About: Runesmith's Apprentice   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Those who become Runesmiths usually start as a promising apprentice from the Runesmiths' family. Any wishing to enter this career and join the Guild of Runesmiths must be selected by the highest-ranking Master Runesmith of the Dwarfhold or settlement. Those selected normally serve an experienced Runesmith for a minimum of five to ten years, learning the basic mysteries of runesmithing. Some apprentices stay with their master for as long as he lives, only assuming his title, rank, and ancestral name when he finally dies.

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rdfs:label
  • Runesmith's Apprentice
rdfs:comment
  • Those who become Runesmiths usually start as a promising apprentice from the Runesmiths' family. Any wishing to enter this career and join the Guild of Runesmiths must be selected by the highest-ranking Master Runesmith of the Dwarfhold or settlement. Those selected normally serve an experienced Runesmith for a minimum of five to ten years, learning the basic mysteries of runesmithing. Some apprentices stay with their master for as long as he lives, only assuming his title, rank, and ancestral name when he finally dies.
dcterms:subject
abstract
  • Those who become Runesmiths usually start as a promising apprentice from the Runesmiths' family. Any wishing to enter this career and join the Guild of Runesmiths must be selected by the highest-ranking Master Runesmith of the Dwarfhold or settlement. Those selected normally serve an experienced Runesmith for a minimum of five to ten years, learning the basic mysteries of runesmithing. Some apprentices stay with their master for as long as he lives, only assuming his title, rank, and ancestral name when he finally dies. The life of a runesmith's apprentice is one of toil and sweat, often preparing the forge and doing the dirty slog of smithing, while the Runesmith does skilled work. Some apprentices (particularly among Dwarfs living in exile in human lands) grow tired of the drudgery before they reach the end of their training and leave their master for a career as an artisan. * Animal Care * Art * Carpentry * Engineering * Magical Sense * Metallurgy * Read/Write: Khazalid * Rune Lore * Smithing * Hand Weapon * Tools * Staff * Horse and cart (to carry master's anvil) * Artisan * Engineer * Loremaster * Runesmith (All advances must be purchased and 200 EP paid to move to the Runesmith career.)
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