From the cited website
Initiate Membership
Initiatehood is ostensibly open to anyone with mastery of a knowledge skill. The Guilds all additionally require that the applicant have served his time as an apprentice whereupon they become journeymen in their guild and receive licenses to practice within their town. These people have status within their towns and will usually start practising in a company of their guild if they cannot afford to set up by themselves. Anyone with mastery of a Lore skill is a sage, but colleges will insist that a sage have passed his degree unless he has made a name for himself in his field of knowledge. Initiates must sacrifice three points of power on a Holy Day, five points on a High Holy Day.
A sage may receive full cost tuition in any knowledge skill and free access to the library provided he spends an equal amount of time lecturing; if a member of the college, he need only spend half this time lecturing. Guildsmen pay a tithe to the guild.
Initiates may purchase all Battlemagic at normal cost plus all Detection spells, Glue, Ignite, Inking, Mind Speech and Smallsee all at half price.
There is of course, nothing to stop a guildsman from purchasing training from the Sages, however the guild will not allow him to lecture in guild knowledge skills at the college and he must either pay in cash or else lecture in some other skill. As the colleges and the guilds are facets of an Harmonious, Orderly cult, the respective hierarchies will co-operate to ensure this rule is enforced.
Initiates may sacrifice for all runemagic non-reusably save for those spells labelled "Alchemists only". In addition, upon initiating they may select one Runespell to be reusable, this must be a one point spell, and they may sacrifice for as many points as they please.
Runelord Membership - The Masters
When the initiate has mastery of five knowledge skills including Read/Write in a language, then he may apply for the status of Master. The Guilds insist that the primary and secondary skills are those being mastered, the sages are of course more lax. The guilds refer to their Runelords as Masters of their respective Guilds. The Runelord sage is referred to as a Loremaster; his skills are usually Lores and knowledges rather than mundane artisan skills.
An applicant has to convince a board of examiners in a test of 10% per mastered knowledge skill plus POW, INT and CHA, there may be a bonus if he has made his mark in whatever field he has selected. If unsuccessful, he must master a new knowledge skill and wait at least one year before reapplying. If successful, he is inaugurated on the Storm season Holy Day in anticipation of the High Holy Day when he spends his time in prayer.
All Runelord Masters are expected to spend All Deities' Day in prayer and feasting, they are expected to oversee underlings and ensure their proper training. In the Guilds their activities are highly regulated but they can make some considerable money within their professions. The sages do not make money unless they can sell their knowledge skills and the colleges usually rely on charity of some form. The sages have few restrictions and those not in colleges may do as they please. Colleges usually demand a sage keeps students and writes scrolls and books on his subjects for the library.
Masters may attune iron though they only receive token items from the cult. Brewers receive ironware stills; Apothecaries, iron pestle and mortar; Scribes, iron daggers for cutting quills; and Sages receive handsome rune metal trimmed gowns. They gain Runelord divints and familiars plus all other Runelord benefits, though only their knowledge skills or those directly related to cult business may rise above 100%. Usually any small animal may be used as familiars though most cultists favour owls. There is no POW maintenance requirements and they sacrifice for all cult runemagic reusably save for those spells intended for Alchemists alone and additionally may select one type of elemental to summon reusably. All their dexterity skills are limited to DEX x 5%.
The biggest benefit to the Master status is the purchase of the skills Analysis and Synthesis. These skills make him an erstwhile Alchemist and entitle him to use the Alchemist runespells non-reusably. When he has mastered one skill, he is an Alchemist and may then use these reusably. Alchemists are at the peak of their professions and can use their skills to elucidate how things work and explore the world within their laboratories; training may occur by normal training or by research from books and experiments, the latter is double time.
Runespell Compatibility
Demosthenes masters gain access to the following standard runespells. Dismiss Elemental I, Divination, Divine Intervention, Extension I II & III, Matrix Creation, Spell Teaching and Warding. Demosthenes' Divination works only within the realms of Alchemical matters for Demosthenes is only concerned with pure knowledge. The cult also gains access to the following cult special runespells, those labelled "A" are only reusable to a master of either Analysis or Synthesis.