Warriors, traders and crafters from foreign alliances come and go, plying their services throughout the seedy underbelly of Illyria, the alliances of the Grand Fleet offer port for the weary sailor to guzzle ale, the tired warriors to break
from combat and rest their feet, or the bankrupt trader to drown their sorrows in the never-ending rum...
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YARR!

The Pirate Kings [YARR!] hail from all around the Broken Lands, fighting for glory and respect in world
tournaments and events - during such times, membership priority is given to those participating in events. |
DREDD

Through clever coin and sleight of hand, the Halls of Justice [DREDD] chase profit both in the regional hubs as well as the shady black markets. Well suited for supplying and offering direction, new Pirates are encouraged to start here. |
KELTS

From those tested in battle to the young bloods looking to make a name for themselves, The Keltae [KELTS] defend our lands and resources, while expanding Pirate territory. |
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The core purpose of these alliances are to act as a Mutual Defense pact between members to protect against any unprovoked threats and ensure each member has a reasonable opportunity to grow unhindered. Beyond that, YARR!, DREDD, and KELTS are
each geared towards a different play style - Tournaments (YARR!), Trade/Training (DREDD), and Faction Play (KELTS) - to which members are free to move between alliances as they choose*
Halls of Justice [DREDD]
“You break the law — you face the law.”
Overview
From the chaos of the Broken Lands rises a new order — the Halls of Justice [DREDD].
We are defenders, traders, builders, and enforcers who stand for discipline, structure, and mutual protection in a world of uncertainty.
Our members serve as Judges, maintaining law and fairness within our alliance and our territories.
Where others see chaos, we bring order.
Where others hesitate, we deliver justice.
Purpose
The Halls of Justice are united under three core principles:
Mutual Defense — every member stands protected by the Law.
Structured Growth — we help each citizen of the Halls build, prosper, and learn.
Fair Conduct — all members are expected to act with honor, clarity, and respect.
We are not conquerors, but we will respond to aggression with precision and resolve.
Peace is earned through strength — and justice through unity.
FLEET SERVICES:
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JOIN!
Free Eye-Patches and bottomless rum - Contact Anyone ranked Deputy Chief Judge and above.
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CITY CAPTURES
- Contact
Prometheus to find out which abandoned or inactive cities we've got available for capture.
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LOCATIONS:
Contact
Remy for any advice you might need in finding locations for your cities.
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GEOMANCY
Contact
Stylesie to see if your towns are within an extensive Alliance Geomancer Network, or to help expand the network.
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SUPPLIES
- Whether you need the basic materials to grow your armies or the gear to equip them with, contact our
Quartermasters for assistance.
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TSUNAMIS

Contact
Ashi to arrange a flood of resources to be sent to your growing cities, for the purposes of prestige building. Free to Pirates.
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Code of Justice
Article I – Every Judge is Accountable
Members act independently but responsibly. Your choices reflect on the Halls.
Article II – No Hostilities Within the Law
Members may not attack or interfere with fellow Judges or allied groups.
Article III – All Actions Have Consequences
We defend against unprovoked attacks, but unnecessary aggression is discouraged.
Article IV – Respect the Sector
Our territories are open to coordination and growth — unauthorized settlement must be cleared first.
Article V – The Law Stands Above All
Honor, fairness, and integrity define our path. When conflict arises, it will be handled with order.
Join Us
We welcome:
Traders, Crafters, Warriors, and Explorers
New or returning players seeking structure and community
Those who value teamwork, strategy, and mutual defense
Contact Mwahahaha or Prometheus via IGM for recruitment or diplomacy.
All applications will be reviewed by a Sector Judge.
Motto
“We are the Law.”
The Halls of Justice stand — eternal, impartial, and unyielding.
Serve with honor. Judge with fairness. Protect the City.
We adhere to, and enforce, the standard 10 sq rule for city location. Any non DREDD city settled or moved within 10 squares of a DREDD member city without explicit permission from the member and the alliance administration will be subject to removal with
or without notice.
The Pirate Code

I.) Every Pirate is a Captain to their own Ship
Members are free to interact with the Illyriad world as the see fit, fully responsible for the gains and consequences of their own actions - this includes the repercussions of military or diplomatic aggressions, land claim violations, Global Chat rants or verbal
assaults, personal histories/enemies, and most shenanigans that takes place outside our own Land Claims.
Alliance leadership will take additional efforts to guide newer players while they learn the social and mechanical game boundaries, but established/veteran members are largely left to their own devices unless requests are made to the contrary.

II.) Honor Amoung Thieves
Pirates are not permitted to engage in hostilities with other Pirates - this includes military or diplomatic aggression, poaching, or otherwise entering another Pirates 10-tile radius without permission.

III.) Everything has Value; Everything has Cost
Pirates are permitted to engage in minor military or diplmatic aggressions with other players or groups if they desire, though any campaigns involving multiple members against active and established players or alliances will be required to be handled in Black
Sails [WARR!] or outside the Grand Fleet.
Unless the Diplomacy Page shows an ongoing war status, we consider these types of things to be a independent matters to be handled between the players themselves and without compulsory alliance
assistance, so long as the Judge involved can be shown to have been the provoker/aggressor in the situation.

IV.) Keep secure our most local Shipping Ports and Trade Routes
The Fleet participates in the
Land Claims initiative.
We have laid claim to The Pirate Isles, The Orken Coast, Shardlands, Jurgor, and the Long White east of X -200.
Inactive towns may be razed or captured within the land claim, with or without the consent of the controlling alliance. Towns within the Land Claims permitted to be taken by players outside the alliance are expected to be in exodus to elsewhere within a reasonable
timeframe after capture.
Anyone outside the Pirate Floatilla wishing to move within these borders must contact
IKnights, and only IKnights for permission. No other members of the Grand Fleet may grant permission to enter the claim, any "permission" falsely granted by other members is not valid,
players who move into the landclaim without permission specifically from IKnights will be made to leave the landclaim.

V.) To err is Human; To Arrr is to be a Pirate
While the Captains generally avoid direct intervention with the deck swabbing lower ranks, they do get together often to drink rum, discuss pirate business, and drink rum. If you have something you feel needs to be addressed at an alliance level, feel free
to contact them so the matter can be discussed.
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Inactive Cities
All inactive DREDD cities, and all former DREDD cities that are reserved for redistribution to DREDD members, remain the property of DREDD marked or not.
Members are expected to behave respectfully toward all players, including those who may not reciprocate. We encourage all members to be active in AC, and to forge connections with other players. Members are expected to help out other members if and when
they can. This principle carries additional weight in top-down interactions.
Unsanctioned combat and/or diplomatic actions are prohibited, with the exception of arranged duels (war of walls) and actions against inactive unaligned accounts. If attacked, members will report to alliance leadership and take only defensive action. Should
a response be in order, we will deliver it in concert.
Members are encouraged to appoint an account sitter whenever they expect to be absent for 3 days or longer, with members above squire level being prohibited from selecting a sitter from outside the alliance.
Members are encouraged to help members of alliances with which we have a special relationship, and to consider members of those alliances as preferred trading partners.
Members are encouraged to not settle closer than 8 squares from any allied, except if with permission from the other town owner.