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  Discovery Gaming Community Role-Playing Unofficial Factions and Groups
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The Westray Grove Cell - Faction information

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The Westray Grove Cell - Faction information
Offline The Westray Grove Cell
04-20-2026, 09:14 PM, (This post was last modified: 04-21-2026, 01:32 PM by The Westray Grove Cell.)
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Member
Posts: 3
Threads: 2
Joined: Apr 2026

[Image: om0fG1Z.png]
Logo by Faut


The Westray Grove Cell


Tag: WG:
ID: Gaian ID
IFF: Gaians
1IC: @JadeTornado
Discord: link
Recruitment page


This Bretonian Unlawful ID is used by members of the Gaians, who:
- Can attack BMM, Planetform and Cryer, and treat systems containing a BMM or Planetform base as part of their ZOI.
- Can attack ships carrying Gaian Wildlife or Terraforming Gases.
- Cannot use Battleships, or ships with more than 4,300 cargo space, other than the Corsair Train.
Within Zone of Influence (Bretonia and bordering systems, Taus, Coronado, California, Inverness, Kansas, Omega-7, Vespucci):
- Can attack combat ships.
- Can engage in piracy.


Background

The Westray Grove cell is one of the few remaining Gaian cells operating from Kirkwall base in the Orkney system. After the successful takeover of the base from the Outcasts, support from Edinburgh and Tau-31 gradually declined as their attention shifted to local issues and opportunities, leaving Kirkwall personnel almost completely on their own. The daily hardships and the dactyl sword hanging over the base in the form of the possibility of a full-scale invasion of the Nomads forced the members of the cell to start using methods that were considered unconventional for their organization and form unexpected alliances, all for the sake of survival. While receiving disapproval and sometimes open hostility from the rest of the Gaian cells, Westray Grove has not yet been officially expelled. The residents of Kirkwall, also unhappy with this waywardness, nevertheless froze in suspense, secretly hoping for their success in improving the situation at the base and strengthening the influence of the Gaians in the region.

The traits concept

Each trait would serve as a short description for the faction and determine its identity based on the original idea. Each member can bring at least one trait idea, which the faction will try to achieve in-lore and via community events. If successful, the faction starts acting with this trait in mind. It can be something trivial, like smuggling Cardamine, or more serious, like being indoctrinated by Nomads. Who knows what might come of it. This is an experiment, so there may be changes. The goal is to involve players directly in the formation of the faction so that they feel involved in its achievements and have a share of control over it.

Current traits: none

Principles
  • Efficiency and recycling. No resources should be wasted, not even people's lives.
  • Might makes right. The stronger you are, the more effective you are.
  • Strict honor system. Minimizing the killing of civilians. Condemning victories over a weak/outnumbered opponent.
Objectives

Short Term
  • Traits
Long Term
  • Increase the power and influence of Gaians in Orkney and beyond.
  • Shift the opinion of Bretonian civilians about Gaians for the better.
  • Maintain connection with the rest of the Gaian movement, provide intel on the activity in Orkney.
Side Goals
  • Disrupt Gaian Wildlife trade. [Image: 2jduSYN.png]
  • Deter the Bretonian government from instating mining and other exploitation of nature.
  • Continue disturbing attacks of BMM, Planetform and Cryer.
Diplomacy

Differences from the regular ID:
Neutral: Independent Pirates ↓
Unfriendly: Corsairs ↓, Orbital Spa & Cruise ↑

Organisation and Equipment

To restore a sense of discipline and hierarchy, a ranking structure exists, resembling that of the Bretonian Navy.
  • Captain - The highest rank, leader(s) of the faction.
  • Commander - Senior officer rank awarded for extensive in-game or forum activity.
  • Lieutenant - Junior officer rank awarded for decent in-game or forum activity.
  • Ensign - The lowest rank awarded to newcomers who have yet to prove themselves.
The Westray Grove cell uses mostly Civilian or Border Worlds tech, as access to the ships & equipment manufactured by Gaians is limited. Only the most capable pilots can earn the right to have them. In between robbing convoys and terrorist attacks, Gaians practice their piloting skills in virtual arenas, which is why those elegant ships, as if grown by nature itself, regularly change hands.

OORP Information
  • It's not an entirely Orkney-restricted faction. The current server activity is too low to sit in just a single system. You are free to move around the whole Sirius, although lore-wise the main focus will be aimed at the Taus.
  • Meme traits may be accepted if you have legit in-lore ways to achieve them in mind, although I would prefer to avoid total absurdity.
  • Give fights as fair as possible at the moment. No “saving” a faction member if he is about to lose a duel, if he dies - he dies, try to avenge him by going next. Absolutely no ganking.
  • You don’t have to be an ace to join, the main idea is to train yourself in some way to achieve higher results, not necessarily via combat.
  • Following the above, yes it’s newbie-friendly. Although I don’t know many things myself, I’ll do my best to guide you on your first steps based on my experience.

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