Difference between revisions of "Guild: Crimson Alliance Resurgent"
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− | 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. | + | 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. |
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+ | Travel between the shards is possible through a number of means. Dante Darkheart has been known to travel between shards through sheer will. However, since meetng Magnus Singh on the shard of Atlantic the lost art of creating a Well has be rediscovered. The Well is essentially an early stage of a Black Gate. Once the full process is complete it will be sufficient to allow the Guardian to pass through to this world. Until then the Guardian can whisper through it to His followers. For now many of the Guardian's followers who travel between worlds will use their Shards' Well. The process that makes a well is heavily dependent upon copious amounts of blackrock and an unshakable focus on the dark arts being used. Even once the Well is created it is not fully stable unless the user has sufficiently bound themselves to the Shards' Well. This often results in the users being flung to the far corners of a shard. More often than not a user will find themselves in the middle of New Haven drawn there by the massive reserves of blackrock. Many shard walkers not bound to the shard may feel the effects of Shard-Sickness. The effects of Shard-Sickness ranges from a feeling of weakness, sluggishness, grogginess. Those afflicted may also have trouble remembering simple skills. | ||
=Catskills= | =Catskills= |
Revision as of 11:40, 18 June 2015
Contents
Basic Info
- Abbreviation: -CA-
- Shard: Catskills (home), Atlantic, Europa, Siege Perilous
- Leaders: Dante Darkheart
- Type: Evil Neutral
- Allegiance: Evil
- Acceptable Afflictions: Anything evil
- Acceptable Races: All
- Lore: Ultima Prime with White Wolf rule set influences
- Status: Active
- Recruitment: Selective/Open
- Guild Master's Email: Dante.Darkheart@gmail.com
- Guild Master's ICQ: 281-841-379
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 four shards; Atlantic, Catskills, Siege Perilous, and Europa.
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.
About Guardian Worship in Ultima Online
Preface
The origins of the Guardian are explained in Ultima 9. Without giving too much of the plots away its mostly assumed that the Guardian was created sometime after Ultima 4 when the Stranger becomes the Avatar. It is apparent that the Guardian frequently travels to different worlds. It established that characters from Earth such as the Avatar, Lord British, and many of the Companions are immune to the effects of aging in Sosaria because they are from worlds other than Sosaria. With that being said there are several points in which time travel is used in the single player Ultimas. In Ultima 1 there is a time machine. In Ultima 2 the Stranger and Minax use Time Doors to travel in the past and future. In Worlds of Ultima: Martian Dreams (between Ultima 6 and 7) the Avatar uses the Orb of Moons. Then in Ultima Underworld 2 it is said that Praecor Loth, an enemy of the Guardian, is killed by Lord Thibris, a Follower of the Guardian, and then kept alive for 700 years on the world of Rhiannon. Praecor Loth is kept alive by a lich named Lord Umbria who goes on to discuss Mondain but not of Exodus or Minax after she becomes a master in her own right. This suggests that Lord Umbaria is aware of a Sosaria prior to Ultima 1. Furthermore in the expansion of Ultima 7 Part 2: The Silver Seed the Avatar uses the Amulet of Balance. It is within the latter mentioned game where it seems that the Guardian is able to exert his influence at least 400 years into the past influencing the War of Imbalance on Serpent Isle.
So technically the Guardian would not exist in Ultima Online since there is no Stranger to become the Avatar. But technically Minax and the Shadowlords shouldn't have existed either under that same logic. Its not even really certain that the Stranger that destroyed the Gem of Immortality is the same stranger that became the Avatar. However, it is technically possible that resources and opportunities for the Guardian to exist in Ultima Online are available.
And that is where our Fan Fiction is going to pick up. Our fan Fiction presupposes that the Guardian has been quietly and secretly pulling strings in Sosaria for ages and we are his minions carrying out his bidding.
In the Beginning
Our first leader, Awindar, built the Well and founded the Necropolis nearly as early as recorded history. The Well acts as a mystical portal for the Guardian to whisper through. From the Well the Guardian would command his followers. Followers varied in races and backgrounds. From Orcs to undead. From human to elf to gargoyle. From demon to vampire. The Necropolis was always ruled by council in the absence of the Guardian's direct orders. This continued on for centuries.
When the Shattering occurred the Necropolis crumbled to the foundations. In Ultima Prime its was lost forever. However, on the shards, particularly Catskills great arcane efforts were expended to save the Well and the city. The government picked up the pieces and went on as it had prior to the Shattering. The council was made up of an exclusive sect of Undead. The rest of the population consisted of several other groups. The most noteworthy of which is probably the tribe of Orcs that would one day become known as the Shadowclan Orcs. But still various sorted alliances came and went
After Three Hundred Years
A sect of undead making up the Zombie Horde banded together. The Orc, Digdug moved south after conquering King Blgrak's fort and founded the Shadowclan Orcs. It was around this time a new political dynasty under the leadership of Lord Dark Storm, a human, started gaining influence. The organization was called the Crimson Alliance. It was made up of humans, drow, demons, and vampires. The Ancient One Boz, leader of the Ruling Council allowed the Crimson Alliance and the Zombie Horde a seat on the Council.
The Birth of Trammel
With the creation of Trammel the citizens decided to found a new city. But once the new city was built new splinter organizations were created. Some stayed loyal to the Guardian. Others lost sight of their origins.
With the population in the Necropolis dwindling the council began fade away. Many of its undead inhabitants went dormant save for a handful of sentries. The vampires took on the Masquerade and left the Guardian's service to pursue their own personal vain interests. The Drow were lured back into the service of Lloth. Demons grew weak without souls to feast upon. Some humans banded together in covens realizing their power did not have to come from the Guardian. They left to pursue their rituals in private. Other humans banded together in caravans and took on a gypsy' journey.
Today a vampire of that time has returned to the Necropolis in hopes of reuniting the Crimson Alliance with new resurgent vigor. That vampire's name is Dante Darkheart.
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.
Alternate Ranks
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.
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* Orcs CA-O
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Currently not active sub-guilds
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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
Shards
After Catskills our primary Shards will be Atlantic and Europa. Siege Perilous will be our primary Siege rule set shard. The guilds on Catskills will be known as the Prime Chapter. Guilds on Atlantic are known as a Full Chapter. Guilds on Europa and Siege Perilous will be know as Phalanx Chapters. Guilds on all other shards will be known as Seed Chapters. The Prime Chapter will always be the Guilds on Catskills. This is our headquarters. This is our home. This is our Mecca. This is our Rome.
- A Prime Chapter consists of a Parent guild and a Spire placed in or near the Necropolis Clearing. A Prime Chapter will have at least two other buildings and at least three Sub-Guilds.
- A Full Chapter consists of a Parent guild and a Spire placed in or near the Necropolis Clearing. A Phalanx Chapter will have at least one other building and at least two Sub-Guilds.
- A Phalanx Chapter consists of a Parent guild and a Spire placed in or near the Necropolis Clearing.
- A Seed Chapter exists on every shard and simply consists of a Parent Guild.
Despite being based out of the Necropolis Clearing just south of Yew in Felucca we are not bound to declaring citizenship to Yew. This is mainly because Feluccan Town affairs are mostly forgotten about in governors meetings with Blackthorn. But aside from that we really wish to remain in the shadows and maintain our subversive roots. Thus we are anti-government. That is not to say we are banned from throwing our hat into the political arena. Quite the contrary, as we garner much of our power from swaying elections in our favor. It Also means we can choose to declare citizenship to any city. Though members should check with their Chapter Masters to see what city to declare citizenship to.
In matters of Vice Vs Virtue we will join either side. The Guardian's Virtues are Sobriety, Punctuality, Obedience, Vigilance, Conformity, Efficiency, Silence, and Diligence. So we are not exactly in direct opposition the Britannian Virtues. But we don't specifically support the Anti-Virtues either. The first stipulation is that the Shards' Chapter Master will decide whether we will join Vice or Virtue. The other stipulation is that the Parent Guild will not join Vice Vs Virtue and instead a separate Sub Guild will join should interest be expressed by memebers.
East Coast
West Coast
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Japanese |
European
Australian
Korean Taiwanese
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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.
Travel between the shards is possible through a number of means. Dante Darkheart has been known to travel between shards through sheer will. However, since meetng Magnus Singh on the shard of Atlantic the lost art of creating a Well has be rediscovered. The Well is essentially an early stage of a Black Gate. Once the full process is complete it will be sufficient to allow the Guardian to pass through to this world. Until then the Guardian can whisper through it to His followers. For now many of the Guardian's followers who travel between worlds will use their Shards' Well. The process that makes a well is heavily dependent upon copious amounts of blackrock and an unshakable focus on the dark arts being used. Even once the Well is created it is not fully stable unless the user has sufficiently bound themselves to the Shards' Well. This often results in the users being flung to the far corners of a shard. More often than not a user will find themselves in the middle of New Haven drawn there by the massive reserves of blackrock. Many shard walkers not bound to the shard may feel the effects of Shard-Sickness. The effects of Shard-Sickness ranges from a feeling of weakness, sluggishness, grogginess. Those afflicted may also have trouble remembering simple skills.
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 Necropolis
- The Evil Eye Tavern - The Necropolis
- The Guaranti Clan Caravans
- The Greyves Caravan
- The Wells Caravan
- The The Grimswood Caravan
The Necropolis
The Necropolis was founded thousands of years ago well before the Shattering. The Necropolis was built in a grove where a great battle was won and a shrine was built to honor the Guardian. The landscape of the Necropolis has changed a great deal over the years except for the Undead Keep on the Northern border. A Bell Tower also marks the area.
The Crimson Spire - The Necropolis
A new structure built within the last few years. It serves as a travel hub and seat of power for the Crimson Alliance Resurgent. As such a Spire has been erected on many other shards to provide similar services to the Guardian's followers there. In the bowels of the every Spire is the Well. The Well acts as a portal the Guardian can whisper through. The Spire is a building of mystical power and contains an ever shifting series of rooms for all kind of purposes.
The Evil Eye Tavern - The Necropolis
The Evil Eye Tavern was first built a few hundred years ago. It has fallen and been rebuilt several times. Today is stands tall. The first floor is a tavern of sorts that caters to the undead and living alike. The second floor is a an inn for living patron to rest. The third floor is the private penthouse of Dante Darkheart.
The Guaranti Clan Caravans
Like all Gypsies the the Guaranti Clan moves around in caravans. The three main caravan houses are the Greyves, the Wells, and the Star. They tend to make camp in areas marked with a stone marker. It is rumored these markers are gateways to an arcane series of chambers otherwise known as Knowhere.
The Greyves Caravan
The Greyves Caravan has made its way to New Magincia in Trammel.
The Wells Caravan
The smallest of the caravans is camped just north of Britain in Trammel next to Blackthorn's Castle.
The The Star's Caravan
Currently the largest of the Caravans. It is currently camped at the Feluccan Yew Crossroads.
Knowhere
Knowhere is an arcane system of chambers that are all interconnected. The Knowhere chambers are accessed through arcane stone markers where the Guaranti clan makes their camps. Knowhere can also be accessed through the Spire. It is rumored that the halls of Knowhere and the Spire are one and the same.
Chapter Organisation
- Crimson Alliance Resurgent -CA-
- Clan Darkheart Vampires CA-V/CA-v
- The Shadow Skull Orc Clan CA-O
- Legion of The Guardian CA-U/CA-C
- Guaranti Clan Travelers CA-G
Gypsies- Guaranti Clan Travelers CA-G
After the Shattering many of the living inhabiting the Necropolis became travelers.
Orcs - The Shadow Skull Orc Clan CA-O
A Small Clan lead by the now ancient black orc Brok'Orba.
Undead/Cult - Legion of The Guardian CA-U/CA-C
The Legion is what what initially founded the Necrpolis and laid the foundations. Today most of the Legion is made up of Undead members. But there are a handful of living members that can be classified as Cultists.
Vampires/Ghouls - Clan Darkheart Vampires CA-V/CA-v
Most vampires of this clan trace their lineage back to Dante Darkheart (Evil) but several bound to other clans have been re-bonded to Dante Darkheart (Evil) so long as they follow the Guardian.
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 bound to other clans have been re-bonded to Dante Darkheart (Evil) so long as they follow the Guardian.
Members
- Darkheart
- Dante Darkheart (Evil), Archon IX
- Chelsea Dagger, Admiral VIII CA-P
- Dan'tub, Great Nob VIII CA-O
- Magnus Singh, Hierophant VIII CA-U
- Anna Conda, First Mate V CA-P
- Holly Day, First Mate V CA-P
- Roman Storm, Investor VIII CA-T
- 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,