Our rules
The tribe's code | RP & OOC rules | Loot and disputes
RP rules
Our goal is to create a believable world in which every character has their own story, knowledge, motivations and limitations. We respect other players' roleplay and remember that the shared story matters more than individual victory.
I. The /say channel — always IC
On RP channels, especially /say, we always speak and act as our character (In Character — IC). We do not break character, hold OOC conversations or use emoticons or technical abbreviations. We describe emotions, gestures and reactions in a way that fits the character, using what the game offers and RP narration.
II. Play the character, not the player
Every character has their own temperament, beliefs, knowledge and experience. We play them consistently, even when their decisions differ from what the player would consider sensible. We do not treat a character as a tool for winning — we create them to take part in a shared story.
III. The /party channel — technical communication
The /party channel is mainly for technical communication and the group's mechanical goals. We use it during dungeons, raids, active levelling and other situations that call for cooperation in the game. Outside of these, we try not to break immersion with OOC conversations.
Short technical messages are fine, such as BRB, lag, problems with the game or needing a break. During an instance, smooth cooperation and completing the shared goal come first.
IV. Whispers — two forms of communication
We divide private messages into two kinds:
IC - In Character: messages that are part of the game world, e.g. a letter, a whisper passed to a character or another in-story form of contact.
OOC - Out of Character: ordinary communication between players, for arrangements, explanations, organising events and conversations not directly related to the story.
We make sure both forms are clear and do not lead to mixing up the character's knowledge with the player's.
V. Player knowledge is not character knowledge
A character knows only what they could have learned in the game world. We do not use information learned outside RP, from OOC conversations, other people's stories, Discord channels or game mechanics if our character has no in-story reason to know it.
We do not metagame. If a player knows who is behind a mysterious event, it does not mean their character knows it too. We let the character discover the truth at their own pace.
VI. No power RP — we respect other players' agency
We do not force the results of our actions on other players. We may attempt an attack, intimidation, theft, persuasion or any other action, but we do not decide on our own whether and how it affects someone else's character.
We agree on the outcome together, in line with the logic of the situation, the characters' abilities and the spirit of RP. If we cannot reach an agreement, the person running the event or an officer decides.
VII. Failure is part of the story
Not every attempt has to succeed. Our characters can be deceived, defeated, wounded, shamed or forced to retreat. We do not shield them from every consequence, and we do not treat every failure as the player's loss.
Sometimes it is failure that creates the most interesting threads and lets characters grow.
VIII. We respect other players' boundaries and contributions
We do not take control of someone else's character or describe their thoughts, feelings or decisions without their owner's consent. We do not force particular reactions, and we leave others room to respond.
Conflicts in the story are welcome if they serve the story. Conflicts between players should not be their price.
IX. Game mechanics are not always the story
A character's level, stats, abilities, items and the limits of the game engine do not always reflect the in-story situation one to one. We use mechanics as a tool, but we do not let them automatically replace the narrative.
In disputed situations we look for a solution that takes into account both what the game allows and the believability of the world.
X. A shared story over individual victory
RP is not a contest for the most powerful, most important or most invincible character. Our goal is to build a story in which everyone has room to act, grow and make decisions.
We do not always have to agree, win or come out of every situation unscathed. But we must respect the shared story and the people who create it with us.
OOC & DISCORD
Follow a simple ABC and you will avoid a warn, a ban or removal from the ranks of DT.
A. We respect each other. Every guild member has the right to their own opinion. We do not tolerate insults, humiliation, provocation or personal attacks — in the game or on Discord.
B. We keep the character separate from the player. Conflicts, rivalry and difficult relationships in RP are no reason for personal grudges. We do not carry in-story disputes into OOC channels, and we do not use the game to settle private conflicts.
C. We act in good faith. We do not use the guild, its channels or the relationships between members for our own schemes, to manipulate others or to stir up conflicts on purpose.
We give criticism and feedback calmly and to the point, and we take problems to the people who can help solve them instead of fuelling tension.
Loot
Better to agree now than in the heat of the moment:
1. Need only when you really need it. We roll Need if the item is an upgrade for the character's current main specialisation (Main Spec). We do not roll Need just to sell the item or pass it on to another character.
2. Main Spec comes before Off Spec. If someone needs the item for their main role, they have priority over someone collecting gear for a second specialisation. We only call an Off Spec need once no one needs the item for Main Spec.
3. Greed means wanting an item without a real gear need. If the item is not an upgrade for your main or secondary specialisation, you may roll Greed — e.g. to sell it or get materials. Need always has priority over Greed.
4. We do not game the system. We do not inflate our needs, roll Need on an item we do not intend to use, or get around the agreed rules. If we make a mistake, we tell the group and explain the situation honestly.
5. We agree the rules before the activity starts. For exceptional items, rare recipes, mounts or loot meant for the guild, the leader or an appointed officer sets out how it will be shared before the dungeon or raid begins. Decisions about such items should be open and clear to everyone taking part.
The overriding rule: loot is meant to strengthen the Guild, not divide it. If there is any doubt, we clear it up calmly before the item is handed out, instead of settling a dispute after the fact.
Disputes
1. We talk it out together, not behind each other's backs. We bring disputes to the officers or the Guild Master as a joint conversation with all parties involved. We do not settle conflicts on the basis of one-sided accounts sent privately. If an officer is involved in the dispute, the Guild Master handles it.
2. Decisions and appeals. An officer's verdict can be appealed to the Guild Master. The Guild Master's decision is final. The officers and the Guild Master are responsible for resolving disputes both IC and OOC, including on the guild's communication channels, such as Discord or the forum.
3. Consequences and the purpose of the rules. Breaches are handled in this order: warning (warn) → last warning (last warn) → temporary ban and/or removal from the guild. The response depends on how serious the situation is and what kind of situation it is. The rules exist to make life in the guild better for everyone, not to punish. We hope that, thanks to mutual respect and talking things through, we will never have to use them.