Post by Lucien Lachance on Oct 22, 2008 10:23:21 GMT -5
Mages Guild
Organization
The Mages Guild is a professional organization, located throughout Tamriel, that is dedicated to the study and application of magicka and alchemy. Its charter from the Emperor specifes that the guild must provide magic services to the general public. Anyone can purchase potions, potion ingredients, magical items, and a selection of standard spells from the guild. However, training, goods, and services are cheaper for members, and the Guild Stewards may be able to provide members with work. Furthermore, exclusive services such as spellmaking and enchanting, deemed potentially dangerous to the public at large, are only made available to higher-ranked guild members in good standing.
The Mages Guild is led by an Arch-Mage, and guided by the Council of Mages, made up of five archmagisters (including the Arch-Mage). The Arch-Mage and the Council of Mages are headquartered at the guild's Arcane University in the Imperial City. The Council decides important Guild policies, such as its policy on the use of Necromancy and also administers recruitment, sale of spells in each local guild hall, and the enforcement of Guild law. In addition, guild halls exist in most cities in Tamriel, each of which is run by a local Guildmagister.
The Mages Guild was founded by Vanus Galerion in the early years of the Second Era as a way of centralizing magic and thus moving away from the many separate groups (like the Psijic Order of which Galerion was a member) that had dominated the study of magic up until that time (see Origin of the Mages Guild for more information).
The Council of Mages
At the time of Oblivion, the Arch-Mage of the guild is Hannibal Traven. He was selected as Arch-Mage two years earlier, in 3E431, by a narrow margin, mainly because of his strict stance against necromancy. He implemented new restrictions against necromancy (following a discussion documented in The Black Arts On Trial), which were strongly supported by some members, but also strongly opposed by others. Half of the council resigned in protest. Traven also implemented new regulations governing guild membership (see the Mages Guild Charter), which made it more difficult to join the guild (compared, for example, to Morrowind).
At the start of the game, the Council of Mages consists of Arch-Mage Hannibal Traven, Caranya, Irlav Jarol and Council Steward Raminus Polus. Information on the fifth member of the council is not available. It is possible that the Council is short its full quota, following the earlier resignation of half the council. Or the fifth member could be Bothiel - she occupies the same room as Raminus Polus and, like Caranya and Irlav Jarol, uses a ground-floor bed in the Mages Quarters. However she is one rank lower than the Council Mages. Another possibility is that High Chancellor Ocato or Tar-Meena is the final member of the council as they also hold the appropriate Council rank of Master-Wizard.
Guild Halls
Mages Guild Halls are located in each city in Cyrodiil. In the Imperial City, the Mages Guild is found at the Arcane University. The Guild Hall in Kvatch has been destroyed in the Oblivion Crisis. Six of the local Guild Halls each specialize in one particular school of magic, as mandated by the revised Mages Guild Charter (only Bruma does not have a specialty)
Services
Even without joining the guild, any player can take advantage of several services offered to the public by mages guild members:
A large number of standard Spells can be purchased from Spell Merchants, most of whom are guild members. Spells from a given school can generally be purchased at the guild hall specializing in that school.
Each Guild Hall (except Skingrad) has a guild member who sells potions, ingredients, alchemy equipment, soul gems, and other miscellaneous magic items. (In Skingrad the non-guild store All Things Alchemical provides similar services).
Each Guild Hall has an enchanter who will recharge magical items, for a fee.
Membership
Joining
Speak to any one of the seven guild hall leaders in order to Join the Mages Guild.
Advantages
Joining the Mages Guild gives you certain privileges throughout Cyrodiil. The most obvious is that by joining, you "belong" in the Guild House, and, by extension, most things "belong" to you. Not only can you sleep in most beds (check that your cursor is not red before you attempt to sleep), but most items in the house belong to you as well. This means that you can pick them up and sell them or use them as you please.
Joining the guild increases the Disposition of all Mages Guild members by 20 points. You receive an additional 20 point disposition boost with every promotion you receive. In other words, when you reach the rank of Conjurer, you will have a guaranteed 100 point disposition with all other guild members (unless you have taken other actions that decrease a member's disposition).
To an alchemist, each guild house is a treasure trove of basic alchemical supplies: potatoes, apples, meats, grapes, etc. In most of the guild houses, you can find enough raw materials to make dozens of potions, each of which can be sold back to the guild alchemist for a profit if you don't want to use them adventuring. In fact, most guilds (if not all) have each of the four Novice alchemy tools lying around on shelves so you don't have to carry your own mixing equipment, which saves quite a few pounds of encumbrance.
Additionally, several of the Guild Houses have locked display cabinets which can be picked safely for the purposes of raising your security skill. As an added bonus, it's usually not stealing to take what's in the cases and the contents are often valuable.
If you follow the recommendation quest line (see below), you will eventually get access to the Arcane University, which allows you to make custom spells and enchanted items. (Its garden is also a free and convenient source for most of the plants that grow in Cyrodiil.)
In the Practice Rooms in the Arcane University, you can stand between a practicing apprentice and a target. Unlike archers who stop shooting when you get too near, the mages will continue to cast their spells, which can be good for players using the Atronach Birthsign to quickly recharge their magicka.
Moreover, once you obtain Arch-Mage rank, you gain the Arch-Mage's quarters in the Mages Tower. This includes personal altars of spellmaking and enchantment, as well as an Enchanted Chest which allows you to duplicate ingredients. (NOTE: The Enchanted Chest will ONLY duplicate "common" ingredients; consequently, Nirnroot, Human Heart, Painted Troll Fat, etc. are specifically ignored.) You also have the ability to have Mage Apprentices follow you.
Note: There are three containers in the Arch-Mage's quarters. However, both the Enchanted Chest and the chest at the foot of the bed are not safe for storage. You will lose anything you put in them except when using the chest to duplicate ingredients. The third, named chest is not flagged to delete its contents, but it does have scripts on it. Using these chests as storage is not advisable.
Limitations
There are no major limitations, though you have to complete quests in order to gain some of the perks.
Suspension
If you get suspended from the guild, you need to talk to Raminus Polus to get reinstated. He can be found in the Archmage's lobby during the daytime (usually 8am - 6pm). He will assign you to collect alchemical supplies, depending on your offense and whether or not it is your first or second.
If you are suspended while inside the Arcane University, your key will be removed and all the doors will be automatically locked. The only way to leave the Arcane University is to fast travel or use console commands.
Ranks:
Associate
Apprentice
Journeyman
Evoker
Conjurer
Magician
Warlock
Wizard
Master-Wizard
Arch-Mage (Master of the guild)
Organization
The Mages Guild is a professional organization, located throughout Tamriel, that is dedicated to the study and application of magicka and alchemy. Its charter from the Emperor specifes that the guild must provide magic services to the general public. Anyone can purchase potions, potion ingredients, magical items, and a selection of standard spells from the guild. However, training, goods, and services are cheaper for members, and the Guild Stewards may be able to provide members with work. Furthermore, exclusive services such as spellmaking and enchanting, deemed potentially dangerous to the public at large, are only made available to higher-ranked guild members in good standing.
The Mages Guild is led by an Arch-Mage, and guided by the Council of Mages, made up of five archmagisters (including the Arch-Mage). The Arch-Mage and the Council of Mages are headquartered at the guild's Arcane University in the Imperial City. The Council decides important Guild policies, such as its policy on the use of Necromancy and also administers recruitment, sale of spells in each local guild hall, and the enforcement of Guild law. In addition, guild halls exist in most cities in Tamriel, each of which is run by a local Guildmagister.
The Mages Guild was founded by Vanus Galerion in the early years of the Second Era as a way of centralizing magic and thus moving away from the many separate groups (like the Psijic Order of which Galerion was a member) that had dominated the study of magic up until that time (see Origin of the Mages Guild for more information).
The Council of Mages
At the time of Oblivion, the Arch-Mage of the guild is Hannibal Traven. He was selected as Arch-Mage two years earlier, in 3E431, by a narrow margin, mainly because of his strict stance against necromancy. He implemented new restrictions against necromancy (following a discussion documented in The Black Arts On Trial), which were strongly supported by some members, but also strongly opposed by others. Half of the council resigned in protest. Traven also implemented new regulations governing guild membership (see the Mages Guild Charter), which made it more difficult to join the guild (compared, for example, to Morrowind).
At the start of the game, the Council of Mages consists of Arch-Mage Hannibal Traven, Caranya, Irlav Jarol and Council Steward Raminus Polus. Information on the fifth member of the council is not available. It is possible that the Council is short its full quota, following the earlier resignation of half the council. Or the fifth member could be Bothiel - she occupies the same room as Raminus Polus and, like Caranya and Irlav Jarol, uses a ground-floor bed in the Mages Quarters. However she is one rank lower than the Council Mages. Another possibility is that High Chancellor Ocato or Tar-Meena is the final member of the council as they also hold the appropriate Council rank of Master-Wizard.
Guild Halls
Mages Guild Halls are located in each city in Cyrodiil. In the Imperial City, the Mages Guild is found at the Arcane University. The Guild Hall in Kvatch has been destroyed in the Oblivion Crisis. Six of the local Guild Halls each specialize in one particular school of magic, as mandated by the revised Mages Guild Charter (only Bruma does not have a specialty)
Services
Even without joining the guild, any player can take advantage of several services offered to the public by mages guild members:
A large number of standard Spells can be purchased from Spell Merchants, most of whom are guild members. Spells from a given school can generally be purchased at the guild hall specializing in that school.
Each Guild Hall (except Skingrad) has a guild member who sells potions, ingredients, alchemy equipment, soul gems, and other miscellaneous magic items. (In Skingrad the non-guild store All Things Alchemical provides similar services).
Each Guild Hall has an enchanter who will recharge magical items, for a fee.
Membership
Joining
Speak to any one of the seven guild hall leaders in order to Join the Mages Guild.
Advantages
Joining the Mages Guild gives you certain privileges throughout Cyrodiil. The most obvious is that by joining, you "belong" in the Guild House, and, by extension, most things "belong" to you. Not only can you sleep in most beds (check that your cursor is not red before you attempt to sleep), but most items in the house belong to you as well. This means that you can pick them up and sell them or use them as you please.
Joining the guild increases the Disposition of all Mages Guild members by 20 points. You receive an additional 20 point disposition boost with every promotion you receive. In other words, when you reach the rank of Conjurer, you will have a guaranteed 100 point disposition with all other guild members (unless you have taken other actions that decrease a member's disposition).
To an alchemist, each guild house is a treasure trove of basic alchemical supplies: potatoes, apples, meats, grapes, etc. In most of the guild houses, you can find enough raw materials to make dozens of potions, each of which can be sold back to the guild alchemist for a profit if you don't want to use them adventuring. In fact, most guilds (if not all) have each of the four Novice alchemy tools lying around on shelves so you don't have to carry your own mixing equipment, which saves quite a few pounds of encumbrance.
Additionally, several of the Guild Houses have locked display cabinets which can be picked safely for the purposes of raising your security skill. As an added bonus, it's usually not stealing to take what's in the cases and the contents are often valuable.
If you follow the recommendation quest line (see below), you will eventually get access to the Arcane University, which allows you to make custom spells and enchanted items. (Its garden is also a free and convenient source for most of the plants that grow in Cyrodiil.)
In the Practice Rooms in the Arcane University, you can stand between a practicing apprentice and a target. Unlike archers who stop shooting when you get too near, the mages will continue to cast their spells, which can be good for players using the Atronach Birthsign to quickly recharge their magicka.
Moreover, once you obtain Arch-Mage rank, you gain the Arch-Mage's quarters in the Mages Tower. This includes personal altars of spellmaking and enchantment, as well as an Enchanted Chest which allows you to duplicate ingredients. (NOTE: The Enchanted Chest will ONLY duplicate "common" ingredients; consequently, Nirnroot, Human Heart, Painted Troll Fat, etc. are specifically ignored.) You also have the ability to have Mage Apprentices follow you.
Note: There are three containers in the Arch-Mage's quarters. However, both the Enchanted Chest and the chest at the foot of the bed are not safe for storage. You will lose anything you put in them except when using the chest to duplicate ingredients. The third, named chest is not flagged to delete its contents, but it does have scripts on it. Using these chests as storage is not advisable.
Limitations
There are no major limitations, though you have to complete quests in order to gain some of the perks.
Suspension
If you get suspended from the guild, you need to talk to Raminus Polus to get reinstated. He can be found in the Archmage's lobby during the daytime (usually 8am - 6pm). He will assign you to collect alchemical supplies, depending on your offense and whether or not it is your first or second.
If you are suspended while inside the Arcane University, your key will be removed and all the doors will be automatically locked. The only way to leave the Arcane University is to fast travel or use console commands.
Ranks:
Associate
Apprentice
Journeyman
Evoker
Conjurer
Magician
Warlock
Wizard
Master-Wizard
Arch-Mage (Master of the guild)