

Nerat
This area is known for its sea holds to the north, and its jungles to its south. It's a popular hunting location -- from big sea game to the beasts of its jungles. Felinehandlers are common, especially given its more isolated locale.

Southern Boll
A generally pleasant place. It's a bit more progressive than some Holds, and since the end of the 9th Pass has almost entirely had Lady Holders rule the Hold. It is perhaps one of the more feminist Holds -- women seem to be revered more in Southern Boll Hold than in more traditional Holds an Halls. It's current Lady Holder is fierce and encourages women to find their place as leaders.

Bitra If Nabol Hold is one of the most corrupt places on the western coast of the Northern Continent, then Bitra is the most corrupt place on its east coast. Bitra is every bit as sleazy as Nabol, but is known less for its riches and gems, and more for its gambling halls and lavish entertainment. Some of Pern's largest brothel's are found in Bitra. From wher fighting and runner racing, to games of chance and adult entertainment, if you can make a mark off it, you can probably find it in Bitra.

Unlike Nabol where there is a distinct lack of middle class, Bitra has entertainment for all lifestyles. It's easy to get in debt, conned, or swindled at Bitra. Gambling addiction is a big problem, but that doesn't stop individuals from coming and trying their luck. If one peels back the surface, there is a definitely an ugly side to the Hold, but that's the beauty of Bitra. People don't care; the questionable activity one might find there is shadowed by the allure of escaping from the everyday doldrums. A man can be conned out of his clothing, marks, and even his firstborn, and could still somehow walk away thinking he was winning.

The Lord Holder would have you believe Bitra is the luckiest Hold on Pern. With how much they get away with, he just might very well be right.

Southern Continent
Southern

Monaco Bay

Rubicon Bay

Landing

Cove Hold

Western Continent
Western
Sits along the large channel that cuts that Western Continent in half but on the Western side of the continent. It is placed almost directly opposite of Rivercrest Hold. Western Hold is a bit more on the traditional side, and far more buttoned up than Rivercrest.

The Hold itself prides itself on its trade. It's situated on the river that cuts right through the continent, and is known for its seacrafting. West of the Hold, it has swaths of plains often used for farming and ranching. They have quite the breeding program for their herdbeasts and runners, and men and women that would be considered a Pernese cowboy. The smaller, more isolated minor holds have been rumored to be a bit more lawless.

Rivercrest
Sits along the large channel that cuts that Western Continent in half but on the Eastern side of the continent. It is almost directly opposite Western Hold. To its east you run into the arid deserts. If Western Hold is thought of to be a proud and proper hold, than Rivercrest is known to be the Hold That Never Sleeps.

There is always something going on at Rivercrest. Parties are common, as well as Gathers. They are the sort of Hold that seems to play harder than they work. If Benden is known for its spectacular wines, than Rivercrest is known for its liquors. Courtesans in training tend to be sent to Rivercrest Hold regularly; brothels are numerous, shops of all sorts are plenty, and they are as friendly with pirate as they are with anyone. If you've marks to spend, then Rivercrest is happy to take them.

It's not quite as corrupt as Nabol or Bitra, but it has its dark sides. They tend to look down at the more traditional Western Hold. Even with Thread's return, Rivercrest seems to look at the world as half-full. There's enough stress out there -- why not stop by Rivercrest and relax a while.

Whitecliff Weyrhold:
Whitelcliff Weyrhold is on the southwest coast of the Western Continent. It is one of the few remaining Weyrhold's that functions -- much to Western Weyr's dismay. While its numbers are far smaller then in days before Thread returned, they tend to have a small group of riders that make it their home, to study their crafts, and live in relative peace. They don't fight Thread, and try to live as normal a life as any crafter, or worker on Pern. Some of the riders are permanently injured from Threadscore, or went to live out retirement in a less crowded environment.

The arts are particularly well loved at Whitecliff. Harpers are always welcome, and artists in particular find it a haven of inspiration. The Hold is known to be aesthetically pleasing in its design, and many of the artisans are given free reign to create, while their murals, statues, and pieces are often showcased by the Lord Holder.

Black Sand
Black Sand Hold is an island getaway and made its beginning's as a vacation hot-spot for those of Western. Why go to Ista when you can escape to the far-less populated island paradise? With ocean breaches, lush jungle and woods to get lost in, and private built shacks and homes, why would you want to be anywhere else?

Black Sand Hold owns three islands, and is located on the largest of the three.

They make their marks through tourism and renting out ships, private hut and cothold, and hosting individuals who prefer staying at the Hold itself. They also have their own fleet of ships for fishing, and rumor has it they're in talks with setting up a small Dolphineer Hall for the local pods.

Pirates are becoming more of a threat. With Thread returning, some of the pirates have no protection. They've been raided a few times, though they try to keep that quiet. Feline attacks are another issue. The wild felines live within the jungles, and while protections are in place, attacks are surprisingly common.

Redoubt Hold:
Built in the fastness of Western's eastern island mountain range, Redoubt Hold is home to numerous farmers, fighters, and holders alike. One of the few places on Pern where the tea plant flourished, Redoubt exports a myriad of specialized products to Western, Northern, and Southern Holds and Halls. Among their more notable exports are the fighters of the Fighter Hall. Made up of a mixture of mercenaries, pitfighters, and guards alike, the Fighter Hall draws adherents from all over the world.

Within its vast lands can be found a variety of environments, including deciduous rain-forests, deserts, mountains, and coastal regions. The winding waterways found on Redoubt's mountain peaks and hilltops have been altered by its inhabitants to feed the terrace farms where their crops are grown. A characteristic feature of Redoubt is the distinctive weave of wilderness with cultivation, the former seeing an abundance of wild life that call the region home.

Smaller cotholds are nestled in the foothills and on the edge of the desert, where they can take advantage of trade with visiting holders, crafters, and dragonriders. Once a turn the desert blooms with stunning beauty, as the rainy season peppers the land with wild flowers. It is then that the fighters of Redoubt wage war against each other, vying for the honor of being the season's best. Outsiders are welcome to take place in the battles, and bets are often placed on the outcomes of these tourneys. Those who win in such battles gain renown, but also earn no few rivals.

Zanoma Camp:
This small camp isn't a traditional Hold. It's made up almost exclusively of green, blue, and white-riders. These riders banded together over the Turns and were some of the first to head to Western. They are rugged, they are independent, and they live off the fat of the land. Before Thread they lived on the plains of Western, usually west of Western Hold -- they could come and go as they saw fit, love who they chose, and not feel the stigma of being canon fodder or somehow lesser than other dragonriders.

Feelings were mixed when Western Weyr opened up, and as the Western Continent continued to expand, the Zanoma Camp has found its lands shrinking. Territory disputes aren't uncommon, especially as Western Hold and smaller minor Holds continue to expand.

Zanoma Camp has no problem harassing any holders who move onto their turf, and violence isn't uncommon between Hold and Camp.

With the return of Thread some in Zanoma Camp fled back to the Weyrs (most commonly Western) to help fight against the great enemy. Fitting into those lifestyles isn't easy, but some have felt it their duty. Others are fiercely loyal to the camp and their way of life -- no strings attached, all of Pern just a hop Between away. They have a very good rapport with local Holdless, travelling caravans, and some cotholders that are just trying to live peacefully near the fringes of their land, and aren't trying to take over.

Those of Zanoma are ruled by a small council of Five. The Five are voted in by those of the camp every five Turns -- or if an opening becomes available. It is usually made up of two green riders, two blue riders, and a white rider, but depending on how the votes go, or who in the camp is available, it might lean towards one color or the other.

These five all have equal say in how the Zanoma is run.

Given that Zanoma is a bit lawless it isn't uncommon for one within the Council to disappear or have an unexpected accident if their views start to swing wildly away from Zanoma's wild-roots. Those that don't believe in the camp are free to leave or are turned out -- it is a very insular camp.

More information can be found here

~ ~ ~
Minor Holds are too numerous to note. Anybody can make a minor-Hold and its family, but the Major Holds are all NPC'd.
 

Masterharper
Vice Captain


Masterharper
Vice Captain

PostPosted: Mon Dec 19, 2016 10:22 am
Crafthalls


Crafthalls can be found all over Pern. Some of these halls are the size of minor Holds with multiple buildings to house the brightest and the best. Other halls are much more humble, and might only be a room inside a Hold, capable of teaching only a small number of interested children. The size of the Hall is often dependent on its location, and whether or not it's the official Hall of for the craft. Official Halls tends to be much larger and more lavish than some of the minor crafthalls found over Pern, but all serve the same purpose: to teach those on Pern a craft.

While the Crafthalls might vary in what they teach, their organizational structures are the same.


Apprentice

Children on Pern traditionally can begin an apprenticeship as young as 8 Turns old. These children are usually taken under the wing by specific Master and will begin to learn the basics of the craft. Some apprentices will need to be moved around as they find their specialty and place within the craft. They receive training and studies until they walk-the-tables to Journeyman.


Journeyman

Journeymen are men and women, typically older teenagers, have studied the craft enough to be considered well-skilled. Journeymen still receive occasional specialied training, but are also left to their own devices to practice the craft, sell their wares, and take on assignments. Journeymen travel all of Pern to further their studies, or share their wares and goods. For many on Pern, this is the highest rank they'll achieve and they can make a good life from the marks they earn.


Craftmasters

Craftmasters are journeymen who have advanced far beyond the standard studies,and can officially teach the craft to apprentices and journeymen. This is their ability, responsibility, and right. These individuals sell coveted wares and goods because they are so skilled and possess great knowledge for the Craft and their specialization. These men and women are also highly coveted in positions outside of their Hall. Getting a Master Harper to play for a Hold is much higher honor than a Journeyman, but rare, and highly expensive.


Master Crafters

Every Hall assigns one Master Crafter. This individual, man or woman, speaks for all of the Hall and is in charge of all things related to their Craft. There is only one Master Crafter per Hall and they are of equivalent rank to Weyrleader, Weyrwoman, or Lord Holder.

Not every child can be shipped off to a Hall for study. In some cases, local Journeymen or a retired Master might take a child under their wing to teach them the basics, and if skilled enough, might try to send them to the Hall. In other circumstances, there are no halls, or the Holders aren't willing to bring in outside Hall help, so men and women simply make do with what they can, with what training they can.

There are many cooks and bakers on Pern that work in the Weyr and Holds that never set foot in an official Hall. Some men and women simply make due, but wares that are unofficially made often are sold cheaply, as they're not official Hall goods. Think of Halls as classically training someone at university or college. Not everyone is able to go, and the difference between a cake made by a Hall sponsored baker and a cake made by the local untrained auntie probably is going to taste and look quite a bit different.

Official Halls

Fort Hold
Harper Hall
Healer Hall

Telgar Hold
Smithcrafthall

Crom Hold
Minecrafthall

Keroon Hold
Beastcrafthall
Runner Hall

Nerat Hold
Farmer Hall

Benden Hold
Vintner Hall

Ista Hold
Glasscraft Hall

Tillek Hold
Fishercrafthall

Southern Boll Hold
Weavercrafthall

Igen Hold
Tannercraft hall

Lemos Hold
Woodcraft Hall

Rubicon River Hold
Dolphin Hall

Monaco Bay Hold
Feline Hall

Western Hold
Courtesan Hall

Redoubt Hold
Fighter Hall

Southern Hold
Cooking Hall (formerly Bakercraft)

Landing
Starcraft Hall
 
PostPosted: Tue Dec 20, 2016 6:07 pm
More on Crafthalls


Note: Your character will always be a [Rank] CRAFT regardless of what they might have an interest in in the list below. [i.e. Journeyman Starcrafter, Master Healer, Apprentice Beastcrafter.] They would never be called a Journeyman Meteorologist, Master Surgeon, Apprentice Runner Trainer, etc. They might informally be known as one, especially as a Master, but ultimately their title will also be known as a Master Baker, or Journeyman Smith.

Additionally, these are simply meant to give you ideas about what things your character might learn at the Hall. Most Halls teach their Apprentices a little bit of everything, especially as they try to help them find their niche. Piemur was known for singing until his voice changed, and then he began to learn how to drum. Menolly took training for singing, composition, and a few other studies.

Apprentice: These are beginners learning the craft. Learn a little bit of everything to make sure the student has the competency and ability to perform the craft. Some people never make it past Apprentice. If they sell their goods at a gather, they will not make much as it is only Apprentice level quality. They also likely will not be able to actually get a job at a Hold or be paid for services as they're still in training. Apprentices are taught in a structured manner by the senior Journeymen and Masters.

Journeyman: They have learned the Craft well enough to be given support and backing of the Journeyman Hall. They have reached that certain level of expertise where they may be posted at Holds or Weyrs to provide training or serve as practitioners of the craft within the establishment. The Hall will continue to assign them work (which also means assigning them to various Holds, Halls, and Weyrs) but in some cases the Journeyman can be cut loose to make it on their own. As a Journeyman they can train others in the Craft or recommend individuals to the Hall as apprentices. Their goods/work will be more sought after than an equally skilled worker who does not have the backing of the Hall, regardless of talent.

Master: These are few and far between. A Master has the ability and responsibility to pass on his or her expertise within the craft to the Apprentices and Journeymen. In most cases, a Master has learned enough to know how to perform multiple-areas of expertise in the Hall. In some cases, they might simply be renowned for a particular skill i.e. Master Domick who was the Composition Master, Master Jerint who was an Instrument Master, etc. In other Halls, such as the Healer Hall, they might have a specialty, but others might also just have so much knowledge, skill, and experience they are granted the title.

Ultimately, even in cases of specialty and expertise, these Masters all know a good deal about the Craft as a whole.

Craft Masters of Pern These are the topmost rung of rank in any Craft. There is only one per Craft, and they oversee and are in charge of the Craft as a whole. i.e. Masterharper Robinton, Masterfarmer Terozal, Masterdolphineer Ellisha, etc.

Craft Inspiration

Not sure what your character might be doing now that they have a Craft? Here are some ideas, and possible speializations. This list might not be entirely comprehensive and there might be areas of specialization that aren't on this list. So long as it makes sense to be studied in the Pern world, and fits with the craft, we're quite fine with you allowing your character to learn it.

Staff will let you know if something doesn't fit when you go to get your character approved.

Furthermore, individuals will not necessarily learn or study all of these areas of expertise. In some cases a crafter might learn or specialize in a few areas, while others might only in one. It just depends on the Craft and the individual character.

These are just to give ideas on what someone from the Craft might learn to do or study. You may come up with a specialty for a craft that isn't listed provided it makes sense to fit the field.


Harper Hall:
Singer, Songwriter, Vocal Performer, Musician (instrument(s), Artist, Instrument Crafter, Archivist, Composer, Teacher, Dance & Defense

Healer Hall:
Midwife, General Healer, Mindhealer, Dragonhealer, Beasthealer, Dental Healer, Nurse, Herbalist, Geriatric Healer, Pediatric Healer, Apothecary, Trauma Healer, Surgical Healer (rare), Massage, Acupuncture

Smithcrafthall
Architect, Builder, Draftsman, Blacksmith, Whitesmith, Jeweler, Tinkerer

Minecrafthall
General Miner, Gemcutter & Polisher, Ore Refiner, Masonry, Structure Appraiser, Land Exploration, Wher Handling

Beastcrafthall
Breeder, Trainer, Herder/Shepherd, Hunter, Tracker, Butcher, Showman

Runner Hall
Breeder, Racer, Trainer, Showman, Breeding Line Archivist, Breed Historian

Farmer Hall
General Farming, Specialized Farming, Food Seller, Grub & Pest Control, Soil Specialist, Irrigation Specialist, Pollinators, Seed Sellers, Teachers

Vintner Hall
Red Specialist, White Specialist, Rose Specialist, Dessert Specialist, Vintage Specialist, Historians, Soil Specialist, Mixologist

Glasscraft Hall
Ceramics Maker, Clear Glass Crafter, Colored/Stained Glass Crafter, Blown Glass Maker, Cookware Designer, Lenscrafter, Pottery / Goblet Design

Fishercrafthall
Deep Sea Fisherman, Shallow Water Fisherman, Freshwater Fishermen, Salt Water Fishermen, Ship Builder (small and large crafts), Ship Captain, Riverman, Transporter, Trader, Local Tide & Currents Keeper, Portmaster

Weavercrafthall
Tailors, Designers, Weavers, Tapestry Makers, Dressmakers, Rugmakers, Cothmakers, Dye Masters

Tannercraft Hall
Cobblers, Tack Crafters, Wherhide Crafters, General Apparel Crafters, Beltmakers

Woodcraft Hall
Carpentry, Lumberjacks, Thatchers, Furniture Designers, Rangers, General Crafter, Wood Specialty Crafter, Planter/Farmer, Arborist, Local Pest Control

Dolphin Hall
Ship Escort, Fish Tracking, Search & Rescue, Current & Shoreline Tracking, Weather Alerts, Ocean Patrol, Shore Patrol, Entertainers, Showman, Breeders

*Keep in mind that dolphins choose a partner to work with. These dolphins have their own names, and can speak to humans.

Feline Hall
Tracker, Fighter, Breeder, Showman, Local Patrol, Hunter, Climber, Racer, Entertainer

*Feline's have limited telepathic and mental linked bonds to their partners. This is a new craft and they are considered more unstable than whers, due to their extreme independence.

Felines can speak mentally to their bonded, and tend not to speak to others, save other felines.

There are currently 6 types of felines:
Southern Striped Cat (similar in appearance to Siberian tigers)
Northern Maned Cat (similar in appearance to African lions)
Western Spotted Cat (similar in appearance to African leopards)
Eastern Swiftpawed Cat (similar in appearance to African cheetahs)
Island Forest Cat (similar in appearance to Black Panthers)
Mountain Sand Cat (similar in appearance to Cougars)

Courtesan Hall
Dancer, Diplomat, Entertainer, Spymastery*, Perfume & Cologne Crafter, Clothing Designer, Massage Crafter, Assassins*

*This training isn't public knowledge. Those who are tapped into it must choose and confess to having a different, more common specialization.

Baking Hall
Baker, Cook, Cake & Dessert Design, General Cook, General Baker, Trainer, Mixologist, Local Dish Specialization

Starcraft Hall
Meteorologist, Astronomer, Cartographer, Navigator

Fighter Hall
Mercenary, Pitfighter, Sworddancer, Hold Guard, Bodyguard, Tactician, Adventurer, Freelancer
 

Masterharper
Vice Captain


Uta
Captain

Shy Mage

PostPosted: Sat May 23, 2020 4:30 pm
What Are Marks?

Much of this information was taken from various Google searches, Wikis, Pern fandom forum boards, Dragonlover's Guide to Pern, etc. I take no credit in writing this though I did add some EoP flourishes!


Mark pieces are wooden discs stamped with a die stamp and come in values 1/32, 1/16, 1/8, 1/4, 1/2, 1, 2, 5, 10, and 100 marks. One side of the mark is stamped with a line and a number. If the number is above the line, it means the value is in whole marks; if the number is below the line, the value is a fraction of a mark. (E.g. 2 above the line means the piece is worth 2 marks, but 2 below the line means the piece is worth 1/2 mark.) The other side of the mark is stamped with the issuing Hold's or Crafthall's badge.

This is in part how thieves, pirates, and ne'er-do-wells are discovered! Marks are specially stamped by specific individuals, and the stamp can change over the Turns. If forgery is suspected, there are certain Woodcrafters who know the type of wood used to craft particular marks, or the type of stamp crafted. There are individual Woodcrafters that know the weight, size, type, etc. and who are used to track any suspected forgery.

Additionally, Master's can literally stamp an Apprentice's work if they think it's fine enough quality. Wares with those stamps fetch a substantially higher price than those without. Similar to the above, each stamp is specific to the Master involved--and forgery can be discovered.

According to the Dragon Lover's Guide to Pern by Jody Lynn Nye, one mark will buy:
Food

  • sixteen small (1-pound) loaves of bread from the Bakercraft
  • one hundred and ninety-two bubbly pies from the Bakercraft
  • a full sack of fine- milled pastry flour from the Bakercraft
  • half a sack of sweetening from the Bakercraft
  • two sacks of nuts in the shell from Benden Hold
  • one young ovine or four fowl from the Beastcraft
  • one eighth of a bovine herdbeast from Keroon Hold
  • a keg of ale from the Winecraft
  • two bottles of wine (undistinguished vintage) from the Winecraft

    Clothing and Jewelry
  • a plain or a child's frock from the Weavercraft
  • a plain leather belt with bronze buckle from the Tannercraft
  • a pair of moccasins from the Tannercraft
  • a graduated-bead necklace in agate or quartz from the Minecraft
  • a bangle bracelet in jade from Lemos Minecrafthall

    Household Items
  • a small knife from the Smithcraft
  • a hand-sized hardwood box with hinges and hasp from the Woodcraft
  • a whetstone from the Minecraft
  • two sacks of Cromcoal from the Minecraft

    Other
  • an apprentice-made pipe from the Harpercraft


Additionally, in a good Turn, an ornamental belt will cost two marks.
Musical instruments will sell for prices from two marks and up.
Riding gear costs from three marks for used leathers to more than twelve marks for custom gear for a Lord Holder's steed.
Runnerbeasts can be had from nine marks up.

An approximation of earth money to marks might be the following:
(please note, these prices of money are less modern-day-US dollar and more historical currency, where pennies or small cents could buy a fair amount of goods!)
1 Mark - $20
3/4 Mark - $15
1/2 Mark - $10
1/4 Mark - $5
1/8 Mark - $2.50
1/16 Mark - $1.25
1/32 Mark - $.063

2 Mark piece - $40
5 Mark piece - $100
10 Mark piece - $200
50 Mark piece - $1000
100 Mark piece - $2,000 (rare and only for large transactions)

If you want an idea of how rare marks are (they don't flow nearly as freely as money IRL, and some people can go their whole life without ever seeing a mark!):

A Journeyman would make around one Mark per month. A Master would make double that, so two Marks. Apprentices make nothing unless their Master gives them some Marks as a reward for doing well or if they can manage to sell some of their apprentice-made wares. Apprentices are provided room, board, clothing and teaching, that is considered enough.

Headmen/women and Stewards have jobs of great responsibility so should probably make around a mark and a half to two marks, respectively.

Skilled laborers are made up of those who do a valuable job but are not formally in a Craft. A Half-Mark per month plus room, board and access to common stores would be an appropriate salary for these persons.

Unskilled laborers are made up of those who do what is considered grunt work. A Quarter-Mark plus room, board and access to common stores would be an appropriate salary for these persons.

Drudges are made up of those who lack the initiative and motivation to do anything better. Some might be a little simple-minded but generally they are regular people who just do not want to go into a Craft, have no particular talents, some might be just downright lazy. An Eighth-Mark per month plus room, board and access to common stores would be an appropriate salary for these persons.

Of course, if a person does not have any marks to spend, or wants to save what marks he/she has, there is always the barter system which has been in effect on Pern since almost the beginning. Two people, each having something the other wants, bargain/haggle to find out what the final worth of the goods are to be. This can be a very spirited exchange as each person tries to play up their goods and find fault with the other person's goods so as to get the best bargain for themselves. However, there are unspoken rules for these exchanges: They never get personal and each person treats the other with respect. It is not appropriate to lie during bargaining or haggling but bending the truth or leaving information out has been done. i.e. Piemur bargained for bubbly pies in Dragonsinger.
 
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