Smithcraft Guide v 2.3
1. General Smithcraft Information
1.1 What is the Smithcraft ?
The Smithcraft has been one of the more progressive crafts on Pern since
the ninth Pass. Today, they continue to produce new ideas and products
as well as many 'traditional' smithcrafted items. The craft is also one
of the most varied, covering glasswork, metalwork, chemistry, material
science, machinework, and architecture; many projects are code-oriented,
but some of the best projects rely on good description-writing and planning.
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1.2 Where is the Smithcraft
Hall?
The Hall is located on the Telgar River, west of Telgar Weyr, and northeast
of Telgar Hold.
Winters at the Smithcraft Hall are often cold and harsh, but the
summers
are pleasant, albeit on the cool side of warm.
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1.3 Craft Admin
Here is a list of folk in charge of administration at the Hall.
Craftmaster: Annik
Craftsecond: Carissa
Apprentice Master: Wen
Headwoman: Senara (NPC)
Asst. Headwomen:
Subcraft Masters: Loren (Machines)
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2. What are subcrafts?
The Smithcraft is divided into smaller subcrafts. Each Subcraft lays claim
to a different area of expertise.
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2.1 Architecture
The architects of Pern work closely with the Miners and Woodsmiths to design
and build its Holds and Cotholds. They can often be found poring over sandtables
and wherhide drawings of structures, or engaged in heated debates over
building styles.
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2.2 Chemistry
Pern's chemists are the makers of the much needed agenothree -- an important
line of defense in the ongoing battle against Thread as well as a well-used
fertilizer. They also work with the Tanners, Weavers, and Woodsmiths to
create dyes, stains, and paints. A colorful bunch, all, none of whom we
will let near the shiny copper klah pots.
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2.3 Glasscraft
Glass, both ornamental and useful, is the love and labor of the glass smith.
In their line of products can be found mirrors, statues, and light fixtures.
They also work in concert with the Starsmiths to create the distance viewers
and various lenses.
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2.4 Machinework
Pern's machinists are responsible for the creation and upkeep of many technological
marvels. Among their charges are the Weaver's loom and the Distance Writer.
2.5 Materials Science
Materials science is the study of materials, their properties and the methods
of combining them to achieve desired goals. This subcraft is one of the
most difficult because it deals with the theoretical and analytical side
of the Smithcraft. Most Crafters in the subcraft come to it to further
their studies.
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2.6 Metalwork
The metalsmiths make everything from irrigation pipes to finely-detailed
jewelry to knives and tools. They can often be found wheeling and dealing
with the Miners to obtain ores and gemstones for their works. Much of the
repair work on the flame throwers and agenothree sprayers is carried out
by the metalcrafters.
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3. Apprentices, Journeymen, and Masters
3.1 Yay!
I'm a Junior Apprentice! Er, what do I do now?
Set your position to reflect the fact that you're a Smith.
&POS me=Jr Apprentice Smith // Smithcraft Hall
Make sure that you're @linked to your new home in the Apprentice Dorms.
This sets the location to which you teleport upon typing 'home'. Go to
your new room and type:
@link me=here
Familiarize yourself with the basic knot commands. The knots allow you
to easily find general information on Smithcrafter. A few of these commands
listed below.
To find out the posting information of connected Smiths, type:
+rwho smi
To find the location of connected Smiths, type:
+roster/smi where
To list every Smith in the Craft, type:
+rwho/all smi
There is a Smithcraft 'chat' line. It is used to discuss matters pertaining
to the Smithcraft. To send a message, type:
=smi Hi there, Smithcrafters!!
The connected Smiths who are paying attention will see:
Smithcraft> (your name) says, "Hi there, Smithcrafters!!"
To send a pose, type:
=smi :grins. "There are no weapons here."
The connected Smiths who are paying attention will see:
Smithcraft> (your name) grins. "There are no weapons here."
'+help knot' will list other commands.
On PernMUSH you can have a list of instructions that runs every time
you log in. This list should check for new mail and any new announcements.
Try this one: @aconnect me=+skim;+bbscan/smi new Get out there and ROLE-PLAY!!!!
:) *heh* GO TEAM!!!
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3.2 A day in the
life of an Apprentice...
Traditionally, an apprenticeship in the Smithcraft is one of the longest
on Pern. However, the amount of training that an Apprentice Smith receives
makes for an excellent crafter... one of the most respected on Pern.
Apprentices usually have very busy days. A basic example follows.
-
Early Morning:
-
Most smiths of your rank rise with the sun. Before your morning meal you
will be cleaning and preparing the Hall for a day's work.
-
Morning:
-
After the morning meal, your time would be spent either in classes with groups of other smiths, or doing practical work under watchful eye of a Journeyman. Morning is also a popular time for Journeyranks to assign errands.
-
Afternoon:
-
Lunch is followed by lectures in Norgan Hall and studying for the remainder of the afternoon. You will occasionally find time to work on projects in the workshop.
-
Evening:
- After your evening meal, you're on your own. You should be studying
or cleaning the Hall after the day's work but unless you're being disciplined
it won't be enforced.
I realize this can cramp an apprentice's style. You are free to travel
to Telgar Weyr or any of the nearby Holds/Crafthalls. If you get cornered
for an excuse tell them you're running errands for Journeymen. :)
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3.3 Promotions,
Postings and Positions, oh my!
3.3.1 Junior Apprentice
-> Apprentice
Send a short +mail to the CraftMaster, CraftSecond(s), and the Apprentice Master saying you would like to be promoted. By now, you should have gotten settled in at the Hall and acquainted with some of the other Smiths. Only one project is required, and that could be spending some time in the Smithcraft Gather Tent, on duty at an event, attending a Smith class, writing firework emits, or a coded object. Though times may vary, the minimum stay at the rank of Jr. Apprentice is 1 RL week.
CODING REQUIREMENT: If you choose to do an object, it should be a VERY simple object that shows an understanding of @create, @o/succ, @o/drop, @fail and passes +check. A cot or a firelizard is a good example.
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3.3.2 Apprentice -> Senior
Apprentice
As an apprentice you will have had time to develop a competent RP style, learn more of the finer points of Pernese culture, and construct a relatively good self-concept (this is really important if you plan on Impressing somewhere.) You should choose a subcraft if you haven't already, but it's not a requirement until you're a Sr. Apprentice. You'll need to complete at least two of the following: some time manning the tent, an object, desc/emit writing, or attendance of a Smith class. Request a promotion to the MasterSmith, Craftsecond, or Apprentice Master by +mailing them. Minimum stay at the rank of Apprentice is 1 RL month.
CODING REQUIREMENT: Another object that is more complex and has a working $-command.
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3.3.3 Senior Apprentice
-> Journeyman
As a Journeyman you can be posted to Halls, Holds, and Weyrs and as such
become a representative of the Craft. You should have a very good grasp
of Pernese culture by this time.
Role-play is also strongly encouraged as part of the promotion procedure. This includes time in the gather tent or a Smith class, and time spent at other Halls, Holds, and Weyrs. You must choose a subcraft at this time, though you can choose your specialization whenever you figure it out. You are strongly encouraged to teach a simple lesson (approved by an admin). As with every other rank, you must send a promotion request to the Craftmaster, Craftsecond(s), and the Apprentice Master. Minimum stay at the rank of Sr. Apprentice is 3 RL months, but again, that may vary.
CODING REQUIREMENT: The only required object, though ideally you�ll do more throughout Journeyrank and Mastership. This doesn�t have to have any $-commands, but it does have to pass +check.
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3.3.4 Journeyman -> Master
A promotion to Master is a decision by the current Masters Collective. To apply, contact the MasterSmith. The decision will be a group one based on your marked excellence as a character and player.
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4. Coding and Projects
4.1 Do I have to know how to
code?
Coding is part of the promotion requirement, so the short answer to this
question is yes.
HOWEVER... you DON'T need to learn how to do all of it at once. You
progress at a rate you're comfortable with, it's not a race. If you find
we're going too slow or too fast just tell us. Your first couple projects
will be very, very simple.
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4.2 Coding classes
Coding classes can be requested at any time. There are generally a few people who will agree to teach coding.
Journeymen/Sr. Apprentices who are interested in teaching classes in
basic coding to Jr. Apprentices, Apprentices and non-Smiths, please +mail/page
Annik and Loren.
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4.3 Some ideas for projects
Architecture:
- Design (or import from RL) a Pernese game
- Sketch plans for an alternate hall layout
- Work with miners to build buildings
Chemistry:
- Talk to weyrs about agenothree
- Talk to miners about natural gas
- Talk to weavers about the production of dyes
- Do RL research about the making of natural dyes/stains consistent
with Pern's level of technology
Glasscraft:
- Build a statue/ornamental glass work
- Work with Bakers in creating new dishes and cookware
- Work with healers and chemist smurfs, er, smiths to supply them with
needed vials, tubes, beakers, containers
- Healers also often need glassware
Machinework:
- Invent a rudimentary machine using code
- Do RL research on what machines might exist with Pern's technology level
Materials Science:
- Look through the books and get a better sense of Pern's level of technology
- Debate nuclear power on Pern with the Craftsecond
- Teach coding classes
- Design and code a science experiment at Pern's tech level
Metalwork:
- Talk to miners about metals and cut gems
- Make jewelry
- Make tools
- Make knives
All Smiths:
- Give tours of the Smithcraft Hall
- Add to this list
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4.4 The MUSH Manual
Available on the web at http://www.idyllmtn.com/mush/manual.html
or http://www.godlike.com/mushman/
This is a comprehensive guide to MUSH coding written by Amberyl.
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5. *Ahem* Policy *Ahem*
5.1 Commissions
In the spirit of RP, accepting commissions *should* be RPed. Commissions should not be accepted through pages, and rarely through +mail.
Receipt of the finished project should be RPed as well, although no
actual marks need to exchange hands; however, VR ones should be. In many
cases a coded object need not even exist.
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5.1.1 Junior apprentices
Junior apprentices are not allowed to accept commissions under any circumstances.
'Nuff said. =)
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5.1.2 Full/Senior Apprentices
Full and senior apprentices are allowed to accept commissions from anyone. However, they must have approval from the Mastersmith, the Craftsecond(s), the Apprentice Master, or a mentor, first. Full/Sr. Apprentices without a mentor may be asked to pair up with another Apprentice. Full/Sr. Apprentices with a mentor should work with that person. Before the object or desc can be delivered to the customer, it must be shown to any of the above people (CM, C2(s), AM, mentor).
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5.1.3 Journeymen
Journeymen may accept commissions from anyone. They do not have to notify
the Mastersmith or the Craftsecond, but should have their project looked
over by one of them before giving it to the customer.
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5.1.4 Masters
Masters do not need to have any approval if they accept commissions.
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5.2 Weapons
No swords, guns, rifles, neutron bombs, ray blasters, psi-canons, phasers,
or disrupters. I don't even want to tell you what happened to the person
who left a photon torpedo in my office.
Y'get the picture? :)
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5.3 Being Idle
Smiths who are idle, without notifying the Craftmaster and/or a Craftsecond of an extended absence via +mail, for more than 8 weeks are subject to removal from the knot. If you know you�re going to be away for an extended period of time, +mail the Craftmaster and Craftsecond(s) to let them know of your absence.
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5.4 Search
Please let the Craft admin know if you�re going to apply for Search. Ideally, one full Search cycle (OOC Search, IC Search, and Hatching) should have passed since receiving your knot before you should apply.
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6. A Miscellany of
Usele... er... ful Stuff.
6.1 Units of Measure
It is suggested that measurements on PernMUSH be given in Pern units. The
following is a list of some of those units, as listed in the Dragonlovers'
Guide.
FINGERTIP: 1/2 inch wide (about 1 cm)
HAND: 4 inches (about 10 cm)
HAND-SPAN: extended thumb to little fingertip; 8-9 inches (about 22
cm)
MAN-HEIGHT: man-height: varies; over 5 feet 2 inches, under 6 feet 2
inches (between 1.5 m and 2 m)
DRAGONLENGTH: size of a green, 60 feet (about 20 meters)
WEAVER'S-LENGTH: weaver's-length: from nosetip to extended arm fingertip;
approximately 1 yard (about 1 m)
For more precise measurements, use SI (metric). :)
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6.2 Glossary of Terms
OOC: Out Of Character - This is what you, the player do or think, as opposed
to what your character does or thinks.
IC: In Character - This is what your character does or thinks, as opposed
to what you do or think.
NPC: Non Player Character - A character that exists ICly but has no player OOCly.
RL: Real Life - We all know what this is.
VR: Virtual Reality - When one refers to one's character's life, in
the game.
TP: TinyPlot - Any plot that people like to roleplay. Most TPs are spontaneous
things.
DLG: DragonLover's Guide to Pern - Contains lots of useful information
about Pern which can help you roleplay any character more authentically.
spam: 'Getting spammed' refers to the condition of not being able to
keep up with what's going on because everything is scrolling by too quickly.
Spam, therefore, is the stuff that's scrolling by too quickly to keep up
with.
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7. Credits
Allory's credits: This is Atan's work, I have merely modified it to reflect the current status of the craft under my (Allory) leadership. I do, however, take full responsibility for putting this together.
Atan's credits: I don't take credit for writing any of this information, it came from several sources. Thanks go out to: The Atlas of Pern, The Dragon Lover's Guide, the 'news' files, the Encyclopedia of Pern on PernMUSH, several newbie guides, and Mastersmiths Kaitlin, Encil and Keryana, Tara and Journeyman
Tassa. If I've forgotten somebody, tell me.
Note: Some editing/updating was done by Annik, Argothe, and Loren during their leadership (2002).
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All references to worlds and characters based on Anne McCaffrey's fiction are copyright Anne McCaffrey 1967, 2000, all rights reserved, and used by permission of the author. The Dragonriders of Pern(r) is registered U.S. Patent and Trademark Office, by Anne McCaffrey, used here with permission. Use or reproduction without a license is strictly prohibited.