The Guild Mistress or the Guild Master is the only position in the guild's administration that always is elected by the guild itself. The heroes of Moorgate themselves oversee these elections and make sure that the GM is elected properly and by popular census.
From there all the guild admin is in the hands of the GM. (S)he can have the other members of the guild government elected, appointed, randomly picked, howsoever (s)he chooses. While a lot is required of a good GM, her or his power is very unlimited. In fact, our charter makes the GM not only the leader of the guild, but also judge over the mages. Mages have traditionally believed in strong leadership; as GMs were to be chosen extremely carefully, they get equipped well with power for magi have trusted the respective leader to use these powers wisely. After all mages are ones who are not to be commanded around nor ruled easily, so only a powerful leader could be seen as leader.
The Guild Officers (GOs=GM+GLs) that accompany the GM are the Guild Lieutenants (GLs). They often are referred to as the eyes and ears of the GM. Guild Lieutenants have limited areas of responsibility and limited power compared to the GM. The daily activities of the GM and the GLs however are similar.
In the Guild Status information (try GS in the lands) the GM will be listed as guild leader; the guild lieutenants as the guild lieutenants 1 and guild lieutenants 2. The GM will guild shout with [name] Guild Master Guild Shouts; the GLs with [name] Guild Assistant Guild Shouts. As every mage will always see which GO is guild shouting, all GOs will see all names of the mages who guildshout.
The HELP GUILDMASTER COMMANDS scroll lists the special things GOs can do. The titling abilities (GUILDPREFIX and GUILDSUFFIX), the ability to withdraw gold from the coffers (GUILDWITHDRAW), and the ability to set the guildvote (GUILDQUESTION, GUILDANSWER, GUILDQUESTIONON and GUILDQUESTIONOFF) are restricted to the GM. All other abilities are shared by all GOs: Changing the GNOTICES (GLINE), using the guildlocker (GUILDLOCKER, GUILDUNLOCKER), extended information on all mages on the GWHO, and the ability to purchase luck for the guild (GUILDBUYLUCK). All GOs can also blow the guildhorn at the guild recall room, and guildsummon mages back to the guild (GUILDSUMMON). This may be offered as help when a mage is stunned or lost in the woods without a ring, but may just as well be refused. GOs are not a lift nor flying carpet. GOs however do exercise the right to summon mages for guild admin purposes (reprimanding, mentoring, contests).
Regardless of how the GM chooses her or his GLs; they always answer the GM. The GM is responsible for the GLs, for the GM has the sole right to immediately remove GLs or appoint GLs, for the GM is the only one elected in a guaranteed popular census by all the guild. There are traditional customs what areas of activities have their own GLs (an ambassador, leaders of the subguilds, a head mentor), but any GM can and will assign responsibilities as the GM sees fit.
The list of things done - daily - by GOs is practically endless. The list ranges from establishing/administering a working mentor system to welcome and teach new mages, over mediating conflicts, spawning guild activity as running events, holding contests or sponsoring and promoting activities, to being general role models for the guild; from monitoring guild boards and guild shouts, over buying guildluck for the guild, noticing what is going on in the guild and making sure the appropiate persons know of possible problems to helping, advising, cheerleading and educating mages in general. GOs further represent the guild outwards, such as in inter guild conflicts or treaty negotiations.
In a guild of quite diversing paths and ethos the GM needs to have integrating abilities, for (s)he will need to govern and appease the pacifist shaman and the power-lusty warlock alike. The GM needs to be approachable for the newly joined mage all the same as the renowned guild elder of age. One of the earliest mages of the guild, Furlann, defined GM to be a person "to be there for the small and big needs of small and big mages." Every past GM has been preoccupied with loads of paperwork more than anyone would voluntarily choose - who could forget Eris' delicate wings showing papercuts! -, and have still persisted on spending as much time as possible with the individual mages, for the infinite diversity is what makes the mages guild the proud and grand guild it is.
The GM her/himself has another particular responsibility. (S)he serves as direct communication of the guild to the powers that be. Any requests about the guild building, guild items, guild shops and portals, skills and spells, even hunting grounds ideally are to be channeled through the GM, who will sort these and where appropiate pass the information or requests on. In eyes of the powers that govern our lives only the GM is legitimate spokesperson on behalf of a guild.
A timeless synopsis of the work required of GMs in any guild has been scribed by former Monks GuildMaster Revenant here.
Scribed by Sodagayo, Year 197
Alley back to the library foyer.
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