The Trader's Guild is a Zoner corporation, perhaps the first major company to be founded by Zoners. The 3 Guild Masters, each powerful and wealthy individuals in their own right, began the Guild in the hopes of establishing an economic powerhouse the likes of which Sirius has never before seen.
Sensing that the time of Zoner power and wealth was fast coming to an end, the Guild Masters feared the coming age when the front of Zoner military might and neutrality with all the people of Sirius would not keep their people safe from harm. War with the Harvesters and tenuous relations with the Corsairs had proved that the facade of "neutrality with everyone", would not be enough to let the Zoners survive as a free and independent people. Rather it seemed that they had merely been tolerated by too many factions of Sirius, and a great deal of those people would be only to happy to see the Zoners fade into oblivion...
But these grave and noble thoughts are not all that drive the existence of the Guild, as there is one rule above all that holds true here:
Profit Before Politics. The one law that governs the Trader's Guild; its motto, philosophy and the the source of its strength. By holding wealth above political power the Guild could accomplish what none have done before. Where military strength has failed others in the past, economic might could carry the Trader's Guild from obscurity to the highs of power in Sirius. Zoner neutrality was won thanks to the efforts to maintain trade with *all* the people of Sirius; the Guild would take such ideals and expand them into the realms of economic domination it was meant for.
Not content to sit back and hide in the boarder systems that all Zoners call home, the Guild seeks to expand its business into every market in Sirius, and knows that by putting "profit before politics" it can win over new friends and allies amongst the many people of this Sector.
We are a collection of the most financially minded Zoners you will ever meet, intent on bringing to the markets of Sirius anything they could want or need. We intend to provide shipping, arms/equipment sales, bank loans, and escorts to those who will pay.
Through this we can gain a near monopoly on the markets and hopefully achieve serious influence across the whole Sector, building a powerful network of friends, business contacts and allies in the process.
[color=green]Affiliation and ID
Zoner tag and IFF
[color=green]Zone of Influence
The following systems are off limits to Trader's Guild:
Unknowns
Nomad
Alaska
Faction Guard systems (except zoner)
[color=green]Diplomacy
The Trader’s Guild is a neutral Zoner faction and its diplomacy reflects such. We do not take sides in fighting and only hope to bring our products to all who are willing to do business with us. However, terrorist factions such as the Phantoms or Das Wild would be seen as hostile to the Guild as their political standpoint is the destruction of Sirius and that is, simply put, bad for business.
[color=green]Ships and Equipment
Transports:
Any *except* prison/ royal/ luxury liners
--Special RP restrictions: Only captial officers and Bank branches may use prison or royal liners.
Only Guild Masters may own luxury liners.
Fighters:
Eagle
Stinger
Bombers:
Taiidan
Civilian
Gunboats:
IMG gunboat
--special RP restriction for defence officer only
Capital Ships
The Trader's Guild at this time will only have one Capital ship used for our Headquarters; the Battlestar Advanced.
[color=green]Ranking and Roster
All Characters are listed by rank.
[color=limegreen]Guild Masters Council
- The Guild is run by a council of 3 guild masters. Each holds equal vote in all faction affairs, thus power is evenly divided and democratic. The council is responsible for commanding the guild, handlng all large business transactions, and dealing with all major diplomatic negotiations. All members of the guild answer to the command of these individuals.
-The 3 guild masters are: Amon Cire, Despoine Poena and Hades Moreno.
-As the Guild as no defacto "home base", it makes use of 3 large ships that act as our head office and branches.
[glow=brown,2,300][tg]Headquarters[/glow]
-A Battlestar Advanced; this ship is the centre of business for the Trader's Guild as well as physical display of our wealth and might. Stationed outside of Freeport 6 in Tau 29. As our headquarters, the Battlestar houses the head office of our Bank, Exports and Defence Wing divisions. Guild payroll, bank loans and weapons/equipment sales are dealt from this ship.
[tg]Dealer.1
[tg]Dealer.2
-two branch offices, stationed outside of Mahattan NY, and Planet New Berlin, respectively. These ships deal with guild payroll, bank loans and weapons/equipment sales.
Capital Officers
Each division of the guild is commanded by a capital officer, and all guild members report to their respective officer.
Export Officer
-Chief Export Officer Coriko Lameos is responsible for our Exports and Shipping division, having under his command all the merchant traders which make up the heart and soul of the guild.
[tg]Export.Officer
Defence Officer
-Defence Commander Travis Ryans is responsible for running the Defence Wing. He has authority over all defence pilots and serves to protect the lives of all guild members as well as enforce our economic interests.
[tg]Ace's.Pride(dw-cmd)
Collectors
- A secretive division of the Trader's Guild. These agents are hired and trained for their skills in "aggressive negotiations". They carry out work which can be considered distasteful, such as enforcing and collecting loans, or discretely silencing enemies of the guild. Due to their objectionable work their identities are kept in complete secrecy. They will only identify themselves and others of their kind by color code names such as "[tg]Mr.Red". They answer directly to the Guild Master Council and are in command during the absence of any Guild Masters or Capital Officers in combat situations.
[tg]Mr.Red
[tg]Mr.Blue
[tg]Mr.Black
Defence Wing
- Know as defence pilots, these are the defenders of the Guild's neutrality and assets. Their duties include escorting our merchants, capital officers and guild masters. If any member is under attack, it is defence pilots that will come to the rescue. Once our diplomatic relations are worked out offically, defence wing will also offer escort services to trusted allies and the general public... at a price of course.
- Known as merchants, these are the traders that make our name and serve as the core of the Guild. Flying transport vessels of all classes and sizes, these men and women brave radiation and asteroid fields as well as the ever present dangers of pirating to bring people and goods across Sirius in the name of profit for the guild.
// The Trader's Guild is trying to bring Role Play to trading of all kind. Therefore, any pirates please attack and pirate our convoys! This is a role play environment and our Defense Wing will not have much work without you. We have no intentions of hiding behind the Zoner neutrality for protection. However, any attack on our Dealers, do to the valuable weapons and equipment in their hold, will get you Kill on Sight status to the Trader's Guild and you will lose access to any business with us in the future.
// The concept for our own system is one we made with the hopes of alleviating strain from New York. Here people could sell goods, talk shop about equipment, and generally have a role play environment that encourages the feeling of a "market", loud and full of system chat.
As was stated the Trading area would be a neutral system where a permanent cease fire between all factions will be held in place by our Defence Wing. However, this does not mean all faction role play goes out the window. For example if an Outcast and a Corsair were to meet in this system they would not be able to trade with one another. Any sighting of this would fall under a server rule violation which the [tg] would strongly enforce. The only acceptation to the "all welcome" policy would any terrorist or Nomad factions, as the Guild feels their political motivation is too volatile to be kept in check.
// Please, we ask assistance from the whole of the Discovery community with making the Trader's Guild great. We are already strong in number however, have been holding off bringing the [tg] onto the Disco forums till this point from a desire to have our faction perfected. Regrettably, this somewhat unfinished introduction has been prompted by far too many people asking, "who are the [tg]"? As such it is incomplete and should be viewed through that light. So, please post your thoughts and feelings about the Guild but do not flame us for not being entirely outlined as that will take place in the future.
You want honesty? The negative interactions with the [tg] outweigh the positive interactions. On more than one occasion using my independent Blood Dragon I've encountered [tg] tagged ships, which produced neither roleplay nor reverence for the fact that they were passing through Chugoku, something explicitly forbidden as a trade route.
I've seen questionable ship choices from at least one member, but that being removed my interactions with yourself in-game have been wonderful. I'd recommend adding Chugoku as an off limits system, as it is in RP its supposedly a very hidden and well protected system, yet you trade through it like nothing else. Now it has been some time since I've been in those parts, but that was the state of affairs.
I've seen [tg]Ace.of.Spades flying a Havoc while escorting a one, [tg]Starwind through the system, while repeatedly ignoring all communications. You're supposed to be Zoners, and that means neutrality. When you operate like this that destroys your supposed neutrality by making you hostiles to the system holder, in this case the Blood Dragons.
On another occasion I had the pleasure of destroying one of your comrades for refusing to halt and then refusing to pay a tariff of passage, this resulted in what may possible be a revenge situation involving another of his, far more well armoured, characters. While this may be pure coincidence it doesn't fill me with hope as of right now.
I love the concept of the [tg] and applaud your personal performance, but it seems some of your members as well as some of your standards right now might need a bit of ironing.
//Excellent my favorite powertrading faction is becoming official...
I'd like to see you very heavily restricting shiplines... Borderworlds transport should be the top of the line for you, nothing coorprate and such, focus on stuff that works anywhere, if your ZOI is anywhere...
So my suggestion, Civilian line ships... perhaps skip the IMG gunboat and go for zoner destroyer... (It is zoner, and zoners have no restriction regarding cruiser use).
To really turn up as a proper roleplaying zoner trading guild, you will need to look plausable... Use zoner weapons, and such.. In short behave like a zoner would. Mostly Eagles for escorts, and your base should be the Borderworlds transport...
Perhaps you could also allow surten non-zoner members, such as independant traders, with diffrent ships, to enter the guild... but those should be keept on check, no more than 20% of all merchants...
And for god's sake avoid the niobium run, it gives you a bad name... //I have to apploud [tg]Ace.of.Spades for his roleplay with my pirate...
Edit1: Very nice faction creation request... *thumbs up* some fixes here and there and you're set...
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.
' Wrote:You want honesty? The negative interactions with the [tg] outweigh the positive interactions. On more than one occasion using my independent Blood Dragon I've encountered [tg] tagged ships, which produced neither roleplay nor reverence for the fact that they were passing through Chugoku, something explicitly forbidden as a trade route.
I've seen questionable ship choices from at least one member, but that being removed my interactions with yourself in-game have been wonderful. I'd recommend adding Chugoku as an off limits system, as it is in RP its supposedly a very hidden and well protected system, yet you trade through it like nothing else. Now it has been some time since I've been in those parts, but that was the state of affairs.
I've seen [tg]Ace.of.Spades flying a Havoc while escorting a one, [tg]Starwind through the system, while repeatedly ignoring all communications. You're supposed to be Zoners, and that means neutrality. When you operate like this that destroys your supposed neutrality by making you hostiles to the system holder, in this case the Blood Dragons.
On another occasion I had the pleasure of destroying one of your comrades for refusing to halt and then refusing to pay a tariff of passage, this resulted in what may possible be a revenge situation involving another of his, far more well armoured, characters. While this may be pure coincidence it doesn't fill me with hope as of right now.
I love the concept of the [tg] and applaud your personal performance, but it seems some of your members as well as some of your standards right now might need a bit of ironing.
Yes some of the members have messed up once or twice and for that the Guild apologies, we are new and developing as well as a few of our members.
We do not fly though Chugoku anymore while trading and we by no means run diamond niobium. Any [tg] marked ship doing this run should be reported to a Guild Master and we will deal with them harshly. So far as any of our members flying "havocs" that is something of a ship of choice members take to get to the taiidan bomber and is simply a means of transport, it's a hard and dangerous journey.
So far as you being engaged again by a more well armed character of the [tg] we do not encourage this... Many of our members have a Merchant and Defense Wing character. When they are flying one we encourage them to stick with it and not to trade of in an attempt to simply get revenge.
Thank you for your post and yes hehe we do need some "ironing" and are still working on it.
' Wrote://Excellent my favorite powertrading faction is becoming official...
I'd like to see you very heavily restricting shiplines... Borderworlds transport should be the top of the line for you, nothing coorprate and such, focus on stuff that works anywhere, if your ZOI is anywhere...
So my suggestion, Civilian line ships... perhaps skip the IMG gunboat and go for zoner destroyer... (It is zoner, and zoners have no restriction regarding cruiser use).
To really turn up as a proper roleplaying zoner trading guild, you will need to look plausable... Use zoner weapons, and such.. In short behave like a zoner would. Mostly Eagles for escorts, and your base should be the Borderworlds transport...
Perhaps you could also allow surten non-zoner members, such as independant traders, with diffrent ships, to enter the guild... but those should be keept on check, no more than 20% of all merchants...
And for god's sake avoid the niobium run, it gives you a bad name... //I have to apploud [tg]Ace.of.Spades for his roleplay with my pirate...
Edit1: Very nice faction creation request... *thumbs up* some fixes here and there and you're set...
So far as "power trading" well it is our RP to make money for the Guild. We find our own routes, kept secret within Guild members, and run them with the best RP we can. All of our Trade Runs use Freeports at least at some point in the route, again we do *not* run diamond niobium.
We have been thinking of simply jumping to the Destroyer but we wanting the server to know of us before any kind of ship like that flew the [tg] mark.
I am glad to hear that Ace roleplayed with you well!
Id like to add my two cents to our faction introduction and try to clear the air of any questions other players may be having about us:
1) Our ZOI may be wide open but we have worked for weeks to develop RP trade routes for our members.
--Where our traders go and what they carry is tightly controlled, no TG member will ever be flying the diamon/niobium route. Ever. In fact, if one of our traders flies a non-approved route, they will recieve a huge fine and possible banishment from the guild if they repeatedly violate our rules. For the sake of protecting our traders from pirates, however, I cannot openly list our trade routes on the forums. However any interested parties can PM Amon Cire or myself for more information.
2) Our combat ship list is very restricted. 2 fighter and 2 bombers choices and a single (one) IMG gunboat in the entire guild. Seeing as we are a zoner faction devoted to economic freedom and making lots of money, we don't feel right restricting what ships our traders are allowed to fly. Limiting the Liner ships to cap officers and GMs is enough limitations for our members, imo.
--About the IMG gunboat, we were hoping to make ourselves known to the community before flying capital ships, thus the choice of gunboat over destroyer. If we gain at least some measure of acceptance here on the forums, we will be upgrading the defence commander to a zoner destroyer.
3) We have had some bad press here on the forums in the past. We consider those events mistakes we have learned from and hope to put behind us. No TG members will engage in rules-lawyering ever again. Our position has been clarified to all members in our private forums, and will be strongly enforced from now on.
--Rest assured that from here on, you are dealing with TG as a business faction, not military or legal authority of any kind.
Basically mistakes have been made and learned from. We have hidden from the forums for this length of time to develop our intro properly, but recent events forced our hand somewhat earlier than we had hoped. Expect our RP backstories for the guild and senior members to follow soon, but for now, forgive us the lack of information upon which to judge us. We hope you will at least consider us in a fair light and give us the chance we have worked very hard for to become an offical faction.
For more information and recruitment for the Trader's Guild, please visit:
I've met you lot in-game, very nice interactions. Polite traders that paid, a dedicated security wing that said that they were only dealing with 'unreasonable' pirates, and even one that stuck up for me against someone who got banned (even though this person got sanctioned for rules lawyering, the sentiment was appreciated).
Well, considering the quality of traders I've seen here so far (not that much, since I've only really pirated around O-5 and S-13), the [tg], as a faction, are my favorite ones regarding role play.
I'd say these Zoners are the only ones I've seen so far that truly understand the price and implications of neutrality, at least to my interpretation. I'd go as far as to say that they are the only Zoners that may have earned their neutrality with my charater (even though he still reminds their traders to contribute to these ol' Corsairs).
I've also witnessed their escort wing coercing a lone Corsair that was being too greedy towards them. That was a thing of beauty, that RP. I must applause. Neutrality isn't granted, it's paid and "reminded". Great work, fellas. I hope you get around fine.
Ihad only one bad experience with them and then the guy was man enough to appologize. That takes courage to appologize for being wrong in as timely a matter as he did.
Also I see nothing wrong with the Battlestar as HQ, but you could go ZOner Juggy. The ZOner destroyer is more P.I.M.P, I'd use that. But it says you have specific Rp for the IMG pancake so, fine maybe make that RP available if admin gets curious or in that characters bio.
I really see nothing wrong with Indy Trader factions. Zoner is a good faction to tag yourself. Chukogu, yeah watch out, the blood dragons are fanatics and fanatics can seldom be bought. Best stay out of there.
As for the Harvesters; TG, you are on the menu.
I guess thats all for now. Just consider the ZOner destroyer, it even says in the info card used for escort. Plus it is a good ship.
Basically we need that ship for the massive cargo space it has. It is literally our headquarter office. So the interior of the ship is a center of business with areas for each division of the guild. It will not be travelling unless absolutely necessary. Needless to say the price will be high for forcing our head office to move...
For more information and recruitment for the Trader's Guild, please visit: