Merchant Navy Guild [EU_A]

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See the White sails come!
Join the Merchant Navy today!

RV05411.JPG


Hail fellow Merchants/Roleplayers/Sailors and potential employers!

Mottos:
-The sea Makes us rich, Looting even richer.
-If you fall behind, Tough luck.

Point of this Navy (Guild)
- To enjoy and bring more Roleplay to the server.
- Make a pretty penny out of it.
- To become competent sailors adn roleplayers.

Requirements
- Regular playing (1-2 hours a week).
- The ability to roleplay
- Decent english
- Probably Teamspeak
- (Not essential) Steam.

Rules
- Do Not random If I hear any reports of randoming your pay will be docked/Kicked from the navy.
- Do not Go back on your deals without a valid roleplay reason (aka because I wanted too)
- Don't slag off other players (Possibly acceptible if they constantally random you/insult you majourley first).
- Play as a class with a decent sailing skill (Sailor, Brigand, Traveller ...)

Application form
1. Name on steam/ingame name (you can PM me your steam name)
2. Have you ever been banned/kicked  from the server for trolling/randoming?
3. Previous naval exspirience.
4. How good are you with an x-bow? 1-10.
5. What part would you like to join Sailors (aka the merchant side) or The Marines (the Fighting troops)

Contracts (most common ones by any can really be accepted as long as it follows an RP reason:
- Ferrying soldiers across the coasts.
- Bringing people weapons from across the sea.
- Raiding enemy factions peasants whilst mining/labouring etc.
- And sometimes just a bit of good fun ol' raiding.

Uniforms and Equipment (All crew are responsible for buying themselves armour and weapons):
Captains and officers - should usually have the better Light armour/weapons and a crossbow should they need one.

Sailors/Leading Sailor - Light armour (Leather, tabard etc.) and what ever weapons they can afford/steal etc.

Ranks and Pay(on average depending on how well the navy is doing, But Captains will be exspected to pay thier crew's a reasonable amount of money from the trading/contracts etc.)
Ships Captain - 5k (gets to pick the best of the loot for himself must be a able Roleplayer and Merchant/Sailor)
Master at arms - 5k (In charge of the fighting body of the ships crew, must be a good soldier with sword/Ranged weapons)
Leuitenant - 4k (Responsible for pressganging and encouraging roleplaying from the crew.)
Ships Doctor - 4k (Does more need to be said? Crew members will need to pay the doctor 250 denars should the doctor ask for pay)
Chief Petty Officer - 3.5k (Incharge of look out for pirates/organising the crew should the captain ask him/her too.)
Sgt - 3.5k (responsible for defending the ship when the crew is abroad/reacting to any boarding/fighting orders)
Petty officer - 3k (Incharge of the sails, Remains with the ship often when the crew is trading on shore or is "Having a few words" with another ship.
Sailors/marines - 1.5k (Responsible for manning the ship, defending it should it be attacked and also looking after the wares/transporting them on a trade run.)

Tags
Captain - MN_Cpt_*name*
Leuitenant - MN_Lt_*name*
Doc - MN_Doc_*Name*
Chief Petty officer - MN_CPO_*Name*
Petty officer - MN_PO_*Name*
Sailors - *MN_Slr_*Name*
Combatant tags (use the Merc faction)
- Master at arms. - MN_MaA_*name*
- Seargent - MN_Sgt_*name*
- Marine - MN_Mar_*name*

Roster:
Dragon - Commadore
Blade - Captain( incharge of the Marines [the fighting men of the  navy], 1st class Honours)
Hervard - Sgt(1st class honours, doesnt have to wear tags)
Shaqfu - Petty officer
Thomas - Petty Officer
andres - LT (2nd class honours)
Uhtred (the slave we all love to beat up) - Slave master (aka He gets us ores to load onto the ship and sell)
Gaham  - Sailor
Timawd - Sailor
wolfe - sailor (very good Military/ship Rp)
Morrowing - Sailor/marine


...
Join us today!

Background.
The Merchant navy was founded under Merchant lord Al'quar and his trading partners from the city of Jerusalem to bring the wealth of the east to the warring mainlanders and also to take some of those poor souls away from the terrible fighting there and give them a better life at sea.

Notible moments
- The MN fought off the notorius Outlaws who came down from the mountains to raid the shipping lanes and in the process took a ship for thier own (Renamed the Rosy Apple)
- Brought Food relief to the Praven's vassal village when hostile knights had Burnt thier crops and looted thier larders.
- Helped to Rescue Macdonald the doctor from a notorius mass murderer.
- Battle Of Jerusalem.
- Have brought wealth and prosperity to the old world in its time of operation.


Ship Names (to be chosen at each captains discression)
- The Rosy Apple (Longboat)
- Swift Storm (Skiff)
- The Golden Hind (Skiff)
- Old Swan (Skiff)
Hope to see the navy thriving soon!

longboat_info.png
 
Will you be using Pheonix's guild system? Do you trade (not gather) in slaves?

Oh and I meet all of the requirements and I have Steam.
 
By the way. The new trade map. Whenever it's ready will be perfect for a trade fleet. For now it's true that the benefit is nearly only roleplay-wise.
 
Thats why I made the guild  :wink:

@ Killer I dont actually Know what Phoenix's guild system is (link would be good), BUt we may sometimes deal in slaves/captives should the need arise and the price be right.

Exspect me to get back to you this afternoon about joining.
 
I think we will give the Guild Guide a miss (I dont have 250-500 Denars to spend when we can just use the CG Faction). Killer It doesnt matter, I will still be on in the weekends and mayhaps the playing times will overlap then.

 
Yeah I remember, welcome aboard Blade  :grin:

Notice to both of you, You have been both added as Sailor.
Also Either of you like beign a doctor? (Either we need to set up a trading parter ship with one or we need to get on to join the Navy)
 
Reykjavikdragon 说:
Yeah I remember, welcome aboard Blade  :grin:

Notice to both of you, You have been both added as Sailor.
Also Either of you like beign a doctor? (Either we need to set up a trading parter ship with one or we need to get on to join the Navy)

doc hmm... well i dont know we could talk some time i will be play untill be eye turns red :grin: so i will be on the game
i hope to see you there today or some other day.
 
Promotions
Blade - Lt
Thomas - Petty officer
Shaqfu - petty officer

Good roleplaying/gaming today guys and remember HAVING AN XBOW/SHIELD IS IMPORTANT DURING BOARDING ACTIONS/ WHEN RUNNING FOR YOUR LIFE Other wise well done chaps.

Addition: Pretty pictures added.
 
Reykjavikdragon 说:
Promotions
Blade - Lt
Thomas - Petty officer
Shaqfu - petty officer

Good roleplaying/gaming today guys and remember HAVING AN XBOW/SHIELD IS IMPORTANT DURING BOARDING ACTIONS/ WHEN RUNNING FOR YOUR LIFE Other wise well done chaps.

Addition: Pretty pictures added.

That was the most epic promotion i have ever had :grin:
 
We really have to come up with a plan on how we're gonna go around being merchants. I mean ferrying people from the docks to Jerusalem isn't really merchantish. We can't exactly ship over armour because those require carts (I think) and those are practically impossible to get on a boat. This is just an example so that I can show that there's problems that require planning to get solved. I've already got a solution to this one: use players as mules so they carry the armour, they get ferried to the mainland and then they stash the armour in the cart. It's not a good solution as it's time-consuming and complex but it's a solution. If we're gonna be a Merchant Navy Guild we're gonna have to RP as merchants, and that means thinking.

Oh and as for the mule, ferry, cart thing, we might just sell those armours to a land-based merchant guild so that we can cut down time between getting the armour and getting the cash as well as increasing RP.
 
killer110 说:
We really have to come up with a plan on how we're gonna go around being merchants. I mean ferrying people from the docks to Jerusalem isn't really merchantish. We can't exactly ship over armour because those require carts (I think) and those are practically impossible to get on a boat. This is just an example so that I can show that there's problems that require planning to get solved. I've already got a solution to this one: use players as mules so they carry the armour, they get ferried to the mainland and then they stash the armour in the cart. It's not a good solution as it's time-consuming and complex but it's a solution. If we're gonna be a Merchant Navy Guild we're gonna have to RP as merchants, and that means thinking.

Oh and as for the mule, ferry, cart thing, we might just sell those armours to a land-based merchant guild so that we can cut down time between getting the armour and getting the cash as well as increasing RP.
Well there will be a new map which will enable us to Roleplay/trade more and as for the pack/mule problem with horse packs it enables us to transport armour on the ships easily and on land as well (as it uses Saddle/Courcer horses) And as the Merchant Navy with this new "Pirate faction" were going to have our work cut out as capable sailors/sea fighters along with having to ferry hordes of commoners across the sea to the trade points. So I will see how it goes on the new map before making any alterations.

Promotion
Andres - Petty Officer
 
Oh gee, thanks. I'm petty now.
JOKES! Thanks for hte promotion.

They're gonna change the EU map!? :shock: That's like swapping Earth for Venus! (I don't mean it's a bad thing [IMO could be good] I'm saying that it's very big.) Can't wait!

I thought only carts could hold armour. I like these new packs. They can be put on any horse actually, I saw it on a Sumpter and a Saddle. Although we should still remember that we're a navy and should leave the land transportation and selling to a land-based merchant guild or our customers wait at the docks. We should have 2 boast minimum. One for trade (longboat) and the other for transportation (caravel). Since trade will usally have more expensive things on it and longboats are safer due to better visibility.
 
I know the packs can go on any horse but at the moment 1 or 2 of us are usually Traveller class (so I think we can ride Courcers) which will make land trade much quicker but as you said if we set up shop at the docks and let it be known that we trade in goods from Jerusalem/Trade in goods from the mainland to Jerusalem I think we (as you have mentioned) will get a reasonable amount of trade. As for the Longboat/Caravel plan There arn't acctually any caravels on the map  :cry: so I'm guessing you mean the 2 mast skiffs I tend to use those for trade/Personel transport because thier double sail to the left gives good arrow protection and from the Rudder posistion I acctually have good visual on the surrounding areas (but different sailors have diferent preferences).

Anyway our income should drastically increase due to the increase in *Pirates* on the  map and if we arm up as Suggested (Xbow,shield,what ever) we should be able to take them on easily and loot thier corpses.
 
God damn it. The same thing is happening that happened to the TW except worse. Not only do people look for an excuse to fight but we get no admin sympathy and they blame us when we lose horses and lives to ship resets. I just wish Aldric would make the rules so that RP factions can be allowed to RP.

Oh and I call skiffs caravels because they look like the caravels from Civilization.
 
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