The Tribe Charter

Section 1 – Introduction

This document is the guild charter for The Tribe, a Horde guild on the Aggramar-US realm within the World of Warcraft MMORPG. The purpose of the charter is to inform potential members (and act as a reminder for existing members) what The Tribe is all about and the rules we have set up to govern ourselves.
 
The Tribe is among the oldest and most established guilds on Aggramar-US. Since its beginning the Tribe has been highly respected and admired for its high standards of quality members. This charter reflects our current philosophy and governance and supersedes all previous rules and by-laws.
 
Version 4.0; first published on Monday, October 26, 2010.
 
Table of Contents
 
Introduction (this page)
Guild Overview – Mission, Core Values and Principles, and Recruitment Information
Guild Policies – More detailed rules regarding day-to-day guild management
Guild Vault – Specific policies related to the guild bank
Raiding Rules of Engagement – All raiding related rules, including signups, attendance, conduct, and loot
 
Printer-friendly version – The entire charter on a single webpage

Section 2 - Guild Overview

MISSION & GOALS
 
The official mission of The Tribe is to create a team of people who not only genuinely enjoy and respect each other, but are also capable of being successful in the highest level of any end-game PvE content. This means that the majority of The Tribe's leadership focus, resources, and energies will be applied to maximizing our end-game PvE capabilities while keeping it sociable and enjoyable for the people who are dedicated to the guild's success in this area.
 
Players whose individual goals do not match up with those of The Tribe (e.g. people whose only reasons for playing are purely social, to play one or more lower-level characters, to PvP, etc.) are still welcome, but they should understand that their membership in the guild is purely for friendship purposes - help with lower-level content or support for Arena/Battlegrounds play will be secondary to the guild's organizational focus on high-level PvE content.
 
Over the course of the guild's lifetime, many people have posed the question: Is The Tribe a social guild or a raiding guild? This is a difficult question to answer because it depends on the questioner's definitions of "social" and "raiding" guilds. Our official answer is that The Tribe is a raid-capable social guild. The Tribe does not engage in what most WoW players would consider "hardcore" behavior, such as limiting the number of characters from each class in the guild, removing players due to lack of skill, mandatory attendance for certain events, etc. It is also our goal to keep the roster well-stocked with fun, honest, good-natured players regardless of their skill or the frequency with which they choose to play. However, The Tribe does want to give its members a reason to keep playing after hitting the level cap - namely, to experience the challenges of all of the PvE content within the game and to succeed against those challenges.
 
With that goal in mind, our leaders are sometimes called upon to strike a delicate balance between equal opportunity and practicality. All members and prospective members should be aware that while the guild's leadership is committed to inclusion and fairness, sometimes people's individual wants and needs have to be set aside for the overall good of The Tribe. This may mean, for example, that under specific circumstances a member might be asked to sit out of a raid that they really want to attend so that The Tribe has a greater chance to succeed. It is the leadership's goal and strong desire to ask its members for these sacrifices as infrequently as possible. The leadership is not exempt from making these sacrifices themselves.
 
STATEMENT OF PRINCIPLES
 
The Tribe's five core principles are:
 
• Always remember that everyone is playing to have fun.
• Real life commitments, relationships, and responsibilities are more important than the game.
• A good person is more important than a good player.
• The Tribe's success is more important than any individual character's success.
• Don't be harsh or rude to the members of your guild, to the other members of your faction, or even the opposing faction.
 
These are the beliefs that shape all of the guild's policies and leadership decisions.
  
HOW TO BE A "TRIBER"
 
We expect that all Tribe members will possess the following traits while playing characters with membership in the guild. Rightly or wrongly, your actions toward all others while wearing The Tribe's guild tag will reflect on the guild as a whole and we expect members to be sensitive to that fact. Not following the letter or the spirit of these behavioral guidelines can be grounds for disciplinary action, up to and including dismissal.
 
Be fun. Be the kind of person who not only participates in good-natured silliness and playing around, but also the kind of person who knows when it's gone on too long or has started to become mean-spirited.
Be friends. Appreciate your guildmates and remember that they are here because they believe in these principles too. Enjoy their successes as if they were your own and help them recover from their defeats.
Be appropriate. In a guild with members from their teens to their fifties, you're going to have to moderate your language and subject matter a bit. Try to keep guild chat, say, and emotes PG-13 and use your best discretion in whisper/party/raid/voice chat.
Be respectful. Treat others as you would want to be treated. Don't insult other people, especially guildmates, and especially not in public. If other people ask you to moderate your behavior in guild/party/raid/voice chat, then please comply and work out your issues later, if necessary. Be aware of the potential impact of your words and actions before you commit to them.
Be trusting and trustworthy. Assume that if a guildmate upsets you, then he/she didn't do it on purpose and there was a misunderstanding. Assume that your guildmates are being truthful in all of their dealings with you, and be truthful in all of your dealings with guildmates.
Be resourceful. Feel free to ask your guildmates for information or assistance, but don't neglect the other tools and resources (web sites, LFG channel, etc.) that you have at your disposal.
Be gracious. Accept help (in any form) graciously. Accept a lack of assistance from guildmates just as graciously, no matter what the reason.
Be generous. When you get (or have the opportunity to get) a great item, the decision to keep it, sell it, or give it to a guildmate should be a difficult one. While you're not required to give any item away for free, many Tribe members have given away BoE epics and passed on valuable upgrades anyway, solely for the betterment of their teammates. That is the true spirit of The Tribe.
Be open. Visit the Tribe forums often - at least weekly, and preferably daily - and participate openly in guild chat. Communicate with your fellow guildmates.
Be constructive. If you have an issue with the guild or a guild member, then don't bottle it up or complain endlessly about it - contact an officer for assistance, and be prepared to offer potential solutions to whatever problem you're experiencing.
Be tolerant. The Tribe has lots of different kinds of people in it. Malicious or degrading comments about people's race, religion, gender, sexual orientation, etc. have no place in The Tribe.
Be legitimate. Don't support the professional farmers by buying money, items, or characters with real currency. Don't use or do anything that you know for sure is an exploit or is in violation of Blizzard's Terms of Service.
 
APPLYING FOR MEMBERSHIP
 
Applications are evaluated on a case by case basis. Each new recruit should visit The Tribe's recruitment forum found at http://forum.longlivethetribe.com/viewforum.php?f=19 and click on the thread marked "Application Guidelines - READ BEFORE POSTING". This thread gives a template application and all the information needed to apply.
 
All new recruits should read through our Charter to understand our goals and ideals before applying. If these goals do not apply to you then you need not apply. After recruitment all players are expected to read and understand our policies and ask any questions as needed. If you violate a policy after recruitment there is no excuse for not knowing it first.
 
After submission, the application is moved to a private forum where the officers assess the answers that have been provided. Every answer is important, so "thin" or rushed applications will not likely be accepted. Please make sure you fill out your application openly and honestly - it will make a big difference.
 
Applications for membership from real-life friends and family of existing Tribe members in good standing are not automatically guaranteed an invitation to join the guild, but will be given special consideration based on the relationship. Any current member that vouches for a real-life friend or family member will be held accountable if that recruit is determined by the officers to not be Tribe material and is removed from the guild. Removal of the recruit will not necessarily lead to removal of the member, but it will be documented and taken into consideration when evaluating future applications.
 
MINIMUM LEVEL REQUIREMENTS
 
Minimum levels requirements are as follows:
 
• Level 10 for alts of officers
• Level 10 for all non-Death Knight characters (mains or alts)
• Level 58 for all Death Knight characters (mains or alts)
 
Minimum level requirements may be lowered or waived altogether for short periods after the release of a new expansion; these exceptions are made at the Chieftess’ sole discretion.

Section 3 - Guild Policies

ORGANIZATION AND GOVERNANCE
 
The ranks within the guild are as follows:

• Chieftess
• Chieftain*
• Elder Guardian*
• Elder
• Oathsworn
• Tribal Guardian*
• Tribal Vanguard
• Tribal Kindred
• Brave
* Denotes authenticator-required rank

 
Officer Ranks
 
The Chieftess, Cristalia, is the leader of the guild. She is able to make, break, or change any rule or take any action that she chooses at her sole discretion. It is important for current and potential members to understand that The Tribe is not a democracy - just because Cristalia asks for and listens to people's opinions regularly, and may hold a vote to get an idea of what the guild members want, her decisions are law within the guild, even if no one else agrees.
 
The Chieftess can't play 24/7 and she can't cover all of the responsibilities of the guild when she does play, so the Chieftain role exists to support guild administration. Chieftains may be involved in recruiting decisions, enforcement of guild rules and discipline, resolving conflicts between guild members, organizing guild activities, representing the guild in dealings with other guilds, etc. If the Chieftess is not online / not available, then the online Chieftains will share her authority and responsibilities. The Chieftains also participate in a leadership council that informs and advises Cris regarding guild issues.
 
Players who have demonstrated great loyalty and dedication to the guild and have an interest in leadership activities may be designated as Elders. Elders are responsible for the continual improvement of the guild. Their primary duties are helping guild members get their issues and ideas heard by the right members of the Tribal Council and may also have some specific guild administration tasks delegated to them by the Chieftains.  Elders with authenticators are known as Elder Guardians.

 
Each of the 10 Horde classes will have a Champion designated within the guild. This is not an in-game rank, but rather a job role that may be held by the Chieftess, a Chieftain, or an Elder. The Champion will act as a specialist, maintaining an awareness of what is going on with their class within the meta-game (Blizzard development plans, theorycrafting, talent builds, solo and grouping strategies, etc.) and ensuring that all the other guild members within their class have access to and understand this information. Champions will usually (but not always) have a main character of the class that they represent.
 
Alternate characters of the Elders are noted in the "guild notes" section of the guild roster.
 
Non-officer Ranks
 
Players who have been a member of the guild in good standing for a long time and are great examples of The Tribe's beliefs and principles will be known as Oathsworn. The duties of an Oathsworn will be to embody the core of the guild and go out of their way to conduct themselves in such a way that makes The Tribe and its members proud. Players can only be elevated to Oathworn status by being promoted by the Chieftess at her discretion or by nomination from at least two Chieftains.
 
The Tribal Vanguard are the guild's rank-and-file. The majority of the guild's members will hold this rank. A Tribesman's responsibility is to know and understand this charter and abide by its rules and guidelines.  An authenticated Tribal Vanguard member is known as a Tribal Guardian.

 
Alternate characters of the Oathsworn and Tribal Vanguard are called Tribal Kindred.

 
New players who would like to join the guild may do so if their character meets the minimum level requirement and they have submitted an application that has been approved by the officers.  Once their character joins, they are designated as a "Brave" and are considered on probation for approximately one month. If during this probationary period a Brave violates any of the guild rules or guidelines, treats any players poorly or exhibits a personality or behavior that does not exemplify the Tribe the player's probation may be extended or that member may be removed permanently. If a Brave makes it through their probationary period successfully, then they are automatically promoted to the rank of Tribesman. 
 

AGE AND MATURITY POLICY
 
Generally speaking, The Tribe tries to maintain a mature environment. The average age of our members is approximately 30 years old, and we expect all applicants to be able to behave in an adult manner that's consistent with that average age. In practice, this means that we will strongly favor applications from people aged 18 or older. However, we recognize that some people under 18 can possess the maturity required to be good and productive members of our community. Therefore, we will consider applicants under the age of 18, but those applicants will undergo additional scrutiny when being considered for admission or promotion. Specifically:
 

• Generally, if The Tribe receives a questionable application, we extend an invite and watch the player closely during their Brave (probationary) period. Applicants with questionable applications who are under 18 will have their applications rejected outright.
• Applicants under 18 must be interviewed by an officer in addition to submitting an application.
•  Applicants under 18 who are accepted into the guild will be subject to an extended Brave period (1.5x-2x normal Brave period length).
• If any player, regardless of age, behaves inappropriately - whether through excessive requests/dependence on others for help with game content or money (e.g. always complaining loudly/publicly that they need help or gold in guild chat), unable to relate to others constructively (e.g. always upsetting/getting upset by others due to action or inaction), not contributing to the community positively (e.g. violating the behavioral guidelines established in the Charter), etc. then we will be aggressive about removing those people from the guild. However, players below the age of 18 who conduct themselves inappropriately will get less coaching and fewer chances to change their behavior before they are removed from the guild, since (in our experience) younger players are less likely to process and act on constructive criticism from the officers.
•  Generally The Tribe's officers do not discuss disciplinary matters with anyone but the player receiving the discipline; however, if a player under 18 has parents or other relatives in the guild, then any disciplinary issues with the minor may be discussed with the people who have the RL-relationship with him/her in an attempt to resolve the issue prior to guild removal.
• No applications from players under the age of 15 will be accepted under any circumstance.
• As always, the Chieftess has the right to accept or reject any application for any reason.
 
We believe that this allows The Tribe to extend membership to outstanding, qualified applicants under age 18 while still maintaining the mature, adult atmosphere of the guild.
 
PLEASE NOTE: The Tribe is a guild of adults who make jokes and talk about things as though they were at a casual social function in real-life. Not all the content of guild communications may be suitable for all ages. We accept, reject, promote, and remove members based on how well they fit in with our community, and The Tribe neither makes any attempt to prevent nor accepts any responsibility for members' exposure to age-inappropriate material. The question of whether or not players under 18 should be a member of our community is an issue that we are completely agnostic to, and leave to the discretion of the parents of the player.
 

ALTERNATE CHARACTERS

 
During their Brave status, new members may not have alternate characters added to the guild.
 
Provided they meet the minimum level requirements, all members of Tribal Guardian rank or above may have as many of their alts added to the guild as they wish.
 
PROMOTIONS
 
Elders and Chieftains are appointed by the Chieftess at her sole discretion but are often chosen based on the recommendation of a committee of officers. Members interested in these positions should contact the Chieftess and, if appropriate, participate in an interview with the Chieftess before she makes her final decision. Please note that there is a limit to the number of Champion and Chieftain positions, so there may not be openings for the role a member is interested in. These officer roles are positions of responsibility and not privilege or seniority. Players should not expect an officer rank simply for spending a long period of time in the guild. Officer positions are filled as dictated by guild needs.
 
DEMOTIONS & GUILD REMOVAL
 
Removal from the guild can be performed by the Chieftess for any reason, or can be initiated by a Chieftain with good reason. Before a Chieftain can remove a member for a typical infraction, however, they must be able to demonstrate that guild rules or guidelines within this document were violated even after a warning was provided to the member. Severe violations of the rules or guidelines may result in immediate dismissal with no warning. As with all guild decisions, the Chieftess has the final say and may approve of or veto any action.
 
Other disciplinary actions that may be taken are raid suspensions/bans, demotions, and other actions as deemed appropriate by the Chieftess and the Chieftains. These will be administered on a case by case basis. It is the policy of the Chieftess and the Chieftains not to discuss disciplinary actions publicly, even with other members who may have submitted a complaint.
 
A guild member can also be removed due to inactivity. If a character is inactive for 60 days or more without talking to the Chieftess or a Chieftain beforehand, then they will automatically be removed from the guild and notified by in-game mail explaining the removal. Any player removed from the guild solely for inactivity may be re-invited when they become active again at no penalty. This is not a punishment, but simply an attempt to keep the guild pane manageable and representative of our active pool of players.
 
Players may leave the guild at any time and for any reason. It is considered courteous to let an officer know when you are leaving and why.  Also, every member is subject to a rule we call the “One Chance” rule of re-invitations, described below:
 
• If a member has left the guild only one time, then the officers are allowed to re-invite the member in the future (provided that the member left the guild while in good standing). There is no guarantee that a member will be re-invited if he/she leaves, but leaving politely and respectfully will greatly increase the chances of getting re-invited.  
• If a player has left the guild more than once, then he/she will have used up their “One Chance” and will not get invited back in. The only exception to this rule is if all but one of a player’s removals were due to inactivity.
 
MEMBERSHIPS IN OTHER GUILDS
 
Members of the Tribe are prohibited from having characters in any other Horde guild on the Aggramar-US server (with reasonable exceptions for bank alts). We strongly discourage but do not prohibit members from having characters on the Alliance side or on another server. If you do have characters on the Alliance side of Aggramar-US or in any guild on another server, we encourage you to keep it to yourself – using some variant of the phrase “this is how my other guild does it” on The Tribe forums or in Tribe raids is likely to be grounds for dismissal. If it is determined that you have a character in another Horde guild on our server, the officers reserve the right to discuss and implement any action they deem appropriate. Typically this will be an ultimatum to remove your characters from the other guild(s) or to remove all of your characters from The Tribe. Such action will be determined on a case by case basis.
 
The purpose of this rule is simple. The Tribe wants members that are as committed to the guild as the guild is to its members. Splitting characters across multiple guilds reduces the commitment and contribution of individuals to the Tribe. We want to ensure that membership is not used for an extra raid timer or as a chat room.
 
CHARACTER NAMING POLICY
 
The Tribe is a family-friendly and respectful guild that strives to enhance the game experience for our members as well as the rest of the server. As such, we request that all members carefully consider the names they give their characters. The officers reserve the right to remove any character from the guild with a name that is deemed inappropriate for the atmosphere of our family and/or the image we portray to the server (assuming Blizzard doesn't get to it first). This matter is quite subjective. Some people may create character names without expecting to offend anyone. The decision on what is offensive will be determined by a group discussion of the officers to ensure that it does not come down to one person's individual tastes. If a member has questions or concerns about a specific character name in the guild, feel free to contact any officer.
 
Name evaluations will not be discussed publicly. These discussions are kept private to protect the player. Name evaluations do not impact your status in the guild unless deemed necessary in extreme cases. In most cases the Blizzard naming policy will be relied upon (i.e. names will be reported through the in-game mechanism first before any guild-specific action is taken). Players with names under review will be notified when a final decision has been made.
 
GUILD COMMUNICATIONS
 
The Tribe is a large guild and player community that is only as good as the quality of its ongoing communication. Members should observe the following rules regarding communication:
 
• Always follow the guild's behavioral guidelines (see the “How to Be a Triber” in Section Two of the Charter) when participating in guild chat, voice chat, or on the Blizzard official or Tribe-specific forums.
• Members are expected to create accounts on the Tribe message board (http://forum.longlivethetribe.com/) and actively read the Tribe's public and private forums found there.
• Never use "creative" spellings in guild chat to avoid the profanity filter. People turn it on so they don't have to see profanity if they don't want to.
• Remember that guild and voice chat are shared resources, so excessive spam or monopolization of any channel may result in a mild recommendation to ease off a little bit from a guild officer.
• No Tribe channel should be used to sell or otherwise profit from items in game. Players may have private arrangements or wish to compensate each other for services, but offering items for any gain in Tribe chat channels is prohibited.
• If you have a personality conflict with another guild member, please try to work it out with them privately. If you cannot or do not want to resolve the issue directly, then please contact the Chieftess, a Chieftain, or an Elder to arbitrate.
• If you feel as though a guild member is violating a behavioral guideline or guild rule, then please report them to a guild officer. Screenshots will help substantiate your accusation.
 
TRADING AND TRADESKILLS
 
One of the benefits of being a member of a guild is the ability to pool the resources of a large number of members for the overall benefit of the guild. As such, we have the following common-sense rules regarding trading with fellow guildmates and providing tradeskill support within the guild:
 
• Guild members who are able to create items/enchantments through tradeskills are prohibited from charging or requesting tips from other members of the guild for item/enchantment creation as long as the requestor provides all of the required materials.
• A guild member is never required to give away any tradeskill ingredient, piece of armor, weapon, etc. for free. However, if guild members are going to sell or barter for items with other guild members it is prohibited within guild/voice chat.
• Privately discussing the sale of items is tolerated; announcing, discussing, or negotiating the item's price in guild/voice chat is not. If you want to sell an item, then use of the Auction House is encouraged.
 
Always remember to be generous to your other guild members and remember that the guild's success is more important than your character's cash flow.
 
NON-RAID LOOT GUIDELINES
 
In groups, the looting rules are always left to the discretion of the group leader, but Tribe members are strongly encouraged to use the following "standard" loot rules for the groups they lead:
• Use "group loot" for Tribe-only groups
• Use "group loot" or "master looter" for mixed-guild or pickup groups
• Select "need" from the rolling interface on all items if the item is a true upgrade for your main spec
• Select "greed" or “disenchant” from the rolling interface on all items that are not an upgrade or would be used for an alternate spec or character
 
During looting, you only "need" an item if it is an upgrade to the piece of equipment that you normally use in that item's slot (preferably you will equip such an item immediately or immediately after it’s been gemmed/enchanted). If you plan to use the item for an alternate set of equipment (e.g. a set for your secondary spec, a PvP set, etc.), give the item to a character that is not present for the drop, disenchant the item, or sell the item, then your interest in the item is "greed" or “disenchant” and you are obligated to represent your interest as such. Misrepresenting your interest in an item as "need" when it is actually "greed" is grounds for dismissal from the guild.

Section 4 - Guild Vault

 
The Guild Vault is a tool for getting items from Tribe members who do not need them to those who do. Each tab of the vault contains a slice of the great variety of items that we, The Tribe, have donated to ourselves. This storage space is not limitless and is best suited to hosting donations of items of great rarity or in great demand.
 
This section details the policies that pertain to the Guild Vault, including the means by which the Vault will be organized and managed. These policies are intended to ensure a safe, convenient banking experience for all involved.
 
WHAT TO DONATE
 
The Tribe's officers will manage the available space in the vault in order to make additional donations possible and withdrawals more convenient. Items may be removed and stored, distributed, or sold as necessary to maintain the Vault's value, variety and donation space.
 
The following items should not be donated to the Guild Bank in order ensure adequate space:
 
• Items under level 25
• Equipment that is Good (Green) quality or lower
 
Items may be removed under any one of the following circumstances:
 
• The item has one or more duplicate stacks within the vault
• The Item is in low demand.
• The item is stored in an improper section - the item may be moved to its proper section or removed, whichever is appropriate
• The item is a piece of equipment of Good (Green) quality or lower - this item may be removed and sold or disenchanted and returned to the vault as components
 
Please keep these management rules in mind while making donations. They are in place to ensure the greatest chance of a fellow Tribe member finding what he or she needs.
 
GUILD GOLD
 
Donations made into the guild vault are for guild purposes only. Every guild member is able to deposit into the vault; however, only the Chieftess and Chieftains are able to withdraw these funds.
 
Examples (not an exhaustive list!) of times when guild gold is withdrawn:
 
• To compensate players for repair bills from un-farmed Tribe sponsored end-game raids
• To help fund guild sponsored events (Secret Santa, Tag, etc.)
• To aid with advancing the crafting professions of select players for the sake of sharing them with the guild
 
Guild gold will NOT be used for:
 
• Any one player’s or group’s needs
• Mount/Riding Skill costs
• Officer expenses
• Cris' gambling habit
 
In general, any monetary expense that is deemed to be of benefit to the guild as a whole (and not just an individual or select group) may be funded in whole or in part through the use of guild funds.
 
VAULT ORGANIZATION
 
Keeping the guild vault organized is a shared responsibility of all members. This includes each member being responsible about what they donate and where they put it, with assistance from the guild’s officers to maintain the tabs and prevent clutter.
 
Any "overstocked" items may be auctioned, sold, or destroyed at the discretion of the officers. Any gold received from auctioning or selling vault donations will be deposited into the guild bank.
 
As a guideline, please attempt to maintain this structure when donating/organizing the vault:
 
Equipment Tab:
 
• Columns 1-2: Weapons & Off-hand
• Columns 3-4: Plate Armor
• Columns 5-6: Mail Armor
• Columns 7-8: Leather Armor
• Columns 9-10: Cloth Armor
• Columns 11-12: Relics, Cloaks, Trinkets, Neck, Rings
• Columns 13-14: Accessories
 
Crafting Materials Tab:
 
• Columns 1-2: Leatherworking
• Columns 3-4: Blacksmithing/Cooking
• Columns 5-6: Tailoring
• Columns 7-8: Alchemy
• Columns 9-10: Jewelcrafting/Inscription
• Columns 12-12: Engineering
• Columns 13-14: Enchanting
 
Crafting Patterns Tab:
 
• Columns 1-2: Leatherworking
• Columns 3-4: Blacksmithing
• Columns 5-6: Tailoring
• Columns 7-8: Alchemy
• Columns 9-10: Inscription
• Columns 11-12: Jewelcrafting/Engineering
• Columns 13-14: Jewelcrafting/Enchanting
 
Miscellaneous Tab:
 
• Columns 1-2: Glyphs
• Columns 3-4: Glyphs
• Columns 5-6: Glyphs
• Columns 7-8: Glyphs
• Columns 9-10: TBD
• Columns 11-12: TBD
• Columns 13-14: TBD
 
Class, Quest & Rep Tab:
 
• Columns 1-2: Potions and Elixirs
• Columns 3-4: Fun Items/Pets
• Columns 5-6: Food/Raid Consumables
• Columns 7-8: Food/Raid Consumables
• Columns 9-10: Food/Raid Consumables
• Columns 11-12: Quest Items
• Columns 13-14: Quest Items
 
Raiding Supplies Tab:
 
• Columns 1-2: Consumables
• Columns 3-4: Consumables
• Columns 5-6: Consumables
• Columns 7-8: Consumables/Repair Bots
• Columns 9-10: Unclaimed Mats
• Columns 11-12: Unclaimed Drops (gear and patterns)
• Columns 13-14: Unclaimed Drops (gear and patterns)
 
WITHDRAWL LIMITS
 
Each rank has its own set of withdrawal limits. They are as follows:
 
Brave: Deposit only
Tribal Kindred: Deposit only
Tribal Vanguard: 1 item/stack per day
Tribal Guardian: 5 items/stacks per day
Oathsworn: 10 items/stacks per day
Elder: 1 item/stack per day
Elder Guardian: 300 items/stacks per day; 50g per day
Chieftain: 300 items/stacks per day; 150g per day
Chieftess: Unlimited

With the exception of the authenticated officer limits (which are artificially high for reorganization purposes), all other ranks should feel welcome to (and comfortable taking) items in the bank up to their daily limit provided that it will be used by a Tribe member's character, and not sold to someone else.  The Tribe has always been very generous, and we like to see items get to people who will use them!

Section 5, part 1 - Raiding Rules of Engagement

Raiding is The Tribe’s primary in-game activity. Our goals are to push through the highest level of end-game content without losing ourselves and compromising our guild values along the way. To that end, we must enforce a reasonable set of rules and guidelines to both ensure progression and uphold our ideals.
 
This section includes all of the policies we’ve developed to ensure that these goals are met. If you intend to raid you should be familiar with all of these policies. Keep in mind that we do not require raid attendance and there are no penalties for choosing not to raid or taking a break from raiding. In The Tribe, raiding is open to everyone but required of no one – each player can raid at his/her own pace, but must do so with the group in mind and not just him/herself.
 
Raiding is both a privilege and a responsibility; you have the privilege of raiding shoulder to shoulder with your guildmates, yet those who raid are also responsible for being mature, reliable, and patient with respect to other members and the guild’s overall raiding progress.
 
We are both proud and happy to raid with you - see you in the dungeon!
 
RAIDING OVERVIEW
 
The raiding policies of The Tribe will be presented in the following subsections:
 
• Raid Character Selection
• Raid Qualification and Signups
• Raid Concepts and Etiquette
• Raid Loot
• Miscellaneous Raid Policies
 
RAID CHARACTER SELECTION
 
The first step in raiding with The Tribe is determining which of your characters you will be raiding with and what role they will fill in a raid.
 
Raid Main Selection
 
Each Tribe member that would like to raid must declare a “raid main”. A member’s raid main is the primary character that they will use in Tribe raids. This is done by modifying the member’s signature on The Tribe forums to indicate which of his/her characters is the raid main.
 
All of a member’s other characters are considered “raid alts”, and will have lower priority in The Tribe’s signup and looting systems on official Tribe-sponsored raids than main characters (see below). If a member has recently joined the guild with a single character and/or only has a single max-level character in the guild, then that character is automatically considered the character’s Raid Main.
 
With the introduction of dual talent specializations in content patch 3.1, it is also required to declare a main talent specialization for a player’s main character as well. A raid main’s secondary talent specialization (if he/she has one) will be considered his/her “alt spec”. 
 
Once a player has declared a main character/talent specialization, that character/spec will get preferential treatment during the raid signups and during looting. The purpose of requiring members to make these selections is to focus the opportunity to raid and accumulate loot on one character per member, such that the experience and loot gained by that character can be re-used in raid progression and in general service to The Tribe instead of diluted over a large pool of alternate characters.
 
Changing a Player’s Raid Main / Role
 
Raiding is a commitment - and part of that commitment is pushing a single character through raid progression. While some players have had the same main character since the initial launch of WoW, we understand that sometimes people may want to try out a new class or role in order to maintain interest in raiding and the game in general. Thus, after a period of time, a player may wish to switch their Raid Main to another character or switch their primary talent specialization to a new role.
 
In order to make a change to their Raid Main or to the role that their character plays in raids, the player must first contact their current Class Champion and request approval for the change. The Class Champion will review the change with the officer corps and respond to the player after the officers have had a reasonable amount of time to discuss it. If the main/role switch is approved, then the player should immediately change their forum signature declaring the new raid main/role. However, main/role switches will not go into effect until after the next set of raid sign ups begin.
 
Please note that not all talent spec changes are considered to be new roles – changing specs for Hunters, Mages, Rogues, and Warlocks (for example) do not change their raid role from DPS, and are therefore not subject to these rules and restrictions. A Warrior changing specs from Protection to Arms, however, would be considered a role change (Tank->DPS) and therefore would be subject to the same rules as a Raid Main switch.
 
Players switching raid mains/role too often is detrimental to the guild’s raiding progress. To ensure this does not happen too often, the guild has implemented a “main/role switch cooldown”, sometimes referred to as the “3-6-9 rule”. This rule imposes a progressive lockout on raid main/role switches, much like a cooldown in-game prevents a player from using an ability for a while after it’s been used recently.
 
When a player’s main/role switch is approved for the first time, they may not switch raid mains/specs again for 3 months. If they choose to switch again after that 3 months, then they will not be able to switch again for 6 months.  And after that 6 month cooldown, if they switch again, then will have to wait 9 months to declare a new raid main/role.  The more often a player switches, the longer they will have to commit.
 
In response to a special circumstance (such as a new expansion) the cooldown on raid main/role switching may be reset.
 
Note that new members’ raid mains/roles are always the character/role that they joined the guild with, and they may not change their raid main/role until 3 months after reaching the rank of Tribesman. This rule is designed to prevent members from joining the guild with a character that fulfills a specific raiding requirement and then changing immediately to a role that is less needed.
 
In general, in both signup and looting priority, “mains” always get priority over alts. The general order of precedence (unless otherwise noted) for both raid signups and loot preference is:
 
1. Main Character:Main Spec
2. Main Character:Alt Spec
3. Alt Character: Main Spec
4. Alt Character:Alt Spec
 
RAID QUALIFICATION AND SIGNUPS
 
After declaring a raid main and a main talent specialization, characters must undergo a qualification process and then sign up for raids they are interested in.
 
Raid Rankings
 
The Tribe has developed an internal ranking system that is used to evaluate whether or not a character is ready to raid a specific tier of content. Ranks are awarded for the duration of an expansion – i.e. Burning Crusade ranks were reset for Lich King, Lich King ranks will be reset for Cataclysm, etc.
 
A character starts an expansion unranked in all their talent specializations, and gains ranks when his/her class champion determines that they have the gear and experience necessary to contribute meaningfully to the next tier of content. For example, in Wrath of the Lich King, the Tribe’s internal raiding ranks were:
 
Unranked – Character needs to continue to run Heroic 5-man instances for experience and gear
Rank 1 – Ready for Naxxramas/EoE/OS
Rank 2 – Ready for Ulduar/ToC/Onyxia
Rank 3 – Ready for Icecrown Citadel/RS
 
(Note that if a character has two talent specializations, each specialization is ranked independently, so  it is possible for a character to be a higher rank in their main specialization and unranked/lower rank in their alternate specialization.)
 
The Tribe uses a character’s rank to determine signup priority for raids; characters whose rank matches the rank of the raid get the highest priority. For example, if The Tribe posts a signup sheet for an Ulduar raid, then all characters of LK Rank 2 who signed up will be added to the raid before the LK Rank 1 and LK Rank 3 characters who signed up are added.
 
Rank priorities are used to ensure that the people who meet the requirements of the dungeon and can benefit most from the experience/loot associated with the encounters are added to the raid first. Those who are somewhat undergeared and inexperienced for the dungeons and therefore may not be able to contribute their fair share to the raid (i.e. the LK Rank 1 characters in the example above) as well as those whose gear and experience are overkill for the dungeon and therefore cannot benefit as much from the experience/loot (i.e. LK Rank 3 characters in the example above) are given spots afterwards.
 
Rank prioirties are only enforced until noon Central time on the day of the raid. Any signups after noon on the day of the raid are handled on a first-come, first-served basis regardless of rank.
 
Rank priority is superseded by the Main vs. Alt order of precedence detailed above such that main characters always get signup priority over alternate characters, regardless of the rank of the character or the dungeon.
 
Earning a Rank
 
Attaining the next appropriate rank for your character/specialization varies on a class-by-class, specialization-by-specialization basis. Specific instructions are established by the Class Champion and are posted in The Tribe’s private class-specific forums.
 
Each Class Champion will set forth a set of criteria or simply request you contact them to discuss your ranking one-on-one.
 
Ranking criteria generally includes (but is not limited to) the following:
 
• Stats/gear vital to a class' role in a raid
• Experience in previous dungeons/raids and demonstrated ability to perform successfully
• Ability to perform in a raid under the direction of a raid leader
• Ability to come prepared with consumables for a raid
 
Class Champions are empowered to use as much discretion as necessary when evaluating a character’s rank request. This means you should listen closely to your Champion and accept the feedback they provide in order to reach optimal raid proficiency. By accepting the criteria for your rank and listening to your Class Champion you prove you are ready to become an important member of a raid.
 
No player may be discriminated or given special favor for ranks regardless of guild rank or otherwise. Every player is entitled to each rank if they put forth the effort to meet their requirements.  Frequency of raiding will not affect your rank unless ranks change while you are away from the game and you no longer meet the requirements. Ranks are a free and open system meant for all players to utilize, not a select few.
 
In an effort to be fair and eliminate as much potential bias as possible, many class/spec ranking requirements are objective rather than subjective. However, even if it appears that a character meets all of the objective requirements for a given rank, that rank is not conferred upon the character automatically – Ranks are never automatically granted, they are only awarded by Class Champions after consideration.
 
Again, all ranking requirements for a character’s class/specialization are documented in The Tribe’s private class-specific forums and are administered by the Champion for the class. The appropriate Class Champion should be contacted directly for any questions about ranks or requests to be ranked.
 
Why Ranks?
 
Simply put, ranks are to ensure that The Tribe is giving itself the best chance of raiding success that it possibly can. Bringing too many undergeared/inexeperienced players to a raid compromises the raid’s chance to be successful, and bringing too many people who are overgeared and have already learned the raid’s encounters doesn’t get the gear/experience that the raid offers into the right hands.
 
The Tribe always strives to achieve the most inclusive raiding environment that it possibly can – ranks are not thought of as a way to tell members “no, you can’t raid”, they are thought of as a way to show members the path to ensuring the answer is “yes, you can raid”. Class Champions want all raiders to attain the ranks they desire, and they are committed to helping any member understand and take the steps required to reach that goal (gear upgrades, learning a particular playing technique, etc.). The Tribe strives to provide as many opportunities as possible for players to move through the various ranks, particularly through running Heroic 5-man instances or farmed raids so that players who are a bit behind the experience/gear curve can catch up.
 
Also note that an under-ranked or over-ranked player still has a chance to join any Tribe raid – just because a correctly ranked player has priority during the signup period doesn’t mean that all raid spots will be filled by correctly ranked players; any available spots after the correctly ranked characters are added to the raid will be given to people of other ranks.
 
Raid Signups
 
For each Raid lockout period (Tue->Mon), signup sheets for each Tribe-sponsored raid will be posted in The Tribe’s raid signup forum and players may begin to sign up at 6pm Central time on the Sunday immediately prior to the lockout period. Be aware that signup sheets may be posted in advance, but no signups on that sheet are valid until the active signup time (typically 6pm Central time).
 
For each raid, the signup sheet will have a pre-set number of spots available for each role (tank, healer, DPS) and, depending on the encounter design within the raid, may have some specialty slots allocated for certain buffs or abilities (e.g. replenishment, Bloodlust, AOE DPS, CC, etc.).
 
As long as there are remaining spots for their role, each main character/spec of the appropriate rank is added to the signup sheet as they sign up on a first-come, first-served basis. At noon on the day of the raid, any remaining spots are filled on a first-come, first-served basis within the respective classifications using the following order of precedence:
 
• Main characters/main specs of higher/lower rank
• Main characters/alt specs of appropriate rank
• Main characters/alt specs of higher/lower rank
• Alt characters/main specs of appropriate rank
• Alt characters/main specs of higher/lower rank
• Alt characters/alt specs of appropriate rank
• Alt characters/alts specs of higher/lower rank
 
In this way, a member’s ability to get into a Tribe raid is influenced by three factors:
 
• Their characters’ raid rank compared to the rank of the raid
• Their role as defined by their characters’ class and talent specialization
• How early they signed up
 
The Tribe does not weight consider any additional factors beyond these three. We do not offer special favors or give priority to anyone based on guild rank or seniority.
 
Note that individual signup sheets may have specialized rules, so please check each signup sheet for any exceptions or deviations from these rules.
 
If a character signs up for a raid but is not granted a roster spot for that raid, then the character is considered to be on the “alt list” for that raid. A character on the alt list is expected to be online and available to raid as a backup in case there are any last minute cancellations or other issues (which happens frequently). A player with a character on the alt list will be notified within the first 15 minutes of a raid as to whether or not their character will be needed; if an alt-listed character is not needed within the first 15 minutes of a raid, then the player has fulfilled his/her obligation to the raid and may log off or do whatever else they choose.
 
Signing Up Multiple Characters
 
If a player has multiple max-level characters and is willing to bring any one of them to a raid, the player simply needs to indicate which character(s) he/she is willing to raid with in their signup post. If a player does not list a character in his/her signup post, it is assumed that the player is unwilling to attend the raid with that character.
 
When a signup includes multiple characters, the signup sheet administrator will treat each character as a separate signup and follow the order of precedence listed above. The player’s main character will still be the one given highest priority and will be the most likely character to get into the raid, but alternate Characters are still needed from time to time to fill roles that no main character signed up can fill. Alternate characters can be an asset to raid composition at times, but the guild’s primary focus will always be on developing one character per player.
 
Signing Up Multiple Players
 
By default, each player is only allowed to sign him/herself up for any given raid. A player may sign up another player only under the following circumstances:
 
• Members of the same household (maximum 2 people per signup, e.g. Mother/Daughter, Husband/Wife, 2 roommates, etc.)
• Those with special exception granted by the Chieftess or a Chieftain
 
Special exceptions are granted only on very rare occasions, typically due to real life circumstances that prevent the player from being available to post a signup within a reasonable amount of time after the 6pm Central Sunday signup times.
 
Go/No-Go Policy
 
A Go or No-Go decision will be made no earlier than 10am server time but as close to 12 noon server time as possible on the day of each raid.  This determination is made by evaluating the raid conditions based on a set of criteria. The evaluation criteria are as follows:
 
• Unfilled tank slots (2 for any raid size)
• Unfilled slots of any role/combination of roles (3 for any raid size)
• Unstable server conditions (any raid size)
• More than 20% of the slots filled by under-ranked players (3 or more for 10-man, 6 or more for 25-man)
• More than 20% of the slots filled by alts (3 or more for 10-man, 6 or more for 25-man) – only applies to raids on un-farmed content
 
If one or more of these criteria are true, a raid may be declared a “No-Go”. If a raid is declared a “Go” despite some unfilled slots in the raid, the raid leader will attempt to fill them as best as possible by soliciting guild members with appropriate ranked characters during the muster period (~30 minutes prior to the raid). Please do not invite characters to the raid if you are not the raid leader; these invites will not be honored.
 
The guild leadership cannot be held responsible for cancellations and delays given by players after noon the day of the raid - only circumstance is to blame when a raid is canceled at the last minute.
 
Running Multiple Simultaneous Timers
 
Unlike previous expansions, 10-man and 25-man raids in Cataclysm will offer the same level of challenge and grant the same rewards. The choice between 10- and 25-man raids will be able to be based solely on the number of raiders that the guild needs to accommodate in a given week.
 
As a result of this change, The Tribe has not finalized its system for determining what size and/or how many raids will take place during a given lockout period, but this topic is under active discussion by The Tribe’s officer corps as of this writing. More details TBD.

Section 5, part 2 - Raiding Rules of Engagement

RAID CONCEPTS AND ETIQUETTE
 
While the Tribe is not considered a hardcore raiding guild, we still do raid quite frequently and certain standards apply when a player decides that they are going to raid in this guild. These aren't rules put into place to simply punish people but rather to ensure respect for fellow guildmates/raid partners. These rules and guidelines are for the betterment of our raids and ultimately the betterment of our guild.
 
Glossary of Terms
 
A quick reference of the terms/concepts that all Tribe raiders should be familiar with:
 
First pull / Start time: The time that the raid first enters combat.
Muster: The 30 minute period before first pull when raid invites are sent and all raiders are expected to be online and getting prepped.
Buff time: The 10 minute period before first pull where all raiders are supposed to be in the raid group and physically at the instance, able to receive group buffs and receive opening instructions from the raid leader.
Soft stop: A raid’s soft stop time indicates that no new bosses will be pulled after that time. For example, if a raid wipes at 10:50pm and the raid’s soft stop is 11pm, then the raid leader may determine that the raid cannot get set up to attempt the encounter again before 11pm and declare the raid over. On the other hand, the raid leader in that example may put the question of one more encounter to a vote.
Hard stop: A raid’s hard stop time is the time that the raid group will be disbanded, without exception. Not all raids have a hard stop time.
Raid Leader: The raid leader is the single point of authority for the raid. If the raid leader gives the raid an instruction, the raid is expected to follow those instructions to the best of their ability. The Chieftess and a few selected officers typically act as raid leaders for most Tribe-sponsored raids. Alternate strategies, etc. are to be offered to the raid leader via /w (or even better, after the raid), not in /raid or via Teamspeak where it could either confuse or undermine the strategy of record.
Role Leader: Particularly in 25-man raids, there may be role leaders acting in an assistant raid leader capacity, providing instructions to the raiders in a specific role (tank leader, healing leader, DPS leader). Class champions frequently but not always act as role leaders.
Teamspeak (TS): The Tribe has a Teamspeak server that is used for voice communications during all raids. Joining the Teamspeak server to listen to raid leader instructions is a requirement; having a microphone and/or speaking via Teamspeak is optional.
Raid Discipline: If there is a request for raid discipline during a raid, this means that there is to be no talking on Teamspeak other than by the Raid and Role leaders, unless to answer a question/perform a job given by the raid/role leaders. It also means no chatter in /raid chat unless it pertains to the raid and no goofing around/emotes/etc. Raid discipline is generally used in raids where The Tribe is facing bleeding-edge, unfarmed content – we like to joke around a lot during raids when we can, so we try not to use raid discipline except when concentration and focus is absolutely necessary.
Tribe-Sponsored Raids: These are the guild’s “official” raids, with signup sheets posted by the officers and run by the officers each week in accordance with all of the rules set forth in these rules of engagement. Tribe sponsored raids occur on 2-3 nights per raid lockout period. For more information, see the “Raid Classifications” subsection below.
TPUG Raids: Tribe Pick-Up Group Raids, or TPUG Raids for short, are unofficial raids that are not on the official raid calendar but are pulled together by Tribe members for other Tribe members. Typically these are posted in the Tribe forums and are a supplement to the official sponsored weekly raids. For more information, see the “Raid Classifications” subsection below.
 
Raid Classifications
 
The Tribe classifies raids in three stages:
 
1. Progression or Unfarmed: The most difficult raid instances being attempted by The Tribe that are not yet on “farm” status are considered progression or unfarmed raids. Only Tribe officers may schedule raids for progression/unfarmed raids, and all Tribe members are expected to keep their timers for these raids open so that they can attend Tribe official raids on these instances as needed.
 
2. Scheduled Farmed: A raid is considered to be on “farm” status when each boss in the dungeon has been defeated at least 3 consecutive times without glitch or fluke (optional bosses are not included). Farmed content is still on the official raid calendar in order to help raiders who are behind the curve gain additional experience/loot/raid ranks, and thus only officers may schedule raids for farmed content.
 
3. Unscheduled Farmed or TPUG: A raid qualifies for TPUG status when it has been on farm status and is subsequently taken off of the official raid schedule to make more room for unfarmed and newer farmed content. Any dungeon on TPUG status can be scheduled on off days by regular membership as long as it does not interfere or overlap schedules with any official Tribe-sponsored runs.
 
The timing of progression into unfarmed content is determined by the number of raiders who are geared and are ready for the next tier of content. Progression is NOT determined by the previous dungeon reaching farm status. In most cases, dungeons must be farmed for a period of time before the next tier of content can be attempted.
 
Raiding Etiquette
 
When you sign up for a raid, you are making a commitment to 24 (or 9) other people that you will be logged on and ready to go at the designated time for invites. This does not mean simply logging your character 5 minutes before a raid starts and standing around requesting a summons. Many people rush home from work, put the little ones to bed early, and do other things of similar nature in order to raid. Please respect your fellow raiders by being on time, logging onto Teamspeak before the raid, and getting yourself and your character prepared to raid for the set time.
 
This list includes but is not limited to:
 
• Having plenty of consumables (Potions, Elixirs, Buff food, Food, Water, any reagents that your class uses, etc.)
• Being on-line on the correct character at the time of muster
• Being at the correct instance in time for buffs
• Not spamming chat for a summon
• Reading up on the instance if you aren’t familiar with it
• Gearing your character with necessary equipment, gems, enchantments, glyphs, etc.
 
Raid Infractions
 
In order to keep Tribe raids running smoothly, it is sometimes necessary to remove players from raids. The various “raid fouls” enforced by The Tribe are:
 
• Players will receive a raid suspension for future raid timer(s) if not on-time for buffs (i.e. not in the instance 10mins before first pull). The suspension will be waived if the player has a legitimate excuse (see below) AND informs a raid member of the planned tardiness at least 60 minutes prior to first pull.
Note that requesting a summon less than 10 minutes before first pull counts as not being on-time and will carry the same disciplinary action.
• Players will receive a raid suspension for future raid timer(s) if they fail to attend a raid that they signed up for. The suspension will be waived if the player has a legitimate excuse (see below) and notifies an Officer of the excuse with 24 hours of the missed raid.
• Players will receive a raid suspension for future raid timer(s) if they leave before the scheduled stop time for a raid due to a "predictable reason" (e.g. leaving early due to house on fire = OK, leaving early because you're tired, have homework, favorite show is on TV, etc. = bad)
• Players will be removed from the raid and will receive a raid suspension for future raid timer(s) if they are more than 10 minutes late for first pull. The player will still be removed from the raid, but the suspension will be waived if the player has a legitimate excuse.
• Players will be removed from the raid and will receive a raid suspension for future raid timer(s) if they have an unannounced AFK of 5 minutes or more. This is disrespectful of your fellow raiders and it only takes 2 seconds to type /ra AFK or /afk. The player will still be removed from the raid, but the suspension will be waived if the player has a legitimate excuse.
• Players will be removed from the raid and will receive a raid suspension for future raid timer(s) if they have 2 or more unannounced AFKs of any duration in a given raid. The player will still be removed from the raid, but the suspension will be waived if the player has a legitimate excuse.
• Players will be removed from the raid and will receive a raid suspension for future raid timer(s) if they have more than 5 announced AFKs. It is unfair to put an entire raid on hold repeatedly. The player will still be removed from the raid, but the suspension will be waived if the player has a legitimate excuse.
• Players will be removed from the raid (but not receive a raid suspension) if they disconnect for 10 mins or more due to technical difficulties.
• Players will be removed from the raid (but not receive a raid suspension) if they disconnect 5 or more times due to technical difficulties during a single raid.
 
Disciplinary action will escalate with each offense. The first offense will result in a warning. The second offense will result in a suspension of 2 raid lockout periods. The third offense will result in a suspension of 3 raid lockout periods. The fourth offense will result in a suspension of 4 raid lockout periods. After 5 offenses, a player will be permanently banned from raiding.
 
Legitimate excuses for being late include (but are not limited to):
 
• Work related delays
• Family related delays (including pets)
• Car trouble
• Computer/network problems (a pattern of regular problems will be noted and could lead to becoming an illegitimate excuse)
• Needing to assist a friend or family member with an unplanned situation
• Minor medical emergencies (we will assume that major medical emergencies will cause you to miss a raid, not just be late)
 
Illegitimate excuses for being late include (but are not limited to):
 
• Oversleeping
• Forgetting about the raid
• Social functions that run later than expected
 
Legitimate excuses for a no-show include, but are not limited to:
 
• Major emergencies of any kind (medical, life safety, etc.)
• Unexpected family commitments
• Unexpected work commitments
• Computer/network problems
 
Illegitimate excuses for a no-show include, but are not limited to:
 
• Oversleeping
• Forgetting about the raid
• Deciding to do something else on the same night as a raid
 
Should the officers become aware that a player has provided false information or reasons for being late or missing a raid, disciplinary action will be taken up to and including potential guild removal.
 
A player who knows ahead of time that they will be late and/or miss a raid that they signed up for should choose one or more of the following options that are available to notify the raid, preferably at least 30 minutes before muster (60 minutes before first pull).
 
• Post in the forums, preferably in the raid thread you will be late for/miss
• Contact the raid leader directly either in-game or by PM on the website
• Contact any member of the raid and have them relay a message to the raid leader
• Contact any member of the guild that can relay a message to the raid leader - it is up to the person who will be late/miss to ensure their messenger completes the task.
 
RAID LOOT
 
Because The Tribe goes through a great deal of effort to ensure the right players are present at a raid, we do not use an external loot system like DKP or EPGP – we simply use the in-game loot rolling system, asking people to roll “need” on items that are upgrades for the character/spec that they are using in the raid at the time of the drop and to pass on loot that is not an upgrade for the character/spec they are using in the raid at the time of the drop.
 
Despite keeping the loot system simple, The Tribe has several common sense, “don’t be a jerk” guidelines about loot. Raid leaders/officers may or may not intervene if you violate the following guidelines, but in every case will strongly suggest that you comply with them:
 
• If a BoE epic drops that is not an upgrade for any Main Character/Spec in the raid, the Raid Leader will roll “Need” on the item and place it in the Guild Vault.
• Pass if you are playing an alternate character while someone needs the item on their main character.
• Pass if you only want the item for an alternate specialization while someone else needs the item for a main specialization.
• Pass if you have won a roll while others have not (tradeskill items do not count).
• Pass on all Recipes, Patterns and Plans if you do not meet the minimum requirements and allow those with the proper profession and skill level to roll first (keep in mind that some patterns and plans make items that are BoP).
 
Some exceptions to the previous recommendations:
 
• Alternate characters may roll against a main character if the main character only needs the piece for an alternate set of gear and the alternate characters needs the piece for a main set of gear.
• If all players interested in an item have won something during the raid already, then all of them may roll for that item.
• If you have rolled unopposed on an item even though it was not an upgrade (i.e. it was something for an alternate set or for highly situational use) then the Raid Leader may allow you to roll on future drops as though you had not already won something.
 
Above all else, respect the Raid Leader's guidance. Raid leaders will help instruct the raid on those best suited to roll for the item. Any loot questions during a raid should go to your raid leader, however if possible save your questions until after the raid so you do not slow down its pace.
 
MISCELLANEOUS RAID POLICIES
 
A collection of additional rules not covered in the previous sections, but still very important to raiding in The Tribe.
 
Swapping Talent Specializations During a Raid
 
A player may not swap talent specializations during a raid without the express consent of the Raid Leader.
 
Where to Get Raiding Help
 
Whether you want to be awarded your next rank or you simply want to be a better raider, the best place to get help is from your Class Champion and your class-specific forum on The Tribe’s website. These resources are here to coach you and make you better. If you are lacking gear, then most Tribe members will gladly help you by joining 5-man heroics and farmed raid content to help you get the gear you’re looking for – just ask!
 
How to Sponsor an Unofficial 5-Man or Raid
 
TPUGs (Tribe Pick-Up Groups) are unofficial groups and raids formed within the Tribe ranks. There is a specific forum on The Tribe website used for organizing 5-man instance runs and TPUG raids.  While they are not as closely regulated or monitored like official raids they should still adhere to a standard set of rules, listed below:
 
• If a Tribe member forms a Tribe-only or mixed-guild group, then the forming member gets to determine the rules of engagement for that group (strategy, loot rules, etc.). Other Tribe members must abide by the group leader's decisions and instructions. If a Tribe member is in a group and is uncomfortable with it in any way, then that member is strongly encouraged to leave the group. Remember that open communication is important here - don't be silent and assume when you can ask and know.
• TPUGs must not interfere with any current scheduled runs by either player or official. Players can share multiple times with other Players by working it out in advance.
• No TPUG should be scheduled for two hours before any scheduled run. These runs may run late, thus causing players to miss a scheduled run. You can still be considered a no-show if you are in another raid when a raid you signed up for begins to muster.
• No player may schedule a TPUG for unfarmed or scheduled farmed content without seeking approval from the Chieftess or the Chieftains first. 5-mans and TPUG status raids need no such approval.
• Tribe loot rules should apply as they do with official raids for the sake of consistency. Any loot decisions made on the run may be evaluated by the officers if complaints arise.
• Don't advertise a group or raid in guild/voice chat or on the forums unless you're willing to invite all the members of The Tribe who meet the minimum requirements for the group or raid. If you're going to pick and choose which guildmates you want to play with (a practice that is discouraged), then use more private means of communication.
• Groups led by Tribe members should be as open-minded and flexible as possible about group composition. Most groups will require a tank and a healer, but try not to exclude guildmates on the basis of their class if at all possible. It is understood that raids may have to be stricter about class balance in order to be successful.