I have only encountered positive moments with members of The Brotherhood. They are respectful, they roleplay good and most importantly, they understand that this is a game and we are all trying to have fun and prioritizes this over anything. It's a shame that the sheer amount of Corsairs don't follow your examples.
Faction status updated with some significant updates, namely the unofficial extension of the Road to Rheinland. More changes will come, when I can be bothered to pick up Photoshop again (old pic of the Cazadora, for example). Also the change in tag from [+] to [TBH] again is reflected in this latest update.
If you see any mistakes in diplomacy, zones of interest and so on, please let us know here.
If you see any questionable behaviour by members ingame, please let us know here.
History of the Corsairs
During the Exodus, the sleeper ship Hispania was damaged, though whether it was battle damage or sabotage, remains a mystery. It limped to the Sirius Sector, but eventually gave out in the mysterious Edge Nebula. Roughly half of the colonists decided to abandon their failing vessel, and launched from the ship into the star system now known as Omicron Gamma, where they colonized the small habitable world of Crete. Their descendants would eventually evolve into the largest criminal organization, and would eventually become the biggest enemies of their "brothers" the Outcasts, who control a vast drug empire spanning the entire colony.
The Corsairs were at first relatively poor compared to their drug running brothers. The location of their homeworld Crete near a Red dwarf star is fairly barren, and has little arable land suitable for farming. They were forced to build their cities in the mountain regions, so that the little usable land would remain free from urban development. This is the root cause of the Corsairs greatest problem, famine, which claimed the lives of many early colonists. They first became aware of other humans when they discovered the Zoners, a neutral group of traders, who did not care who they sold their goods to or where their money came from. This allowed the Corsairs to get the supplies for their blooming empire, which was rapidly expanding along the independent worlds, and had begun to emerge into the Bretonian House.
However, the source of their new found wealth came from a new trade that had blossomed around Sirius' higher class, which was the trade of alien artifacts from the now vanished "Dom Kavash" civilization. The Corsairs have a special ritual, which involves a boy on the verge of becoming a man, to fly into a mysterious jump hole on the edge of the system, and retrieve an artifact from the system's inhabitants, which were "not human." It wasn't until contact was firmly established with the houses that the worth of these strange objects was realized, and the Corsairs began to make a large profit from their rite of passage.
Since this, the Corsairs have vastly expanded their influence, and now have large, permanent bases throughout Sirius, though they are most strongly concentrated along the lower edge of Sirius. The Corsairs also have gone on to become one of the best ship builders, using the large deposits of metal found in their native system to build some of the best ships in the sector, including their pride and joy, the Titan very heavy fighter.
The Corsairs are one of the most honourable groups and are currently involved in several major battles between the Outcasts, the Red Hessians, and the Bounty Hunters Guild, who occasionally manage to penetrate the Corsairs Home system, though these incursions usually don't last long. However, they have yet to put their greatest plan into action, which is to take over the House of Rheinland, in a daring invasion, using their influence in its neighboring systems as a first step.
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[color=#990000]History of the Brotherhood
There are a lot of fellowships among the Corsairs. The Brotherhood proudly claims to be the oldest one. We are a militant group of radical Corsairs who prefer to achieve their goals by force than by using diplomatic ways as the diplomacy has repeatedly proved to be useless and leads to corruption rather than to its intended goals. This is especially true in recent days, where the Council of Elders has proved to be a body of men that are more interested in talk and diplomacy for the sake of talk and diplomacy, instead of as a tool to be used against the enemies of the Corsairs.
The Brotherhood is led by a group of older and skilled Corsairs, the Elders. They are the most respected ones among the rest of brothers, but once they get too old, they optionally step aside, take on the title Un Sabio and let the younger ones take their place. The word of the Elder is a rule and is always obeyed.
Our sworn enemies are the Outcasts (in the first place), Bretonians and Rheinlanders, particularly the Red Hessians. We take every chance to fight them but this is not the only way to make them weaker. The other way is piracy. The more traders we pirate, the less profit they bring to their houses. And hunting a Cardamine smuggler has always higher priority, then hunting an ordinary trader. However if you spot a smuggler with load of Alien Artifacts, or a trader bringing resources to our home system, it is wise to leave them alone or escort them safely to their destination.
We have fought many battles over the years, against all of our major foes. Our history is lined with the names of those who have fought and given their lives in the service of the Corsairs and the Brotherhood. We lost many in our attempt to fulfill the Road to Rheinland plan set fourth, and were forced to retreat. Many valiantly sacrificed themselves, including the Brotherhood's main flagship at the time, the Altaneria. We achieved more success against the Outcasts in Omicron Eta, where we managed to stand our ground with our other brothers, despite many offensives by the Outcasts. The Bretonians, held down by their war with Kusari, have their backs open to attack. Despite being a well-trained military force, we have been able to raid them numerous times and damage their shipping. More recently, we have set in motion a plan to reclaim our rightful place in Sirius, stolen from us by the four houses eight hundred years ago.
The Road to Rheinland plans have been set back by the unpredicted resistance of both the Blood Dragons in Sigma 13, and the Rheinland Military in Frankfurt. However, the plan has been extended and is waiting to begin after the current offensive on Bretonia is successful.
[color=#990000]The Road To Rheinland Part IV
[color=#FFFFFF]ALEXANDRIA -- The Northern Fleet was assembled, and the plans were ready to put into action. Moving down from Omicron Gamma into Sigma 13, the fleet met heavy resistance from combined Dragon and Outcast forces looking to weaken our fleet. A large battle ensued, exhausting both sides. Reversing their plans, the Elders decided that Yanagi was to be the staging point of the invasion into Frankfurt, rather than taking the depot over by force.
Hogosha agents were unable to provide a large enough distraction for the Outcasts and Blood Dragons using their connections. We should not have counted on the Kusari foreigners to fulfil such an important task. The weakened Northern Fleet commenced their attack on Frankfurt after clearing the system of hostile forces.
The Road To Rheinland Part V
ALEXANDRIA -- Our reconnaissance ships could not detect the size of the Rheinland forces deployed in Frankfurt. When our ships jumped in, they were met by the full force of two Rheinland Military battlegroups, commanded by Admiral Krieg and Admiral Hiltraud. Though pushed back to Planet Holstein, the Rheinland Military significantly dented the morale of our Northern Fleet. Subsequently, the fleet was decimated in a series of retaliatory strikes by Rheinland Military forces in the area.
With nothing to show for their immense losses, the Northern Fleet prepared a retreat. No damage had been done to the Hessians; the Cadiz and Leon fleets still suffering steady losses in the Omegas. The operation was a complete failure. No one could have foreseen such a turn of events. No one could have foreseen the hidden strength of the Rheinland Military.
The Road To Rheinland Part VI
ALEXANDRIA -- Instead of securing their borders, the Rheinland Military pushed through behind our stricken Northern Fleet. Intercepting our retreating forces in Sigma 17, a battle for survival ensued. Retreating Corsair ships were mercilessly gunned down by the Rheinlanders, even the flagship of the Northern Fleet was destroyed. That day was a sad day for the whole Corsair nation. We lost many talented and experienced pilots in that encounter. We lost the best that we had.
Ten years on, and the fleets have been rebuilt. A new generation of young and headstrong pilots are maturing, and we are once again prepared to rid the Omegas of the Hessian scourge. Better yet, Rheinland is now at war with Liberty, a force twice their size. It doesnt matter which side is victorious, as the Frankfurt and Dresden systems will be significantly weakened once military forces are redeployed to Hamburg.
The Invasion of Cambridge Part I
With the Bretonians already weakened due to the Kusari invasion into Leeds, the Brotherhood Elders felt the time was right for an organized push into Cambridge. With their defeat to the Rhienlanders still in their minds, the Elders decided one of the largest blunders of the campagn had been the stretching of their supply lines so far. In an attempt to develop a closer basing point to Bretonia, the Brotherhood moved its operations to a little known Corsair outpost in Omega 50, Mindelo, far from Omicron Gamma. The first steps of the Brotherhoods operations in Bretonia are setting up operations and secure relations with the Zoners who inhabit the area with the Corsairs, to allow the Brotherhood safe bases of safe haven outside of Bretonia.
Members of the Brotherhood, registered ships
We now have these active (20) members (they posted in The Brotherhood Roll Call ([TBH])):
BS Prox (decommissioned) - The oldest (Osiris) battleship of the Brotherhood, commanded by Elder Alexander, decommissioned and replaced by the Altaneria, was used for the protection of Omicron Gamma and helped in many victories against our numerous enemies. It is currently stationed in Omicron 91, guarding the jump hole to Omicron Gamma.
BS Altaneria (lost in action) - The Legend among Corsairs, Osiris Class, commanded by all the Elders, led several victorious offensives in the past, was lost in the attempt to invade Frankfurt, there are still its wrecked parts floating in Sigma 17.
BS Memoria - the current flagship of the Brotherhood, Class Corsair Dreadnought, commanded by all the Elders. It is currently stationed in Omicron 91, to protect Brotherhood interests in that system and the neighboring Omicron Gamma.
BS Artemis - secondary battleship of the Brotherhood, Osiris Class, commanded by all the Elders and Centurions. The Artemis is meant for offensive operations, and is currently stationed on Mindelo Base in Omega 50.
Cazadora - primary Cruiser of the Brotherhood, Class Corsair Cruiser, commanded by all the Elders and Centurions. Having recently undergone significant upgrades, the Cazadora is currently stationed on planet Crete.
Banco - primary bank/storage ship of the Brotherhood, access granted to all the Elders
Arca - secondary bank/storage ship of the Brotherhood, access granted to all the Elders and Centurions
Keeping Omicron Gamma nice and safe place, engaging enemy ships who entered the system, helping other Corsairs with their tasks (missions, navigation).
Pirating traders, demanding safe-passage fees, destroying those traders who choose to ignore such demands, attacking Cardamine smuggling routes and smugglers, supporting Alien Artifact trade and other vital products needed on Planet Crete.
Performing military operations against our enemies in their systems, weakening their economy by all means, destroying their ships and expanding into their territory.
Uniting brother corsairs under our organisation, helping them with their reputation issues, equipment and ship selection, etc.
Assisting our allies, and friends in their missions if there is no collision with the above goals.
[color=#990000]Zones of Interest
Omicron 91 - home system of the Brotherhood.
Omicron Gamma - home system of Corsairs.
Omicron Kappa, Delta - Yaren Base - smuggling route into NY, defense against Nomads, piracy.
Omega 41, Omega 5, Omega 47, Omega 50 - Leon Base, Cadiz Base, Battleship Fes, Mindelo Base - offensive against Red Hessians and Bretonians, piracy.
Omicrons, Sigmas, Omegas - systems with Corsair presence, piracy, attacks on military/police targets.
Dublin, Cambridge, New London - current distruption of Molly and Bretonian interests, specifically food and pharmaceutical shipments from Cambridge.
[color=#990000]Rules of the Brotherhood
Reputation and ID: Well, isn't it obvious, brother?
Roleplay rule: Roleplaying is what matters. RP is always on the first place. Use the system chat only for roleplaying, post in our message dumps, make up interesting stories. Remember, not only the fact that you rock in PvPs, but also the way you roleplay gains you respect among the others. Be a shining example for the others, that is a good way to recruit more members.
Ship restriction: These ships are allowed - Corsair Dreadnought, Osiris, Corsair Cruiser, Corsair Gunboat, Titan, Centurion, Gladiator, Decurion. Consult your common sense if you want to use any other ship that belongs to our allies. But remember, you are a proud Corsair, and you always prefer a Corsair ship. And, please, don't come with 'I stole it' stories, they mostly suck... be inventive though, and you'll certainly earn a unique ship for your character. Request the purchase of Cruisers and Battleships from the Elders of the Brotherhood.
Equipment restriction: Always prefer Corsair weapons and equipment, we are lucky that the spectrum is quite wide. Never use any kind of Nomad equipment! Risk of possible infestation is too high! Civilian Debilitators are also strictly prohibited.
Fighter rule: every brother flies at least one fighter, usually a Titan and uses it as his main character.
Battleship rule: Access to the battleships is restricted only to Elders (primary BS) <Memoria> and Centurions (secondary BS) <Artemis>.
Naming rule: All characters should be named as Name[TBH], preferably Surname[TBH] if it's the main character (fighter). Spanish names suit best. And if you really must have an Ace in front of your name, try Bounty Hunters. They love aces over there.
Squadron rule: We are not capship whores. If there are more TBH characters online and you perform a military operation on enemy territory, you always have to outnumber the capships with fighters. Gunboats are neutral in this capship/fighter equasion - they can't be used to outnumber capships and they don't count as capships. The only exception (regarding the Squadron rule) is in special occasions when defending our territory, most notably Crete, where you can feel free to respond with overwhelming firepower. In those cases though, make sure victory is assured before risking expensive ships in battle.
Docking Rule: Never dock on enemy bases! Always dock when you are logging off. If you are switching ships with your TBH character, always dock on the same place where the new ships is. I know there are shuttles, but it takes some time so in case of switching characters, keep that in mind.
The Order; Colonial Remnant; Nature's Last hope; Black Dragon Society; Artisan Farmers Alliance;
Neutral: Phantoms; Angels; Temporary Autonomous Zoners; The Junker Consortium; Kusari Naval Forces; Kusari State Police; Independant Miners Guild; Zoner's consortium;
Unfriendly: Interspace Neuralnet Division; Landwirtrechtbewegung; Lane Hackers; King of Fighters; Liberty Police Incorporated; Liberty Security Force; Xeno Alliance; Liberty Rogues; Volksfront; Alster Union;
Hostile: Rheinland Military; Rheinland Federal Police; Bretonian Armed Forces; Bretonian Police Authority; Liberty Navy; Hellfire Legion; Nova Power Gen; Hessian Tears; Red Hessian Army; Republican Express Corp; Sirius Coalition Revolutionary Army; Wilde; Molly Republic; The Keepers (Nomads); The Golden Crysanthemums; Mandolorian Mercenaries; Gateway Interstellar; Bowex; Bounty Hunters Guild; Bounty Hunters Guild Core;
Malevolent: The Outcast Guard [101st], Blue Lotus Syndicate, Reapers of Sirius, Shadow Outcast Brigade, All Outcasts;
If the faction you are looking for does not exist on this list, treat them by generic Corsair diplomacy.
Ok Folks, I am back in full charge of the Brotherhood. Made some significant edits to the Faction status above, added First chapter of the Invasion of Cambridge, added a bit about our relations with the Corsair Council, added a new title for retired Elders of Un Sabio (wise one) to hopefully clear out a bit of the cobwebs and get some new life in the leadership.
As always, if you see any problems with the Diplomacy, or see any of our members doing anything boneheaded, let me know.
A question has surfaced in the Phantom Feedback thread, which I thought needed the attention of both sides of the situation. It takes two to tango, in this case.
' Wrote:Ok, a ton of pages showed up and I missed several, but this is the general issue I've always had with the Phantoms and the idea that everyone fears them.
Many, many factions, particularly the unlawful ones, are in a conflict with an entire House. Even the smaller ones. So that means they would only really need to fear the Phantoms if the Phantoms were stronger than a House (otherwise, they wouldn't be tops on the worry about list). And if they ARE stronger, why have they yet to do anything? Even their major attack on Cambridge seems to be less than what a group of Corsairs did to Cork.
It just seems incongruous overall.
' Wrote:Otherwise ... You know...
About the hand holding with all pirates, I've always assumed that the unlawfuls/pirates are more scared/wary of angering the Phantoms than they are of the lawfuls. Still like Virus says, I'm surprised that some groups haven't tried to push them out. There's lots of RP opportunity between much of the pirates and Phantoms.
So, your faction has listed the Phantom empire as either friendly, allied, or neutral, or failed to mention the Phantoms, who are widely known as rather horrid, dangerous blokes, who may well call down reprisals from the house, or other houses, or even the corporations which might otherwise aid you.
A number of us are wondering what the rp justification for aiding such a dangerous group of maniacs is.
One of the things that scares even the Corsairs is the threat of a Mox bombing of Crete which would wreck havoc on the fragile ecosystem. They've seen what happened on Cambridge and so provides a small amount of assistance in order to avoid a costly confrontation. Remember: Crete is fragile and one of the reasons why the Corsairs wanted to take over Rhienland was to get access to greener planets.
The Corsairs really don't get or care about the Phantoms as much, as the active Phantom roster is usually bellow ten and they don't fly very many capitals. My -personal- character hates aliens and thus sometimes gets in fights, but generally the Phantoms are left alone because there is nothing to gain from shooting them, and so much to lose.
Generally, my contact with the Phantoms goes thus - dock and get what you need and get out. Guarded neutrality essentially.
"The thirteen saloons that had lined the one street of Seney had not left a trace. The foundations of the Mansion House hotel stuck up above the ground. The stone was chipped and split by the fire. It was all that was left of the town of Seney. Even the surface had been burned off the ground.
Nick looked at the burned-over stretch of hillside, where he had expected to find the scattered houses of the town and then walked down the railroad track to the bridge over the river. The river was there."