Groups
- Guild Leaders
- Induction Team
- Mentor-Apprentice Program
- Mages' Expreditionary Force
- Quest Council
- War Magi
- Web Page Council
- Guild Journalist
Guild Leaders:
- Guildmaster:
- Egon
- Guild First:
- Fenwin
- Guild Second:
- Pollo
Duties involve the running of the Guild, interviewing, questing, and inducting new members, creating and making sure members follow Guild rules, outcasting people from the Guild (if necessary), representing the Guild to the immortals, and many other things, some of which may overlap the councils' duties. Despite being labeled as Leader, First, and Second, the duties of the leaders are shared evenly among all three; the Leader has the last word on all matters, however. Guild leaders are voted on by the general Guild population and should one leader step down, the others move up. Leaders, of course, must be full Guild members.
Induction Team Members:
- Tehol - IT Leader
- Egon - IT Second
- Fenwin - Full
- Malkatov - Full
- Pollo - Full
- Treva - Full
Duties involve interviewing mages wishing to join the Guild, assigning a quest if the applicant passes the interview, and checking in the questor once the assigned quest has been completed.
Note: Members listed as "Trainee" are not permitted to complete the IT process alone. Trainees may accompany Full IT members to interviews and check-ins in order to learn the process. They may also write quests for applicants, provided it has been checked over by a Full IT member prior to posting.
New members are chosen by the IT Leader (based on applications from Avatar, full Guild members) and each IT Leader will select and train his/her successor.
Mentor-Apprentice Program:
- Ceska - Leader
- Fenwin
- Jago - Trainee
Any mage under level 20 seeking entrance to the Guild is invited to apply to the program. It is the Mentor's job to help prepare less experienced mages for the exciting adventures that await them. The Mentors help the Apprentices learn about the Realms (for example, where to get good equipment and where to level), but they do NOT help the Apprentices power level and they are not slaves for the Apprentices. In order to become an Apprentice a mage must be between levels 10-19. He/she will continue as an Apprentice until applying to the Guild between levels 20-23. If your current mentor is not available, you can ask any MAP member for assistance. MAP is not for experienced adventurers already familiar with the Realms.
After a mage has been accepted as an Apprentice, he/she may request help from his/her Mentor. Any member of the IT may contact the Mentors if there are questions concerning the Apprentice's suitability for induction.
To apply for the program, contact a MAP member. To do this, type 'who gom' and look for someone with the letters 'MAP' in their title. You may contact one of these Mages about joining the program. If none are online, you may post a note on this noteboard, stating your interest in the program. Address your note to MAP, and subject should be 'Seeking a Mentor.' Be sure to include what times you are normally online (EST/EDT/mud clock time) so we will know when to look for you.
Mages' Expeditionary Force:
- Muldric - Leader
Duties include:
- Creating maps of areas of the Realms
- Collecting all relevant information related to the area including mobs and details about them.
- Finding available astral/portal points to areas
Mages interested in joining MEF should speak to Ceska. We are in the process of rebuilding MEF and your input is appreciated. Information collected by the MEF will be made available to Guilded Mages through the Members Only section of the website.
MEF is open to both full guild members, and guild initiates.
Quest Council:
- Fenwin - Leader
- Egon
The Quest Council is responsible for creating quests for guild members which will facilitate team work, challenge and reward members, and provide an enjoyable experience.
The following steps are necessary for a successful quest:
- Plan the quest.
- Get prizes from the quest - speak to a Guild leader.
- Scout the area where the quest will take place. Look for DTs, difficult mobs, or any other hazards.
- Find some players to stand by in case someone gets in trouble during the quest.
- Find people to run the quest.
Guilded mages who participate in quests will earn paricipation points. Please see the Points page in the members only section of the website to see how points are determined.
All quest ideas need to be presented to the QC Leader, who will then discuss the quest with the Guild leaders. Together, they will select quests to be held.
The QC Leader will decide who may join the council. All council members must be dedicated to the QC and have a good imagination. All level mages are welcome into the QC. However, only avatar players may do the scouting and standing-by jobs. The QC is open to both Full guild members and Initiates. If the QC Leader feels that a mage is not capable of the duties required by the council, he or she will train that mage before allowing admission.
Initiates are permitted to join QC after 2 weeks have passed since their induction.
War Magi:
- Sammuel - Leader
- Zenrael
- Ceska
Forbidden temptation has been wrought forth into that which the magi among us are forced in to battle. He that stands strong and brings wisdom to the masses shall once again be branded - branded as the strong, branded as the cunning and branded so that they can pass down their knowledge to the willing.
Elitist they are not, carriers of knowledge and brave of spirit should best define them among their peers. To those that feel they bring what the requirements so dictate let them come forth and cast their vaunted light upon the leaders of this council. Prove your abilities to them and you too can pass your knowledge along to the intrepid young magi in the Guild of Mages.
Requirements to Join
- You should have a decent fighter class tank and at least one thief.
- You must lead a run with a WM-L or WM-2 with you before you can join. You should guide the leader as to what they have to do to keep them alive during the run. - The mob is at the discretion of the leader you are taking.
- War Magi means more than being able to kill every mob in the game, War Magi means that you can educate those that are on the run with you - therefore your skills in battle and your ability to translate those skills to your runners will be judged.
- Dignity in defeat is also a prime characteristic of War Magi - Death is liberating and can be educational.
Expectations of the War Magi
- You must be willing to share your knowledge - others may be impressed by your ability to kill big mobs, the War Magi will be impressed with your ability to teach others how to kill big mobs.
- Any guild run must include a donation to storage of the items collected. The War Magi are experienced runners and as such, have less use for the items to which they are running for.
- Frequency of runs although not essential, should be on a relatively regular basis. Once per week isn't out of the question and should be relatively easy to adhere to.
- Have a level head in battle - not all of them will go as planned and you are the one with experience.
- Be willing to take anyone that wants to go, regardless of experience. As much as we would all like 1600+hp thieves to accompany us on every run, it isn't realistic to expect.
Web Page Council:
- Egon
The Web Page Council is made up of Guilded mages who volunteer their time and programming, graphics, and design skills to design and manage the guild website. It is through their efforts, as well as the efforts of other guilded mages who submit items to the council for use on the site, that make this site possible. If you are interested in joining the council or submitting ideas or artwork for the site, please contact the WPC Leader.
Guild Journalists:
- Vacant
In order to keep the rest of the Realms up to date on the happenings of the Guild of Mages, we have Guild Journalists. These mages, usually we'll have two, write up articles about Guild news for the Cry of Despair, the Realms' official newsletter.