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==Abilities== The leathermen offer youths three bundles of gifts, two of which are herbs one of which is useful and the other will be poisonous or harmful in some way. They are expected to pick the correct bundle of herbs, picking it and giving it to the community is rewarded with prosperity. The third bundle is a weapon, it represents the greedy choice and those that take it or destined to become murderers.<ref>Youths are expected to learn from family, to find their courses in life, but some find themselves at a crossroads. Such youths may be visited by a Leatherman, offered a choice of three gifts. Always two bundles – such as two selections of herbs, and the third is a weapon.<br><br>It’s a test, a question of character. Have they learned enough to know if one bundle of food is better than the other? One may contain poisonous roots, or fish unsuited to eating. One bundle may be medicinal herbs, the other herbs to inflict rashes.<br><br>The weapon is the greedy, selfish choice, a flashy spear a boy could boast about. A knife that glitters like a jewel. Those who take the weapon will become murderers. As of late, the weapons are often steel, like those tools from over the ocean.<br><br>Knowing which of the bundles to take and giving to the community means prosperity. Taking the other means ruin. Children don’t always remember the visit from the Leathermen, but even the ability to remember the tellings of the prior visits is a strength of character, an ability to listen to wise words and pull out the lessons, to apply them going forward. Those who listened, know, and remember are at least warned about the weapon, but must still draw on knowledge to pick the right bundle.- [https://palewebserial.wordpress.com/2021/08/07/summer-break-13-2/ Excerpt] from [[Summer Break 13.2]]</ref>
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