High Reaches Weyr



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Crafts at High Reaches

There are only two crafts in the High Reaches area - the Fish CraftHall at Tillek Hold, and the Beast CraftHall at High Reaches Hold. Any items from other Halls are a luxury, as it requires either a dragon to carry the items, or time in a ship or a caravan.

In any crafthall, there are three types of rank. These are - Apprentices, Journeymen, and Masters. Each position has requirements that must be met, as well as duties that need to be done. Gaining rank in a Craft is a long process, consuming years of study and dedication.

Apprentices

Apprentices are the students in a craft. Anybody is allowed to apprentice themselves to any craft of their chosing, provided they meet a few requirements: An apprentice must be twelve turns or older, they must have parental permission (no running away to join a Craft), and they need to have an aptitude with the Craft. It is preferred that one be sponsered into the Craft by a competent Journeyman or Master, but it is not required. Each applicant must pass a test before becoming an apprentice; these are generally just to check that a person can read and write at least the basics, and has the physical abilities to do the duties required of them.

Apprentices are divided into two groups - junior and senior. Juniors mainly do "book work" in a classroom, with very little hands on excercises. They are taught the history of the Craft and the Crafthall, as well as learning the various aspects of their craft. After they have studied for a few years (generally around three), junior apprentices are given major exams to pass them up to senior apprentice level.

Senior apprentices still do some work in a classroom, but much of what they learn now comes from doing it. At this time, it is not uncommon for an apprentice to be paired with a journeyman to learn one-on-one. After another three years have passed, the senior apprentice is nearing their eighteenth birthday. In every craft, eighteen is the minimum age one must be before walking the tables to become a journeyman. If an apprentice has not yet reached that mark, they are kept behind until they do. Apprentices are once more given an exam, and the Master's have a conference to debate if each apprentice who passes will make a good journeyman. It is not a given that an apprentice will walk, and some stay at the apprentice level all their lives.

All senior apprentices that are able walk the tables at the same time. The Master of the Hall will announce their sucess at an evening meal; before that time it is very uncommon for an apprentice to know they have made it. When their name is called, a journeyman escorts the apprentice to the Hallmaster, who presents them with a new shoulder knot and places it where their apprentice knot once was. The new journeyman is then taken to the journeyman's table to the applause of the Hall.

Journeymen

Journeymen have many duties to fill each day. They can be stationed at the Hall, where they teach and fill commissions, or they can be assigned to another Hall, Hold, or Weyr. A journeyman is allowed to marry, but unless they retire from active duty are at the mercy of their Hallmaster as to where to be assigned. Raising a family is made slightly more difficult by moving every few Turns.