One of the most interesting details of the game is an opportunity for a Magick User to be part of a guild or society, more or less secret, including members of their class, and sometimes other classes of magicians pursuing the same ideals and animated by the same designs. Thus, there are secret societies of sorcerers and witches, which may or may not be persecuted for their beliefs. But there are also guilds of Artificers and Blacksmiths who sell magic items to those fortunate enough to encounter them. The advantage of belonging to a guild or society for a Magick User is to have access to knowledge of the guild, which is sometimes overwhelming and made available to members only. Often, the Mage will be on a mission by their guild, which provides the game master opportunities for scenarios. Within the guild, the young Mage will have to prove their abilities and is framed in their infancy by a master who taught them their first spell and ensure its training and its protection. Then, when it reaches the MKL9, the student becomes the master and can in turn take an apprentice, thus perpetuating the spread of the knowledge and traditions of the guild. Among the many secret societies, are the very powerful Great White Lodge, inspired other esoteric secret societies like the Rosicrucians, or Freemasonry. The avowed purpose of the Great White Lodge is to ensure that magicians do not use their powers to increase their influence, wealth or social position and does not harm the balance of the world through the use of magic. The members of such an order, very limited and highly selective, are the natural enemies of sorcerers, Necromancers and by extension any user of black magick which aims to get more power through knowledge and use of magic.