STOIC – Sempiterna Terribilis Operandi Iunctio Consciatio
A Para-Military Collective Specialising in Security, Exploration, Trading and Engineering.
Whether you’re jam is Teamwork, Dog-Fighting, Maneuvering, Commanding, Positioning, or you just want to fire a Turret from a Frigate.
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Founding:
2163:
Initially founded as small technology firm, out of Randwich Lester Chenshaw’s adopted father’s backyard. A historical idea was born.
The idea?
To provide the blueprints of effective use of reliable technologies to transport goods to new space frontiers. Founded by Randwich Lester Chenshaw, brother of Clementine Chadwick Crenshaw (founder of Mullers and Packers Union), STOIC (Small Technologies and Operational Information Connections) had arrived…
Collaboration for First Jump Drives: (2210-2214)
2210:
First steps were taken to collaborate with RSI in order to provide greater power efficiency to their power hungry engines. STOIC provided their growing expertise in a fledgling field.
2214:
Jump drive is released by RSI, and although formally no credit is given, STOIC truly cements its place alongside the leading tech firms of the day.
First Alien Contact: (2438)
2438:
Then CEO and model air-plane enthusiast, Grent Wrothurse Timerstien, was the first member of a UNE (United Nation of Earth hereafter) sanctioned body to suggest not destroying the alien race… The suggestion was reluctantly accepted by both parties, and peace ensued.
Structure change, to Para-Military Collective: (2599-2610)
2599:
While based upon Elysium IV, STOIC witnessed the severity of the universe, and it’s inhabitants… At first the increased Tevarin presence was nothing to fear, just clans of mercenaries huddled together speaking in hushed tones. The voices spoke of a lost tribe of warriors, and a planet named Kaleeth…
Toward the end of 2601 shipments slowed and eventually ground to a halt, life on Elysium IV changed. Tevarin gangs roamed, mercilessly beating, stealing, raping and pillaging in general… STOIC knew the Tevarin resistance was some real shit. It seemed as though a war was fast approaching.
2603:
With no sign of the violence on Elysium IV abating, and no help coming from the UNE hereafter, people began to flee in droves, or accept whatever fate had in store.
In early June, word of a UNE retaliation began to spread. For the first time since last millennium there was hope in sight…. During the next 3 years a dazzling light show took place hundreds of kilometres off the surface of Elysium IV. The War had begun!
2606:
With preparations complete for the relocation from Elysium IV, STOIC began its journey, flying its base of operations into the sky through the heat of battle. Some would later call this the move that sealed STOIC’s fate for the next 300 years.
During the month of launch, word was received from a bounty hunter who simply called himself, “DOG”. If the info was good, then the Tevarin had somehow stolen thousands of elite grade weapons from STOIC’s proto-engineering department.
2607:
Work began on software retro-fitting, so the parts stolen on Elysium IV could be used against the thieves. A cyber-war was being fought in the midst of a space war, unbeknown to either participant. The idea, to control the Tevarin fleet. For the following few years, all of the STOIC power was focused toward this goal, until the year 2610. The day the problem was solved…
2610:
The war with the Tevarin ended abruptly. Shocking the overwhelmed UNE response forces (though they would later claim the opposite), the Tevarin fleet dived into the surface of Elysium IV destroying their entire convoy and decimating the planet. Or so it seemed…
Very soon after the metaphorical dust had settled there was a UNE investigation (there is always a UNE investigation). The UNE labelled STOIC Tevarin sympathizers and vetoed any appeal. STOIC was blacklisted and excommunicated. Any contact within the borders of UNE space would be met with the harshest of penalties…
Decade of Defiance: (2779 – 2789)
2779:
After a century and a half of wondering the cosmos; brokering alliances, swaying politicians and fighting battles. Finally the UNE made contact with STOIC. The long silence heralded cold but welcome news. In order to gain acceptance back into UNE space and its protection, STOIC would need to cut ties with its ally in the most gruesome way possible.
The eldest of the Kray dynasty had to be brutally murdered, in order for the second in line to take command. The current Emperor was expected to die soon, and the UNE saw his first son as a distinct threat.
Over the next decade contact with the Imperator was very constant.
2783:
As per the UNE Imperator’s request, STOIC began to re-affirm its already strong relationship with the Kray Dynasty (after the war with the Tevarin, STOIC made friends in high places with the Xi’An especially), anything that could help earn favour was approved. Ultimately the goal was to have members within the Royal Xi’An Guard. So, if all else failed, the assassination would be carried out from the inside by STOIC.
2785:
After only 6 years of deliberation with the UNE, STOIC’s recommendation is met with disapproval. Senator Terrence Akari of Terra would not be approaching the Xi“An with a peace treaty…
2787:
The year began in mourning, the Xi’An Emperor dying in turbid circumstances. Unexpected to some, but somehow predicted by the UNE, a bold move came from the newly titled Emperor Kassius Kray.
An attempt to unite the mourning Xi’An required a powerful gesture. An “Hostility Act” is invoked across all Xi’An controlled space. Anyone caught within would be subject to most extreme “sentences” imaginable.
2788:
With the UNE military stretched thin on all fronts (bracing for war with Xi’An, chasing down Vanduul raiders, and trying to maintain security on the human systems) STOIC (along with the rest of the UNE) saw the Imperator’s power waning. With the increasing backlash from within the UNE, the Imperator’s contact with STOIC has become scarce. STOIC chose this time to act…
Shortly after leaving a Xi’An space-port, the new Emperor of the Xi’An, Kassius Kray, was killed after an apparent engine malfunction caused a meltdown of all G-Safe protections. Later inspection revealed that all inhabitants of the spacecraft were unidentifiable.
2789:
Through STOIC’s meticulous instruction, Nathan Warrick (an Advocacy Section Chief in the Terra System) helped facilitate Senator Akari’s meetings with the Xi’An. The result was the “Kray/Akari Treaty” (also know as the “Act of Defiance”), dissolving tensions with the Xi’An and the UNE. Marking the beginning of the end of the Messer Era.
Current:
In its 781 year long, and somewhat debated history, STOIC has been a part of the very fabric of the Space Flight Community. And now, that the UEE (United Earth Empire) has welcomed us back to our home. we can continue to serve with distinction into the future…
We are looking for young and old players, people new to space simulators, people new to Star Citizen. Whatever your walk of life, whatever the role you want to play, we will find a job for you. With all the diverse options in a game like Star Citizen, we want to build the STOIC community ASAP in order to find and fill all the niches available. As the founder of STOIC, Randwich L. Chenshaw once said, “Stick with us, the sky is no limit”.
Within STOIC there are a number of different divisions (the function of which may be changed closer to launch, due to the size of our ORG), every member must chose one of these divisions when joining STOIC. This is to generally help structure and organise the Para-Military Collective. This structure doesn’t lock you into playing any particular role (within reason).
[Notes: Anyone over rank 2 is able to recruit members to STOIC. This applies within all Divisions]
General Rank Structure:
5) Fleet Admiral – (Reserved for wartime)
4) Rear Admiral – STOIC level Co-ordination/Capital Ship Pilots
3) Captain – Division Co-ordination/Capital Ship Pilots
2) Lieutenant – Multi-crew ship Pilots
1) Ensign – Flight Crew/Pilots
0) Petty Officer – Solo Pilots
[Note: this is the general rank structure, inside some divisions, these rules may differ]
Members of this division will be responding to distress calls as well as performing group missions. Protection is the main focus of this division, with training taking major role also.
The emphasis on flexibility is greatest in this division as SDD will operate in tandem with other STOIC divisions quite frequently.
Members of this division are expected to remain active within the division – ie. no going off
During Times of War:
A Fleet Admiral is Appointed. The division operates with a higher authority – ie. requests for scouts/infiltrators/etc can not be ignored.
Ranks:
5) Fleet Admiral – (reserved for wartime)
4) Rear Admiral – Lead SDD Coordinator
3) Captain [Strategic Coordinator] – testing fighter pilot skills (during war act for Strategy)
2) Lieutenant [Response Groups & Fighter Escorts] – respond to “assistance calls” from other divisions and accompany shipments.
1) Ensign [Gunners and Flights Engineers] – fly on multi-crew ships.
0) Petty Officer – Capital ship defence and training
The most PvP oriented of the divisions. You will need to excel in both space flight, but also in the FPS module of Star Citizen, not for the faint of heart. Initially the only way into this group will be to pass (extremely well) the Training in the Security and Defence Division. High profile missions will be the speciality of members within the ID.
During Times of War:
The infiltration Division acts as STOIC’s “Spec Ops”. Operating with impunity throughout the junctions of space.
Ranks:
4) Rear Admiral – Coordinator
3) Captain [] - Communication and coordination within the division
2) Lieutenant [Breaching Squad Commanders] – Handling the FPS side of Infiltration
1) Ensign – Flight crew; gunners, flight engineers, etc.
0) Petty Officer – Breaching Squad
Most PvP free division of STOIC. The main objective of this division is to get cargo quickly, safely and cheaply between planets. The coordination of this group is imperative to the survival of STOIC. The CD also has access too Fighter escorts for convoys, as well as response teams from the SDD. And they can even call the ID if things get too serious (requires SDD approval).
During Times of War:
There may be supply calls to convoys, these will (hopefully) be carried out in safe areas of space.
RANKS:
4) Rear Admiral [Commander] – Lead CD Coordinator; will control the destination of all commerce
3) Captain [Convoy Captain] – Convoy Leaders
2) Lieutenant [Trade Envoy] – conduct high profile trades
1) Ensign [Convoy Crew] – Convoy flight crew/pilots
0) Petty Officer – Gather information on prices or conduct solo trades
Details coming soon…
The ERSD is the division in charge of deep space exploration. Beyond this it serves as a science division upon discovery of new jumps, techs and sectors. Reconnaissance is a large part of this group’s purpose within STOIC. During these times of conflict and uncertainty, it is best to scout out ahead. So in the interest of safety, the ERSD handles all scouting services for the SDD (Security and Defence Division)
During Times of War:
A fleet of scouts must be on standby for use at all times. Scouting is imperative to the survival of the fleet.
RANKS:
4) Rear Admiral [Commander] – Lead ERSD Coordinator.
3) Captain [Reconnaissance Coordinators] – Fly on long deeps space explorations (never called away from their current mission – report after completion)
2) Lieutenant [Scientists] – After a discovery, will be sent to investigate.
1) Ensign [Reconnaissance] – Scouting group assigned directly to Reconnaissance Fleet Coordinator when required.
0) Petty Officer – Explorers, just explorers
Important Notes:
Explorers must have a jump capable ship.
Explorers should travel in groups of two or more, with groups over 5 requiring a scout.
Fast Track into Infiltrator Division if you own a Cutlass or Gladiator.
Fast track into Commerce Division with an appropriate Ship.
A Galaxy map showing explored areas will be hosted on the STOIC website [external].
There was much debate over our branding. Exclusivity, Role-Playing etc. etc.
We decided simply, that is was best to select both these options in order to attract our ideal applicant. Truth be told we will accept most applicants, though we want (as stated above), a core group of players dedicated to playing together. More detail below about what we mean by both Exclusivity and Role-Playing
Exclusive:
Without going into great detail. Essentially, the greater the percent of core members choosing to be exclusive to STOIC, the better. Our goal is to have at least 80% core members as exclusive. So remember if you don’t want to be exclusive, just mention that by telling us you want to be an affiliate (as above).
We are happy to have affiliates, but, unfortunately affiliate members will be unable to participate in STOIC votes.
What defines an “Exclusive Member”? To us, it is someone who intends to play 60+ % of their play time involved in STOIC. Any less than this and we cant really rely on players to be there when it counts. But we are still happy to have you.
Role-Playing:
As long time gamers we are used to the idea of role-playing. However, we are a little uncertain what is meant by “role playing” in Star Citizen. So in order to clarify our position, imagine a scale of 1 to 10; with 1 being The Grinch, and 10 being Capt. James T. Kirk.
Assuming the average gamer would sit somewhere around 4 to 7. We would put ourselves somewhere around 5 to 8.
We honestly don’t care where you fit in along this scale, as long as you have fun and are willing and able to play alongside team-mates.
After the council is elected (from within our ORG), punishments may be dealt to players infringing on the ORG’s Rules. This will only be used in severe situations (and some Diplomatic agreements). Punishments are carried out in the form of “Marooning Sentences” and “Additional Punishments”.