WHAT ARE CRAFTS?
Crafts are the professional organizations of Pern. Each Craft has a Crafthall, located within or adjacent to a major Hold, and many Crafters—though not necessarily all—are trained there. Others are trained by masters at one of the other major Holds or Weyrs.
All Crafthalls on Pern follow the same basic ranking system and organizational structure. There are three degrees of rank in this: apprentice, journeyman, and master.
Apprentices begin their education as early as eight turns of age and usually no later than fourteen outside of Weyrs, and are instructed by one or more master craftsmen on a regular basis, with journeymen teaching them the basics on a personal, small-group or one-to-one basis under the rather broader supervision of masters. They graduate starting at eighteen to twenty four, with those who started late often skewing older. Due to needing to start older for size reasons, Smiths rarely graduate before twenty. Healers have significantly higher expectations of their journeymen, and won't graduate any before their twenty-first nameday due to concerns about maturity.
Those who have spent time as Candidates can expect to graduate considerably later, if at all; few if any will walk the tables during their time as a Candidate.
Journeymen continue to receive instruction from masters if they wish to work towards their mastery, unless they choose to journey to other holds or halls in order to study different techniques or look at improving the base of knowledge their craft is built on. The majority of a craft's members are journeymen, and many will never advance beyond this point. If they are not planning to work towards mastery, this is the point where they can travel elsewhere and actively practice their craft. The bulk of a craft's labor is typically done by journeymen. Even Journeyman who continue their studies are full members of the craft, able to work without supervision. Becoming a journeyman is a big step and most candidate-crafters will not reach it, as most Impress before finishing the necessary training.
Masters have attained the highest rank and title in the practice of their craft, which denotes the ability, right, and responsibility to pass the ways of the Craft on to apprentices and journeymen.
Mastercrafters are the head of an entire Craft, and in charge of all things relating to it. Each crafthall selects a leader from among their masters. At the death or announcement of retirement from a former Mastercraftsman, all Craftsmasters of a craft congregate to elect a new Mastercraftsman from their numbers– a process that usually takes months, and can sometimes take multiple turns. The Mastercraftsman has the right to speak for all members of their Craft across Pern, and while they are greatly respected, are far from being seen as an ‘ultimate authority’ in the way that a Lord Holder or Weyrleader is. Rather, it is their skill as an artisan and experience with guiding others to improvement that is valued, but even then, even with decades of mastery and self improvement, it’s generally recognized that no craft has a single ‘best’ method to practice in order to perfect one’s craft.
Hall-Crafts vs Hold-Crafts
The crafts are divided into separate halls, which act as both places of work and learning. They range in size from the largest, three-craft hall at Fort Hold, where Healers, Harpers, and Scribes congregate to smaller Crafthalls that are oriented towards the pursuit of only one Craft.
There is a distinction between the major Hall-crafts, and the Hold-crafts. Several crafts that have designated Halls and knots, while they do have structure, are so necessary for basic Hold life that no Hold could possibly do without them. These are Herding, Farming, Fishing, Weaving, Tailoring, and Tanning/Leatherworking. Those who do not have formal training by a master, and have not been recognized as having the equivalent training and experience to a Journeyman, generally refer to their vocation and not the ‘craft’ element. For example, a trained Beastcrafter will call themself that, but a simple herder will call themselves just that: a herder. Many will wear a thread of their craft’s color, but not the component knots and loops that a trained journeyman would, because they are not formally-qualified themselves.
There are also several Hold-crafts that have no Hall-craft equivalent, including pottery, cooking and baking, and net- and basket-making.