WARP is the name of both our club and our original Guild. WARP had many amazing personalities who played in our Dungeons and Dragons adventures in our early years. My initial campaign structure and the world building of Mearth (Multei Earth, Mother Earth) all originated during the mid to late seventies and early eighties. These years consisted of the formation and growth of Mearth which started as another variation of Earth like Oearth, Gary Gygax’s World of Greyhawk. Many aspects of the world of Mearth are similar to Oearth, such as some place names and topography, but key aspects are radically different which allows for a unique experience when adventuring in the Spheres of Multei.
The number one question always asked is: “How do I get into WARP?”
Originally club and guild membership was awarded based on proximity. To be clear, that’s proximity to me. Thus, people who I met and invited to play in our campaign became our initial and continual members. WARP has had four members who have titles like my own. The first of these is The Caller. Our club’s Caller represents our longest playing member who still participates in our active campaigns. Our Caller coordinates most WARP activities and keeps me sane. Without him there is no club. The next position is unusual and was universally granted by all of the founding members of the VARP Guild to my wife in 1984. My wife was given the title of The Muse. She is the only member of our club who has never adventured in campaign. The Muse is in charge of events, graphics, and general club organizational support. The final current member of the club to possess a title is The Architect. The Architect is in charge of our unique maps for our tournament sessions. These are all created in Arkenforge software. Hundreds of hours have been spent by the Architect analyzing my ancient pencil maps and converting them into the masterwork that Beyond Barrier Peaks has become. Additionally, my Founders & Legends Incarnate series has all been built out by the Architect. He also runs two unique adventures in Realmspace for WARP members. The four titled Guildies make up the club’s board of directors. Until 2024 WARP had an additional titled member. Best-selling author James M. Ward of TSR and Metamorphosis Alpha fame held the club title of The Warden.
Since our founding in 1976, WARP has been a private, proximity invite-only club. Those conditions changed in 2018 when our board and Guild Masters decided to offer ‘golden tickets’ to tournament participants who had expressed interest in joining our club. For the first time, WARP threw open its doors and onboarded 50 new members. Now, at 49 years since our founding, WARP has expanded to include international Guilds and members.
A smidge more about WARP’s unique campaigns and tournaments.
WARP now has 19 active campaigns and 3 expanding tournaments. Our tournaments are unique at conventions because of their unusual campaign aspects. Participating players choose from a known group of characters and returning players tend to gravitate towards the same character through multiple sessions. As players adventure in ongoing events even at different conventions their characters continue to evolve. Please look for us at conventions across the U.S. and soon, across the globe. As always, we would be honored if you would join us.

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