In the early days, the Eff, Emm, or TEFF as it was known had been established by Gelroos and other early guild members to organize runs on mobs and gain experience working with the same group. This early program passed into history and was dissolved as these early innovators moved through the Realms...

A period of time then came to pass where Rangers forged out on thier own, grouping as needed, but without the resolve and organization of the past. As more new members joined, and elders drifted away, there became a need to pass on what was known. A program by which skills could be learned, honor earned, and friendships forged. This was the original intent of the Hunters.

The first member and founder that I remember was Zorla. If memory serves other members such as Siporta and Leart were also involved in the early parts of the program. My own involvement came as I had been leading runs and posting notes for the guild since I joined. Runners began to ask if they would get Ranger Quest Points, and other strange things that I knew little of untill I was guided into the world that is the Hunters. The program was left in my hands soon after I agreed to become a Hunter. Zorla, the honorable founder moved on. (Zorla spelled emissary as emmissary. The change most likely came from a member misspelling the first part of the word and putting <Emm> in their title, since then it's always been spelled Emmissary.) The name changed in late 2002 to Hunters.

Since I had witnessed the days when elite fighting rangers made strong impressions on young minds, my hopes were, and always are high for the Hunters. It is not based upon the past however, but made for the future. That all rangers of any skill level might join in together to learn and find adventure.

Structure of the Hunters program.

The head Hunter organizes and keeps the program running. Their responsibilities include training new members and helping to guide run leaders as needed. They have the final say as to what will be policy on Hunter runs and other program matters. In an effort to keep the program simple much is left up to the head Hunter rather than written policy. The head Hunter also sits as a CoR member.

- At all times there should be a senior Hunter who is second in command to the head. They are responsible for taking over when the head Hunter is away and are in training to take over the program as head if needed.
- A run leader is any member of the Hunter program. They are responsible to lead runs and post notes on times when it is possible on our note board and calendar.
- Run leaders are expected to share knowledge and experience with other Hunter members, either through example or notes.
- Run leaders are expected to conduct themselves responsibly. They represent our guild in many ways outside and within. So they are expected to deal with difficult situations and keep their calm. On runs the run leader has the last word on what goes. Members who do not follow this set up may be asked to leave. This is to prevent runs being ruined by those who might cause trouble, complain, or do things that will reflect poorly on the group or guild as a whole.

Ranger Quest Points

10 rqp = 1mil in coin value.
A tank receives 10 rqp per hour.
A hitter or healer receives 5 rqp per hour.
RQP are also awarded if a ranger does not take some part of equipment from the run that is donated to the guild. Half of the value of the eq is given to the ranger in rqp. Bonus rqp are also given at the run leaders discretion for pop items and other general compensations that they see fit. The final value of rqp that a ranger receives should not be argued over but mistakes can be corrected as needed. These points are a plus but runners also receive eq from the run when it is possible, handed out by the run leader. The main point is not to just accumulate rqp, but to learn, adventure, and hopefully get some eq. RQP may also be given out in guild quests.

Procedures on Runs

Listen to the run leaders.
Turn off auto sac and auto loot. The leader loots or will ask others to loot if needed and hold the eq till the end.
Try to be helpful and ask questions when you don't know what to do.
Listen to the run leaders.
If you have information or can help, you should, but ask before you try anything. This is for the safety of the whole group.
Be as prepared as possible with potions and the needed weapons.
Don't be afraid to ask what types of weapons or potions you need.
Always bring heals.
Listen to the run leaders.

Using RQP

After going on several runs a runner may have saved up enough rqp to buy some useful eq that we have stored from past runs. From time to time a list of the available eq and prices will be posted and leaders can be contacted to purchase the eq. Ten RQP will be worth roughly one million coins in eq value. Some eq that is of large value will only be available as prizes for quests. This eq will often be listed as NFS.

The Hunter program has changed much since it began and will likely continue to change. It has become the first chance many rangers get to go on larger runs and learn how to lead thier own adventures.

Written by: Merf

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