Difference between revisions of "Guild: Crimson Alliance Resurgent"

(Members)
(Rules)
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I've decided to rekindle that nostalgia and move back to the Crimson Alliance's hometown of the Necropolis and re-found the guild as the Crimson Alliance Resurgent.  While we try to hold ourselves to the ideals of the original guild we also act as emissaries of the Guardian in an effort to prepare the Shards of [[Ultima Online]], not just [[Catskills]].  So while [[Catskills]] is our home shard I have branched out to other shards.  Currently we have chapters on [[Atlantic]], [[Europa]], and [[Siege Perilous]].  And Ideally I'd love to have an active chapter on every shard.  A boy can dream.
 
I've decided to rekindle that nostalgia and move back to the Crimson Alliance's hometown of the Necropolis and re-found the guild as the Crimson Alliance Resurgent.  While we try to hold ourselves to the ideals of the original guild we also act as emissaries of the Guardian in an effort to prepare the Shards of [[Ultima Online]], not just [[Catskills]].  So while [[Catskills]] is our home shard I have branched out to other shards.  Currently we have chapters on [[Atlantic]], [[Europa]], and [[Siege Perilous]].  And Ideally I'd love to have an active chapter on every shard.  A boy can dream.
  
=Rules=
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=Rules=  
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We follow three simple sets of rules, RoC, RoE, and RoG. That's Rules of Conduct, Rules of Engagement, and Rules of the Guild. RoC covers what it takes to be a successful and well respected Role Player. RoE covers what happens for a Role Player following the RoC in combat. And finally, the RoG covers the rules expected of a member of the guild. 
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'''{{Underline|RoC}}'''
  
There are two sets of rules; Conduct Rules and Combat Rules. Conduct Rules dictate how one should Role Play. And Combat Rules, often refereed to as Rules of Engagement, or ROE dictates how Role Players should fight even if in an in character sense they fight dirty.
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1) '''IC''' - We are Role Players. We all must Play our Roles as if we are part of a cast in a play.  Do not break character. The moment you do, you are no longer Playing a Role, and are no longer a Role Player
  
'''Conduct Rules'''
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2) '''OOC''' - Real Life (RL) always comes before this game. So there are some reasons as to which you may need to break character.  If you must go Out of Character (OOC) please use Guild Chat, Chat Channel, or if no other options are available you may use Brackets ([]).
  
1) Stay In Character (IC) at all times. Remember what your characters background is, act and speak in a manner appropriate to that.
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3) '''Meta-Gaming''' - Part of staying In Character is not using information learned through Out Of Character means.  For example, despite having All Names show up your character will not know everyone's name automatically.  In that same vein your character will not be able to read another's guild tag. And so on.
  
2) Keep all Out of Character (OOC) talk in party, guild chat, or ICQ. [Square brackets] should only be used as a very last resort to convey OOC messages. In addition all members must provide at least 3 methods of contact outside of UO.
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4) '''God Modding''' - Do not emote on another's behalf. Furthermore, unless you can actually effect the environment around you do not emote so. Meaning yu can't make it rain. You can't make it colder. You can't make it darker.
  
3) The community PvP rules must be followed when involved in combat situations.
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5) '''Uber Gaming''' - This is when you make claims to be the best of the best and you're not. Anatomy and Evaluate Intelligence are useful and common skills to verify one's claims.  So we know when you're lying.
  
4) Complaints, grievances or any other issues should be brought to the attention of your respective guildmaster in the first instance, or assistant guildmasters if the guildmaster is unavailable via ICQ or PM, preferably after any event is over.
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6) '''Follow RoE''' - Rules of Engagement are important for what to expect in Combat.  Exceptions may only be made by Guild Masters.  
  
5) You may not metagame. Taking out of character information in game (IG) is strictly prohibited. Everything your character knows must come from public in character posts geared to you or everyone in general, or more importantly from interacting with other characters in game. You do not instantly know someones name just because it is hanging over someone’s head, nor would you know the guild or guild title without interacting with the person. If someones profile is a history of that character rather than a description, you do not instantly know the persons history just by reading the profile.
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7) '''Follow RoG''' - Rules of the Guild dictate rules for Guild members to follow. Each Guild will have its own set of rules but must follow the agreed upon RoC and RoE.  
  
6) Your guild abbreviation must be visible at all times. Guild abbreviations should be treated as OOC for the most part. If it is meant to exist in game it should be noted in the character Profile.
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8) '''Complain to GM''' - Take all complaints to your Guild Master. Do not make your complaints public, failure to do so may make matters worse.
  
7) Godmoding is not allowed. You may not force other players into RP situations that are uncomfortable for them on an out of character level. You may not make emotes that infringe upon the roleplay or comfort level of another person, nor may you emote major changes to the environment around you unless everyone involved is in agreement.
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9) Character Profile - Some traits of your character cannot be fully displayed.  The Character Profile is meant for describing such traits. It should not be for telling the character's back story. It should not describe things that cannot be sensed using one of the five senses of a reasonable person.  
  
8) You may use all skills your character has to supplement your roleplay. But keep in mind that many of our members are undead and will frown (if they have skin) upon the use Chivalry.
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10) '''Abilities''' - All Skills are allowed. All Spells are allowed. All pets are allowed. All Special Moves are allowed. All weapons, armor, and clothing are allowed. OSI, EA, Mythic, and Broadsword have effectively play tested millions of hours to come up the current system we have today. It may not be perfect and it probably will change.  It makes no sense to bury one's head in the sand to new templates, abilities, and items.
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9) Releasing dangerous pets around unprepared roleplayers is strictly prohibited.
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'''{{Underline|RoE}}'''
  
10) Character Profile descriptions should be limited to information that can only be seen. I've seen some profiles list a hometown. I personally don't like this as it tells us something that can't be seen. However I wouldn't object to a note stating that a character speaks with a Vesper accent for example. And unless your character frequently runs around in the nude there isn't going to be much use describing tattoos upon one's buttocks. It also doesn't do much go to give a back story in character profiles. Let other players ask about you. Let them get to know you.
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1) '''IC''' - We are Role Players. We all must Play our Roles as if we are part of a cast in a play.  Do not break character. The moment you do, you are no longer Playing a Role, and are no longer a Role Player
  
'''Combat Rules'''
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2) '''Interaction Before Attack''' - Before Attacking you must be able to determine that a player is able to respond.  They do not need to be battle ready.  Their character does not need to know you are there. But you do need to ensure that they are at their keyboard and mouse.
  
1) Stay in character at all times. Even though combat is occurring around you, you must react to all situations from an in character perspective.
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3) '''Attacking Pets''' - Non-bonded pets are off limits unless the owner orders them to attack you. Bonded or summoned pets are freely attackable with or without the owners' presence.  However make sure the owner is at their keyboard and mouse.
  
2) You must RP first before attacking anyone. Intentions for attack must be made clear. Make sure your opponents are logged in, at their keyboard, and aware they are about to come under attack. Before attacking, make sure you give a short warning; “Halt!” “Have at you”, "You are under arrest", etc, and make sure they react to it.
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4) '''Abilities''' - All Skills, Spells, Special Moves,  and Pets are allowed to use.  
  
3) If you get knocked unconscious (killed) in character, then you are considered injured for 15 minutes (unless otherwise agreed between guildmasters). In that time you must keep your death robe on. You may not join the battle, or do any other demanding actions in character. You may RP being injured, and as such talk with others, but you may not help or interfere with any ongoing battle in any way. You can not log in a different character to rejoin a battle.
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5) '''Releasing Pets''' - Not only do the powers that be over Ultima Online consider this a form of griefing, so does this RoE.  
  
4) A player can only loot his or her own body when the fighting has moved away from them, as auto-loot automatically drops the death robe to the ground, and in the heat of battle people can get attacked when disrobed. Once you have looted your corpse, put your death robe back on and retreat from battle.
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6) '''Looting''' - No looting what so ever.  A corpse will decay in 7 minutes.  Only a Guild Master is allowed to loot in order to preserve a fallen players' belongings. If you feel your character can't help but to loot a corpse then let your victim know so they can give an item to you.  
  
5) Those wearing death robes may not be attacked under any circumstances.
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7) '''Death Robe''' - Once you have been killed you must wear a Death Robe for 30 minutes.  While in a death robe you may not participate in battle.  The extent of your actions must be limited to leaving the battlefield.  You may lick your wounds away from the battlefield and speak there.  But your actions should not in anyway affect the outcome of any ongoing battle.  
  
6) No looting is allowed.
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8) '''Resurrection Killing''' - No killing newly resurrected players or players in Death Robes.  
  
7) Each combatant has only one life. Once you have fallen you may not re-enter the battle.
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9) '''Rejoin''' - Even after waiting 30 minutes in a Death Robe you may not rejoin an active ongoing  battle.  
  
8) Summoned or tamed pets are allowed in combat. Pets have only one life, and when killed they can not rejoin the battle. If the tamer dies before the pet, the tamer may not continue to give the pet orders or participate in battle in any way.
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10) '''Alternate Characters''' - You may not join an active ongoing battle with an alternate character.
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'''{{Underline|RoG}}'''
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1) '''IC''' - We are Role Players.  We all must Play our Roles as if we are part of a cast in a play. Do not break character.  The moment you do, you are no longer Playing a Role, and are no longer a Role Player.
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2) '''Communication''' - All members should have at least methods of contact outside Ultima Online with the Guild Master.  ICQ, Email, and a Message Board are common examples.
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3) '''Skill Restrictions''' - Undead and Demonic members are outright banned from using Chivalry.  All other members will be heavily discouraged from using it, especially around Undead or Demonic members.
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4) '''Recruitment''' - Only trusted members will be granted the title of Emissary in order to recruit new members. Once a new member has been recruited it is the Emissary's duty to inform the Guild Master.
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5) '''Declaring War/Alliances''' - Not all guilds who highlight green are our allies. Not all guilds that highlight orange are enemies.  Because we are In Character we have no way of knowing.  But Warring and Alliance Status' will be managed by the Guild Masters.  If a Guild is highlighted it is safe to assume they are fully aware of any RoC and RoE rules.  Only a select few members will be granted the title of Warlord in order to accept War invites or end Wars. After accepting a war invite or ending a war.
  
9) All weapons, skills, equipment and special moves are permitted during combat.
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6) '''Guardian Worship''' - The Guardian' will is what binds us as an alliance. Thus while it is not demanded that all members worship the Guardian all members must respect the Guardian. The Gotha takes orders directly from the Guardian. 
  
10) Killing enemy pets is not permitted unless the pet or the owner is attacking you or your allies.
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7) '''Articles of Chapters''' - The Alliance is made up of Chapters. One Chapter is assigned to each Shard. All Chapters answer to the Gotha, rank 10. All Chapters are lead by a rank 9 member known as a Gaul. Beneath each Chapter are the Sub-Guilds.
  
11) There will be a 15 minute warning before any battle or raid is launched. The warning may only be given to a high ranking officer or guildmaster of the enemy organization.
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8) '''Article of Sub Guilds''' - Sub-Guilds each have their own Guild Master of their own title. They only answer to the Gaul of the Shard and the Gotha.
  
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9) '''Article of Rank and Advancment''' - All sub-guilds are created equal but some Sub-Guilds have more ranks.  Ranks 1 through 5 are standard member ranks and can be filled by main characters and alts.  Ranks 6 and 7 must be filled by main characters only but they may have alts in other guilds.  Rank 8 is the Guild Master of a sub-guild, Sub Guild Master.  Rank 9 is for the Guild Master of the Shard, the Chapter Master or Gaul.  And Rank 10 is for the Guild Master across all shards, the Gotha. 
  
==Organisation==
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10) '''Article of Uniforms'''  - All members' must wear Crimson and may use shades of black or dark gray as an accent color. Some Sub-Guilds have strong suggestions for their uniforms. See the Uniform section for further details regarding the preferred shades of Crimson and Black.
 
   
 
   
The Alliance is made up of several [[guilds]] across several [[shards]] and hopefully growing. In generic terms the Alliance's organization will vary from shard to shard. Some shards may have just one guild whereas others may have one parent guild above several sub-guilds.
 
 
   
 
   
I have ranks and rules set aside for up to 12 types of sub-guilds. No matter the sub-guild there will be at least eight unique ranks. Some sub-guilds will have up to 10 ranks to account for their leadership roles within the Alliance. No matter the shard like sub-guilds will use the same rank structures and basic rules for simplicity's sake. Ranks will be displayed in a guild title with at least a Roman numeral. Following the numerical rank will be an abbreviation marking the proper rank structure.
 
 
   
 
   
The sub-guild types are listed below but not all chapters of the Alliance have active sub-guilds. Also some sub-guilds are often merged together for easier management within each shard. Often the Skeleton and Wraith sub-guilds are merged to one singular Undead sub-guild and even share the same abbreviation.
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==Sub-Guilds==
 
   
 
   
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The Alliance is made up of several guilds across several shards and hopefully growing. In generic terms the Alliance's organization will vary from shard to shard. Some shards may have just one guild whereas others may have one parent guild above several sub-guilds.  All Sub-guilds are created equally in the eyes of the Guardian.  However some Sub-Guilds have rank structures which allow for further or faster  advancement in rank.  Thus it is up to the individuals to seek out these paths on their own.
 
   
 
   
* Vampires CA-V  
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Vampires CA-V  
* Ghouls CA-v
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* Cultists CA-C
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* Skeleton CA-U
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* Wraith CA-U
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* Orcs CA-O
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* Pirates CA-P
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* Trade Company CA-T
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* Gypsies  CA-G
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Currently not active sub-guilds. 
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* Drow CA-D
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* Knights CA-K
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* Orphanage CA-0
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* Possessed CA-H
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* Lycans CA-W
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More specifically, because each shard has its own peoples, histories, and destinies the back stories for how each sub-guild came to be in the Alliance may dictate additional rules. Hence the Shard Specific Information sections below.
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Ghouls CA-v
  
==Ranks==
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Cultists CA-C
  
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Skeleton CA-U
Ranks are very important within the guild as it denotes the division of responsibilities. Ranks one through five will be open to all.  Very little commitment to the guild is required to be a rank one through five.  Whereas the upper ranks will focus more towards management of personnel, resources, and public relations.  These are the ranks of the various subguilds I have created.  All guilds have at least eight ranks. 
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'''Standard Ranks''' - Ranks one through five Are typically responsible for gathering resources and following orders.  Depending on the sub-guild these ranks may be the most public face of the sub-guild.  In other cases they may work behind the scenes to support their leadership.  These members will typically remain on their home shard and their rank will not translate to another shard except during specific events.
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Wraith CA-U
  
'''Leadership Ranks''' - To pass into the leadership ranks, ranks six, seven, and eight, one must be committed to the guild over any others.  As stated earlier members in leadership ranks will be responsible of managing lower ranking members, materials, and even public relations.  These leadership ranks do translate when traveling between shards but will defer to the leadership of the shard.
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Orcs CA-O
  
'''Command Ranks''' - Ranks nine and ten make up the leadership responsible for managing the leadership across shards.  They dictate the direction of the guild.  They determine which shards to establish the presence of the guild on. 
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Pirates CA-P
  
'''Transitional Rank'''  - Some sub-guilds may allow members to transfer from another sub-guild.  This  will usually cost the loss of one rank. But after a month the transferring member is then eligible for normal promotion.
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Trade Company CA-T
  
'''Outsider Rank''' - There are sometimes outsiders will be allowed to join a sub-guild for one purpose or another.  Usually when this happens the outsider will retain their title but may progress in rank.  In most cases outsiders will not be promotable to higher leadership roles.
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Gypsies CA-G
  
'''Exempt Rank''' - Some ranks are exempt from the normal rank structure and break normal rules.
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'''Non-Active Sub-Guilds'''  
  
{| width=40%
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Drow CA-D
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* '''Vampires CA-V'''
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** Initiate   
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** Disciple   
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** Fledgeling   
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** Adeptus   
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** Enforcer   
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** Sharief   
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** Marshal   
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** Drachon   
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** Archon   
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** Ward (Transitional Rank)
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* '''Ghouls CA-v'''
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Knights CA-K
** Initiate   
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** Ghoul   
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** Ghast   
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** Haunter   
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** Vargheist   
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** Vargoyle   
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** Vhargulf   
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** Striogi 
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** Thrall (Transitional Rank)
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* '''Cultists CA-C'''
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Orphanage CA-0
** Initiate   
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** Acolyte   
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** Fellow   
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** Necromari   
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** Necromonger   
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** Necrophant   
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** Hieromancer   
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** Hierophant   
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** Convert  (Transitional Rank)
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* '''Skeleton CA-U'''
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Possessed CA-H
** Initiate   
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** Sentinel   
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** Wight   
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** Keeper   
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** Warden   
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** Seneschal   
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** Hex Knight   
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** Kastellan   
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** Old One   
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** Ancient One   
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** Unborn  (Transitional Rank)
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* '''Wraith CA-U'''  
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Lycans CA-W
** Initiate  
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** Whisper  
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** Shadow  
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==Ranks==
** Apparition  
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** Wraith  
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Ranks are very important within the guild as it denotes the division of responsibilities. Ranks one through five will be open to all. Very little commitment to the guild is required to be a rank one through five. Whereas the upper ranks will focus more towards management of personnel, resources, and public relations. These are the ranks of the various subguilds I have created. All guilds have at least eight ranks.
** Specter  
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** Horror  
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'''Standard Ranks''' - Ranks one through five Are typically responsible for gathering resources and following orders. Depending on the sub-guild these ranks may be the most public face of the sub-guild. In other cases they may work behind the scenes to support their leadership. These members will typically remain on their home shard and their rank will not translate to another shard except during specific events.
** Poltergeist  
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** Old One  
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'''Leadership Ranks''' - To pass into the leadership ranks, ranks six, seven, and eight, one must be committed to the guild over any others. As stated earlier members in leadership ranks will be responsible of managing lower ranking members, materials, and even public relations. These leadership ranks do translate when traveling between shards but will defer to the leadership of the shard.
** Ancient One  
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** Unborn  (Transitional Rank)
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'''Command Ranks''' - Ranks nine and ten make up the leadership responsible for managing the leadership across shards. They dictate the direction of the guild. They determine which shards to establish the presence of the guild on.  These ranks make up the Crimson Council meant to guiide Gauls and Gothas alike.
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'''High Ranks''' - High Ranks share both the 9th and 10th ranks but hold positions of immense power.  The rank 9 rank is called the Gaul and is the Master of the Chapter.  The Gual only answers to the Gotha.  The Gotha is the Rank 10 position and only answers to the Guardian.
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'''Transitional Rank''' - Some sub-guilds may allow members to transfer from another sub-guild. This will usually cost the loss of one rank. But after a month the transferring member is then eligible for normal promotion.
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'''Outsider Rank''' - There are sometimes outsiders will be allowed to join a sub-guild for one purpose or another. Usually when this happens the outsider will retain their title but may progress in rank. In most cases outsiders will not be promotable to higher leadership roles.
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'''Exempt Rank''' - Some ranks are exempt from the normal rank structure and break normal rules.
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1 Standard Ranks
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2 Standard Ranks
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3 Standard Ranks
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4 Standard Ranks
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5 Standard Ranks
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6 Leadership Ranks
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7 Leadership Ranks
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8 Leadership Ranks
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9 Command Ranks
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10 Command Ranks
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{{Underline|Alternate Ranks}}
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High Ranks
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Transitional Ranks
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Outsider Ranks
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Exempt Ranks
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{| width=40%
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|
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* '''High Council -CA-''' 
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** Gotha
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** Gaul
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* '''Vampires CA-V''' 
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** Initiate   
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** Disciple   
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** Fledgeling   
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** Adeptus   
 +
** Enforcer   
 +
** Sharief   
 +
** Marshal   
 +
** Drachon   
 +
** Archon   
 +
** Ward (Transitional Rank)
 +
 +
 +
* '''Ghouls CA-v''' 
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** Initiate   
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** Ghoul   
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** Ghast   
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** Haunter   
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** Vargheist   
 +
** Vargoyle   
 +
** Vhargulf   
 +
** Striogi   
 +
** Thrall (Transitional Rank)
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 +
 +
* '''Cultists CA-C''' 
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** Initiate   
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** Acolyte   
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** Fellow   
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** Necromari   
 +
** Necromonger   
 +
** Necrophant   
 +
** Hieromancer   
 +
** Hierophant   
 +
** Convert  (Transitional Rank)
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 +
 +
* '''Skeleton CA-U''' 
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** Initiate   
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** Sentinel   
 +
** Wight   
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** Keeper   
 +
** Warden   
 +
** Seneschal   
 +
** Hex Knight   
 +
** Kastellan   
 +
** Old One   
 +
** Ancient One   
 +
** Unborn  (Transitional Rank)
 +
 +
 +
* '''Wraith CA-U'''
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** Initiate    
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** Whisper    
 +
** Shadow    
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** Apparition    
 +
** Wraith    
 +
** Specter    
 +
** Horror    
 +
** Poltergeist    
 +
** Old One    
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** Ancient One    
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** Unborn  (Transitional Rank)  
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 +
 +
| valign="top" |
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'''* Orcs CA-O''' 
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** Runt   
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** Grunt   
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** Grunt   
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** Brute   
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** Bruisah   
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** Warboss   
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** Nob   
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** Great Nob   
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** Shaman
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** Berserker (Outsider Rank)   
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** Breedah (Exempt Rank)
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* '''Pirates CA-P''' 
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** Swabbie   
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** Privateer   
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** Pirate   
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** Ensign   
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** First Mate   
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** Captain   
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** Commodore   
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** Admiral   
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** Conscript  (Transitional Rank)
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 +
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* '''Trade Company CA-T''' 
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** Merchant
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** Manager
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** Director
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** Officer
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** Chief
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** Trade Captain   
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** Viceroy     
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** Burgomaster 
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** Investor  (Exempt Rank) 
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** Slave (Outsider Rank) 
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** Contractor (Transitional Rank)
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* '''Gypsies  CA-G''' 
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** Initiate   
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** Jakh   
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** Praxo   
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** Tunt   
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** Jaegar   
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** Eyldar     
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** Barvalo   
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** Xarano     
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** Straini  (Transitional Rank)
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| valign="top" |
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'''{{Underline|Currently not active sub-guilds}} ''' 
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* '''Possessed CA-H'''
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** Initiate   
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** Ainkil   
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** Vozoth   
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** Vex   
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** Hasha   
 +
** Torak   
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** Rashka   
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** Quei   
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** Salburi   
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** Host (Transitional Rank)
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* '''Drow CA-D''' 
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** Warne ( Apprentice) 
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** Miulk'ars (minions) 
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** Qu'abban (house agent) 
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** Ogrim (reaper) 
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** Enzzeir (harbinger) 
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** kyorli (watcher) 
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** Ul’saruk (warlord) 
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** Ilharness/ilharn (matron/patron)
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* '''Knights CA-K'''
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** Private
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** Corporal
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** Sergeant
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** Captain
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** Major
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** Marshal
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** Colonel
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** General
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** Squire  (Transitional Rank)
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* '''Orphanage CA-0''' 
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** Tutor   
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** Prefect   
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** Proctor   
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** Professor     
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** Dean   
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** Headmaster   
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** Maester   
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** Grand Maester   
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** Orphan  (Exempt Rank)
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** Pupil (Outsider Rank) 
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** Substitute  (Outsider Rank) or  (Transitional Rank)
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* '''Lycans CA-W''' 
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** Cliath 
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** Fostern 
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** Adren 
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** Athro 
 +
** Gaith 
 +
** Waldur 
 +
** Aldar 
 +
** Legund
 +
|}
 +
 +
 +
 +
 +
 +
==Uniforms==
 +
 +
Uniforms are hard to do these days with all the different options available to us. So for the most part there won't be a definite uniform. But certain guidelines should be taken into account. The first, wear Crimson.
 +
 +
Basically all members must wear Crimson. This is the only hard fast uniform rule.The favored Crimson comes from the special dye tub and is the darkest red available. The Leather Dye Tub provides a good Crimson for leather. The natural red plant pigment dyes are an acceptable Crimson. The Rum Red Pigments of Tokuno, Vibrant Crimson Pigments, and Fresh Rose Pigments are also acceptable Crimsons.
 +
 +
In addition to the primary Crimson color required Black may be used as an accent color. The ideal black I prefer is from the Natural Black Pigments or the top black available in the Leather Dye Tub. But other blacks are allowed; Ninja Black Pigments of Tokuno, Shadow Dancer Black Pigments of Tokuno, Reflective Shadow Pigments, Dark Void Pigments, and Black Dye Tub are all suitable. Also clothes made with Abyssal cloth would be a suitable black. But even with all the blacks available it's important to remember that we're the Crimson Alliance, not the Black Alliance or the Crimson and Black Alliance. Wear Crimson.
 +
 +
Because the Crimson Alliance Resurgent traces its roots back to the birth of UO I'd prefer to not use Tokunoese or Elven clothing armor. The preferred helm, unless otherwise stated, should be the Plate Helm. the preferred shield is the Metal Shield. Weapons will be harder to regulate as they have their own special moves and some profiles depend on those in combat, so discuss those options with a Guild Master.  Above all, wear Crimson.
 +
 +
Below I have laid out the basis of what I'd like the uniforms to start with. Most of these are based on the idea that these sub-guilds are made up from tight knit subcultures. But with that being said some members do come from varied walks of life so some may dress more akin to what their back story may dictate. The golden rule of Crimson Alliance uniforms is to keep in mind who your character is when coming up with their wardrobe. Just because you see someone not wearing what's listed below doesn't mean they're not in uniform, just so long as they're wearing something Crimson. Wear Crimson!
 +
 +
'''Undead/Skeletons CA-U''': Bone Helm at all times. Crimson Sandals and a Crimson Kilt.
  
| valign="top" |
+
'''Undead/Wraiths CA-U''': Crimson Skirt and Crimson Sandals.
'''* Orcs CA-O'''  
+
** Runt   
+
** Grunt   
+
** Grunt   
+
** Brute   
+
** Bruisah   
+
** Warboss   
+
** Nob   
+
** Great Nob   
+
** Shaman
+
** Berserker (Outsider Rank)   
+
** Breedah (Exempt Rank)
+
  
* '''Pirates CA-P'''  
+
'''Vampires CA-V''':
** Swabbie   
+
** Privateer   
+
** Pirate   
+
** Ensign   
+
** First Mate   
+
** Captain   
+
** Commodore   
+
** Admiral   
+
** Conscript  (Transitional Rank)
+
  
* '''Trade Company CA-T'''  
+
'''Ghouls CA-v''':
** Merchant
+
** Manager
+
** Director
+
** Officer
+
** Chief
+
** Trade Captain   
+
** Viceroy   
+
** Burgomaster 
+
** Investor  (Exempt Rank) 
+
** Slave (Outsider Rank) 
+
** Contractor (Transitional Rank)
+
  
* '''Gypsies  CA-G'''  
+
'''Cultists CA-C''': Crimson Skirt and Crimson Sandals.
** Initiate   
+
** Jakh   
+
** Praxo   
+
** Tunt   
+
** Jaegar   
+
** Eyldar   
+
** Barvalo   
+
** Xarano   
+
** Straini  (Transitional Rank)
+
  
| valign="top" |
+
'''Traders CA-T''': Crimson Cap
'''{{Underline|Currently not active sub-guilds}} '''
+
* '''Possessed CA-H'''
+
** Initiate   
+
** Ainkil   
+
** Vozoth   
+
** Vex 
+
** Hasha   
+
** Torak 
+
** Rashka   
+
** Quei 
+
** Salburi   
+
** Host (Transitional Rank)
+
  
* '''Drow CA-D'''  
+
'''Gypsies CA-G''': Crimson Kilt and Crimson Sandals.
** Warne ( Apprentice) 
+
** Miulk'ars (minions) 
+
** Qu'abban (house agent) 
+
** Ogrim (reaper) 
+
** Enzzeir (harbinger) 
+
** kyorli (watcher) 
+
** Ul’saruk (warlord) 
+
** Ilharness/ilharn (matron/patron)
+
  
* '''Knights CA-K'''
+
'''Pirates CA-P''': Ranks 5 and below wear Crimson Bandanas. Ranks 6 and up wear Crimson Skullcaps. And only members in command of a ship can wear a Crimson Tricorne Hat.
** Private
+
** Corporal
+
** Sergeant
+
** Captain
+
** Major
+
** Marshal
+
** Colonel
+
** General
+
** Squire  (Transitional Rank)
+
  
 +
'''Orcs CA-O''': Orc Mask or Orc Helm at all times. Crimson Fur Sarong and Crimson Fur Boots.
  
* '''Orphanage CA-0'''  
+
'''Gargoyles CA-*''':
** Tutor   
+
** Prefect   
+
** Proctor   
+
** Professor   
+
** Dean   
+
** Headmaster   
+
** Maester   
+
** Grand Maester   
+
** Orphan  (Exempt Rank)
+
** Pupil (Outsider Rank) 
+
** Substitute  (Outsider Rank) or  (Transitional Rank)
+
  
* '''Lycans CA-W'''
+
{{Underline|Non-Active Sub-Guilds}}
** Cliath 
+
** Fostern 
+
** Adren 
+
** Athro 
+
** Gaith 
+
** Waldur 
+
** Aldar 
+
** Legund
+
|}
+
  
==Uniforms==
+
'''Drow CA-D''':
  
Uniforms are hard to do these days with all the different options available to us. So for the most part there won't be a definite uniform. But certain guidelines should be taken into account.
+
'''Possessed CA-H''': Crimson Skirt and Crimson Sandals.  
 +
 
 +
'''Lycans CA-L''':
 +
 
 +
'''Knights CA-K''': Platemail
 +
 
 +
'''Orphanage Faculty CA-0''': Crimson Skirt and Crimson Sandals.  
 
   
 
   
Basically all members must wear Crimson. This is the only hard fast uniform rule.The favored Crimson comes from the special dye tub and is the darkest red available.  The Leather Dye Tub provides a good Crimson for leather.  The natural red plant pigment dyes are an acceptable Crimson. The Rum Red Pigments of Tokuno, Vibrant Crimson Pigments, and Fresh Rose Pigments are also acceptable Crimsons. 
 
 
   
 
   
In addition to the primary Crimson color required Black may be used as an accent color. The ideal black I prefer is from the Natural Black Pigments or the top black available in the Leather Dye Tub. But other blacks are allowed; Ninja Black Pigments of Tokuno, Shadow Dancer Black Pigments of Tokuno, Reflective Shadow Pigments, Dark Void Pigments, and Black Dye Tub are all suitable. Also clothes made with Abyssal cloth would be a suitable black. But even with all the blacks available it's important to remember that we're the Crimson Alliance, not the Black Alliance or the Crimson and Black Alliance. 
+
==Advancment==
 
   
 
   
Because the Crimson Alliance Resurgent traces its roots back to the birth of UO I'd prefer to not use Tokunoese or Elven clothing armor. The prefered helm, unless otherwise stated, should be the Plate Helm.  the prefered shield is the Metal Shield. Weapons will be harder to regulate as they have their own special moves and some profiles depend on those in combat. . 
+
'''{{Underline|Promotion}}'''
 
   
 
   
Below I have laid out the basis of what I'd like the uniforms to start with. Most of these are based on ideas that these sub-guilds are made up from a tight knit subculture. But with that being said some members do come from varied walks of life so some may dress more akin to what their back story may dictate. The golden rule of Crimson Alliance uniforms is to keep in mind who your character is when coming up with their wardrobe. So just because you see someone not wearing what's listed below doesn't mean they're not in uniform, just so long as they're wearing something Crimson.
+
'''Lower Rank Promotion''' - Promotion through the lower ranks will be fairly easy. Members may be eligible for promotion once a month unless otherwise specified. Members will have to score at least 20 out of 30 total possible points through 6 types of trials. For the most part each Trial is worth 5 promotion points. Some Sub-Guilds and templates will be exempt from some Trials and will be replaced by doing another twice.  
 
   
 
   
-Sub-Guild Specific Uniforms-
+
1) '''Triva Trial''' - There are 15 total questions.  Of which 5 will be selected at random. Each question is worth 1 point.
  
1) Undead/Skeletons CA-U: Bone Helm at all times.  Crimson Sandals and a Crimson Kilt.
+
2) '''Resources Production Trial''' - For every 1000 of a common resource 100 of an uncommon resource 10 of a special resource or 1 or a rare resource will be worth 1 promotion point.  
  
2) Undead/Wraiths CA-U: Crimson Skirt and Crimson Sandals.   
+
3) '''Artisan's Trial''' - Combatants will be exempt from this trial. Essentially your crafting skills will be testedMembers will be expected to displaying sufficient skills on MyUO.
  
3) Vampires CA-V:  
+
4) '''Combat Trial''' - Crafters will be exempt from this trial.  Essentially your combat skills will be tested. Members will be expected to displaying sufficient skills on MyUO.  
  
4) Ghouls CA-v:  
+
5) '''Political/Espionage  Trial''' - Orcs are exempt from this Trial as they lack the personal tact required for this Trial. An in depth report will be given about a topic. Who, What, Why, When, Where, and How are all worth 1 point each up to 5 total points.  
  
5) Cultists CA-C: Crimson Skirt and Crimson Sandals.   
+
6) '''Sub-Guild Trial''' - there will be certain events that happen once a month for each of the Sub-Guilds. Attendance is worth 2 points and participation is worth 3 points. 
 +
 +
'''Upper Rank Promotion''' - Promotion through the Leadership and Command Ranks will require a little more planning.  Members will be eligible for Leadership and Command positions once a quarter or as a position opens.  To at least maintain a leadership rank one must score a 10 out of 20 of the Lower Rank Promotion Trials choosing at least 4 of the 6 Trials.  In addition to gain rank Leaders and Commanders must complete two of the following tasks each month.  Alternatively a Leader or Commander may Complete all four in lieu of having to score at least 10 out of 20 in the Lower Rank Promotion Trials.
 +
 +
1) '''Supply Guild House''' - It could be a stable, barracks, warehouse, training house, factory, etc.   
  
6) Traders CA-T: Crimson Cap
+
2) '''Create Quests''' - This quest should be for standard members to follow through. It could be a quest to uncover pieces of the guilds' past or it could be to drive the guild into the future. 
  
7) Gypsies CA-G: Crimson Kilt and Crimson Sandals.  
+
3) '''Muster Raids''' - It could be a dungeon raid it could be a raid on a rival guild.  
  
8) Pirates CA-P: Ranks 5 and below wear Crimson Bandanas. Ranks 6 and up wear Crimson Skullcaps. And only members in command of a ship can wear a Crimson Tricorne Hat.   
+
4) '''Muster Events''' - It could be an unscheduled ceremony just for the guild, it could be a bazaar for other guide to attend, it could even be a tavern night.   
 
+
9) Orcs CA-O: Orc Mask or Orc Helm at all times.   Crimson Fur Sarong and Crimson Fur Boots.   
+
'''{{Underline|Demotion}}'''
 
+
10) Gargoyles CA-*: 
+
Demotions will occur for serious offenses.  There will be a strict 3 strikes and you're out of the guild rule.  There is always some leaway and this is completely at the Guild Masters' discretion. But with that being said, a severe enough infraction will hurt our standing with other guilds and may force the Guild Masters' hands.  
 +
   
 +
1) Breaking Character
  
11) Drow CA-D: 
+
2) Breaking RoC
  
12) Possessed CA-H: Crimson Skirt and Crimson Sandals. 
+
3) Breaking RoE
  
13) Lycans CA-L: 
+
4) Breaking RoG
  
14) Knights CA-K:  Platemail
+
5) Inactivity
  
15) Orphanage Faculty CA-0: Crimson Skirt and Crimson Sandals.
+
6) Alternative Obligation
  
 
=Shard Specific Information=  
 
=Shard Specific Information=  

Revision as of 06:31, 25 May 2015


Basic Info

  • Abbreviation: -CA-
  • Type: Evil Neutral
  • Allegiance: Evil
  • Acceptable Afflictions: Anything evil
  • Acceptable Races: All
  • Status: Active
  • Recruitment: Selective/Open
  • Official Website: NONE
  • RP Alliance Website: NONE

About Us

This is a Role Playing guild. It is not meant to be a direct copy of the old guild the Crimson Alliance, though it is a strong inspiration as it was one of my first guilds. The guild is currently present on three shards; Atlantic, Catskills, Siege Perilous, and Europa. The guild is centered around a cult devoted to the Guardian.

The Crimson Alliance Resurgent is an evil guild dedicated to serving the Guardian across all shards. The Guardian is the protagonist from the Single Player Ultimas; Ultima 7, Ultima 8]], and Ultima 9]. As we learned in Ultima 9 the Guardian is a being similar to that of the Avatar in that he is comprised of virtues, albeit different virtues. And because of these different virtues the Guardian and his followers often find themselves at odds with the Avatar, Lord British, and their followers. The Guardian is also famously infamous for taking over other worlds and enslaving entire populations. The most notable example is the world of Pagan displayed in Ultima 8: Pagan. But that is all single player Ultima lore and doesn't exactly effect Ultima Online for a variety of reasons.

The original Crimson Alliance was founded on Catskills in 1997. But over the course of years it slowly became inactive. I, Dante Darkheart, was once a member (not a leader or even founding member) of this guild. It was one of my first guilds and I have plenty of very nostalgic feelings towards the original Crimson Alliance.

I've decided to rekindle that nostalgia and move back to the Crimson Alliance's hometown of the Necropolis and re-found the guild as the Crimson Alliance Resurgent. While we try to hold ourselves to the ideals of the original guild we also act as emissaries of the Guardian in an effort to prepare the Shards of Ultima Online, not just Catskills. So while Catskills is our home shard I have branched out to other shards. Currently we have chapters on Atlantic, Europa, and Siege Perilous. And Ideally I'd love to have an active chapter on every shard. A boy can dream.

Rules

We follow three simple sets of rules, RoC, RoE, and RoG. That's Rules of Conduct, Rules of Engagement, and Rules of the Guild. RoC covers what it takes to be a successful and well respected Role Player. RoE covers what happens for a Role Player following the RoC in combat. And finally, the RoG covers the rules expected of a member of the guild.

RoC

1) IC - We are Role Players. We all must Play our Roles as if we are part of a cast in a play. Do not break character. The moment you do, you are no longer Playing a Role, and are no longer a Role Player

2) OOC - Real Life (RL) always comes before this game. So there are some reasons as to which you may need to break character. If you must go Out of Character (OOC) please use Guild Chat, Chat Channel, or if no other options are available you may use Brackets ([]).

3) Meta-Gaming - Part of staying In Character is not using information learned through Out Of Character means. For example, despite having All Names show up your character will not know everyone's name automatically. In that same vein your character will not be able to read another's guild tag. And so on.

4) God Modding - Do not emote on another's behalf. Furthermore, unless you can actually effect the environment around you do not emote so. Meaning yu can't make it rain. You can't make it colder. You can't make it darker.

5) Uber Gaming - This is when you make claims to be the best of the best and you're not. Anatomy and Evaluate Intelligence are useful and common skills to verify one's claims. So we know when you're lying.

6) Follow RoE - Rules of Engagement are important for what to expect in Combat. Exceptions may only be made by Guild Masters.

7) Follow RoG - Rules of the Guild dictate rules for Guild members to follow. Each Guild will have its own set of rules but must follow the agreed upon RoC and RoE.

8) Complain to GM - Take all complaints to your Guild Master. Do not make your complaints public, failure to do so may make matters worse.

9) Character Profile - Some traits of your character cannot be fully displayed. The Character Profile is meant for describing such traits. It should not be for telling the character's back story. It should not describe things that cannot be sensed using one of the five senses of a reasonable person.

10) Abilities - All Skills are allowed. All Spells are allowed. All pets are allowed. All Special Moves are allowed. All weapons, armor, and clothing are allowed. OSI, EA, Mythic, and Broadsword have effectively play tested millions of hours to come up the current system we have today. It may not be perfect and it probably will change. It makes no sense to bury one's head in the sand to new templates, abilities, and items.


RoE

1) IC - We are Role Players. We all must Play our Roles as if we are part of a cast in a play. Do not break character. The moment you do, you are no longer Playing a Role, and are no longer a Role Player

2) Interaction Before Attack - Before Attacking you must be able to determine that a player is able to respond. They do not need to be battle ready. Their character does not need to know you are there. But you do need to ensure that they are at their keyboard and mouse.

3) Attacking Pets - Non-bonded pets are off limits unless the owner orders them to attack you. Bonded or summoned pets are freely attackable with or without the owners' presence. However make sure the owner is at their keyboard and mouse.

4) Abilities - All Skills, Spells, Special Moves, and Pets are allowed to use.

5) Releasing Pets - Not only do the powers that be over Ultima Online consider this a form of griefing, so does this RoE.

6) Looting - No looting what so ever. A corpse will decay in 7 minutes. Only a Guild Master is allowed to loot in order to preserve a fallen players' belongings. If you feel your character can't help but to loot a corpse then let your victim know so they can give an item to you.

7) Death Robe - Once you have been killed you must wear a Death Robe for 30 minutes. While in a death robe you may not participate in battle. The extent of your actions must be limited to leaving the battlefield. You may lick your wounds away from the battlefield and speak there. But your actions should not in anyway affect the outcome of any ongoing battle.

8) Resurrection Killing - No killing newly resurrected players or players in Death Robes.

9) Rejoin - Even after waiting 30 minutes in a Death Robe you may not rejoin an active ongoing battle.

10) Alternate Characters - You may not join an active ongoing battle with an alternate character.


RoG

1) IC - We are Role Players. We all must Play our Roles as if we are part of a cast in a play. Do not break character. The moment you do, you are no longer Playing a Role, and are no longer a Role Player.

2) Communication - All members should have at least methods of contact outside Ultima Online with the Guild Master. ICQ, Email, and a Message Board are common examples.

3) Skill Restrictions - Undead and Demonic members are outright banned from using Chivalry. All other members will be heavily discouraged from using it, especially around Undead or Demonic members.

4) Recruitment - Only trusted members will be granted the title of Emissary in order to recruit new members. Once a new member has been recruited it is the Emissary's duty to inform the Guild Master.

5) Declaring War/Alliances - Not all guilds who highlight green are our allies. Not all guilds that highlight orange are enemies. Because we are In Character we have no way of knowing. But Warring and Alliance Status' will be managed by the Guild Masters. If a Guild is highlighted it is safe to assume they are fully aware of any RoC and RoE rules. Only a select few members will be granted the title of Warlord in order to accept War invites or end Wars. After accepting a war invite or ending a war.

6) Guardian Worship - The Guardian' will is what binds us as an alliance. Thus while it is not demanded that all members worship the Guardian all members must respect the Guardian. The Gotha takes orders directly from the Guardian.

7) Articles of Chapters - The Alliance is made up of Chapters. One Chapter is assigned to each Shard. All Chapters answer to the Gotha, rank 10. All Chapters are lead by a rank 9 member known as a Gaul. Beneath each Chapter are the Sub-Guilds.

8) Article of Sub Guilds - Sub-Guilds each have their own Guild Master of their own title. They only answer to the Gaul of the Shard and the Gotha.

9) Article of Rank and Advancment - All sub-guilds are created equal but some Sub-Guilds have more ranks. Ranks 1 through 5 are standard member ranks and can be filled by main characters and alts. Ranks 6 and 7 must be filled by main characters only but they may have alts in other guilds. Rank 8 is the Guild Master of a sub-guild, Sub Guild Master. Rank 9 is for the Guild Master of the Shard, the Chapter Master or Gaul. And Rank 10 is for the Guild Master across all shards, the Gotha.

10) Article of Uniforms - All members' must wear Crimson and may use shades of black or dark gray as an accent color. Some Sub-Guilds have strong suggestions for their uniforms. See the Uniform section for further details regarding the preferred shades of Crimson and Black.


Sub-Guilds

The Alliance is made up of several guilds across several shards and hopefully growing. In generic terms the Alliance's organization will vary from shard to shard. Some shards may have just one guild whereas others may have one parent guild above several sub-guilds. All Sub-guilds are created equally in the eyes of the Guardian. However some Sub-Guilds have rank structures which allow for further or faster advancement in rank. Thus it is up to the individuals to seek out these paths on their own.

Vampires CA-V

Ghouls CA-v

Cultists CA-C

Skeleton CA-U

Wraith CA-U

Orcs CA-O

Pirates CA-P

Trade Company CA-T

Gypsies CA-G

Non-Active Sub-Guilds

Drow CA-D

Knights CA-K

Orphanage CA-0

Possessed CA-H

Lycans CA-W


Ranks

Ranks are very important within the guild as it denotes the division of responsibilities. Ranks one through five will be open to all. Very little commitment to the guild is required to be a rank one through five. Whereas the upper ranks will focus more towards management of personnel, resources, and public relations. These are the ranks of the various subguilds I have created. All guilds have at least eight ranks.

Standard Ranks - Ranks one through five Are typically responsible for gathering resources and following orders. Depending on the sub-guild these ranks may be the most public face of the sub-guild. In other cases they may work behind the scenes to support their leadership. These members will typically remain on their home shard and their rank will not translate to another shard except during specific events.

Leadership Ranks - To pass into the leadership ranks, ranks six, seven, and eight, one must be committed to the guild over any others. As stated earlier members in leadership ranks will be responsible of managing lower ranking members, materials, and even public relations. These leadership ranks do translate when traveling between shards but will defer to the leadership of the shard.

Command Ranks - Ranks nine and ten make up the leadership responsible for managing the leadership across shards. They dictate the direction of the guild. They determine which shards to establish the presence of the guild on. These ranks make up the Crimson Council meant to guiide Gauls and Gothas alike.

High Ranks - High Ranks share both the 9th and 10th ranks but hold positions of immense power. The rank 9 rank is called the Gaul and is the Master of the Chapter. The Gual only answers to the Gotha. The Gotha is the Rank 10 position and only answers to the Guardian.

Transitional Rank - Some sub-guilds may allow members to transfer from another sub-guild. This will usually cost the loss of one rank. But after a month the transferring member is then eligible for normal promotion.

Outsider Rank - There are sometimes outsiders will be allowed to join a sub-guild for one purpose or another. Usually when this happens the outsider will retain their title but may progress in rank. In most cases outsiders will not be promotable to higher leadership roles.

Exempt Rank - Some ranks are exempt from the normal rank structure and break normal rules.

1 Standard Ranks 2 Standard Ranks 3 Standard Ranks 4 Standard Ranks 5 Standard Ranks 6 Leadership Ranks 7 Leadership Ranks 8 Leadership Ranks 9 Command Ranks 10 Command Ranks Alternate Ranks High Ranks Transitional Ranks Outsider Ranks Exempt Ranks




  • High Council -CA-
    • Gotha
    • Gaul
  • Vampires CA-V
    • Initiate
    • Disciple
    • Fledgeling
    • Adeptus
    • Enforcer
    • Sharief
    • Marshal
    • Drachon
    • Archon
    • Ward (Transitional Rank)


  • Ghouls CA-v
    • Initiate
    • Ghoul
    • Ghast
    • Haunter
    • Vargheist
    • Vargoyle
    • Vhargulf
    • Striogi
    • Thrall (Transitional Rank)


  • Cultists CA-C
    • Initiate
    • Acolyte
    • Fellow
    • Necromari
    • Necromonger
    • Necrophant
    • Hieromancer
    • Hierophant
    • Convert (Transitional Rank)


  • Skeleton CA-U
    • Initiate
    • Sentinel
    • Wight
    • Keeper
    • Warden
    • Seneschal
    • Hex Knight
    • Kastellan
    • Old One
    • Ancient One
    • Unborn (Transitional Rank)


  • Wraith CA-U
    • Initiate
    • Whisper
    • Shadow
    • Apparition
    • Wraith
    • Specter
    • Horror
    • Poltergeist
    • Old One
    • Ancient One
    • Unborn (Transitional Rank)


* Orcs CA-O

    • Runt
    • Grunt
    • Grunt
    • Brute
    • Bruisah
    • Warboss
    • Nob
    • Great Nob
    • Shaman
    • Berserker (Outsider Rank)
    • Breedah (Exempt Rank)


  • Pirates CA-P
    • Swabbie
    • Privateer
    • Pirate
    • Ensign
    • First Mate
    • Captain
    • Commodore
    • Admiral
    • Conscript (Transitional Rank)


  • Trade Company CA-T
    • Merchant
    • Manager
    • Director
    • Officer
    • Chief
    • Trade Captain
    • Viceroy  
    • Burgomaster
    • Investor (Exempt Rank)
    • Slave (Outsider Rank)
    • Contractor (Transitional Rank)


  • Gypsies CA-G
    • Initiate
    • Jakh
    • Praxo
    • Tunt
    • Jaegar
    • Eyldar  
    • Barvalo
    • Xarano  
    • Straini (Transitional Rank)


Currently not active sub-guilds

  • Possessed CA-H
    • Initiate
    • Ainkil
    • Vozoth
    • Vex
    • Hasha
    • Torak
    • Rashka
    • Quei
    • Salburi
    • Host (Transitional Rank)


  • Drow CA-D
    • Warne ( Apprentice)
    • Miulk'ars (minions)
    • Qu'abban (house agent)
    • Ogrim (reaper)
    • Enzzeir (harbinger)
    • kyorli (watcher)
    • Ul’saruk (warlord)
    • Ilharness/ilharn (matron/patron)


  • Knights CA-K
    • Private
    • Corporal
    • Sergeant
    • Captain
    • Major
    • Marshal
    • Colonel
    • General
    • Squire (Transitional Rank)



  • Orphanage CA-0
    • Tutor
    • Prefect
    • Proctor
    • Professor  
    • Dean
    • Headmaster
    • Maester
    • Grand Maester
    • Orphan (Exempt Rank)
    • Pupil (Outsider Rank)
    • Substitute (Outsider Rank) or (Transitional Rank)


  • Lycans CA-W
    • Cliath
    • Fostern
    • Adren
    • Athro
    • Gaith
    • Waldur
    • Aldar
    • Legund



Uniforms

Uniforms are hard to do these days with all the different options available to us. So for the most part there won't be a definite uniform. But certain guidelines should be taken into account. The first, wear Crimson.

Basically all members must wear Crimson. This is the only hard fast uniform rule.The favored Crimson comes from the special dye tub and is the darkest red available. The Leather Dye Tub provides a good Crimson for leather. The natural red plant pigment dyes are an acceptable Crimson. The Rum Red Pigments of Tokuno, Vibrant Crimson Pigments, and Fresh Rose Pigments are also acceptable Crimsons.

In addition to the primary Crimson color required Black may be used as an accent color. The ideal black I prefer is from the Natural Black Pigments or the top black available in the Leather Dye Tub. But other blacks are allowed; Ninja Black Pigments of Tokuno, Shadow Dancer Black Pigments of Tokuno, Reflective Shadow Pigments, Dark Void Pigments, and Black Dye Tub are all suitable. Also clothes made with Abyssal cloth would be a suitable black. But even with all the blacks available it's important to remember that we're the Crimson Alliance, not the Black Alliance or the Crimson and Black Alliance. Wear Crimson.

Because the Crimson Alliance Resurgent traces its roots back to the birth of UO I'd prefer to not use Tokunoese or Elven clothing armor. The preferred helm, unless otherwise stated, should be the Plate Helm. the preferred shield is the Metal Shield. Weapons will be harder to regulate as they have their own special moves and some profiles depend on those in combat, so discuss those options with a Guild Master. Above all, wear Crimson.

Below I have laid out the basis of what I'd like the uniforms to start with. Most of these are based on the idea that these sub-guilds are made up from tight knit subcultures. But with that being said some members do come from varied walks of life so some may dress more akin to what their back story may dictate. The golden rule of Crimson Alliance uniforms is to keep in mind who your character is when coming up with their wardrobe. Just because you see someone not wearing what's listed below doesn't mean they're not in uniform, just so long as they're wearing something Crimson. Wear Crimson!

Undead/Skeletons CA-U: Bone Helm at all times. Crimson Sandals and a Crimson Kilt.

Undead/Wraiths CA-U: Crimson Skirt and Crimson Sandals.

Vampires CA-V:

Ghouls CA-v:

Cultists CA-C: Crimson Skirt and Crimson Sandals.

Traders CA-T: Crimson Cap

Gypsies CA-G: Crimson Kilt and Crimson Sandals.

Pirates CA-P: Ranks 5 and below wear Crimson Bandanas. Ranks 6 and up wear Crimson Skullcaps. And only members in command of a ship can wear a Crimson Tricorne Hat.

Orcs CA-O: Orc Mask or Orc Helm at all times. Crimson Fur Sarong and Crimson Fur Boots.

Gargoyles CA-*:

Non-Active Sub-Guilds

Drow CA-D:

Possessed CA-H: Crimson Skirt and Crimson Sandals.

Lycans CA-L:

Knights CA-K: Platemail

Orphanage Faculty CA-0: Crimson Skirt and Crimson Sandals.


Advancment

Promotion

Lower Rank Promotion - Promotion through the lower ranks will be fairly easy. Members may be eligible for promotion once a month unless otherwise specified. Members will have to score at least 20 out of 30 total possible points through 6 types of trials. For the most part each Trial is worth 5 promotion points. Some Sub-Guilds and templates will be exempt from some Trials and will be replaced by doing another twice.

1) Triva Trial - There are 15 total questions. Of which 5 will be selected at random. Each question is worth 1 point.

2) Resources Production Trial - For every 1000 of a common resource 100 of an uncommon resource 10 of a special resource or 1 or a rare resource will be worth 1 promotion point.

3) Artisan's Trial - Combatants will be exempt from this trial. Essentially your crafting skills will be tested. Members will be expected to displaying sufficient skills on MyUO.

4) Combat Trial - Crafters will be exempt from this trial. Essentially your combat skills will be tested. Members will be expected to displaying sufficient skills on MyUO.

5) Political/Espionage  Trial - Orcs are exempt from this Trial as they lack the personal tact required for this Trial. An in depth report will be given about a topic. Who, What, Why, When, Where, and How are all worth 1 point each up to 5 total points.

6) Sub-Guild Trial - there will be certain events that happen once a month for each of the Sub-Guilds. Attendance is worth 2 points and participation is worth 3 points.

Upper Rank Promotion - Promotion through the Leadership and Command Ranks will require a little more planning. Members will be eligible for Leadership and Command positions once a quarter or as a position opens. To at least maintain a leadership rank one must score a 10 out of 20 of the Lower Rank Promotion Trials choosing at least 4 of the 6 Trials. In addition to gain rank Leaders and Commanders must complete two of the following tasks each month. Alternatively a Leader or Commander may Complete all four in lieu of having to score at least 10 out of 20 in the Lower Rank Promotion Trials.

1) Supply Guild House - It could be a stable, barracks, warehouse, training house, factory, etc.

2) Create Quests - This quest should be for standard members to follow through. It could be a quest to uncover pieces of the guilds' past or it could be to drive the guild into the future.

3) Muster Raids - It could be a dungeon raid it could be a raid on a rival guild.

4) Muster Events - It could be an unscheduled ceremony just for the guild, it could be a bazaar for other guide to attend, it could even be a tavern night.

Demotion

Demotions will occur for serious offenses. There will be a strict 3 strikes and you're out of the guild rule. There is always some leaway and this is completely at the Guild Masters' discretion. But with that being said, a severe enough infraction will hurt our standing with other guilds and may force the Guild Masters' hands.

1) Breaking Character

2) Breaking RoC

3) Breaking RoE

4) Breaking RoG

5) Inactivity

6) Alternative Obligation

Shard Specific Information

Because each shard has its own people's histories and destinies the back story for the Crimson Alliance and the Crimson Alliance Resurgent will vary. Thus the next few sections will describe the difference in locations, sub-guilds, members, and a brief history on each shard the Crimson Alliance Resurgent has chapters on.

Catskills

As stated earlier, Catskills is our home shard. This is so for a number of reasons. First, its the home shard of the original Crimson Alliance. Two, Catskills seems to be the shard with the largest active Role Player community.


Brief History

The Necropolis is the first clearing south of Yew in Felucca. It was founded in the early days of UO by another famous guild known as the Undead. Shortly after the Crimson Alliance moved in and established a common goal with the Undead. And the rest is history. The Necropolis is famous for its Undead keep and Bell Tower that have been 'blessed' by the Game Masters.

The lore behind the Necropolis is that it was founded centuries before the shattering and the citizens of the city made an effort to lay low while preparing Sosaria for the coming of the Guardian. The Shattering destroyed the Necropolis as it was except for on Catskills where the Guardians' followers were able to mostly keep the city safe from harm. And that is where the story of the Crimson Alliance begins. But after the creation of Trammel the guild broke apart due to infighting. Few stayed loyal to the Guardian but went on their own path. Decades have passed and Dante Darkheart has returned home and has dedicated himself to refounding the guild. Dante Darkheart uses the Necropolis as a base of operations as he travels to other shards in search of other followers of the Guardian.


Locations

  • The Necropolis
    • The Crimson Spire
    • The Evil Eye Tavern
  • The Fellowship Fairgrounds
    • The South Fellowship Fairgrounds
    • The North Fellowship Fairgrounds
    • The East Fellowship Fairgrounds
    • The West Fellowship Fairgrounds


Chapter Organisation

  • Crimson Alliance Resurgent -CA-
    • Clan Darkheart Vampires CA-V
    • The Shadow Skull Orc Clan CA-O
    • Legion of The Guardian CA-U
    • Guaranti Clan Travelers CA-G
    • Coven of the Guardian CA-C


Members

Hapelitch, Arch-Demon XI

Awindar, Ancient One X

Dante Darkheart (Evil), Archon IX

Morbious Guant, Wraith IX

Brok'Orba, Great Nob VIII

Elms Grimswood, Wraith VIII

Verbals Klawstar, Drachon VIII

Astrid Greyves, Xarano VIII

Visla, Hierophant VIII

Sennah, Drachess VIII CA-V

Atlantic

Atlantic was the first shard I chose to travel to because of the large bustling over all population and proportional Role Playing community known as the ARPC. I actively played there from 2012 to 2014 she a good chunk of the Role Playing population decided to move to Catskills.


Brief History

I started off as a not so humble merchant with plans to create a criminal network known as the Crimson Shadow Syndicate. The plan was to lure followers with riches and then slowly convert them to following the Guardian.

The story unfolded something like this. Dante had to flee Catskills after escaping from prison and ended up on Atlantic. He was practically penniless when he arrived but he soon met a trophy wife of a rich businessman in Jhelom. Dante convinced this businessman and several of his peers to go into business; legitimate and otherwise. The collective became known as the Crimson Shadow Syndicate. With the funding Dante built a small port town called Red Fang Pointe. It was from this port that Dante planned several famous criminal events. But as the years passed the founding investors were losing patience in Dante . They felt his schemes were not paying off as well as they hoped and too much money was siphoned into secret projects. In this time Dante had begun converting lowly Syndicate members into followers of the Guardian. He did this through his mastery of creating what is known as a Well. It is essentially a doorway between shards. Dante had earned the respect of the Syndicate members and used that to assassinate the founding investors. Since the coup Dantehas left the cult in capable hands who are planning to relocate to what's left of the ruins of the Necropolis on Atlantic.


Locations

  • Red Fang Pointe
    • The Red Letter Press Library and Lighthouse
    • The Red Fang Spire
    • The Redrum Casino
    • The Red Fang Pointe Port Authority
    • The Red Fang Locker
  • The Necropolis
    • The True Blood Spire

Chapter Organisation

  • Crimson Alliance Resurgent -CA-
    • Traders - The Naja Trade Company CA-T
    • Orcs - The Viper Clan Orcs CA-O
    • Undead/Cult - Coven Of Interrupted Life (C.O.I.L.) CA-U
    • Pirates - Dreadnox Pirates CA-P
    • Vampires/Ghouls - Clan Darkheart Vampires CA-V


Traders - The Naja Trade Company CA-T

This is the legitimate face of the Alliance. They mostly trade in the southern and western seas of Felucca. They are managed by Lux Rosefang. Lux was raised in the Ophiophagus Foundation Orphanage which had been funded by the original founders of the Naja Trade Company.

Orcs - The Viper Clan Orcs CA-O

A clan of orcs taken over by a rare albino orc, Dan'tub. The albino orc maintains his control by controlling the snakes the clan worships. Dan'tub is unlike most orcs in that he was not born he was created by Magnus Singh a devout follower of the Guardian and leading member of the Atlantic Chapter of Crimson Alliance Resurgent.

Undead/Cult - Coven Of Interrupted Life (C.O.I.L.) CA-U/CA-C

A once secretive cult that developed amongst the wealthy merchant families devoted to maintaining eternal life. Membership has since expanded since Dante Darkheart (Evil) swayed its members into funding the Crimson Shadow Syndicate.

Pirates - Dreadnox Pirates CA-P

The Dreadnox Pirates are lead by a triad of thieves. The pirates have been an essential part of generating money and relocating resources to support the Alliance.

Vampires/Ghouls - Clan Darkheart Vampires CA-V/CA-v

Most vampires of this clan trace their lineage back to Dante Darkheart (Evil) but several bond to other clans have been rebound to Dante Darkheart (Evil) so long as the follow the Guardian.

Members

  • Mal
    • Mal, Hierophant VIII CA-U
    • Valandra,
  • Sennah
    • Sennah T'Nae, Drachess VIII CA-V
    • Calen Saterion,
    • Tanika T'Nae,
    • Najara, Artisan IV CA-T
    • Sennag, Breedah VII CA-O
    • Hannes,

Legacy Crimson Shadow Syndicate Members

  • Sennah
    • Shar'Lee,
  • Anfalas
    • Anfalas, Magistrate
    • Joshua D'Amavir,
    • Galanor D'AMavir,
    • Emiko,
    • Krugrak,
    • Kanaye, Yip Yip
    • Lisa,
    • Leilia,
  • Kaylee
    • Kaylee,
    • Celebrian,

Nadya Petulengro,

Mara,

Larisa Darkheart,

Gerard Vartan,

Alexandia,

Siege Perilous

I decided to start a chapter on Siege Perilous for two reasons. One I thought the challenge would be interesting. And two, they now allow players to place an additional house on that shard as well.


Brief history

This shard is entirely new to Dante Darkheart. But other guilds devoted to the Guardian, like the Shadow Clan Orcs and the Undead from Catskills, have ventured here in the past. For now I don't have any plans yet as I'm still working on skill development and trying to find other Role Players here.

Currently Dante has no expectations of the shard due to extreme "shard-sickness" when he travels there.


Locations

  • The Necropolis
    • The Rouge Rogue Spire

Chapter Organisation

Members

Dante Darkheart (Evil), Archon IX

Europa

This was the first shard I took Dante to back in 2007. I only played there for a short time while I learned about the Europa's excellent Role Playing community. But I quickly turned my attention back to Catskills. Now that I'm looking to add to the Crimson Alliance this shard is perfect to return to.


Brief history

Because I already had a mostly developed character on Europa it was a fairly easy decision to return to Europa. It was just icing on the cake that there is such a rich pool of Role players there to interact with.

Dante's first goal on Europa has been completed when he built a Well there. He has also begun to cultivate a small number of followers to watch over the Well. But he is still a long way off from his success on Atlantic.


Locations

  • The Necropolis
    • The Scarlet Spire

Chapter Organisation

  • Crimson Alliance Resurgent ^CA^
    • The Legion of the Fellowship CA-U
    • The Fellowship of the Guardian CA-C

Members

Dante Darkheart (Evil), Archon IX

Khana, Crimson Initiate II CA-C

Mance Granger, Kastellan VIII CA-U

Violet Sanger, Keeper of the Hall V CA-C

Sennah, Drachess VIII CA-V