Welcome to the world of Keepers of the Trust (K*T). K*T is one of the many guilds that calls the Atlantic Shard their home. It is also one of Ultima Online's oldest and most respected guilds. This guild focuses on doing more for the online community and it's people then any other guild. The motto of K*T is "those who can be trusted will go far", and for good reason. If one can display an attitude that is trustworthy, they will surely prosper in this game. Virtue is to be held above all else as a member of K*T. Many guilds claim they walk that which is the virtuous path, but K*T believes actions speak louder then words.
All recruits who join a guild should have questions. Listed here are answers to the most asked questions a recruiter will get from a new recruit. Many recruits ask about the size of the guild. And while K*T believes in quality over quantity, the number of members can be a deciding factor for many recruits. At the time this is being written, K*T currently has over 140 members on our stone and is ranked number 8 in number of veteran members on Atlantic shard. Another question many recruits have is the activeness of K*T. On just about any given night, you can find some guildmembers going on a hunt of some sort. Other times, our message board will have a post about a hunt or other event that a member is putting on and is requesting all who can to join. Some recruits wonder about the skill level of our members. Here in K*T, we do NOT recruit based on ones skill. We accept veteran as well as new players of the game. That been said, K*T has the rare luxury of having Grandmasters in almost every skill available. With this, we have become a self sufficient guild. A member can get everything from armor to food here in K*T, without having to go buy it from someone else. Still some recruits wonder if they will fit in here in K*T due to the way they are building their character. Rest assured, everyone has a home here in K*T. We have many different councils that are designed to place new recruits in, based on their profession. This way a recruit has a better chance of recieving top knotch training, and will better progress into a grandmaster of their trade. Also here in K*T, we strive to create and sustain an enjoyable gaming atmosphere that keeps members happy.
As stated above, K*T has many different councils that members belong to. With these councils in place, the High Council member for that council has a better chance to contact, communicate, and teach that member all he or she knows, so that member can become the greatest adventurer they can be. Listed below are the high council members. Get to know them all, especially the one that leads your council. For these members have much to teach, and are willing to help.
Sir Dogman is the man that will talk to all new recruits, get a sence of where they want to go, and accept them into the guild. Sir Dogman has executive power in guild matters, but does not govern the guild on his own. His high council helps him to decide what is best for the guild. He keeps all High Council members informed and in line so that the guild continues to function like it should.
Within every guild, there is a need for rules and regulations. Without some form of law, there would be chaos. K*T doesn't have very many rules, and the ones it does have are incredibly easy to follow. They are:
1) Use the message board on a regular basis. To not use the message board is to only cheat yourself. Many events and intellectual discussions run through that board, and if you miss it you may regret it. The message board can be accessed using the link to the left of the page.
2) The guilds officers, from the GM through recruiters, being leaders have certain demands upon them. Delegation is not only a luxury, but a requirement for them. Officers commands are to be respected and carried out with the best of effort. There won't be anything too demanding asked of anyone. If a command given is questionable in your eyes, follow the chain of command on up to the GM in having it looked at. Anything asked of you will be in the benefit of fellow guildmembers in some way.
3) Do not attack other guild members unwarranted. Sparring amongst members is fine, and encouraged. But to attack someone needlessly and unconsensually is grounds for dismissal from K*T. If you wish to fight a member, communicate the ground rules with that member. If you want it to be to the death, then tell them that. If you just want to spar with butcher knives to raise your swordsmanship, tell them that. But to attack without warning is a good way to get yourself killed by a more experienced member. Snooping and stealing are considered by some members to be an aggressive act, and thus a form of attack. Please ask a member before snooping their backpack. If they tell you no, don't get discouraged or feel like that member doesn't like you. Some just assume to have their pack left alone.
4) Members are not to spar/horseplay in the immediate area of the guildhouse. The guildhouse is a place for meetings, gatherings and guild relations. It is also a place where many come to shop for the various wares provided there. We ask that members show them are 'best' side by respecting this rule.
If you can adhere to these rules, get to know your council head, respect your fellow guildmate, and be willing to learn as well as teach, then you will surely be happy here in K*T. Be aware that new candidates are now required to be subjected to a two week probationary period, prior to being guilded. This requirment is in place to better serve the interests of both the candidates as well as those of our current members.