Soul Society / SEIREITEI

  • Syndicate
  • Casual
  • Role play
  • Exploration
    Exploration
  • Trading
    Trading

We are the Soul Society. All players are welcome to join, especially those who struggle to play solo. Experts or beginners. Work your way to the top and become a Captain of one of our 13 squads



History

Origin: The Soul Society began as a small, tight-knit group of former military and civilian pilots who, after the devastation of the First Vanduul War, sought a new purpose. The war had left them disillusioned with the UEE, where bureaucracy and corruption seemed to outweigh the needs of the common citizen. As they banded together, they began to see themselves as protectors of the weak, justice-bringers to the lawless, and explorers of uncharted space.

The name “Soul Society” was chosen as a symbol of their commitment to the survival of the soul—the soul of the individual, the soul of the system, and the soul of the universe. It was a promise that, no matter the trials ahead, they would never forget the value of life.

Formation of the squads: As Soul society grew, it naturally divided into specialized groups to tackle different challenges. Each squad was led by a captain who was chosen for their leadership skills, tactical brilliance, and deep sense of morality. The organization was structured as a collective rather than a hierarchical command, with each squad given the autonomy to make decisions in their own sphere of influence.

Squad 1: The Vanguard – The elite squad, specializing in frontline combat and heavy engagements. They are the first to enter battle and the last to leave.

Squad 2: The Sentinels – Defenders of Soul Society’s base and home systems, the Sentinels handle all defense and counter-terrorism operations.

Squad 3: The Nomads – Pioneers of exploration, they venture into uncharted space to find new systems, recourses, and trade routes

Squad 4: The Reapers – Specialists in covert operations and assassination, their primary task is dealing with high-value targets or infiltrating enemy lines.

Squad 5: The Eclipse – Masters of stealth, using darkness and distraction to carry out their missions. Their expertise lies in sabotage and espionage.

Squad 6: The Hammer – A squad of heavy hitters, specializing in ground combat, boarding actions, and vehicle operations.

Squad 7: The Phoenix – Medical and rescue experts, dedicated to saving lives wherever possible. They operate in the most hostile environments, offering assistance to allies and neutral parties alike.

Squad 8: The Ghosts – Masters of reconnaissance and intelligence gathering, the Ghosts operate in silence, providing critical data and strategic insights.

Squad 9: The Wraiths – Pilots who specialize in dogfighting and evasive maneuvers, they are the fastest and most agile combatants in Soul Society.

Squad 10: The Guardians – A peacekeeping squad, tasked with managing relations with other factions, ensuring neutrality during conflicts, and defending the innocent.

Squad 11: The Revenants – Heavy armor and assault specialists. They are the shock troops who storm enemy lines, crushing anything in their way.

Squad 12: The Liberators – A group dedicated to freeing the oppressed, whether they are prisoners in UEE facilities or colonists under the control of ruthless corporations.

Squad 13: The Valkyries – Specialists in arial combat and search-and-rescue missions. They operate as the quick-response team for any situation, from evacuating civilians to high profile VIP protection.

Manifesto

I created Soul Society, because I am for the most part a solo player. Playing solo is fun, however there are many things in star citizen that are done a lot easier with a group. I myself have only pledged a starter ship and have always wanted to obtain ships and gear through in game methods. Those who choose to join soul society are not required to have pledged any special ships because with this org, you will have the opportunity to work with others to obtain whatever it is you would like, through in game methods.

Soul Society is also for those who enjoy playing solo but is part of a reliable organization that will be there in times of need. Soul Society welcomes role play, but it is not required for you to join or be a part of Soul Society

Soul Society has 13 different squads which you can choose to be a part of based on your style of play; however, you are not limited to that squad and can ultimately choose to play however you would like.

At the core, Soul Society is for anybody who loves star citizen but also may not always be able to be online and sometimes wants to just hang around the verse to have a good time.

There will be goals set for Soul Society; however everyone has a voice, and nothing is REQUIRED from anybody. For those who put Soul Society’s goals and aspirations before their own will be considered for promotions.

Charter

The Soul Society operates under a strict code of conduct that all members, from captains to recruits, are expected to follow. The code includes:

1: Have Fun: Make sure that you are enjoying your time here, after all Star Citizen is a game meant for us to enjoy.

2: Your position is never guaranteed: Anyone who becomes a Captain must continue to prove they belong, as opportunities are there for EVERYONE.

3: Play Nice: Banter and arguments are a part of gaming, but let’s not take it too far.

4: Justice above all: Uphold the rights of the innocent and fight against tyranny wherever it arises.

5: Loyalty to the Squad: The squad comes before the individual. Never leave a man behind

6: Honor in all things: Maintain your integrity, even in the face of overwhelming odds.

7: Respect for life: Kill only when necessary; save what you can, friend or foe.

8: Unity in Diversity: Every Member brings something unique. Honor the diversity of your comrades.

Last but not least: Respect each other’s time: not everyone has the same schedule, please take into account that sometimes real life happens and that no excuses for inability to play are required.

A Captain is in charge of their squad, including assigning ranks. They will assign a lieutenant as their second in command.
A Seated Officer will be assigned as Seat 1-5. Seat 1 being the highest and 3rd in command after lieutenant.
An AO (aspiring officer) will be those who are next in line to become an officer.
A Private is a member who has proven loyalty and commitment
A recruit is a new member.