Guild: Crimson Alliance Resurgent

Revision as of 05:53, 22 April 2016 by Darkheart (Talk | contribs) (RoE)


Basic Info

  • Abbreviation: -CA-
  • Type: Evil Neutral
  • Allegiance: Evil
  • Acceptable Afflictions: Anything evil
  • Acceptable Races: All
  • 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 two shards; Catskills and Siege Perilous. The Crimson Alliance Resurgent is an evil guild dedicated to serving the Guardian across all shards. 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 a chapter on Siege Perilous There were chapters on Atlantic and Europa but their activities have been scaled back to focus on Catskills. Ideally I'd love to have an active chapter on every shard. A boy can dream.

About Guardian Worship in Ultima Online

Preface

The Guardian is the antagonist 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 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, what ever the Guardian's origins may be, 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. These Follower became known as Necrolytes.

The Shattering

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 barely save the Well and the city. The Necrolyte Ruling Council picked up the pieces and rebuilt. On other Shards the Necrolytes were not so lucky. Many perished, others gave up hope, others hid in the shadows and waited for the Guardian's time to come again.

It is up to each the Guild Master of each Chapter to determine what happened to the Necrolytes on each Shard.

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. No killing newly resurrected players or players in Death Robes. Even after waiting 30 minutes in a Death Robe you may not rejoin an active ongoing battle.

8) War and Alliance Status -

9) Stealing - With Intem Insurance being as prevalent as it is Stealing is permitted even without Snooping. With that being said if your target appears to be shopping it is strongly encouraged to use Snooping. Also after you Steal from someone it is required that you let them know via OOC means.

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 two 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) Articles of 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) Articles of Wars & 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) Articles of 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) Articles 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) Articles 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) Articles 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.

Guardian Worship

Not all members are true believers in the Guardian's power. Some members have found a place to call home within the Crimson Alliance. And the Crimson Alliance is all too eager to take in these lost souls. For those that do come to find the Guardian there are certain rituals that can be performed.

Worshipping the Guardian is set to a precise schedule. The schedule will be set to real world dates. However, it should be assumed that these rituals in fact go on through the UO year.. We will go with the real year because then we would be doing a ritual almost every night if we went by a UO year.

There are two types of Rituals; Fixed Rituals and Variable Rituals. Fixed Rituals are scheduled and are meant for honoring the Guardian and the Guardian's Elemental Titans. Variable Rituals are to ask for the Guardian's blessing for His follower's life events.

There are also two types of Fixed Rituals. High Rituals will be performed once a month. And Low Rituals will be performed twice a month.

Low Rituals will be performed on the first and third Sunday of every month. There are two Low Rituals. In Characterly speaking the Blood Mass will be done on evenings with a Full Moon and Iron Mass will be performed on evenings with a New Moon. Out of Characterly speaking Blood Mass will be done on the third Sunday of the month and Iron Mass will be performed on the first Sunday of the month. Following the Iron Mass a High Ritual will follow.

High Rituals will be performed on the first Sunday of the month after an Iron Mass. During the months of April, July, October, and January after the Low Ritual of the Iron Mass will be a High Ritual of the Equinox or Solstice. In the remaining months of February, March, May, June, August, September, November, and December will be devoted to the virtues of Sobriety, Punctuality, Obedience, Vigilance, Conformity, Efficiency, Silence, and Diligence respectively.

Variable Rituals are meant to honor the Followers of the Guardian. It is encouraged that Variable Rituals Follow the Low Ritual of the Blood Mass on the third Sunday of a month. But this is not required. It is believed that the greatest blessing will be given on the night of a Blood Ritual in the months of April, July, October, and January. A lesser blessing may be given on evenings of a Blood Mass of any other month. And it is assumed that an even lesser or no blessing will be given if the Variable Ritual is not done on the night of a Blood Mass. It is practically taboo to perform any of these rituals during the day. It is considered sacrilegious and will result in a curse upon those that perform a ritual during the day.

All Rituals will begin with a living sacrifice. Some more than others. The Equinox and Solstice High Rituals will begin with a human sacrifice. All other Rituals except the Variable Rituals will begin with a goat sacrifice. Variable Rituals will begin with the sacrifice of a specific animal depending on the occasion.

The Guardian's magic is dependent upon geometric shapes and the Rituals His followers perform are not much different. The rituals will be held around an area of 6x6 tiles. A Bloody Pentagram would be ideal but isn't required. Each ritual will start at a certain point of the area and depending upon the ritual the members will move either clockwise, counter-clockwise, or across. The number of times the movements will be conducted also depends on the level of ritual.

The top left tiles will be for the Summer months of June, July, and August respectively. Members will move clockwise. For the months of June and August they will only move in the upper left quarter of the area. From July they will move around the entire area.

The top right tiles will be for the Autumn months of September, October, and November respectively. Members will move counter clockwise. For the months of September and November they will only move in the upper right quarter of the area. From October they will move around the entire area.

The Lower left tiles will be for the Spring months of March, April, and May respectively. Members will move counter clockwise. For the months of March and May they will only move in the Lower left quarter of the area. From April they will move around the entire area.

The Lower right tiles will be for the Winter months of February, January, and December respectively. Members will move clockwise. For the months of February and December they will only move in the Lower right quarter of the area. From January they will move around the entire area.

The remaining four vertical tiles on the left from top to bottom will be for Wedding, Conception, Rebirth, and Induction Rituals. The four virticle tiles on the right from top to bottom will be for Bedding, Birth, Death, and Excommunication. Members will move across and back to their starting tile.


Fixed Rituals

Low rituals

  • Iron Mass - New Moon 1st Sunday
  • Blood Mass – Full Moon 3rd Sunday


High rituals (full list)

  • January – Winter Solstice- Red Mass
  • Febuary - Sobriety Mass
  • March - Punctuality Mass
  • Arpril - Spring Equinox - Rogue Mass
  • May - Obedience Mass
  • June - Vigilance Mass
  • July - Summer Solstice - Scarlet Mass
  • August - Conformity Mass
  • September - Efficiency Mass
  • October - Autumn Equinox - Crimson Mass
  • November - Silence Mass
  • December - Diligence Mass

Equinox and Solstice Rituals

  • January – Winter Solstice- Red Mass
  • Arpril - Spring Equinox - Rogue Mass
  • July - Summer Solstice - Scarlet Mas
  • October - Autumn Equinox - Crimson Mass

Virtue Rituals

  • Febuary - Sobriety Mass
  • March - Punctuality Mass
  • May - Obedience Mass
  • June - Vigilance Mass
  • August - Conformity Mass
  • September - Efficiency Mass
  • November - Silence Mass
  • December - Diligence Mass


Variable Rituals

  • Wedding Ritual - Bear
  • Bedding Ritual - Snake
  • Conception Ritual - Rabbit
  • Birth Ritual - Chicken
  • Rebirth Ritual - Wolf
  • Death Ritual - Raven
  • Induction Ritual - Bull
  • Excommunication Ritual – Sheep

Chapters

Catskills is our primary Shard. Siege Perilous will be our primary Siege rule set shard. The guilds on Catskills will be known as the Alpha Chapter. Guilds on Siege Perilous will be know as Phalanx Chapters. Guilds on all other shards will be known as Seed Chapters. The Alpha Chapter will always be the Guilds on Catskills. This is our headquarters. This is our home. Other Chapters ststus' may vary depending on the criteria they meet.

  • An Alpha Chapter consists of a Parent guild and a Spire placed in or near the Necropolis Clearing. Am Alpha 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 Full 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

Japanese

European

Australian

Korean

Taiwanese


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 meeting 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. Shards that host Alpha, Full, and Phalanx Chapters will have a Spire and a Well within the bowels of that Spire. All Members may travel to and from these Shards with ease. Shards that are home to Seed Chapters will be harder to get to and will most likely result in Shard-Sickness.

As stated earlier Catskills is our home shard for our Alpha Chapter. It is where our story begins. And it will be the epicenter for where our story unfolds. On this Shard it will be hard to find someone who has not been influenced or at least heard of us. Shards like Atlantic are the homes of Full Chapters. These are Shards where a considerable amount of or story has taken place. These Chapters on these Shards have made great efforts to advance our goals. There will be many who have heard of us and even a handful of some that understand our intentions. Shards like Siege Perilous and Europa are homes to Phalanx Chapters. These are shards where I'd like to develop a story. Here most of the population will not have heard of us and we are in the mindset to try to change that. The early goals of Phalanx Chapters are not necessarily meant to directly bring the Guardian's word to the masses but rather to amass potential followers. In Dante's early days on Atlantic his goal was to gather together the pieces of a criminal network. Through his plotting and planning he turned those hardened criminals into a full on cult devoted to the Guardian. Finally are the numerous shard that host Seed Chapters. On these Shards pamphlets may have been passed out espousing the merits of Guardian worship without outright trying to recruit new members. The goal is to merely feel out the Shard. Hopefully priming enough citizens to one day become a Phalanx Chapter. These Seed Chapters are highly devout followers of the Guardian who are crafty enough to casually recruit new members.

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

Wraith CA-U

Orcs CA-O

Non-Active Sub-Guilds

Skeleton CA-U

Pirates CA-P

Trade Company CA-T

Gypsies CA-G

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.



  • High Council -CA-
    • Gotha X
    • Gaul IX
  • Vampires CA-V
    • Initiate I
    • Disciple II
    • Fledgeling III
    • Adeptus IV
    • Enforcer V
    • Sharief VI
    • Marshal VII
    • Drachon VII
    • Archon IX
    • Ward (Transitional Rank)


  • Ghouls CA-v
    • Initiate I
    • Ghoul II
    • Ghast III
    • Haunter IV
    • Vargheist V
    • Vargoyle VI
    • Vhargulf VII
    • Striogi VIII
    • Thrall (Transitional Rank)


  • Cultists CA-C
    • Initiate I
    • Acolyte II
    • Fellow II
    • Necrogheist IV
    • Necromonger V
    • Necrophant VI
    • Hieromancer VII
    • Hierophant VIII
    • Convert (Transitional Rank)


  • Skeleton CA-U
    • Initiate I
    • Sentinel II
    • Wight III
    • Keeper IV
    • Warden V
    • Seneschal VI
    • Hex Knight VII
    • Kastellan VIII
    • Old One IX
    • Ancient One X
    • Unborn (Transitional Rank)


  • Wraith CA-U
    • Initiate I
    • Whisper II
    • Shadow III
    • Apparition IV
    • Wraith V
    • Specter VI
    • Horror VII
    • Poltergeist VII
    • Old One IX
    • Ancient One X
    • Unborn (Transitional Rank)


* Orcs CA-O

    • Runt I
    • Grunt II
    • Grunt III
    • Brute IV
    • Bruisah V
    • Warboss VI
    • Nob VII
    • Great Nob VIII
    • Shaman (Outsider Rank)
    • Berserker (Outsider Rank)
    • Breedah (Exempt Rank)

Currently not active sub-guilds

  • Pirates CA-P
    • Swabbie I
    • Privateer II
    • Pirate III
    • Ensign IV
    • First Mate V
    • Captain VI
    • Commodore VII
    • Admiral VIII
    • Conscript (Transitional Rank)


  • Trade Company CA-T
    • Merchant I
    • Manager II
    • Director III
    • Officer IV
    • Chief V
    • Trade Captain VI
    • Viceroy VII 
    • Burgomaster VIII
    • Investor (Exempt Rank)
    • Slave (Outsider Rank)
    • Contractor (Transitional Rank)


  • Gypsies CA-G
    • Initiate I
    • Jakh II
    • Praxo III
    • Tunt IV
    • Jaegar V
    • Eyldar VI 
    • Barvalo VII
    • Xarano VIII
    • Straini (Transitional Rank)


  • Possessed CA-H
    • Initiate I
    • Ainkil II
    • Vozoth III
    • Vex IV
    • Hasha V
    • Torak VI
    • Rashka VII
    • Quei VIII
    • Salburi IX
    • Host (Transitional Rank)


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


  • Knights CA-K
    • Private I
    • Corporal II
    • Sergeant III
    • Captain IV
    • Major V
    • Marshal VI
    • Colonel VII
    • General VIII
    • Squire (Transitional Rank)



  • Orphanage CA-0
    • Tutor I
    • Prefect II
    • Proctor III
    • Professor IV 
    • Dean V
    • Headmaster VI
    • Maester VII
    • Grand Maester VIII
    • Orphan (Exempt Rank)
    • Pupil (Outsider Rank)
    • Substitute (Outsider Rank) or (Transitional Rank)


  • Lycans CA-W
    • Cliath I
    • Fostern II
    • Adren III
    • Athro IV
    • Gaith V
    • Waldur VI
    • Aldar VII
    • Legund VIII


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


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.

The clothing and armor options for gargoyles leave much to be desired. Because of the lack of options all gargoyles across all sub-guilds will wear practically the same uniform. Armor will be dyed Black. A Crimson Sash and Half Apron will be worn. A Skin Tingeing Tincture will also dye the gargoyle's skin 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!


Vampires CA-V:

Ghouls CA-v:

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

Cultists CA-C: Crimson Skirt and Crimson Sandals.

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

Gargoyles CA-*: Crimson Half Apron and Crimson Sash.

Non-Active Sub-Guilds

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

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.

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.

Shards

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 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 patrons to rest. The third floor is the private penthouse of Dante Darkheart (Evil).

Chapter Organisation

  • Crimson Alliance Resurgent -CA-
    • The Shadow Skull Orc Clan CA-O
    • Legion of The Guardian CA-U/CA-C
    • Clan Darkheart Vampires CA-V/CA-v


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

Awindar, Ancient One X

Dante Darkheart (Evil), Gotha X

Morbious Guant, Ancient One X CA-U

Brok'Orba, Great Nob VIII CA-O

Elms Grimswood, Poltergeist VIII CA-U (Currently serving as liaison to The Hand as the Hand of Shadows)

Astrid Greyves, Xarano VIII CA-G

Kral Visla, Hierophant VIII CA-C

Byron Cranstone, County Clerk VI CA-C

Tanoh Sendula, Kyorli VI CA-D

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 until 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. Dante had earned the respect of the Syndicate members and used that to assassinate the founding investors. Since the coup Dante has left the cult in Magnus Singh's capable hands.

Dante ordered Magnus Singh to build a new Spire in the same clearing just south of Yew where the Necropolis sits on Catskills. This was the last project The Naja Trade Company was commisioned for. Shortly after it was completed Red Fang Pointe was burnt to the ground by an impetuous young paladin named Gavin Law and the Naja Trade Company, the public face of the Syndicate, was disbanded. Those loyal to the Guardian were absorbed into the Coven Of Interrupted Life (C.O.I.L.). The Crimson Alliance has since scaled back their operations to watch from the shadows awaiting their next orders.

Locations

  • The Necropolis
    • The Red Fang Spire

Former Location

  • Red Fang Pointe - Burnt to the foundations
    • The Red Letter Press Library and Lighthouse
    • The Red Fang Spire
    • The Redrum Casino
    • The Red Fang Pointe Port Authority
    • The Red Fang Locker

Chapter Organisation

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

Former Sub-Guilds

  • Traders - The Naja Trade Company CA-T
  • Orphanage - Ophiophagus Foundation Orphanage - CA-0


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.

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. The Naja Trade Company was disbanded when a public face was no longer needed.

Orphanage - Ophiophagus Foundation Orphanage - CA-0

The Ophiophagus Foundation Orphanage was founded as as a joint venture between The Naja Trade Company and the Coven Of Interrupted Life (C.O.I.L.). It was intended as a publicity stunt to garner praise from the public. Privately it was used as a means to indoctrinate young minds to the ways of the Guardian. Those that did not bend to the brainwashing were often sent to Dante Darkheart (Evil) for dinner never to be seen again. The Orphanage was ultimately shut down after the Syndicate was disbanded.

Members

  • Mal
    • Mal, Hierophant VIII CA-C
    • 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,