HISTORY
Marcos Almeyda was once a respected citizen in New London, his fortune was one of the bigger in all Bretonia space, and he was very known by their studies of theory of space.
Anyways, even beeing a famous person nobody knew Marcos Almeyda, neither friends or family knew him, and it looks a bit strange when Marcos announced his decision to explore the border systems.
Of course he was studying space theory, but he never was interested with going to explore by himself.
He was still a young man, so he bought a freighter he was able to pilot by himself, and headed to the border.
When he returned home he was a different man. He saw all the space he wanted to see, made a lot of discoveries, and had got in fact more knowledge than when he left. But, that was not the only which changed.
After a lot of time in space, flying through asteroids fields, fleeing of pirates, even fighting for saving his life changed him, he wasn't able to stay on a planet and needed to go back to space. He bought the "Ojo de Ra" on a junkyard, it was a strange type of ship, probably of Corsair or Outcast origin, but really different of any actual ship. She got hard hull, powerful cannons, a top of the line shield, and he was really prepared to go to the border once more, and this time he wouldn't return.
He was a WANDERER, flying from a station to other, landing on uncharted bases, flying through ice clouds, going always a bit far than last time.
Soon he realized he was not alone, some people like him choosed to walk the hard way in the space, traders, explorers, even pirates who were WANDERERS too. He started to talk to other WANDERERS in taverns and pubs, by this way he knew than all people had the same problems, beeing one against the universe was really hard, and he believed the solution was a guild, a guild of WANDERERS.
He started to contact some people to make a stable guild, he met people from Liberty, from Kusari or Rheinland, he met freelancers and even pirates. This was a guild, not a faction itself, he used his contacts to make the guild neutral to everyone.
AFFILIATION
Zoner ID. (Zoner Guard ID will be allowed too)
SHIPS AND EQUIPMENT
Ships: All Zoner, Civilian, Order and GMG (that include IMG) ships will be available. Only one Battleship will be allowed by, at least, every 10 ships of the Brotherhood, the battleships elligible would be Battlestar, Battlestar Advanced, and Zoner Juggernaut. Only Zoner "Fearless" Destroyer will be allowed as cruiser-class vessel, the capital sships below cruiser-class will be only limited by the general limitations of the ships availability for the Wanderers Brotherhood.
Weapons and Equipment: All Zoner, GMG (that include IMG), Civilian and Order weapons and equipment will be available. Other generic weapons (including CODENAMES) and equipment will be allowed by default. There is an exception, explorer specific ships will be allowed by default to use any equipment to assure they can continue alive in hostile edge systems.
DIPLOMACY
As zoners, we are mostly pacifist. We have not opened hostilites with any faction or guild in Sirius (except Nomads & The Wild).
We have "no-agression treatties" with several factions to allow our ships to fly through their systems safely, we encourage our members to trade basic supplies with their bases.
Even having several warships, WANDERERS is not a militar or pirate faction, attacking other ships is not allowed except in case of self defense.
Allies: GMG y Order (any clan or independent pilot)
Friends: Anyone allied to our allies, and every faction, clan, or independent who signed a treatty with us.
Neutral: Everyone not included in other category.
Hostiles: Every pilot who attacks a Wanderer. (The hostility only applies to individual pilots, we understand their clan is not responsible of their acts.)
Enemies: The Wild and Nomads
The only ID allowed will be zoner. TAGs or IFFs would be as follow.
- Transports: Not restricted. Preferred Zoner or None.
- Combat Ships: Fighters, Bombers or Gunboats restricted to Zoner or Zoner Guard TAG.
- Capital Ships: Restricted to Zoner Guard TAG or IFF
CONFRONTATION RULES
- TRADING SHIPS: The pilots will try to escape if they are threated by hostile vessels. If the the hostile vessel shows the intention to destroy the btotherhood ship, the pilot will be allowed to take any measure to assure his safety, even destroying the hostile.
- COMBAT SHIPS: The pilots are allowed to defend themselves at first signal of danger. Capital ships aren't allowed to fire other ships except if they are attacked first. There is an exception for normal controntation rules, and will be explained at next.
If someone tax one of our transports, brotherhood combat ships are encouraged to ask them to pay back the taxed amount and the damages cost produced during the encounter. If the agressor give a negative answer, it will be considered a hostility, and that action will be understood as the first shot allowing the combat vessel to open fire. If the pirate accepts to pay in any moment of the combat, the brotherhood ship will cease fire and pay the agressor the damages caused in the agressor ship. If the ship is destroyed, no matter he pay or not after that, the damages won't be paided. If the agressor continue refusing to pay, he will enter on black list and every brotherhood combat vessel will be allowed to hunt him down and request him to pay until he accept to pay.
TRADING
Every trade route must include at least one dock and commercial transaction in a zoner station or planet every 5 trading stops. If an ally is found the wanderer must ask if they need something, and if anything is requested and the broher is capable to acomplish the mission, will be delivered in less than an hour. If any friendly request anything, the wanderer will try his best to accomplish the mission requested if possible. Requesting of combat missions won't be allowed.
OBJECTIVES
The reasons to create this guild are various.
- Create an information network which will allow us to know what's happening in Sirius in every moment. This is specially interesting for avoiding conflictive zones, looking for alternative routes, advise on trade routes, and more.
- To negotiate our own diplomacy with lawful and unlawful factions through Sirius, allowing us to go through their systems freely.
- To acomplush missions which are too dangerous or too big for one zoner alone.
- To encourage the exploration of sirius, going further the limit to find the knowledge.
ZONE OF INFLUENCE
All Sirius, and further. Any place where we can make some profit, or we can explore.
HOMEBASE
The target of the Wanderers is to build a new station in any friendly or neutral system to serve us as homebase. We don't feel the need of a own system or planet.
ACTIVITIES
WANDERERS are mostly traders, we trade with everything, and we are respected by that, if you need something special a WANDERER is the one you need to talk. Beeing tolerated in almost any place of Sirius is a big asset for us, for our clients, and even for our dealers.
// OBJECTIVES
- To form a real guild, which is someone quite hard to see right now, of merchants and explorers, not interested on wars by the territory or systems own.
- Providing assistance to new player for going inside RP. (Not only as zoners or wanderers).
- Providing RP color to discovery mosaic.
//FACTION RULES
- Our chars are encouraged to talk through system channels if they can.
- Our chars must be neutral to everyone, and don't attack other ships except in self-defense issues, or in special events allowed by the Wanderers Brotherhood High Council.
- The chain of command will be respected.
- The members of the brotherhood will try to maintain the faction as free as possible, not interfering on players RP except in necesary cases.
- The use by a wanderer of a ship or equipment out of what IS NOT commonly allowed by the guild will be discussed by high council members, and in the case it is enough supported by the RP of this player, or needed by this, we will allow it, ONLY FOR THIS PLAYER.
- The diplomacy relations made by one player in the name of the guild will be discussed on High Council before their aproval.
HIERARCHY
Founder: Marcos Almeyda (Deceased)
WANDERERS BROTHERHOOD HIGH COUNCIL (5 Members)
[WDR]Kullman - Oldest Brother
[WDR]Nostromo
[WDR]Tallon Law
[WDR]Glenda.Warwick
[WDR]alleph
' Wrote:So bit of info for everyone who doesn't know. Here is the forum for Feedback on the Official factions of Discovery. If you wish to give an opinion or complaint about a faction, this is the place to do it. Factions leaders do have a right to not post a faction feedback thread if they don't want one, it's their choice. Again, please note this forum is only for Official factions of Discovery. Anything else gets moved to flood.
You see, I don't think it would be the wisest thing to do to run around Sirius with Order ships and eqquipment. Not only will you recieve hostile looks, but I don't think the Order would want their ships and eqquipment used like that. Especially considering we have new ships coming out that are very "techy" (for a lack of a better word at the moment) and it would be a risk for them to be seen in public like that.
You see, I don't think it would be the wisest thing to do to run around Sirius with Order ships and eqquipment. Not only will you recieve hostile looks, but I don't think the Order would want their ships and eqquipment used like that. Especially considering we have new ships coming out that are very "techy" (for a lack of a better word at the moment) and it would be a risk for them to be seen in public like that.
As Order ships are sold on places like samura base Kurile we understand is not as difficult to get a order ship.
Quote:I. How to create basic faction, clan, group without affiliation or home system?
1) Each faction has only one leader. Leader must have at least one character of level 60 or above.
2) Leader should choose an ID tag that all members of the group will get after level 40.
3) Post your faction idea in Faction feedback forum. Ask about admins' opinion! This will help you on next stage.
4) To start the process of approval, you need to pay 500 million credits to admins. Note that if your faction will not be approved, you won't be refunded. This means that you need to prepare well before applying.
The location at which a ship is sold is actually not to be taken over the actual RP and affiliation of the ship. There are quite a few illogical points of sale, example being Kurile as you mentioned.
' Wrote:The location at which a ship is sold is actually not to be taken over the actual RP and affiliation of the ship. There are quite a few illogical points of sale, example being Kurile as you mentioned.
If that's the main problem we can avoid the use of order ships, anyways meanwhile the use of the ship is inside of RP, it must be allowed by the guild.
Hmm. I know you'd be flying under the Zoner banner, but I still don't think using Order ships is the smartest thing to do... considering the Order isn't welcome in many parts of Sirius.
I have some advice for you, try reading the stickies and the forum descriptions. I'm tempted to lock this one as well, but I'll give you another chance. Don't squander it.
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.