OOC Hierarchies

A number of people are required on the game to keep it running in many senses of the word. Described below, in descending order, are the various OOC hierarchies that make up Soucon MUSH.

Board of Directors

In accordance with an edict from Anne McCaffrey, each game has a Board of Directors. They are the sole permission holders to run and operate this game. The Board of Directors must approve transfer of this game to another person. They rely on the Wizards to run the game on their behalf.

Wizards

The Wizards are here to assist the players of SouCon MUSH, in all matters including: interaction, roleplay, problem resolution and disputes. Players with a dispute or problem should contact the Player Relations Wizard or the Wizard council in general. Wizards are answerable to the 'God' or Head Wizard, and ultimately to the Board of Directors.

Guide Staff

Guides are players who have volunteered from Hall, Hold, and Weyr to help orient new players to Soucon. Many of them are also able to provide coding assistance to both new and existing players. They can offer advice on policy, canon and other such things, but may refer issues to the Wizards.

Councils

The three councils of Soucon MUSH are designed to set and implement policy regarding to their individual areas.

CRAFTS

The Craft Council governs the affairs of all the crafts on the Southern Continent. The Southern Continent crafthalls are loosely affiliated with their northern counterparts, but are otherwise considered completely separate crafts. The Craft Council on SouCon MUSH is a primarily OOC body, with a purpose to coordinate MUSH-wide policy and rules regarding the functioning of the Crafts on SouCon. The scope of their authority includes setting general policy on Craft Ranks, Visiting Crafters, Craftmastership, and any other areas of Craft functioning that have ramifications: 1) lying solely within the Craft system on SouCon; and 2) extending beyond the boundaries of a single Craft. The Craft Council is answerable to the Wizard's of SouCon.

At present, a maximum of two representatives from each craft sits on the Council, generally Craftmaster and Craftsecond/Apprentice Master.

HOLDS

The SouCon Holder's Conclave is an IC body composed of the Holders throughout SouCon. ICly SouCon includes some 20 Holds, 4 of which have 'Major' status (entitling the holders thereof to include 'Lord' or 'Lady'as part of their title). The 4 major Holds are: Southern, Cove, Seminole, and Paradise River. Each minor hold is loosely aligned with one of the four major holds; this does not diminish the autonomy of the Holders within their own holds, nor their voice within the Conclave. The Holder's Conclave is answerable to the Wizard's of SouCon.

At present, a maximum of two representatives from each hold sits on the Conclave, generally Holder and his/her ICSO, or headwoman/steward.

WEYRS

The Weyr Council is comprised of the Weyrleadership from every Weyr on Pern, both the Northern and Southern Continents, who meet on a regular basis to discuss issues which affect the Weyrs and consequently all of Pern.

On Soucon MUSH, the Weyr Council is a primarily non-RP body. Its purpose is to coordinate MUSH-wide policy and rules regarding the functioning of Weyrs on SouCon. The scope of authority includes setting general policy on Search, Hatchings, Flights, and any other areas of Weyr functioning that have ramifications: 1) lying solely within the Weyr system on Soucon; and 2) extend beyond the boundaries of a single Weyr. The Weyr Council is answerable to the Wizard's of SouCon.

The Weyr Council is comprised of a maximum of thirteen players, including four voting members from each Weyr, two non-voting members from each Weyr, and one non-voting wizard representative. Generally, the voting members will be the Weyrwoman, Weyrleader, Weyrsecond, and Junior Weyrwoman; the actual members are decided upon by the Weyrleadership of each Weyr.

Area leaders

In character leaders on SouCon MUSH are the leaders of the Holds, Halls, and Weyrs (as opposed to the out of character leadership of the Wizards). In character leadership is really a misnomer, however, as leaders of Holds, Halls, and Weyrs take on a great deal of out of character management for their respective areas. This includes maintenance of the built and coded rooms and objects of their area and links to private rooms, area knot and bulletin board administration, recruiting of members, and coordination of roleplaying opportunities. Although leaders may delegate authority, it is ultimately the Weyrleaders, Craftmasters, and Lord/Lady Holders who are accountable to the Wizards and the Councils.