Guild: Crimson Alliance Resurgent

Revision as of 03:40, 11 September 2018 by Darkheart (Talk | contribs) (This is a link to a Google Doc detailing the RoC for the Europa RPers.)


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 made efforts to branch 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, founded the Necropolis nearly as early as recorded history. Through Awindar 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. These Followers became known as Necrolytes. The Necropolis was always ruled by the Necrolyte Council in the absence of the Guardian's direct orders. This continued on for centuries.

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 city. The Necrolyte 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 the Guild Master of each Chapter to determine what happened to the Necrolytes on each Shard.

The Shattered Obelisk

It seems that now with the 20th Anniversary of Ultima Online we are beginning to see the rise of the Elemental Titans, the Guardian's Lieutenants from Ultima VIII. This makes it all the more possible that we may see the appearance of the Guardian soon. His alias, the Destroyer, has already been mentioned. So this is looking to be inevitable.

While I have gone to great lengths to explain how the Necrolytes have historically worshipped the Guardian this may soon have to change now that the actual Guardian will likely soon be revealed. This is partially why I have created middle men such as Awindar and the Necrolyte Council to filter the Guardian's word to us. Perhaps something was lost in translation. Maybe there was a betrayal? That being said I intend to continue worshiping the Guardian as we always have. So for now so as we can continue to participate in the global events we are assuming the Guardian has asked us to test His Elemental Titans and in turn test ourselves. Assuming we pass we will be the ones bringing the word of the Guardian to the masses of Sosaria. Moving forward I can only hope there is a way in which we can pledge our allegiance to the Guardian in much the same way were able to with the Bane Chosen.

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

We follow the RoC for written below in most cases. Though some shards have their own agreed upon RoE to include RoC that we will follow instead.

Europa ROE


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

We follow the RoE for written below in most cases. Though some shards have their own agreed upon RoE that we will follow instead.

Europa 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

  • Strive for Unity
  • Trust thy brother
  • Worthiness precedes reward

The Guardian's Virtues

  • Sobriety
  • Punctuality
  • Obedience
  • Vigilance
  • Conformity
  • Efficiency
  • Silence
  • Diligence


-Creed of Self-

Code of Sword and Shield

  • Secrecy is the shield of the Necropolis
  • Knowledge is the sword of the Necropolis

Code of Isolation

  • Outposts will be decommissioned
  • Colonies will be abandoned

Code of Expansion

  • Outposts will be commissioned
  • Colonies will be formed

Code of the Mask

  • Thy face will be covered
  • Thy will not mention thy former self

Code of Exile

  • Exiles may only return to the Necropolis on the new year
  • Exiles will carry cornerstones of the Necropolis

-Creed of Being-

Laws of the Living

  • Protect thy Heir
  • Strength of mind and body are rewarded

Laws of Creation

  • Undeath shall not be granted to children
  • Undeath shall not be granted to the unfaithful
  • Undeath shall only be granted to the worthy

Laws of Undeath

  • The Necropolis is home of the Guardian's Undead
  • Do not feed on the living citizens of the Necropolis
  • Do not feed on those that will be missed
  • Do not allow those you feed on to become Undead
  • Do not reveal the resting place of the Undead.
  • Do not reveal the Fetters of the Undead


Code of Corpus Crimen

  • Protect the Worship of the Guardian with a Code of Law
  • Protect the Necropolis with a Code of Law
  • Protect the people of the Necropolis with a Code of Law
  • Protect the treasures of the Necropolis with a Code of Law


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 of 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.


Follower of the Gurdian are known as Necrolytes. In ancient times the Necrolytes were an persecuted people for their arcane arts they studied. After breaking the bonds of imprisonment they founded the Necropolis to resume their studies. Their goal as is our's is to prepare the world for the Guardian's arrival and reign.

There are three primary paths of a Necrolyte. The Path of the Fellow. The Path of the Kilorn. And the Path of the Pagan. The Path of the Fellow adheres to the Triad of Inner Strength. The Path of the Kilorn follows the Guardian's Virtues. And the Path of the Pagan obeys the Elemental Titans. Each of the paths may lead to the Guardian. It is not uncommon for a Necrolyte to follow multiple paths at once. In fact it is encouraged to become familiar with each path.

Each Path has its own history. Some elements were added to the Necrolyte Doctrine at different times and in some cases removed at other times. The adoption or abandonment often depends on the Necrolyte Doctrine of the era. These eras are often known as Masquerades. In each Masquerade different values are emphasized depending on the perils of the age. What maintains paramount is the loyalty to the Guardian. We have recently begun what is believed to be the Eighth Masquerade. The perils of this era is recovering from the perception of violence of the what was the Sixth Masquerade. What is unique about this Eighth Masquerade is the adoption of all three Paths.



The Path of the Fellow

The Path of the Fellow is the most peaceful path. It is a path of inclusion. It is a path for growth. The Path of the Fellow follows the Triad of Inner Strength consisting of three rules. The Path of the Fellow was most famously followed during the Third Masquerade.

The first `value' is Strive For Unity. This implies that that we should all work together in harmony and towards one goal in life. Our one goal is to prepare this world for the Guardian's eventual arrival.

The second `value' is Trust Thy Brother. This implies that each member trusts implicitly other Fellowship members, and that each will do favors or deeds for another without question.

The third `value' is Worthiness Precedes Reward. If one does good deeds for The Fellowship, then one will be rewarded. The other side of the coin, of course, is that if one does NOT do good deeds for The Fellowship, then one will get his JUST reward! In The Fellowship, a `reward' can be either `good' or `bad'!


The Path of the Kilorn

The Path of the Kilorn is the most strict. It is meant only for the most fervently faithful. The Path of the Kilorn was the Path taken by most during the Sixth Masquerade. However the path was discovered long before then. During this time the Followers of the Guardian were greatly feared for their warlike lifestyle. That is not to say that the Kilorn Path is ill fitted for times of peace. But has historically been adopted during times of war. There are eight Virtues of the Guardian with which to adhere to. These Virtues do not conflict with Lord British's Virtues and can even compliment them. However to succeed in the Path of the Kilorn on must observe the Guardian's eight virtues.

Sobriety Empty Bottle Sobriety is the state all followers of the Guardian should maintain. It is one free of any chemical or magical substances that may impede the Inner Voice from being heard.

Some interpretations of this Virtue emphasize a purity of mind in service to the Guardian. As such a strict literal chemical Sobriety is not required.

Punctuality - Clock - Punctuality is a habit to be formed by all those who call the Guardian their Master. It is the commitment to being prepared on a moment's notice to carry out the Guardian's orders.

There is much to be gained from being at the right place at the right time. There is much to be missed if one is not Punctual.

Obedience - Closed Fist - Obedience is something required of all the Guardian's servants. It is complete submission to any and all the Guardian's demands and wants.

It is rare for the Guardian to speak to most of His followers. There are a rare few selected to interpret His Word and as such they are in charge of the faith. Listen and Learn.

Vigilance - Open Eye - Vigilance is the constant state of mind any servant of the Guardian should maintain. It is the backbone of the Guardian's defenses, to watch for foreign and domestic foes.

Part of preparing this world for the Guardian is watching its people so we may more accurately assess how they can be incorporated into following the Guardian. Will they be friend of foe?

Conformity - Guardian Mask - Conformity is complete acceptance of all the Guardian's beliefs and values. It is the lack of desire to succeed or surpass any person's accomplishments or ideas.

Most interpretations do not recommend a literal Conformity in all aspects of one's life. Instead an assimilation of ideas is to be strived for.

Efficiency - Abacus - Efficiency is the prevention of any waste. It applies to every function of life, from food, energy, money, even lives.

Much like Punctuality Efficiency offers much to be gained. Efficient followers are happy followers. The fruit of your labor will set you free.

Silence - Closed Mouth - Silence is the need for all the Guardian's servants to not speak against the order. It is essential for the stability and safety of our world.

This is to be interpreted that followers should not speak out against their fellows in Public. However for fellows to grow and learn they may privately confide in their superiors during auditing sessions.

Diligence - Sword - Diligence is the ability to seek out a goal and continue toward it. It is especially important to the armies of the Guardian to ensure victory.

A mind that is truly set upon a task can accomplish anything. Faith alone may not be enough to move a mountain but a determined self can topple towers.


The Path of the Pagan

The Path of the Pagan can be the most difficult to walk as it is the least defined and lined with the most danger because Followers of the Pagan Path forfeit that fate to the whims of the four Elemental Titans which often waxes and wanes. Despite the danger it is a path often traveled by those seeking power of the elements. It is said that the polytheistic nature of this Path was adopted well before the First Masquerade. It Is a path of introspection of which the founding Necrolytes were.

It is uncommon but heard of for followers of the Pagan Path to only follow one of the four Elemental Titans. This is done out of self preservation due to the difficulty in balancing the fickle favor of all four Elemental Titans. However this will stymie true advancement of one's power. This is why followers of the Pagan Path 'Dance the Seasons'. It is a way of equally dividing one's offerings amongst the Elemental Titans. This is all while praising the Guardian for His blessings year round.

The Elemental Titans are Stratos the Lady of Air, Hydros the Lady of the Water, Pyros the Lord of Fire, and Lithos the Lord of Land. All of the Elemental Titans were given life by the Guardian and inturn faithful and grateful to the Guardian.


Hydros: (also known as "The Lurker") the Titan of Water, who controls the sea and the rains and the powers of Aquamancy. She hates Lithos and Pyros, and she ignores Stratos. Sacrifices to Hydros are drowned. Hydros is most powerful during the Winter.

Stratos: (also known as "The Mystic Voice") the Titan of Air, who controls the wind and presides over the arts of healing, embodied by the magical school of Aeromancy. She doesn't care about any of her sibling Elemental Titans. Sacrifices to Stratos are thrown from tall buildings, Stratos is the breath of life in the Spring.

Pyros: (also known as "The Ash King") the Titan of Fire, who rules the element of flame and who gives his power to the dark arts of Pyromancy. Pyros likes his brother Lithos, hates his sister Hydros, and has no quarrel with his sister Stratos. Sacrifices to Pyros are burned. Summer being the hottest time belongs to Pyros.

Lithos: (also known as "The Mountain King") the Titan of Earth, who controls the stone and the soil and lends his power to the arts of Geomancy. Lithos likes his brother Pyros, hates his sister Hydros and has no quarrel with his sister Stratos. Sacrifices to Lithos are buried. When all is dying in the Fall Lithos reigns.

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 Guardian's inevitable arrival.

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 to 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 tools 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 9-25-2017). 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

  • The Undead (Und) - Friend and Neighbor
  • Village of Aegis (V^A) - Friendly dislike
  • Freehold of Roses (Rose) - Friendly dislike
  • The Covian Guard ( C ) - Foe
  • Independent Roleplayer of Catskills (Rp1) - Varies
  • The City of Moonglow (Moon) - Friendly
  • Brethren of Shadows (BOS) - Friendly

Ally

Catskills - Subguilds

  • Vampires CA-V - Clan Darkheart Vampires
  • Ghouls CA-v - Clan Darkheart Vampires
  • Wraith CA-U - Legion of the Guardian
  • Skeleton CA-U - Legion of the Guardian
  • Possessed CA-H - Host of the Guardian
  • Cultists CA-C - Coven of the Guardian
  • Orphanage CA-0 - The Guardians of Our Future
  • Drow CA-D - Qu'ellar d'l'S'argt (House of the Guardian)
  • Knights CA-K - The Crimson Order
  • Trade Company CA-T - Ruby Trade Company
  • Gypsies CA-G - Guaranti Clan Gypsies
  • Pirates CA-P - Bloody Buccaneers
  • Lycans CA-W - Red Pack
  • Orcs CA-O - Shadow Skull Tribe

Atlantic - Subguilds

  • Vampires CA-V - Clan Darkheart Vampires
  • Ghouls CA-v - Clan Darkheart Vampires
  • Wraith CA-U - Coven of Interrupted Life (C.O.I.L.)
  • Skeleton CA-U - Coven of Interrupted Life (C.O.I.L.)
  • Cultists CA-C - Coven of Interrupted Life (C.O.I.L.)
  • Trade Company CA-T - Naja Trade Company
  • Orphanage CA-0 - Ophiophagus Foundation Orphanage
  • Pirates CA-P – Dreadnox Pirates
  • Orcs CA-O – Viper Clan Orcs



Awaiting War

  • The New Order (|N|) - Foe
  • The Hand ( H ) - Friend
  • Guild of Thieves (G^T) - Varies
  • Council of Magi (CMAG) - Foe
  • Crimson Alliance (CA) - Friend
  • Covenant of the Onyx Flame (Onyx) - Friend
  • Crimson Alliance Legends (CAl) - Friend
  • Aegis Township (AKY) - Friendly dislike
  • Purple Guardians of HONOR (PGoH) - Foe
  • City of Trinsic (TRIN) - Foe
  • Soldats (Sol) - Friend
  • Guardians of Virtue (GV) - Foe
  • House Razele ()R() - Friend
  • CoD PvP'ers (CoD2) - Friend
  • The City of Yew (Yew.) - Varies
  • Elves of Falcon Watch (E|F) - No Interaction
  • The Outsiders (O-T) - No Interaction
  • League of Assassins (LAS) - No Interaction
  • The Reborn (BORN) - No Interaction
  • Sosarian Paths (*SP*) - No Interaction
  • Order of the Draco (OotD) - No Interaction
  • The Blackfoot Company (B-C) - Friendly
  • The Players of Rivals (RP2) - Varies


Former Guilds

  • Royal Britainian Guard of Yew (RBGY) - Foe
  • Angels of Demons (^V^) - Foe
  • Northern Dagger Isle (N+D) - No Interaction
  • Cat'O 9 Tails (VIXN) - No Interaction
  • Rangers of Spiritwood (R+S) - Foe
  • Axis (AXIS) - Friend


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 status' may vary depending on the criteria they meet.

  • An Alpha Chapter consists of a Parent guild and a Chapter Hall placed in or near the Necropolis Clearing. An Alpha Chapter will have at least two other buildings.
  • A Full Chapter consists of a Parent guild and a Chapter Hall placed in or near the Necropolis Clearing. A Full Chapter will have at least one other building.
  • A Phalanx Chapter consists of a Parent guild and a Chapter Hall 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 members.

Shards such as Atlantic at one point was home to a Full Chapter. Great Lakes and Europa were also once home to Phalanx Chapters. In recent years these Chapters have reverted to Seed Chapters so as to focus on the Alpha Chapter on Catskills. Should interest rise on any shard please let me know so that I can provide you with an accurate account of the Chapter's history or we can make it up. On these three shards more info than most has already been written.


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.

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.

The Atlantic Shard was once the home to a Full Chapter. A considerable amount of or story has already taken place on the Shard of Atlantic. The Atlantic Shard Chapter has 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.

The Shard of Siege Perilous is home to a Phalanx Chapter. Great Lakes and Europa were also once home 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 shards that host Seed Chapters. On these Shards 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 work well on their own.


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...


Catskills Sub-Guilds

  • Vampires CA-V - Clan Darkheart Vampires
  • Ghouls CA-v - Clan Darkheart Vampires
  • Wraith CA-U - Legion of the Guardian
  • Skeleton CA-U - Legion of the Guardian
  • Possessed CA-H - Host of the Guardian
  • Cultists CA-C - Coven of the Guardian
  • Orphanage CA-0 - The Guardians of Our Future
  • Drow CA-D - Qu'ellar d'l'S'argt (House of the Guardian)
  • Knights CA-K - The Crimson Order
  • Trade Company CA-T - Ruby Trade Company
  • Gypsies CA-G - Guaranti Clan Gypsies
  • Pirates CA-P - Bloody Buccaneers
  • Lycans CA-W - Red Pack
  • Orcs CA-O - Shadow Skull Tribe

Atlantic Sub-Guilds

  • Vampires CA-V - Clan Darkheart Vampires
  • Ghouls CA-v - Clan Darkheart Vampires
  • Wraith CA-U - Coven of Interrupted Life (C.O.I.L.)
  • Skeleton CA-U - Coven of Interrupted Life (C.O.I.L.)
  • Cultists CA-C - Coven of Interrupted Life (C.O.I.L.)
  • Trade Company CA-T - Naja Trade Company
  • Orphanage CA-0 - Ophiophagus Foundation Orphanage
  • Pirates CA-P – Dreadnox Pirates
  • Orcs CA-O – Viper Clan Orcs

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 and Dull Ruby Natural Dye are acceptable Crimsons. 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, Dull Ruby Natural Dye, 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.

Arties have always been a pain point for Guild Uniforms. I would like to see that members are taking into account the arties they are using. I would not like to see an artie like the Holy Sword or even a weapon with the Undead Slayer property in the hands of a Skeleton. Or Demon Slayer in the hands of a Demon Host. The only time this will be overlooked is if we are specifically hunting Undead or Demons. This however will not be often. Even items like Dupree's Shield will be considered highly out of character. Guild Masters have final say so please talk with one before starting to use such items. But above all wear Crimson.

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


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. It is also possible to hold rank within multiple subguilds. Though the highest rank in the highest subguild will be the rank that will displayed. These other ranks should be displayed within your character profile.

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 shards except during specific events.

Leadership Ranks - To pass into the leadership ranks, ranks six and seven, 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.

Council Ranks - All Rank Eight members, that is to say all subguild leaders will make up that Chapter's Necrolyte Council. They will determine the direction of the Chapter as a whole. Each of their votes counts as one vote. Rank Nine will be required to host Council Meetings where their vote will count as two votes.

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. As stated earlier rank nine members are required to host Necrolyte Council Meetings and their votes will count as two votes. Rank ten members are required be invited to Council Meetings but are not required to attend. Rank Ten members votes will count as three votes. There will only be one rank nine per shard. If they travel to another shard they will retain their rank but will defer to the Chapter Master of the Shard. There will only be one rank ten across all shards.

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 or lose rank. In most cases outsiders will be promotable to leadership ranks but not higher leadership roles.

Exempt Rank - Some ranks are exempt from the normal rank structure and break normal rules. This is usually due to some characteristic of the culture of the subguild. These ranks often do not gain or lose rank yet they must still follow reasonable orders.



  • 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 Guard 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
    • Bruisah III
    • Boss IV
    • Warboss V
    • Brute VI
    • Nob VII
    • Great Nob VIII
    • Shaman (Outsider Rank)
    • Berserker (Outsider Rank)
    • Breedah (Exempt Rank)


  • 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
    • Cadet I
    • Private II
    • Corporal III
    • Sergeant IV
    • Captain V
    • Major VI
    • Marshal 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 (Transitional Rank)


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

Advancement

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 of 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 display sufficient skills on MyUO. An Artisian is considered a character with more than half of their skill points devoted to crafting skills. One point will be awarded to each crafting skill that is within the top four skills of a character. A final additional point can be earned if you prove skill gain greater than 20 points in any one crafting skill.

4) Combat Trial - Crafters will be exempt from this trial. Essentially your combat skills will be tested. Members will be expected to display sufficient skills on MyUO. A Combatant is considered a character with more than half of their skill points devoted to Combat or Arcane skills. One point will be awarded to each Combat or Arcane skill that is within the top four skills of a character. A final additional point can be earned if you prove skill gain greater than 20 points in any one Combat or Arcane skill.

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 guilds 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 Undead Keep - The Necropolis
    • The Undead Bell Tower - The Necropolis
    • The Evil Eye Tavern - The Necropolis
    • The Crimson Mausoleum - The Necropolis
    • The Crimson Hill Cemetery - The Necropolis
    • The Necropolis Catacombs - 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 watches over the western wood line. The Evil Eye Tavern stands in the south east corner of the clearing. On the southwest corner of the clearing is the Crimson Mausoleum. In the northeast corner of the clearing is the Crimson Hill Cemetery. Below the clearing is a series of catacombs.


The Undead Keep - The Necropolis The Undead Keep is perhaps the oldest building still standing in the Necropolis. It has been blessed by the Game Masters, thus it will probably be the last building standing. It offers a wide variety of features not found in other keeps such as secret teleporters to areas within that previously had been inaccessible in the early days of Ultima Online. There is a large meeting hall filled with bones of the fallen. A compact but archaic library with many one of a kind tomes. There is even a treasury. On the roof of the Keep is the bloody pentagram where many of the Undeads' early rituals were first carried out. Today the Keep sees very little use as visitors are often too afraid to even enter.

The Undead Bell Tower - The Necropolis Is another such structure blessed by the Game Masters. It has stood nearly as long as the Undead Keep. In the past it offered a vantage point for archers to snipe would be invaders.

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 it stands in its original location within the clearing. It is a simple tavern that only offers seating at the bar. Despite its limited seating the staff has a nearly unlimited menu to cater to all tastes no matter how unnatural.

The Crimson Mausoleum - The Necropolis The Mausoleum consists of three halls. The Hall of Bones houses the bodies and bones of once great heroes of the Necropolis. The next hall is the Hall of Ashes which houses the urns containing the ashes of Heroes that have since crumbled to dust or were cremated and are now ash. The final hall is the Hall of Relics which houses relics that are haunted or possessed by the spirits of fallen heroes.

The Crimson Hill Cemetery - The Necropolis The Crimson Alliance's Tower once stood on this site. But it has since crumbled and has left a hill that slopes into the Undead Keep. It is on this hill that a cemetery has begun of more recently deceased heroes of the Necropolis have been buried.

The Necropolis Catacombs - The Necropolis There are several entrances to the catacombs below the Necropolis. Some are more hidden than others and some parts of the catacombs are even more hidden within. The catacombs contain prisons with torture rooms, pens for orcs and other beasts, a butcher, a travel hub, a Well of Darkness, a throne room, trophy halls, and a barracks. There is even a path within that leads to Dante Darkheart's private residence Darkheart Manor.

Chapter Organisation

Catskills Sub-Guilds

  • Vampires CA-V - Clan Darkheart Vampires
  • Ghouls CA-v - Clan Darkheart Vampires
  • Wraith CA-U - Legion of the Guardian
  • Skeleton CA-U - Legion of the Guardian
  • Possessed CA-H - Host of the Guardian
  • Cultists CA-C - Coven of the Guardian
  • Orphanage CA-0 - The Guardians of Our Future
  • Drow CA-D - Qu'ellar d'l'S'argt (House of the Guardian)
  • Knights CA-K - The Crimson Order
  • Trade Company CA-T - Ruby Trade Company
  • Gypsies CA-G - Guaranti Clan Gypsies
  • Pirates CA-P - Bloody Buccaneers
  • Lycans CA-W - Red Pack
  • Orcs CA-O - Shadow Skull Tribe


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).

Undead/Cult - Legion of The Guardian CA-U/CA-C

The Legion is made up offormerly mortal cultists. It is lead by the wraith Elms Grimswood. This guild draws from the legendary Undead guild that founded the Necropolis

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.

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

Astrid Greyves, Xarano VIII CA-G

Kral Visla, Hierophant VIII CA-C

Khana, Necrogheist IV CA-C

Byron Cranstone, County Clerk VI CA-C

Tanoh Sendula, Kyorli VI CA-D

Lucy Voss, Contractor CA-T

Quint Barrow, Officer IV CA-T

Sennah, Drachess VIII CA-V

Tanika, Enforcer V CA-V

Hannes, Fellow III CA-C

Calen Saterion, Fellow II CA-C

Galanor D'Amavir, Private I CA-K

Leilia, Initiate I CA-C

Radu, Initiate I 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 into hiding. Shortly after Red Fang Pointe was burnt to the ground by an impetuous young paladin named Gavin Law. The Naja Trade Company, the public face of the Syndicate, was disbanded soon after that. 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

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

  • 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,