Legends of Cosrin Voting

Mage's Guild Page
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Mages Guild Policy

Elections

The guildmaster is elected by a majority vote of the guild's members. Elections take place after the GM calls for them or under the circumstances of term limits or impeachment (see below). Each guildmember has a certain number of votes, determined by his or her guildlevel. Candidates for the GM seat should at least carry the title of a Magi of the guild (glvl 20) and have reached an age of 25. The elections are run by the gods by their specific rules. Their rules also overrule any stand the guild takes on GM elections.

Term limits

The term limit for the guildmaster of the mages is approximately eight years, however a guildmaster may apply for more than one term. There will be a guildvote held every 9 years (6 OOC months) for the GM. During the time of the election the guildmaster remains in place and shall then, if a new guildmaster is found, pass on the guildmaster's ring and the powers to the new guildmaster. The guildmaster may hold votes of confidence earlier if need be to see if he is still supported by the majority of the guild. It is up to the GM to decide how the result of such a guildvote has to be evaluated.

Impeachment

In case of an absent or rogue GM, no less than 3 GLs may call for impeachment of the GM. Both, the state of being "absent" or "rogue" are determined by the judgement of the GLs and this must be done publicly. If the remaining GLs do not object within 3 months (7 OOC days) the GM is impeached. If any of the GLs objects, the impeachment failed. In case of impeachment, the leadership role, responsibilities and powers of the Guild Master are passed wholly to the Ambassador immediately, and remain absolute for the remainder of the current term limit. The impeached GM has to be on the ballot for the next elections if he or she can be contacted. Impeachment does not per se induce premature elections for GM. The interim or acting GM is GM of full right till the term limit ends.

The Structure of the Guild's Administration

The guild is headed by the GM, he or she is assisted by the ambassador. Each of the subguilds is headed by a GL who is a member of the respective subguild. The Head Mentor, Advisor, and any additionally appointed GLs complete the guild's administration. The appointment of the GLs as well as the exact number is up to the GM.

Guild Lieutenants:

The Guild Master is assisted by Guild Lieutenants (GLs). The GLs rank just below the GM and are appointed responsibilities as the GM sees fit. GLs sit at the pleasure of the GM, or may be elected by the membership. They have the ability to purchase luck on behalf of the GM. It is required that the GLs be of an age, experience, and Guild Rank sufficient to provide the wisdom and guidance that such a position demands. The Guild will always have a minimum of six GLs, those being the Ambassador, the leaders of the three Subguilds, the Acolytes Leader and the Head Mentor. Any additional GLs will normally be assigned to specific areas, such as Events and is at the GM's discretion.

Subguild Leaders:

Three GLs have the specific responsibility of heading the three Sub-Guilds, The Covenhouse, Serenity and The Labyrinth. These leaders are either elected or appointed by the GM after consultation of members of the respective subguilds.

Head Mentor:

The Mages Guild's Mentor Program is headed by the Head Mentor. The Head Mentor is recognized by the title "Mages Mentor!". The Head Mentor needs to be well-informed on mages' training, attitude, behavior and history issues. He or she will be appointed at the will of the GM after consultation of the current or previous ArchMentors, and after seeking feedback from general mentors. He or she will head a team, thus the team must be heard in choosing the HM.

Guild Ambassador:

The Guild Ambassador assists the GM through treaty discussions and general council. He or she is expected to be the closest advisor of the GM. The Ambassador is considered the Assistant GM and will be elected with the GM. If the GM disappears or resigns, the Ambassador will take his or her place.

Guild Advisor:

The Guild Advisor's only responsibility is to help any and every Mage in the guild who requires knowledge or assistance. The Guild Advisor may either be elected or appointed by the GM and the GM's discretion.

Guild Elders Council:

The Guild Elders Council acts as advisors to the GM. The GLs make up the Guild Elders Council.

Subguilds

The choice of a subguild is something that should not be taken lightly. Membership of a subguild is an honor as well as a responsibility. Each subguild member is expected to follow the path the subguild represents. The subguild leaders are expected to overview and encourage their subguild members not to stray from this path. The membership of a subguild can be revoked if a member is found to be a disgrace to the respective subguild or unable to follow the ethos the subguild represents. This decision is made by the GM and the GLs after hearing the member whose ways are being questioned as well as the other members of the subguild.

Titles

All guild members will be allowed to pick a personal prefix and suffix at certain guildlevels. Honorable titles may be bestowed on the members earlier in their life to show their progress in training. The guildmaster does reserve the right to assign a quest for a title, which will be determined on an individual basis. Titles should reflect one's character or nature. All guild members will be allowed to pick a personal prefix at guildlevel 15, and suffix at guildlevel 20. At guildlevel 5 the title of "Apprentice Mage", at guildlevel 10 the title of "Novice Mage" are granted at the GM's discretion. Depending on mentor reports of welcomed new mages, the GM will also bestow the title "Mage Initiate" to mages below guildlevel 5. The GM also has the right to bestow reprimanding titles if she or he sees fit.

Valtera's Gift

Mages are expected to treat the powers of magic with consideration and respect. The Guild frowns on those who sneer at this powerful gift, by abusing its potential, and those who do not pay heed are known to be subject to the wrath of Valtera. Every class gets their own special gift: Shamans can raise and ressurrect the dead, Wizards haste, and Sorcerers perform area spells. All classes further get a special and powerful gift in the spells of healing. The Immortals, the GM and the classes themselves all can and have set rules on the appropiate limits of these spells. Wizard/resses should be specifically aware of the agreement on pricing haste that has been debated and adopted by the wizard/ress class. All mortal-made restrictions on spells will be enforced by the guild government.

Selling or giving away rings or other items that are enchanted with the spells of Dragon Strength, Demon Fire, Arctic Blast or Lightning Storm by a member of the Mage's Guild of Moorgate to anyone who is not a member of the Mage's Guild of Moorgate is prohibited. The punishment will be decided by the Guildmaster after hearing the person accused. The Guildmaster will take into consideration the severity of the offence, however any punishment shall serve as a reminder that abusing the gift of magic is not taken lightly. The guildmaster can make an exception to this rule and may give away such an item if he deems it appropriate in order to further the interests of the guild.

Guild Mounts

Guild Mounts are creatures specifically trained for use by mages. Riding a guild mount is a privilege, that must be treated accordingly. Dragons are Valtera's beasts. Ages of trial and effort have been put in making these mountable by mortals. Riding a dragon is a powerful achievement and must be contained to the magi. Subguild mounts of course may not be given away at all, whereas guild mounts are to be passed on to fellow mages only, and never outside our guild halls.

Punishment

In the sad and unlikely case of guild charter infringements, appropriate punishments will be handed out by the GM after consulting the GLs and without giving a trial. Depending on the situation the GM will give hearings to the involved parties at his or her discretion. Punishments may include but not be limited to shameful titles, loss of skills, guild items, or permanent loss of guild levels.

In case of capital offenses like attempted or successful murder of other guild members or treason a guild trial headed by an external judge will be carried out. The rules for guild trials are laid out in the landwide law. The offender may be banned from the guild till a trial can be carried out, or even banned from the guild permanently as punishment.

The ArchGuides

The three magic schools of sorcery, magical and naturalist magic resembled in the guild's main three classes are headed by non GO leaders, known as ArchGuides: the Sorcerer ArchGuide, the Shaman ArchGuide, and the Wizard ArchGuide. The ArchGuides serve as spiritual guides for their respective schools and will reflect their positions in their titles. They will usually be elected by their respective classes and only in exceptional cases be appointed by the GM. While they should report to the GM and are part of the extended guild administration team like the ArchMentors, the ArchGuides foremost serve their classes and their classes interests, sometimes forming class councils. They represent their classes as a whole. The ArchGuides are Elders and role models for the rest of the guild.

The Mentorship Program

The mentor system within the Mages Guild is overseen by the Head Mentor. Mentors should exemplify the magely respect we show to all fellow guild members. In addition to this, mentors see to it that new and young mages get the starting advice and teaching necessary in order to get accustomed with life in Legends of Cosrin and life as a mage. This starts with making sure students find and comprehend the mages' welcome scroll and the advice covered in it. It continues with the teaching of the knowledge and practice needed to successfully explore the world, and culminates in giving a prime example in terms of a role model to any mage. All this is done mostly in the form of one-on-one tutoring. Mentors report welcomed new mages to the head mentor so the names can be added to the scrolls of the magi. Mentors will also from time to time offer classes, both spontaneous and scheduled ahead of time, i.e. announced on the boards. To the mentor, the guild and the well-being and learning of its young members are of paramount importance.

ArchMentors:

The Head Mentor is followed by up to three ArchMentors, who serve as deputies to the Head Mentor. These positions are non-GO positions. They sit at the approval and disposal of the Head Mentor. ArchMentors help the Head Mentor build the mentor team, recruit new mentors, interview mentor applicants, and look after the administrative needs of the mentor team as well as report to the Head Mentor regularly on the state of the mentor team. ArchMentors are role model mentors and usually appointed for outstanding work and dedication.

Mentor Recruitment:

It is the responsibility of all mages, upon approval of the Head Mentor, to recruit new mentors; the ArchMentors and the Head Mentor are usually the ones most preoccupied with this task. Mentors usually are class-specific, such as Wizard Mentors, Shaman Mentors, Sorcerer Mentors, Ranger Mentors, etc. To be a mentor is to hold a position of responsibility and dedication. It is a position of honor. Mentors shall not wait to be called for. Seeking the ones who need advice, even (perhaps especially) when they don't realize it yet, and helping them, is a mentor's first focus. Mentors shall be recognizable by their titles, for example, by adding "Wizard Mentor", "Mentor," or "*MM*" for short.

Elder Mentor Program:

The Elder Mentor Program was designed to provide guidance for mages between guildranks 10 and 26, and ideally even beyond that. Any mage at guildrank 10 or above may seek an Elder Mentor to guide him or her in magely learning and character development. The Elder Mentor will most likely be of the same class as the student, and following a similar path, i.e. neutral, light, or dark. Once they have found each other, the Elder Mentor will set the student a series of tasks, to include the Test of Arcana which may be done at guildrank 10, the Test of Character which may be performed at guildrank 15, and the Test of Battle, which may be done at guildrank 20. (For pacifists, a task of similar difficulty to the Test of Battle will be assigned.) In addition to the inherent satisfaction of achieving success at these tasks, set rewards will be given along the way. Any mage who is interested either in working with an Elder Mentor or in becoming one is invited to speak with the Head Mentor or the Guildmaster about this worthwhile opportunity.




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