It's dangerous to go alone. Take one of these! [PG]
GAMEPLAY INTRODUCTION
The pirates guild is a guild of pirates. The requirements of joining this faction are being an independent pirate and the ability to add the faction's tag to the left of your name.
The only rules of this faction is what our ID imposes on us. Because the pirates are free and you're a pirate, you can do whatever you want, whenever you want, with whomever you want, as long as you abide by the server rules and agree to not go overboard with your excessive foulness. The faction will have virtually no leadership and anarchy will reign.
The perks of this faction include, but are not limited to, being easily identifiable by your enemies and having readily available help. You also guarantee not being shot (hopefully, most of the time) by the other guild members. Any other independent pirate will be victimized whenever possible with whatever means available at the time because the whole of Sirius is our turf. A Discord server is set up for you to hook up with likeminded miscreants before you terrorize any location of your choosing.
You will also be able to take part in the imagining of the founding and expanding of the Pirate Guild stories and related backgrounds if you wish, adding your own stories to the collection of others who are interested in roleplaying as a loose band of freedom spreading philanthropists.
WHAT TO EXPECT
> Anarchism and Freedom.
> A fanatic outlook that makes it virtually impossible for there to be a coherent form of leadership for a good amount of time.
> Inability to control the behavior and reputation of guild members.
> Problems with a vast majority of established factions.
> Unaccountability.
> A very fluid active membership count.
> Piracy. Lot's of piracy and scurvy.
> Space shanties.
After the loss of Cayman, a remnant group of the Reapers of Sirius were stuck with the overcrowded Ithaca Base, struggling to procure even the basic supplies required to sustain life. Desperation led to internal strife, which led to self-exile for many who could afford it, and to loss of life for those who couldn't.
Those that were unlucky enough to survive the initial challenges took this lesson to heart and abandoned their old ways. It was eat or be eaten, and since there was left nothing to be taken from each other, they had turned to piracy to take from others. The surrounding mining fields and active trading between two houses provided enough opportunities. Their knowledge in warfare allowed them to prosper in their new occupation.
This new success and the horrifying experience that came before it reinforced their new mentality, that taking from others meant life.
Ithaca continued to prosper and turned into a center of trade and communication between the surrounding bands of pirates, smugglers and mercenaries of ill repute. Since the base still lacked a unified leadership structure, it was open to invasions and an influx of settlers from these surrounding groups, and many welcomed these new groups in hopes of shifting the balance of an unfavorable power structure within their midst. For a while, strong leaders appeared one day, and were dead the next, and the base remained in a state of anarchy.
While this went on, a dissillusioned captain of the Royal Navy of Gallia, Misson, took off along with a handful of his loyal band of officers and crew who had seen enough of the monstrocities the war entailed. Their initial plan was to surrender themselves up to the Sirian governments, but seeing many of the problems in Gallia were already part of Sirian society, albeit in different shapes, they decided to go on a search for a little community of theirs to shape with radical, utopic ideas.
And that was how they came upon this Ithaca Base, thoroughly fractured and dearly needing in a unified direction. The adventures of the captain and his zealous crew will not be detailed in this story, but after many sacrifices, heroic and dramatic events, they managed to convince or otherwise conquer the majority of the base.
Utterly fanatical with his belief of freedom and equality, Captain Misson spoke with great conviction and charisma. Some said he was a holy man, and others said he was a poophead. He believed, "everyone is born free and had every right to what would support themselves. The vast difference between two men, the one wallowing in luxury, and the other in the most pinching necessity, was owing only to avarice and ambition on one hand, and a pusillanimous subjection on the other." He was against the various forms of authoritarian social constructs like monarchies, slavery, and capital. Under his direction, they practiced a form of direct democracy, where every pirate held the authority to make laws and rules. He took care to even take the most elementary and boring decisions to a communal vote.
Yet still Misson was being treated as a royalty despite his efforts of discouraging it, and giving an order to stop it would be against his own ideals at this point. Realizing he himself was the largest threat to his utopia, he founded a Guild of Pirates, distributed the administration between dozens of champions of his freedom cult, then offed himself.
The result was utter chaos. But at least now they had a name.(this is subject to alterations or a complete rewrite)
Also you can search for Norovich experience, who drived pirate ID faction too. Sad he dont collected all flaws of pirate ID faction somewhere in one place, but that can be useful too. Maybe it will be helpful to avoid any negative things on this way. https://discoverygc.com/forums/showthrea...tid=156357 https://discoverygc.com/forums/showthrea...tid=159953 - there is not all problems was regarding his pirate experience, but you can figure out some.
My only issue is that, by nature of your ZOI (or lack of it), you'll be offering a piracy experience objectively better than anything house pirates could hope to offer. Of course, house pirates can indulge in other activities as well.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
(08-15-2018, 12:41 PM)Anton Okunev Wrote: Also you can search for Norovich experience, who drived pirate ID faction too. Sad he dont collected all flaws of pirate ID faction somewhere in one place, but that can be useful too. Maybe it will be helpful to avoid any negative things on this way. https://discoverygc.com/forums/showthrea...tid=156357 https://discoverygc.com/forums/showthrea...tid=159953 - there is not all problems was regarding his pirate experience, but you can figure out some.
Basically i wish good luck to you with it.
That'll be helpful, thank you.
(08-15-2018, 12:52 PM)Tænì Wrote: My only issue is that, by nature of your ZOI (or lack of it), you'll be offering a piracy experience objectively better than anything house pirates could hope to offer. Of course, house pirates can indulge in other activities as well.
We are wholly focused on piracy and we have nothing else, so we should be able to offer a better piracy experience. We surely can't compete the locals where they usually play, however.
Aside from the obvious lore background behind the lack of ZoI, this would also allow us to chase activity rather than waiting for it. This shouldn't be a concern.
Pirate id very well drawbacked by engange lines and allowed shiplines. As well as big pirate factions can just eliminate Independent Pirates as concurents. For example, that good for unioners make some gang wars, and fight out their rule pirate ships in Bering and Rheinland
(08-15-2018, 01:24 PM)Anton Okunev Wrote: Pirate id very well drawbacked by engange lines and allowed shiplines. As well as big pirate factions can just eliminate Independent Pirates as concurents. For example, that good for unioners make some gang wars, and fight out their rule pirate ships in Bering and Rheinland