| SECTION
I: FEES Part 1: Amounts
The fees for a Celestial Travellers Guildmember are as follows:
(1) Initiation fee: None
(2) Meeting fee: None
SECTION II:
MEETINGS
Part 1: Frequency
Meetings are generally held no more than once a week.
Part 2: Purpose
The purpose of guild meetings is to discuss and vote on the rules and regulations.
Part 3: Ettiquette
(1) There shall be no drinking of alcoholic beverages during official guild
meetings. The Guildmaster loves to drink, but meetings are inappropriate times.
(2) Arrive 10 minutes before the meeting begins - do not ask the Guildmaster
to be gated to the meeting (ask someone else if you need help). (3) Official
clothing must be worn at meetings. (4) You shall only speak when spoken to as
lengthy meetings are not something we want. (5) You may eat at meetings.
SECTION III:
CLOTHING
Part 1: Item to be worn at all times - OFFICIAL
PURPLE COLOR
A purple cloak dyed in the official color is to be worn at all times. See the
Guildmaster or Guild Tailor to get your official cape.

Part 2: Item to be worn at official meetings
A light blue garment dyed in the official color such as a tunic, robe, or shirt shall be
worn at official guild meetings.

Part 3: General thoughts on clothing
Although you may wear other colors, it is recommended (not required) that you wear the
official purple and light blue colors in your clothing. Although it is not
prohibitied, It is discouraged to wear other colors.
SECTION IV:
RECRUITS AND INTIATES
Part 1: Recruits
There shall be a 7-day grace period for new recruits, so that we can see whether or not a
recruited member is truly interested in joining CT. The sponsors shall add the
recruit to the guildstone.
There must be at least TWO people willing to sponsor the new
recruit into the guild. Both sponsors shall contact the Guildmaster via ICQ after they
recruit the member on the guildstone.
A sponsor shall report the recruit's name, the recruit's ICQ #,
and the other sponsor's name on the Private Message Board. After the message, the
7-day waiting period will begin.
Part 2: Gifts
Upon accceptance, the new member shall receive a rune to the guildhouse.
SECTION V:
ORGANIZATIONAL CHART AND
JOB DESCRIPTIONS
Part 1: Organizational Chart
There are six people who will report to the Guildmaster directly. Four of
them are "Council" members which means that they can convene a meeting at any
time. Decisions from those meetings must be approved by the guildmaster.

Part 2: Job Descriptions
Guildmaster - Oversees Guild activities
Guildmaster Pro Tempore - Oversees Guild
activities in the absence of the Guildmaster (currently any Council Member).
Council Historian - Handles meeting minutes and
notices.
Council Treasurer - Oversees Guild funds.
Council Relations - Responsible for
participating as the official representative of the Celestial Travellers. This person will
attend "Solace" meetings. This person shall be responsible to tell the
guild (via the Private Message Board) the current activities with negotiations with
outside guilds, enemies, etc. This person is also responsible for recruiting new
members in the guild.
Council Commander - Heads both the Calvary and
Infantry.
Questmaster - Responsible for organizing guild
hunts and contests.
Calvary Commander - Fights in Guild hunts and
missions. This is a Calvary Legionary promoted for exemplary Legionary
service. There shall be no more than 1 Calvary Commander per 5 Calvary Legionaries.
Infantry Commander - Fights in Guild hunts and
missions. This is an Infantry Legionary promoted for exemplary Legionary
service. There shall be no more than 1 Infantry Commander per 5 Infantry
Legionaries.
Special Ops Agent - Performs covert operations
for the Guild. This is the "Dark Side" of the Guild. His/her title
must be "toggled-off" during missions. Their clothing must not reflect
guild colors during missions. The Special Ops Agent reports to the Guildmaster.
Specialist - Makes money for the Guild at a rate
of approx. 1,000 g.p. per week. This person reports to the Treasurer.
Scout - Responsible for recruiting new
members. This person reports to the Council Scout.
Guild Alchemist - Makes potions for Guildmembers
at his/her own cost.
Guild Archer - Makes bolts, arrows, and shafts
for Guildmembers at his/her own cost.
Guild Bard - Provokes creatures during guild
hunts.
Guild Chef - Prepares the tables with food and
drink at Guild meetings at his/her own cost. The Drunken Bartender handles
the drinks if he/she's around and is capable.
Guild Cleric - Head Speaker at Induction
Cermonies and Wedding. Speaks at Guild meetings.
Guild Healer - Provides healing support for
Guildmembers during hunts and missions at his/her own cost.
Guild Ressurector - will be responsible for
casting the 8th level Ressurection Spell to those who die during guild-related combat and
while travelling alone. This person should maintain an inventory of at least 50-100 runes
to various places throughout UO (cities, dungeons, and "hot spots").
Guild Scribe - Makes scrolls for Guildmembers at
his/her own cost.
Guild Smith - Repairs and makes Guildmember
armor at his/her own cost.
Guild Tailor - Makes, dyes, and stocks the
official robes and cloaks for Guildmembers at his/her own cost.
Guild Tamer - Tames animals for pets and mounts
for guildmembers at no cost.
Calvary Legionary - Fights in Guild hunts and
missions. This is a Calvaryman promoted for exemplary service. There shall be
no more than 1 Calvary Legionary per 5 people (including him/her).
Infantry Legionary - Fights in Guild hunts and
missions. This is an Infantryman promoted for exemplary service. There shall
be no more than 1 Infantry Legionary per 5 people (including him/her).
Security - Secures area during official guild
events.
Calvaryman - This person in hunts with a team of
5 on horseback.
Infantryman - This person in hunts with a team
of 5 on foot.
Initiate - New member during probationary stage.
Drunken Bartender - This irresponsible person is
responsible for providing drinks, jokes, and happy times at Guild functions at his/her own
cost. This title should be earned rather than requested by the one seeking it.
Probation-Contact GM - This person exhibits a
lack of guild participation and is subject to being terminated very soon unless some of
the membership can vouch for that person's participation.
SECTION VI:
VENDOR HOUSE
Part 1: Location
The Celestial Travellers Guild's Vendor House is located just east of Minoc at 128
degrees 8' N, 106 degrees 52' E.

Part 2: Ownership
There are nine vendor slots. Each slot can be purchased from the Guildmaster for
5,000 gp. The following list shows the ownership of the vendor house:
Paryss (1/9th)
SaMpSoN (1/9th)
Pangeran (1/9th)
XANAXIUS (1/9th)
Sephiroth (1/9th)
Sigundo (1/9th)
Vooch II (3/9ths)
Members owning the vendor house may sell their stake at any time
to another guildmember at any price. Upon the sale, the previous owner must notify
the Guildmaster.
If the guildmember terminates his relationship with the guild and
does not sell his stake, the ownership shall revert back to the Guildmaster.
SECTION VII:
ALLY GUILDS
Part 1: Scope
This section discusses the relevance of other guilds as allies. Allies will be
designated with a specific level of ally-ship.
Part 2: Acceptance
The guild shall vote whether to accept or reject a guild seeking to become an ally.
It shall be voted at a scheduled guild meeting with absentee ballots allowed.
Part 3: Level 1 Allies - Social allies
These allies will be "social allies" which means that members can discuss guild
activities with each ally guild. Also, CT members are asked to "hang out"
at the ally's official guild functions (eg. guild meetings, places where they meet,
special occasions, etc.). Social allies may hunt with us (notification to be made at
each others "Public" message boards). There will be no "guild
war" practicing, nor will there be assistance if ally members are in trouble.
Social allies may attend official CT guild meetings; however, they may be asked to
step outside if a private matter comes up. Social ally guilds will not have access
to private CT pages.
Part 4: Level 2 Allies - (not established)
This level has not been established yet.
SECTION VIII:
WARING GUILDS
Part 1: Scope
This section discusses the relevance of other guilds as an enemies.
Part 2: Acceptance
The guild shall vote whether to accept or reject an enemy and enter into a war. It
shall be voted at a scheduled guild meeting with absentee ballots allowed.
SECTION IX:
CONFIDENTIAL RULES AND REGULATIONS
Part 1: Scope and location
From time to time, there may be confidential rules and regulations for the
guild's "eyes only". If there are such rules, the Guildmaster will notify
you where you can find them. Examples of such rules may be rules of war engagement,
attacking enemies, etc. |