4 members
You fuck with one of us, you answer to all of us.
Founded in 2950, Space Wizards began as a ragtag crew running drugs from hidden locations aboard Freelancer ships. Quiet deals and concealed routes eventually gave way to piracy along lucrative cargo lanes, always guided by the pirate code and never by pointless griefing.
Over time, the crew evolved into a broader mercenary outfit taking security work, escort contracts, bounty operations, recovery jobs, and whatever other legal or illegal work paid well enough. We are not bound to one side of the law only to the contract, the crew, and the code.
Space Wizards exists for players who value freedom, loyalty, competence, and the freedom to choose their own path. We are not bound to piracy, industry, combat, or lawful work alone. We pursue opportunity wherever it leads, protect our own, honor our agreements, and operate by a code rather than blind allegiance to any government or faction.
We believe adults should be able to speak openly, joke freely, disagree, and express themselves without walking on eggshells. Strong language is not a problem. Malicious harassment, personal attacks, targeted slurs, and deliberately making the crew miserable are. Intent and context matter. If ordinary words or differing opinions send you into a rage, this is probably not the organization for you.
We expect loyalty during operations, respect between members, and accountability when mistakes are made. We do not tolerate pointless griefing, betrayal, theft from the crew, or abandoning teammates for personal gain.
We are building three capable divisions—Pilots, Industry, and Rangers—with experienced officers helping develop training, standards, tactics, and future testing programs.
We value freedom without chaos, discipline without ego, and loyalty without question
Members of Space Wizards are expected to uphold the following rules:
Protect the crew. Do not steal from, betray, sabotage, or intentionally endanger another member.
Honor your commitments. If you volunteer for an operation, arrive prepared and on time. Real life comes first—just communicate when plans change.
No pointless griefing. Piracy, ambushes, boarding, extortion, and combat are part of the game. Repeatedly targeting players without purpose, profit, or strategy is not.
Speak freely, but do not be malicious. Strong language, jokes, disagreements, and adult conversation are allowed. Targeted harassment, personal attacks, threats, or deliberately creating hostility within the crew are not.
Keep internal matters internal. Do not share private operations, locations, tactics, member information, or organizational disputes without authorization.
Represent the organization well. Your actions reflect on the entire crew. Be dangerous, not embarrassing.
Support your division. Pilots, Industry, and Rangers are expected to train, share knowledge, test equipment and tactics, and help newer members improve.
Activity is not mandatory. There is no general playtime commitment, and real life always comes first. Certain leadership and specialized ranks may require reasonable activity to remain active, but members will never be punished for having responsibilities outside the game.
The crew comes before ego. Take responsibility for mistakes, respect your teammates, and remember: when one of us answers the call, we all do.
At the end of the day, the goal is simple: have fun, make memories, and enjoy the ’verse together