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Revision as of 04:35, 3 June 2016
Basic Info
- Abbreviation: -CA-
- Shard: Catskills (home) & 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 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) In Character - 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) Out of Character - 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) Maturity - Ultima Online has been around for nearly twenty years and isn't attracting many new players. It is safe to say that most members will be adults. Be prepared for mature adult situations. Be prepared that the subject matter you will find your character within with be geared towards mature adults. And most importantly handle yourself OOCly as a mature adult.
10) 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.
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) 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.
4) 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.
5) 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.
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) Stealing - With Item 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.
8) 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.
9) Releasing Pets - Not only do the powers that be over Ultima Online consider this a form of griefing, so does this RoE.
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 Necropolis Law - We are subject to the Laws of the Necropolis, otherwise known as the Necrolyte Doctrine & Code of Corpus Crimen
5) 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.
6) 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.
7) 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.
8) Articles of Chapters & Sub Guilds - 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. 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 Uniform - 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. In addition to Uniforms All memebers must wear their guild title at all times.
10) Articles of Rank & 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.
Necropolis Law
-Necrolyte Doctrine of the Eighth Masquerade-
-Creed of the Ritual- Triad of Inner Strength
The Guardian's Virtues
Code of Sword and Shield
Code of Isolation
Code of Expansion
Code of the Mask
Code of Exile
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-Creed of Being- Laws of the Living
Laws of Creation
Laws of Undeath
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Code of Corpus Crimen
Preamble By the Order of the Necrolyte Council, the city of the Necropolis and all territory under its jurisdiction is hereby subject to its Code set forth by the power of the Office of the Necrolyte Council, in order to secure its people from threat to life and property, and to provide for its people a fair and just means to answer to allegations of wrongdoing. This Code is consistent with the Necrolyte Doctrine or the 8th Masquerade.
Signed, Gotha Dante Darkheart of the Necropolis
A-Right of Arrest
I-Arrests should be made immediately after the crime.
II-With enough evidence of the crime a bench warrant can be issued for the arrest of the criminal.
III-In the case of a warrant being issued an official of the Necropolis must be present unless specifically stated in the warrant.
IV-Upon arrest the accused will be housed within the Necropolis under guard.
B-Right of Trial
I-General Principles of Trial. To protect the citizen from offense of both peer and government, the accused shall have the right to stand in judgment before a court. The trial may be by either judge or jury, the choice belongs to the accused.
- a-The Judge, appointed by the Necrolyte Council, shall oversee all proceedings and pass judgment.
- b-A Jury of Peers, appointed by the judge, shall determine guilt of the defendant for severe offenses.
- c-A Prosecutor, appointed by the Necrolyte Council, shall prosecute the defendant under the law.
- d-The Prosecution and Defense shall both be given their time to make an opening statement, present their evidence, question each witness, and to make a closing statement.
- e-The witnesses and victims of a crime have the right to privacy and are not required to be in attendance of the trial to give testimony.
- f-The testimony of a witness must be verified by an official of the Necropolis in an inquisition.
II-Hearings shall take place under the following circumstances.
- a-Should the Necrolyte Council fail to prosecute the accused within two weeks of detainment, a hearing shall be ordered to determine further course of action.
- b-Should the Prosecutor order an inquisition of witnesses for the matter of public record.
- c- Inquests do not need to be held in public so long as an official of the Necropolis can verify the authenticity of the findings.
III-Trials by Judge shall be held for crimes of a less severe nature.
- a-All evidence and testimony shall be weighed by a judge.
- b-Punishment shall be determined by a judge, in accordance with the law.
IV--Trials by Jury shall be held for crimes of a more severe nature.
- a-All evidence and testimony shall be weighed by a jury of three.
- b-Punishment shall be determined by a judge, in accordance with the law.
- c-Guilt shall be determined by majority vote of the jury.
V-In all legal matters, the Defendant shall be given the right to appoint a defense representative.
- a-The City of Necropolis shall not provide legal defense.
VI-After a verdict has been reached the accused may appeal the decision in a trial by combat.
- a-A trial by combat must be fought by the accused and a champion chosen by the judge.
- b-The trial will last until the accused or the champion falls.
- c-The accused will be provided arms and armor by the City of Necropolis for the trial. The champion may use what every equipment they so choose.
C-Crimes
I-These laws and penalties shall be weighed with the level of citizenship and severity of the crime in mind consistent with the Necrolyte Doctrine or the 8th Masquerade..
II-The Variables of the Code - Several factors must be taken into account when determining the punishment of a crime. They are the Crime itself, the Caste of the Victim, the Caste of the Offender, the number of Repeat Offenses, the Intent of the Crimes, and the Justification for the Crime. Each factor will be assigned a value based on its severity
- a-Castes - The Caste of a victim or offender will be taken into account when determining the punishment for a crime. Officials hold leadership positions within the Necropolis. Citizens Serve the Necropolis. Patrons are friends and allies of the Necropolis. Guests are those who have peacefully come to the Necropolis. Slaves and Enemies of the Necropolis hold no special protections within the law. Each caste is assigned a sequential numerical value from zero to four. As the Offender Officials are valued at a zero and Slaves are valued at a four. As a victim the values are inverted with an Official being valued as a four and Slaves being valued at a zero.
- b-Justification & Intent - The levels of justification and intent of a crime will be taken into account when determining the punishment for a crime. In terms of the Code if the crime is Unjustified and Intentional is valued at a four. If the crime is determined to be Unjustified and Unintentional it will hold a value of three. For crimes that are Justified and Intentional the value will be a two. And finally crimes that are Justified yet Unintentional will be valued a sa one.
- c-Number of Offenses - There will also be a modifier to crimes. A first offense carries a value of zero. A second offense carries a value of one. A third offense will be valued as a two and so on.
III-Crimes will all have different weight and will be judged accordingly to the Code
- a-Crimes against the Guardian
- 1-Practice of Chivalry - While all religions are welcomed the use of one's religion for an attack shall not be permitted. Unlike most towns the hypocritical spells of the Virtues are banned due to their destructive nature, despite claiming to be a force for good. Paladins are the witches and warlocks of Order seeking to enslave all to their ideology in lockstep. A trial will be conducted to ascertain guilt which will be decided by an Official or the Necropolis. If guilt is determined then it is to be determined to what degree. All Crimes involving the use of Chivalry will begin with a weight of four with the following additional modifiers. Spells of Aid for Healing, Curing, and Travel are given a variable weight of zero. Spells of Defense that are used to protect one from innocent Officials, Citizens, Patrons, and Guests of the Necropolis carry the weight of one. The weight of two will be attributed to Spells of Attack used in an attack to harm an innocent Official, Citizen, Patron, or Guest of the Necropolis.
- b-Crimes against the Necropolis
- 1-Mutiny - An open rebellion against the proper authorities, especially by soldiers or sailors against their officers.
- 2-Treason - The crime of betraying one's country, especially by attempting to kill the sovereign or overthrow the government.
- 3-Sedition - Conduct or speech inciting people to rebel against the authority of a state or monarch.
- c-Crimes against People
- 1-Killing - The unlawful killing of one human being by another.
- 2-Assault - The threat of bodily harm that reasonably causes fear of harm in the victim
- 3-Battery - The actual physical impact on another person
- d-Crimes Against Property
- 1-Larceny - Theft of personal property.
- 2-Burglary - Entry into a building illegally with intent to commit a crime, especially theft
- 3-Robbery- The action of robbing a person or place with force or the intent of force
- 4-Arson - The criminal act of deliberately setting fire to property
- 5-Damage to Property - Injury to real or personal property through another's negligence or willful destruction
- 6-Mistreatment of Slaves - The neglect or mistreatment of a slave resulting in the injury or death of a slave.
D-Punishment
I-Execution – If a crime is deemed serious enough an offender may be put to death. If the factors of the crime add up greater than sixteen then Execution will be the appropriate punishment.
II-Imprisonment – If a crime is deemed serious enough an offender may be incarcerated. If a crims's value equals that of eleven up to sixteen Imprisonment will be carried out.
III-Corporal Punishment - If a crime is deemed serious enough an offender may face lashings. Corporal Punishment will be carried out if the variables of the crime are between Nine and ten
IV-Slavery - If a crime is deemed serious enough an offender may be bound to indentured servitude. If the variables of a crime are between five and eight Slavery will be an appropriate punishment.
V-Fine - If a crime is deemed serious enough an offender may asked to pay for their crimes. Any Crime less than five will be met with a fine.
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
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Equinox and Solstice Rituals
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Variable Rituals
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Recruitment
Recruitment is an important element of any guild. For this guild it is no exception. Because I value Role Play above Player Versus Player I'm often fairly selective about who can and cannot join. If you would like to join feel free to contact me and we will have a somewhat lengthy discussion about how you like to play and what would be expected of you if you joined. This will give both of us a better idea as to whether or not you and the Crimson Alliance Resurgent would be a good fit or not.
I do not require my members to have an existing character or to create new character. I do not require that new recruits have role played at all in or out of Ultima Online or not. My only concern is if recruits will have fun within the limits outlined by the guild rules or not. If we think the recruit will have fun within those limits then they will be a good fit for the guild. If you can't have fun this guild is not for you.
Once we have determined whether you will be a good fit we will need to discuss your character. Are they an existing character or are you making a brand new character. What subguild would they best fit in? Even if the character evolves, as good characters do, most sub-guilds have transitional ranks to accommodate this evolution. We will also discuss templates and playstyle. I personally have several characters with different templates to represent the vast knowledge of Dante Darkheart. In other cases I have other characters that are simply renamed and the appearance changed in order to preserve the skills. OOCly it’s the same character. But ICly it’s a whole new character since I believe that mortal characters should be killed off every four to six years. As a player you will need to be prepared for a dark future.
Most importantly the one of the goals of the guild is to keep pushing on. The Necropolis has been around for pretty much all of recorded history and the Crimson Alliance since at least after the Shattering. While in the early day of Ultima Online the Undead, Shadow Clan, the Crimson Alliance and the rest of the Necropolis' goal was conquest through violence. In recent years those numbers have dwindled. In order to not just survive but to thrive our methods must exercise patience. We want to avoid outright laying siege to cities. Our methods must be more subtle than our forebearers. Today our goal is not a material conquest of land and riches. Our goal is not to add enlarge the death toll. Our goal is to corrupt the hearts and minds of Sosaria's best and brightest. Our goal is the prime the world for the Guardians ICLy inevitable and OOCly impossible arrival. We will have to closely dance at the World's End to play our characters right. If we fail we just end up looking like Harold Camping when the world doesn't end.
After this discussion we will try to arrange for a chance encounter. Plenty of my characters have business in nearly every corner of Sosaria so this shouldn't be to hard. Random encounters are encouraged as well, especially for already established characters. I would like to avoid characters that were born in the Necropolis unless you as the player have some history with the Necropolis. It would troublesome for you establish your own background when a great deal of the background is fairly well documented. A few of my close friends within the guild regardless of their character's rank will hold the title of Emissary in order to recruit as well in the case that I am not personally available.
Wars & Alliances
Warring and Alliance Status' are a tool used by role playing guilds to allow for highlighting. As previously stated just because someone highlights as green doesn't mean they're a friend. Just because someone highlights as orange means they're an enemy.. This is an important rule to consider and as such it has been reiterated twice in the RoE and RoG. It is also important to understand that while ICly we may not like some people in some of these guilds. All these people in all these guilds are our friends and without them Role Play would be impossible.
In addition to myself some of my close friends, regardless of their character's rank, within the guild have also been granted Warlord status so they may accept and drop War requests as needed. So in the unlikely event that another guild member breaks RoE and is otherwise griefing, we can drop that highlight in an emergency. Or if IC tensions rise with a new guild we can escalate from harsh words to exchanging blows.
Here is the current War and Alliance List (as of 4-22-2016). Some will be marked as friend, others as foe. Some guilds have independent members and so their status may vary from member to member. Other guilds may not agree with us philosophically but have otherwise been friendly. Other guilds have not yet interacted with us.
War
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Awaiting War
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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.
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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 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. With Ultima Online's dwindling population it will probably never be possible to have any Sub-Guild with a full roster. Because of this it is acceptable for a higher ranking member of one Sub-Guilds to give orders to a lower ranked member of another Sub-Guild. The Only time this cannot happen is if there is a higher or equally ranked member. For example: a rank 8 orc may give orders to a rank 1 skeleton or wraith. But if there is a rank 8 skeleton or wraith that rank 1 skeleton will not have to take orders from the rank 8 orc. With that being said there is one instance where Sub-Guilds are ranked. For example: if two members are both rank 8 and were both promoted at exactly the same time then the Sub-Guilds will bestow some minor rank. The Ranking will go as such...
Sub-Guilds
- Wraith CA-U
- Vampires CA-V
- Skeleton CA-U
- Possessed CA-H
- Lycans CA-W
- Ghouls CA-v
- Cultists CA-C
- Knights CA-K
- Drow CA-D
- Trade Company CA-T
- Orphanage CA-0
- Gypsies CA-G
- Pirates CA-P
- Orcs CA-O
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!
Active Sub-Guilds
- 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.
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
Currently not active sub-guilds
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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
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 an old holdout of the Shadow Clan Orcs.
Undead/Cult - Legion of The Guardian CA-U/CA-C
The Legion is made up of Undead and mortal cultists. It is lead by the wraith Elms Grimswood. This guild draws from the legendary Undead guild that founded the Necropolis
Vampires/Ghouls - Clan Darkheart Vampires CA-V/CA-v
Most vampires and ghouls in this clan trace their lineage back to the clan's leader Dante Darkheart (Evil).
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 expanded since Dante Darkheart (Evil) swayed its members into funding the Crimson Shadow Syndicate. After the Crimson Shadow Syndicate disbanded membership became less
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 sow seeds of fear in the early days of the Crimson Shadow Syndicate. As such their services have proved invaluable to 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
- Darkheart
- Dante Darkheart (Evil), Gotha X
- 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
- Lux Rosefang, Burgomaster VIII CA-T
- 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,