Promotions and Ranks, Continued
Journeyman
When you advance to Journeyrank, you can be posted. You will also be given a room in the Journeyman dorms. You can let the CM and C2 know where you would like to be posted, however they have the final say. They will contact the IC leader of the place you would like to be posted. At your post, you will have these duties:
- Be the smith for that hold, hall, or weyr. Make the products they require.
- Be a liaison for the craft. Report to the CM's any important news, commissions, possible Apprentices, etc.
- ROLE PLAY.
- Train the Sr. Apprentice that MAY BE posted with you and introduce him or her to life in the hold, hall, or weyr
You are basically on your own as a Journeyman, though you still answer to your master. You are expected to perform any tasks your master wants. As a Journeyman, you will also perfect your area of expertise in the Smith Craft. This can be done IC'ly, but it's also nice to do research on your own. (And if you do, email or somehow type it up and send it to the keeper of the webpage (at [email protected]) so it can be added to the pages.)
If you are not posted (or don't wish to be, and you don't have to be) then you will remain at the hall. A post is not a requirement for promotion. You will be given a room in the Journeyman dorms, of course. As a Journeyman at the hall you should:
- Teach classes. We would prefer IC class sessions, but even a +mail or email to the apprentices or journeyman you are instructing is welcome. The classes will be in your subcraft and you should inform the App Mast that you wish to hold a class, what it's about, and when the class will take place.
- ROLE PLAY.
- Be a liaison for the craft. Report to the CM's any important news, commissions, possible Apprentices, etc.
- Study and perfect your craft.
- Be willing to be a mentor in your subcraft.
To advance onto Master level will require at least 6 months minimum time as Journeyman, with a few exceptions. A good grasp of code is highly recommended. Roleplaying will also be monitored heavily.
Masters
When you reach Master status in the SmithCraft, it means you have reached a level of expertise in your area of the craft. The following is expected of SmithCraft Masters:
- Teach classes. Same rules apply as above.
- Be willing to be a mentor in your subcraft.
- ROLEPLAY! Welcome new people, send apprentices on errands, chat with visitors, etc.
The apprentices and journeyman appointed to you are basically under your control. They can be sent on errands, and they will assist you in projects whenever needed. A Master will not abuse this relationship.
Subcraft head/Apprentice Master
While the head of a subcraft and the apprentice master CAN (and possibly will) be Journeymen, it is preferable that they be a master. For each position, a J'man would be like an intern; fully capable, but still learning.
Subcraft head:
You are in charge of knowing what goes on in your subcraft. It would be nice if some OOC studying went into it, so that if you're a glass worker, you know the difference between a lathe and a muller. However, we don't always have the time. If you are able to, email the information to the keeper of the web page, and they will add it to the SmithCraft HomePage.
- Teach classes. Same rules apply as for J'men.
- ROLE PLAY.
- Be a liaison for the subcraft. Report to the CM/app mast's any important news, commissions, idiot apps...
Apprentice Master:
Surprise! You're in charge of ALL the apprentices, so be prepared to promote, demote, annoy, tease, harass and insult them. Well, not really, but you are the Master/J'man most involved with their lives, and you should be there to help out any disputes, encourage RP etc. Apprentice welfare, health and attitude really is your domain.
- Teach classes. Same rules apply as for J'men.
- ROLE PLAY, and more important, try to instigate RP with the apprentices.
- Report to the CM any important news about apps (who they're planning to paint next).
Craftsecond
A Craftsecond is a Master/Jman who has shown consistent effort and excellency in their work, as well as an interest in helping to keep their Craft active and enjoyable. They should be knowledgeable about most craft-related topics and have good admin skills OOCly, if not ICly. A Craftsecond is chosen by the Craftmaster, and their duties generally include:
- Teach classes and be willing to mentor one or more apprentices/journeymen.
- Interview those applying for apprenticeship (IC).
- Maintain the knot, updating and modifying when necessary.
- Perform duties or tasks given by the Craftmaster.
- Lead craft meetings and/or other events when the Craftmaster is unable.
- Roleplay (of course)!
CraftMaster
The Craftmaster is in charge of the entire craft. He/She is a Master who is motivated and willing to make sure the Craft remains active. Among the numerous duties of a Craftmaster are to: