Jump In, Meet Your People
A sample explanation of Rakija Raiders' Jump In initiation: two guild runs, eight different guildmates, witnessed duels and vouches before raids.
A sample explanation of Rakija Raiders' Jump In initiation: two guild runs, eight different guildmates, witnessed duels and vouches before raids.
Demo article for our 18+ WoW Forever guild. This temporary sample is here to preview the journal and will be removed later.
Joining a guild should give you people to recognise when you log in. Jump In is our planned way to make that happen before a new member signs up for raids.
The requirement is two five-person guild groups, meeting eight different guildmates across the runs. Repeating the same party can be fun, but it does not introduce you to the full set of people required for this challenge.
A roster entry alone does not prove attendance. A trusted guildmate confirms that you played together after the run.
Each run also needs a witnessed duel and a vouch. Across the two runs, that means two duels and two vouches from different trusted guildmates.
You do not have to win. Nobody is asking a new member to defeat the guild's most enthusiastic duellist before they are allowed near a raid. Show up, play together and let people get to know you.
Play the first qualifying guild run.
Get its participation, duel and vouch confirmed.
Meet four different guildmates in the second run.
Complete the second set of confirmations.
Once the requirements are met, the earned badge applies across your verified main and alts. Changing characters does not erase the people you have met.
An officer or guild administrator can approve a reasoned initiation exception when needed. That grants access without awarding an unearned badge. Other required raid challenges still apply.
This is a sample explanation of the agreed guild rules. Completion records require witnessed participation. Explore the guild profile to see how progress will appear.