Quarthen d’Renor Faer Isto
(Codex of Black Magic Night)

We the brothers and sisters of Black Magic Night, to provide resources to members that struggle to grow, to formulate a strong union with those that worship Bertoxulous, Cazic Thule, Innoruk, Solusek Ro, and Ralos Zek, to secure our place as one of the strongest guilds on the Seventh Hammer, henceforth have writ fair and just rules by which the guild shall be governed. We may be evil, but that doesn’t mean we want complete anarchy in our guild.

Article I.
Guild Membership

New applicants must be evil characters, being of an evil aligned race and/or class. A very limited number of non-evil characters will be allowed into the guild by invitation to round out our roster...although it disgusts us to have to admit they are at times useful. The guild has established a screening process to ensure that only serious players are intent on joining.

1.        Our preference is that new prospects be at least level 20 or higher. The guild has a quota system for keeping the number of new members less than level 20 to no more than 10.
2.        Member alts may be less than 20 regardless of quota. However, the member’s main must be at least level 46.
3.        The guild will recruit based on need.
4.        New prospects shall post to the guild post on the web. The member recruiter will contact the applicant to conduct an interview. The applicant will state the reasoning for joining the guild, conditions under which previous guilds (if any) were left, and identify his/her goals. The applicant must have positive references from 5 additional guild members. Enemies of the state will be granted no quarter.
5.        Fraudulent information reported to the guild, whether discovered during the screening or following the probation period will be grounds for immediate dismissal and debarred from ever joining this guild. We will post the scoundrels deeds on the website for all to bear witness.
6.        All new members shall be on a 1 month trial probation. During this time new members will not be permitted to loot during a raid. This includes, but is not limited to rare words/runes/pages, epic pieces, or items that drop from named NPCs. No assistance will be given for quests or camping of items. This is a new members opportunity to demonstrate loyalty to the guild. Members that do not assist the guild will not be invited to remain. The goal is to strengthen the guild and this cannot happen if members join only to get a valuable piece and then leave. Violators will be removed from the guild immediately and debarred permanently.
7.        All members having met the probation period will be eligible for all benefits afforded by the guild as described in Article III.

Article II.
Guild Conduct

No member shall ever forget the reason that players visit this strange world Norrath is because it is fun.

1.        Black Magic Night is an evil character, role-playing guild. The guild was formed to give role-players a home. We have a language – from which portions of this code was derived. Our characters insult other playable races. Do not confuse an insult to your character or an alt you may have as an insult to you. Role-playing is here to stay so accept it or find another guild. Members that do role-play shall at a minimum ensure that they are in role-playing mode at all times to minimize the confusion. Members that overstep the bounding intent of this rule will be chastised.
2.        Be mature about dating and marriage. Some Drama is ok and harmonizes with role-playing, but too much Drama weakens the guild. Just because a character accepts a marriage proposal does not mean that the player controlling it wishes any sort of intimacy. Many of us are married, or otherwise involved in real life so overtures beyond the bounds of the game may or may not be welcome.
3.        Discussions relating to real life politics, religion, personal problems will be discouraged from guild chat. These sorts of issues are sensitive topics that many people are passionate about and some discussions could easily be classified as harassment.
4.        Treat others in the same way you wish to be treated. This guild expects all members to show great courtesy and respect to all players. Remember there are minors that play this game. While it is true that they probably get their share of explicit material from cable this guild will not condone such things. Keep the sexual content down to “soap opera” level behavior like what is on HBO is forbidden.
5.        Members shall not practice in acts of vengeance, or sabotage other Everquest players by training them purposefully, casting kos illusions on other players, ninja loot etc. Work to resolve differences civilly. If problems continue, you are advised to contact guild officers if there is a dispute with another player, or petition the game master. We do not wish to police the guild and in most instances this is not necessary. If the guild learns that you have practiced an act of vengeance, and the punishers as discussed in Article V have ruled against you, you will be immediately removed from the guild.
6.        Members are encouraged to help each other out with quests, farming items, killing named characters for armor, etc. Nobody will be required to group with anybody accept where Article III applies. However, if the guild is to see all the zones in Norrath all the characters must be strong. So consider sparing some time to help each other – even if it means not getting experience, in the long run the rewards will be worth it.

Article III.
Guild Lottery

Black Magic Night is only as strong as its members. In recognizing that it may be intimidating to some to ask for help in completing quests we have adopted a “voyage” lottery system. The lottery works thusly.

1.        Members that wish assistance in obtaining words, items, weapon, or quest piece will e-mail the Senger and state that they wish their name(s) cast into the lottery.
2.        On Wednesday, the guild leader, or appointed officer will gather all those that requested lottery assistance. Each contestant will be given a lottery number and a roll will be made. The winner of the roll wins the lottery and all members that were contestants must assist the winner in obtaining that item.
3.        It is up to the winner to coordinate with the other contestants in arranging a time, not to exceed 8 hours, in which the voyage will happen. This will be reported to the guild leader, or appointed officer. If the winner is unable to attend the event he/she arranged, regardless the reason, the winner forfeits. If a member of the lottery group does not show for the event, regardless the reason, the member forfeits his/her right to be a contestant in the next two lottery contests.
4.        If a lottery has more contestants than what a full group allows, the contestants have a choice: make a small raid, or split the contestants into multiple groups. If the group option is chosen, multiple lotteries are held. The members must only assist the winner of the lottery they rolled for, not all lotteries in a multiple lottery scenario. If the raid option is chosen, only one lottery roll is made and the members of that lottery roll must assist the winner.
5.        In the event the lottery is short contestants, the winner may ask any officers of their choosing for assistance. The number of officers the winner requested may not exceed the number of vacant spots in the lottery group. This rule does not apply if multiple lotteries occu and a mini-raid is formed..
6.        There are no “runners-up”. The losers must resubmit for assistance and compete as before against other returning contestants, or new contestants.
7.        Members are still free to group with others – the lottery system is an honor system intended to assist those that are having trouble getting much needed gear. If members lose the lottery be honorable and help the winner.

Article IV.
Guild Structure

Black Magic Night is an oligarchy. We have a founder called the ilharn (father); we have a guild leader called the Senger (lord) and a congress called the Blada del Quarrth (Council of the Command). Each member of the council governs a Qu’allaren (house) for the class they represent. As there are 12 classes there are twelve Qu’allaren. The Sarn’Ellegen (punishers) pass judgment on those accused of guild crimes.

1.        The council ratifies the rules. It consists of a governor from each house as described below. Amendments to these rules shall be ratified by a majority vote in the Blada. In the event of a 50/50 vote the guild leader shall cast the deciding vote.
2.        The governors shall be allowed to maintain their house in whatever manner, but at a minimum the governors shall report all capital crimes to the council. The house is a resource to members in that like class and will collect words, spells, weaponry for storage in the Qu’ellaren bank.
3.        The governor of a house may not pawn gear that belongs to the guild house without first asking permission from the senger.
4.        The governors are expected to have a presence in the guild. Governors that are absent for longer than a month may be demoted at the discretion of the senger.
5.        For a house to remain, it must be occupied by at least two members.
6.        The houses are so named:

·        Qu’ellaren del Jusron (House of Wrath) shall be house of the clerics
·        Qu’ellaren del Waerr’ess (House of Lies) shall be the house of the enchanters
·        Qu’ellaren del Lar'aen (House of Summoning) shall be the house of the magicians
·        Qu’allaren del Streea (House of Death) shall be the house of the necromancers
·        Qu’allaren del Ssinssrin (House of Greed) shall be the house of the rogues
·        Qu’allaren del Jiv'undus (House of Pain) shall be the house of the shadow knights
·        Qu’allaren del Vlos (House of Blood) shall be the house of the warriors
·        Qu’allaren del Vhid (House of Chaos) shall be the house of the wizards
·        Qu’allaren del Drokken (House of Fists) shall be the house of the monks
·        Qu’allaren del Zhas (House of Savage) shall be the house of the beast lords
·        Qu’allaren del Olathen (House of Darkness) shall be the house of the shamen
·        Qu’allaren del Kor’inth (House of Rage) shall be the house of the berserkers

7. Members who desire to hold an office in the guild will have to work their way up in the guild ranks using our unique Guild Promotion System. Only 4-Star members will be elibible for the position of officer. Members may earn promotions (stars) for proving themselves exceptional members based upon many factors.
8.        The guild leader shall appoint one member of the guild as an internal affairs agent who will address charges of misconduct.
9.        Repeated offenses of misconduct and capital crimes will be heard by the punishers. The punishers will consist of 3 officers selected by the senger. All serious charges that the internal affairs officer is not successful in resolving will be presented before them. During the trial, the accuser and accused may bring forth witnesses to support testimony, e-mail pictures that illustrate insulting language and so on. A verdict is decided by a majority ruling between the 3 officers. The ruling will be presented to the guild leader who, based on the outcome, will dismiss the charges, or apply the rules in Article V.

Article V.
Guild Punishment

Disregard of the sections in Article II is considered a capital offense. Violators of Article I paragraphs 3 and 4 and Article II paragraph 5 if found guilty will be immediately removed from the guild and posted as an Enemy of the State. All other charges will be heard by the punishers. If the punishers rule that a member is guilty of the charges presented disciplinary action will be taken as ascribed below.

1.        The first offense will be a warning. The punishers and guild leader will hold the ruling in confidence amongst themselves and the accused and accuser(s).
2.        On a second offense the member will restart the probation period. In addition to the guilty not being permitted to participate in raids, no other member shall be permitted to group with the offender. The offender will effectively be shunned by the guild for a full month. The ruling will be posted on our website and a public note will be added the guild membership database.
3.        On a third offense the member will be removed from the guild and be debarred from ever returning. We will post the ruling on our website, label the offender an Enemy of the State and inform other guilds that the offender has been removed and the conditions for which the offender was removed.
4.        There shall be no appeals to any ruling. The punishers ruling will be respected. Arguing with the punishers will elevate the punishment to the next level.

Article VI.
Raid Conduct

Raids conducted by Black Magic Night will be open to any player that wishes to join. All players will be afforded the right to loot unless of course the player is a guild applicant who is undergoing the 1 month probation, or a player that is being punished per paragraph 2 of Article V.

1.        Members are asked to have patience when asking for the guild leader to arrange a raid. Raids require strategy and research. It is to your benefit that the details of any raid are researched and planned thoroughly. Our goal is to come out in one piece. This cannot happen when the raid is not prepared.
2.        Major raids will be announced at least 1 week ahead of time. They will be conducted on Sundays. During the weekday smaller raids, including those for voyage lottery may also be announced but 3 days ahead of time.
3.        The raid location will be determined by the senger. Raids involving flag pickups will occur once a month so that guild members that do not yet have a flag may get an opportunity to become flagged. However, if you do not particpate in raids, the guild leader reserves the right to refuse a member’s request for assistance from the guild to get an epic piece or other item that requires a raiding party. In the event there are multiple raid location requests a lottery will be held as stated in Article III. The difference being that only one raid party will be assembled.
4.        Be prepared to stay with the raid for a good amount of time. On the average about 4 hours.
5.        Be on time. If you arrive late to find that the raid has started you may still join but you will be responsible for finding your own way to us. Do not ask for resources of any sort from the raid.
6.        Do not wonder away from the raid. You may inadvertently train a mob onto the raid party by doing so. The Main Tank will give indication when it is safe to move. Do not move ahead of him/her.
7.        During fights keep raid “chatter” to only pertinent raiding issues. You are expected to give us your undivided attention. Do not converse with other players if it means the raid is jeopardized. Emotes and says are fun, but save it for after the raid. In some zones emotes, says, and oocs will agro a mob. The raid leader depends on the shout channel to call emergency situations. Make a join channel to role play.
8.        Gating is not permitted unless the raid has concluded. If the raid is going bad clerics will camp when commanded by the raid leader. They will relog and resurrect everyone that fell. If you gate, it’s up to you to find your way back.
9.        Do not go AFK without warning your group leader in advance. If the raid moves without you it is your responsibility to come to us or leave. Breaks will be given just give the raid leader advance notice.
10.        Keep politics, personality conflicts, etc. out of the raid. If you feel there is a breech of conduct tell the raid leader or senger after the raid.
11.        If you have not been assigned as the main looter, do not loot. Loot will be rolled on.
12.        The raid leader reserves the right to remove you from the raid should any of the previous rules in Article VI be violated. Raid violations are not heard by the punishers.

Ratified by the council and signed into law by my hand in the year of our lord Innoruk on 21st day March, Two-Thousand Four.

Senger Kathinak Jabiir
(Senger Kathinak Jabiir)

Resources

Enemies Of The State

Guild Contact Info

guild_blackmagicnight@yahoo.com

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