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GUILD CHARTER
Posted by Forgotten on: 06-30-2007, 12:24 AM
FORGOTTEN CHARTER

Forgotten, an Everquest 2 guild on the Permafrost Server is dedicated to exploring and enjoying the encounters the game has to offer. Forgotten is a unique guild that mixes serious raiding with family and friends, many of who played together in Everquest 1 on the Solusek Ro Server. Currently our roster is comprised of a mixture of new faces and old and we are always looking for talented players with good attitudes to fill our ranks. We like to have fun and progress both as individuals and as a guild (through raid content) without sacrificing real life in the progress. Our members are comprised of some of the most dedicated and talented players in the game, and while we are serious about winning, we strive to have a fun atmosphere.


CODE OF CONDUCT


Integrity
Each member must demonstrate a higher level of integrity than is generally present in the server population.
Do not train others; do not group with others that do, and play with honor and integrity.
We are known by those with whom we associate. If you do something that is reprehensible it reflects negatively upon us all. Others will remember your guild tag longer than they will remember your name.

Respect
Each of us has talents, opinions, and capabilities worthy of the respect of others. More importantly, there is a very real person behind the character that is dealing with real life issues, has feelings and needs and which must never be ignored. Your disagreement with another does not mean that the other is less talented or knowledgeable. Swearing in anger at someone, being insensitive to real life issues, and inflammatory comments will not be tolerated. The only criticism permitted will be constructive in nature.
However, during raids, egos and sensitivities must be left at the zone and instructions followed to the letter. Anything said during an event is to advance the guilds success, and is not to be taken personally.
Also, personality issues will not be tolerated. We need not like one another, but we will treat each other with respect and work towards our common goal. We will respect all citizens of Norrath and treat them as we would have them treat us.

Altruism
Part of the fun is sharing ideas, items, stories, and knowledge. We have a tradition of distributing items to other guild mates before we sell them. It is not mandatory, but how you deal with items demonstrates your values and your commitment to your guild and guild mates.

Loyalty
[Each one of us needs help and support from time to time. The more you provide to your guild mates, the more likely you are to receive help when you need it.
Loyalty also reflects on how we portray ourselves, our leaders, and our guild to the entire server population. Negative comments, personal information, or other sensitive issues should never be voiced outside of guild.

Effort
We all continue to learn and grow as people and players. You are not expected to play flawlessly, nor should you expect others to be without fault. However, you are expected to use your best efforts to correct mistakes and improve.

There will be zero (0) tolerance for whining, complaining, selfishness, or self-serving accusations. Continual AFK’s at events will not be tolerated and are grounds for disciplinary action; while we recognize that AT TIMES it is important to run afk, we encourage our members to plan accordingly.
All members should come to each raid prepared to raid. Please take care of real life requirements as much as possible before each raid. Realize you have 23 (twenty-three) fellow guild mates counting on you contributing to the raids success. Minimize AFKs, but if you must be AFK please notify a raid leader so that movements and pulls may be adjusted appropriately.
We do not want to win at all costs. We want to win at NO COST. All members are expected to become tactically proficient in their jobs, to spend time off line to learn new zones, mobs, and raid strategies. We cannot gain experience or loot by dying due to inept tactics or being unprepared.

Personality Issues
No negative comments about members will be tolerated. With as many varied and diverse players as we have within Forgotten, there are bound to be conflicts. Please try to resolve these issues between yourselves as they arise, and if a mutually acceptable resolution cannot be reached, agree to disagree and drop the issue.
Criticism of any decision must be done privately, unless part of an open postmortem of an event, which will take place on a private board or private chat. There will be zero (0) tolerance for any public criticism of any guild member.


CHAIN OF COMMAND


Structure

Every guild needs some form of hierarchy to amplify its functionality. The following positions will be made available. All council positions will be filled by a vote of the members.

The structure shall consist of a number of Council Members, Members, Raid Leaders and the Guild Leader. All members have an equal voice in decisions, with the Guild Leader and/or Council being the final arbiter of the decision as set forth below. As a whole, it is the responsibility of the Council Members to keep the guild on an even keel by mediating disputes, handling problems/concerns, and helping organize events. This is in addition to their ability to recruit eligible members.


Council
Council members shall be chosen from the members by the members. Responsibilities of the Council include but may not be limited to:

1) Guiding the direction of the guild in order to help it grow and prosper.
2) Discussion and review of guild policies.
3) Resolving issues that any member feels they cannot resolve within their group.
4) Being the primary point of contact for guild members. This means keeping members informed of new guild issues as well as keeping the Council informed of issues that guild members might have.
5) Being part of the organizing force for guild event preparation. This includes contacting those of their group who are logged on to ensure they are aware of the event and determining if they are attending or not.
6) Keeping up to date with the current guild information and issues via e-mail and the guild website.

Their individual roles are further defined below:

Guild Leader(s)
This role requires a great deal of flexibility, the ability to interact with and guide a variety of personalities, and a thorough knowledge of the guild and its members.

1) Oversees the overall direction of the guild.
2) Sets the goals and communicates these to the guild in a timely manner.
3) Is the deciding vote on the council.
4) Acts as a floating officer that will step into other council roles as needed.


Recruitment Officer
This role requires a friendly outgoing personality, an interest in meeting new people, good research and personal skills.

1) Develops and implements a recruitment plan.
2) The Recruitment Officer tags and promotes recruits. Another officer will handle these duties if the Recruitment Officer is unavailable.
3) Will process all applications to the guild.
4) Post all votes for recruits.
5) Update recruit access as is necessary.
6) Handle New Recruit Questions as they pertain to their application process.


DKP Officer
This role requires attention to detail, record keeping skills, and the ability to multitask.

1) The primary person responsible for handling looted items from raids.
2) Enters attendance from raids into the DKP program and oversees the general well being of the DKP system.
3) Is in charge of all lottos but may designate others to handle the task as needed.
4) Manages the guild bank and handles DKP items in the bank.


Quest Officer
This position requires a vast knowledge of quest lines and zones, record keeping skills, and a willingness to progress guild mates through difficult quest lines.

1) Tracks members’ progression on access, epic, and signature quest lines.
2) Works with the Tactical Officer and Raid Leaders to schedule quest required raids.
3) Moderates and contributes to a forum for quests to share relevant information.
4) Inputs member quest progression status into grid for ease of tracking.


Tactical Officer
This role requires excellent leadership and research skills, and the ability to communicate instructions effectively.

1) Designates Raid Leaders.
2) Tracks encounter difficulty.
3) Devises best ways to defeat said encounters.
a. Will make sure that Raid Leaders understand the strategy devised.
4) Sets the Raid schedule.
5) Will moderate and contribute to a forum for encounters to share relevant information.


Arbitrator
This role requires a great deal of patience but also a no nonsense approach.

1) Handles all disputes both internal and external.
2) This can include disputes that get out of hand on our forum boards.
3) Will report disputes to council members to keep them informed of issues that may have arisen or are in progress of being taken care of.


Raid Leaders
1) Responsible for directing raid encounters.
2) Will work under the guidance of the Tactical Officer.


Archetype Leaders
(Currently not assigned; but may be assigned as guild grows)
These will be mentors and will moderate forums for each Archetype. This role may be expanded into subclasses if needed.

Mage Priest Scout Fighter
1) Mentor the perspective class.
2) Assist with knowing proper spells to maintain at adept III and Master.
3) Assist with knowledge and understanding of the Achievement Abilities.
4) Assist with equipment upgrade knowledge.


Council Elections

1) All council members will be elected by the members of the guild.
2) All positions will be voted upon semi-annually (by April 1 and October 1 of each year).
3) All positions will require the nominee to post or PM whether they accept or decline the nomination.
4) All members will vote upon each position.
5) The nominee with the majority vote will be promoted to the designated council position. In the event of a tie a second vote will be made between the tied nominees.
6) In the event a member is voted into a council role and decides he/she does not want the position, another vote will take place within one week.
7) In the event a council member wishes to vacate their position, a special election may be held to fill that position for the remainder of the term.


MEMBERSHIP


Changing Mains as a Veteran

You may at some point wish to change your current main to another character. Sometimes a character will lose its appeal and you find yourself better suited to another type of character. We discourage this, but we also realize that sometimes a class may be changed to the point it is no longer enjoyable to play or that a person can just get burnt out on a class.

While we realize these points, we also must look out for the guilds well being. A guild progressing through content cannot effectively equip 8 characters for each account and still progress through content.

1) We allow one main change every 6 (six) months.
2) Should a member switch back to the original character there will be no penalty.
3) Introducing a third character for a main switch can result in your DKP bank to be frozen till you reach 50 DKP, this will be up to the council discretion.


To change mains:

1) Post a request in the forum TO THE FORGOTTEN COUNCIL.
2) Main changes do not take effect until the roster has been updated by the Guild Leader, at which point your DKP pool is then transferred to the new main.
3) Your forum name and DKP user name will then be changed to the new main.


Dual Boxing

Dual boxing is defined as having two (2) accounts and each AND account gaining DKP. At this time, Dual Boxing will not be allowed.


Alts

1) Each member may have one tagged alt regardless of level.
2) Once each alt reaches level 60 in either tradeskill or adventure level you may then have another alt tagged.
3) For Dual Boxers
a. You may have one (1) designated alt (like a second main).
b. And one (1) alt on the second account.
c. If the alt reaches level 60 in tradeskill or adventure level you may then add another alt to be tagged.


Removal of Member/Inactive Status

A member may be removed for violation of any aspect of this charter or the rules of conduct stated, at the sole discretion of the Guild Leader and/or Executive Council. Extraordinary circumstances must exist to warrant immediate guild removal of any member. Council and the impacted member will have a chance to be heard on any issue involving guild removal and any ex parte removal is to be done only for the most serious of offenses where time is of the essence and full debate is not in the Guild’s best interest. Alternatively, Forgotten may fashion any remedy short of removal as it deems appropriate in its discretion.
The following may warrant removal from Forgotten:

1) If you consistently complain or have a consistently poor attitude.
2) Being asked to leave an event three (3) times within a six (6) month period.
3) Using guild chat to insult and demean another guild member.
4) Stealing, or being deceitful to the guild or another guild member.
5) Being disrespectful of other guilds in /ooc or /shouts.
6) Having Alts in a competing guild.

NOTE***ALL DKP are erased when a member is removed.

If a member is unable to play for personal, real life issues, they may go inactive in Forgotten until their issues are resolved. While real life issues will always take precedence, the guild must be able to adjust if a Member or Officer is temporarily unable to consistently participate.

Any member that is MIA for sixty (60) or more days without notifying the guild will be removed.


Saying Farewell

If you feel the need to leave Forgotten, we ask that you take your time to discuss your reasons in the TO THE FORGOTTEN COUNCIL forum before making this decision. Your reasons for leaving may lend us a helping hand in creating a better guild in the long run and may be a situation that the council is already working to correct. Please be diplomatic as we know this may be a difficult or emotional decision for you.


Regaining a Lost Guild Tag

1) If you remove yourself from Forgotten and wish to rejoin, then you must reapply to the guild. The Council may choose to reguild you at their discretion based on the circumstances.
2) You will not need to go through the entire recruitment process if you reapply within two (2) weeks but, the Members will have to vote and decide whether to reguild you again.
3) If you deguild for longer than two (2) weeks then it is up to the discretion of the Council if you will need to go through the entire recruitment process again. All accumulated DKP’s will be lost; you will begin with no points.
4) If you were removed from Forgotten you may reapply and go through the recruitment process again but if you were removed it is doubtful you will be readmitted. All DKP are erased when a member is removed and if readmitted you will begin with no points.


Guild Chat

1) Guild chat is used for the communication of the guild for raids and day to day events. It is not a forum for inappropriate, immature, or malicious language directed toward another. Making comments in a joking or friendly teasing manner is acceptable if both parties know that it is in fact a joke.
2)Members caught using purposely offensive language directed at another member will receive a warning from the Guild Leader or an Officer. What constitutes a warning will be at the Guild Leaders/Officers discretion (consider the use of ANY offensive language grounds for a warning).
3) There will also be instances during events where RAID chat needs to remain uncluttered. Any unnecessary chat during these events, where communication is a win-or-lose factor, is grounds for a warning. Please refrain from unnecessary conversations and chat in the Raid channel.
4) Members need receive only one (1) warning before being reprimanded. Consequences can include but are not limited to the following:

a. Second (2nd) warning=suspension of loot privileges.
b. Third (3rd) warning=Review of membership and possible expulsion from guild.


JOINING FORGOTTEN

To become a member, a player must first post an application in the recruitment forum. While you will be guilded immediately, your membership is only as a pledge. Candidates must complete a pledge period. To proceed with your intentions of recruiting the following are our requirements:


Requirements for Member Recruits

1) Minimum level for recruitment is 55 (fifty-five) but some exceptions may be made due to class need.
2) All recruits must have a good reputation on the server. We have a reputation as a solid and respected guild; we want our recruits to reflect this also.
3) All recruits must not be tagged by another guild.
4) All recruits must agree to abide by the charter.
5) All recruits must post an application in the recruitment forum.


Additional Requirements for Veteran (Raiding) Recruits

1) The minimum level required to pledge is 65 (sixty-five).
2) You should be able to raise each resist to a minimum of 5k (not all of them at once but each one individually, this can be done by doing a bit of shopping for player crafted resist gear).
3) You should have many of your spells and combat arts at adept 3 or Master level as possible.
4) We raid 3-4 nights a week on average. Although attendance is not mandatory, we do appreciate your participation and encourage you to join raids so we can get to know each other.


Alternate Requirements for Friends & Family Recruits

Although our focus is on raiding we also like to share guild chat with our close friends and family that may not be as raid oriented or have not attained raid level yet. As a sponsored recruit you will enjoy the same rights and privileges of guild membership with the exception of voting rights.

1) You must be level 20 (twenty) to apply.
2) You must be sponsored by at least one Veteran of the guild.
3) All recruits must have a good reputation on the server. We have a reputation as a solid and respected guild; we want our recruits to reflect this also.
4) All recruits must not be tagged by another guild.
5) All recruits must agree to abide by the charter.
6) All recruits must post an application in the recruitment forum.
7) Upon reaching level 65 (sixty-five) you will be promoted to Veteran status.


While You Are A Recruit ALL of the Following Apply

1) Pledges will be guild tagged, with recruit status. Recruits level 65 (sixty-five) and above will gain raid points but cannot spend them until you become a full member.
2) Voting will begin 3-4 weeks after the pledge period began.
3) All votes will be posted on a FRIDAY.
4) The votes and results will be seen by all, including the recruit.
5) A minimum of 80% (eighty percent) yes vote is required to become guilded as a member.
6) Any pledge that does not get the required 80% (eighty percent) may opt for a two (2) week extension and a re-vote after two (2) weeks.
7) NO votes will either be posted in the recruit thread, or PM’d to the Recruitment Officer. Those PM’s will then be posted by the Recruitment Officer so that people may remain anonymous, yet still have their opinions heard.
8) If at any time a pledge behaves in a manner that is detrimental to the guild, or breaks the rules set forth in our charter, he/she can at any time be removed by the Council or Guild Leader.

NOTE**Any recruit that is MIA for two (2) or more weeks will be removed. They may reapply at a later time but if the MIA status repeats they will not be allowed to pledge for a period of three (3) months.


RAID ATTENDANCE AND EARNING DKP

1) All scheduled raids will have a set up time. This will be 15 (fifteen) minutes prior to the raid start time. You will be expected to arrive at the set up spot at this time in order to be added to the raid.
2) Attendance will be taken at the start time of the raid and all members and recruits present will earn DKP.
3) At the discretion of the Raid Leaders and Council, BONUS DKP may be awarded for punctual attendance, at the rate of 3 DKP per raid.
4) Attendance will be taken each hour of the raid and the members and recruits that are sitting out of the raid but were at the set up area on time will gain DKP and raid attendance as if they were in the raid as long as they remain online and available. You may log to an alt during this time but must keep in touch with the DKP officer or the designated person taking attendance for the raid to verify you are online and available.
5) Points will be rewarded for time spent at the raid at a rate of 3 (three) DKP per hour for all raids whether successful or failed.
6) Bonus points will be awarded for first time named kills at the rate of 5 (five) points per named. This is subject to the first time the guild defeats the encounter.
7) There may be a bounty on very difficult zone bosses (not common named) or very difficult events, but it will be dependent on how much of a challenge the event becomes.
8) Recruits earn points at the same rate members earn points.
9) Raids will be posted on the DKP site within 48 (forty-eight) hours of the raid.


Checking Points

Always check your DKP total before the raid. This is YOUR responsibility. Do not spam guild chat during bidding asking what your points are. Only points that are posted on the board are available for bidding. IF you have won an item since the last DKP update, you may only bid the listed DKP minus your item’s value.


Your DKP Bank

Your points in the DKP vault are for your characters. You may not give your points to a friend or bid your points for an item for a friend to equip.


Bidding and Lottos

1) We will be using a bidding system for loot distribution.
2) An item will be linked to the guild in guild chat prior to bidding.
3) Only those at the raid may bid upon an item.
4) If your alt is not at the raid then you can not roll for the alternate character and must wait until the item is bid upon via the forums.
5) The default value on all items will be 5 (five) DKP.
6) You may then increase the bid in order to reduce the amount of people you have to bid against. When a bid is increased; all wanting to roll must match or raise the bid.
7) You may not roll on an item if you don't bid the current amount the bid has advanced to.
8) The looting officer will then announce the high bid and all that bid this amount will lotto via a /random 1 1000 roll. The high roll will win the item and be charged the amount of the bid from their DKP account.
9) Initial bidding is for members only.
10) Recruits and alts may bid if no members bid. See Alts and DKP section below.

NOTE*** YOU must bid if you want to roll, even if the bid has not advanced you must bid the minimum amount.


Going Negative

1) In very rare occurrences a player may be out of DKP but a very nice item drops that is a considerable upgrade.
2) IF the item is NO TRADE then the online council members will take a quick vote and if approved then a member may go negative to purchase the item.
3) This is not automatic and the council will decide based upon the amount of an upgrade the item will be in each individual case.
4) The rate of attendance of the member will be a factor in the decision.
5) DO NOT COUNT ON THIS; it will not be a common occurrence.

ALL TRADEABLE GEAR MUST BE EQUIPPED AND ATTUNED WHEN OBTAINED; THE LOOTER WILL THEN "SHOW OFF" THEIR NEW GEAR.


Rares

1) T4 and below will be lotto’d for 0 (zero) DKP to members ONLY.
2) One rare per member per raid
3) T5 rares (excluding FABLED) will be bid upon
4) The opening bid will be 1 (one) DKP
5) T6 Rares will be bid upon starting at 3 DKP
6) Once won, the rare will be handed to the appropriate Tradeskiller to make the item into the item of the winners choice
7) The guild will supply the funds for the fuels and the subcomponents.
8) Once made the item will be equipped and attuned

NOTE**Once T5 FABLED and T6 rares are not used for gear then they will be open lotto and maybe used for furniture rares or quests. Rares will be banked initially to ensure all members have had a chance at the gear upgrades that rares provide.

T5 treasured items will have a reduced banked time. This time will be for 2 days if not bid will be available for coin purchase for 2 days. This is a reduction from the 3 days in each category.


T7 Transmuted Items

All T7 transmuteable items not bid upon will be transmuted at each raid if a transmuter of the appropriate level is available otherwise they will be looted and sold for guild funds.

1) They will be placed up for bid at the end of each raid for a minimum DKP bid of:

a. 5 DKP per 1 (one) Hardened Mana.
b. 5 DKP per 1 (one) Infusion of Illusion.
c. 3 DKP per 1 (one) Illusionary Powder.
d. 1 DKP per 1 (one) Lunar Fragment.

2) Members may acquire only 1 (one) of each of the above items per raid.
3) Banked T7 Transmuted Items will be put up for bid weekly on the boards each Friday.
4) Bids will close the following Monday morning at 7 AM EST (seven).
5) Minimum bids are the same as above; you must post your bid in order for it to be received as valid, in game tells will not be accepted as bids on these items.
6) You may raise your bid until the bids close on Monday.
7) In the event of a tie, the DKP Officer will conduct an in game lotto with the parties necessary.


Master Spells

If a master drops on a raid it will be offered to the Attending Mains that meet the following:

1) Must have 25% attendance or better in the past 30 (thirty) days.
2) Must be able to scribe the spell immediately.
3) Must be a full member of the guild.
4) If more than one member meets these criteria then they will roll for it.
5) If no one at the raid meets the criteria, then it will be placed in the guild vault and members may post for it.
6) You will have 3 days to post that you want the master. They will be distributed in the following order:

a. Mains with 25% attendance or better.
b. Mains with less than 25% attendance that were at the raid when the master dropped.
c. Mains with less than 25% attendance.
d. Alts at the cost of 5 DKP or in exchange for another Master in the same tier. The alt must be tagged in Forgotten before the Master dropped and be able to scribe the Master
e. The attendance will be noted at the end of 3 days.
f. This is for members, not recruits.

EXCEPTION: If a Main has posted that they are MIA and it falls during the 3 day period then we will wait on their return before awarding the Master.


Adept 1 Spells

All adept 1 spells will be lotto’d at the raid for no charge. If no one claims the spell it will be placed in the guild vault #4, which is accessible by all tagged players.


Loot and Lotto Order

1) Mains always have priority on loot.
2) Recruits and Alts will bid and roll against each other.
3) Items will be up for lotto in the following order:

a. Most rare/valuable items.
b. All equipable items.
c. Class specific items unless they are considered most rare/valuable
d. Rare tradeskill items.
e. Spells.


Alts and DKP

1) Alts will not gain DKP, but will share DKP pool obtained by their main.
2) IF a Raid Leader requests you to bring your alt on a specific raid your main will gain the points for that raid.
3) Although we would prefer each member only spend points on their main we do feel that each person in the guild is intelligent enough to budget their points without any hand holding.
4) You will not be able to go negative with your main in order to provide gear for your alt.

NOTE***We will not COTH or make other arrangements to bring an alt to a raid specifically to loot.


Banked Items

1) Valuable loot items not bid upon at a raid will be placed in Vault 1 of the guild bank.
2) Members and Alts have 7 (seven) days from the time the item is banked to place a bid in the Banked Loot forum:

Post subject: Name of the item
Body: Your request information and bid


3) Recruits will not be eligible for these items.
4) Please view the bank logs to determine when an item was placed into guild bank.
5) Minimum board bids will begin at 3 DKP.
6) IF no one purchases an item with DKP after 7 (seven) days the item will be eligible for purchase at 10% discount from fair market value for another 7 (seven) days.
7) If the item remains unclaimed it will be sold and the proceeds deposited into the guild bank.

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