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Role Play Guilds & Contact Information

LadyCrimson

Wanderer
Role Play Guilds & Contact Information

Greetings, Citizens.

Please use this thread as a way to introduce your guild to potential recruits and other role playing guilds. Things such as location of guildhouse, purpose, and alignment would be helpful information for others to view. Also, identifying when your guild is most likely online and where they often hunt or relax is useful information as well.

Please also include information on how an interested individual can contact your guild.

~ Lady Crimson
 

Two Wolves

Knight
Demise Roleplayers

A little bit about Demise Roleplayers, it is a Guild for players that want to stay in character and RP with others who will not type rofl ; ) lol ^-^ ftw or break character. There is no “theme” for DRP, so just about any character you can invent is welcome to join.

link to, How to Join

The basic rules are, stay in character and don’t kill other players on sight. To join simply introduce your character in our Guild House forum and have your description in the Character Profile Scroll. (should start with appearance, "You see... ") Links for new members.

Demise Roleplayers also has members that are Emissaries of the Demise Roleplayers Alliance guilds. These Emissaries act as recruiters and moderators for the RP community. For answers to your questions, simply find any of the following allies’ tags in-game.

One way to get involved is to join DRP, then get to know the other RP guilds. These guilds have themes and many have restrictions on characters for joining. Your existing character in DRP may be recruited by one of the member guilds or you may end up making another, more specialized character.

DRP Alliance Member Guilds (Alignment) (Character Restrictions) <== Status
---------------------------------------------
[DRP] Demise Roleplayers (Administrative) Unrestricted

[-BG-] Britannia Guards (Good) (mainly fighters)

[SoF] Seeker's of Fortune (Good) (Merchants and Adventurers)

[KoB] Kingdom of Bretonnia (Neutral) (Humans Only, non-Magical)

[SC] Shadow Cabal (Neutral) (Elves Only)

[Wolf] Wolf Clan (Neutral) (B,R) (Humans Only, Dark Skin, Wolf Name, Tribal Lifestyle)

[SssS] Order of Serpent (Chaotic Neutral) (Humans Only, Ninjitsu, other)

[DEA] Dark Elves Alliance (Evil) (Elves Only, Dark Skin, Hostile)

[Orc] Bloodclan Orcs (Evil) (Orcs Only, highly specialized)
---------------------------------------------
Guilds Waiting Invitation (Alignment) (Character Restrictions) <== Status
---------------------------------------------
[CM] The Crimson Marauders (Evil)

[GAZE] The Gaze of the Abyss (Good)
---------------------------------------------
RP Guilds Affiliated with DRP (Alignment) (Character Restrictions) <== Status
---------------------------------------------
[Ankh] Black Ankh (Neutral)

[OoM] Order of Mitleid (Neutral)

[TRI] Thrice (Good)

[GoS] Guardians of Sosaria (Good)

[BS] Britannia Soldiers (Good)

[RPG] Silverblade (Good)

[CoS] Citizens of Skara (Good)

[LoM] Lords of Mortals (Good)

[LSM] Luna Square Market (Neutral) (nice event!)

[SoV] The Shadows of Vartan (Neutral)

[HoC] Hordes Of Chaos (Evil) < == currently inactive

Another way to get involved in RP is, if you already have an RP guild or you have an idea for an RP guild, we are looking for you to enter into the demise roleplayers alliance.

  • have a RP mission or theme, determine if the guild is (Good, Neutral, Evil)
  • read the Demise Roleplayers and Alliance threads on RPring.com
  • join RPring and post guild profile, story, rules, character creation tips, etc.
  • make a book about your guild with a short profile and rules if any for the recruiting room
  • make a rune for the recruiting room marked for a spot where you would like visitors to your guild to arrive
  • enter an Emissary character in [DRP] to act as a representative of your guild
  • request an RPring forum, Guild Name [TAG] (Alignment)
  • use the guild forum to post character stories, organizing RP events
I completely forgot about the Recruiting Rooms. Look for the rune to the DRP guild house at the White Lotus Shop, just North of the Brit moongate. It is the first one in the middle book out front. The upstairs of the guild house has Recruiting Rooms for our member RP guilds, divided into Good, Neutral and Evil. There you will find the donated Books and Runes from RP guilds to their guild house locations. Find someone to take you or go on your own self-guided tour of the fancy Villages, Garrisons, Mansions and Public Museums that have been constructed for your amusement. While visiting the DRP house have a look around the player town there. There is a vendor hut opening up, a rune library under construction (not sure where they moved the Tavern to, but that was luxurious) What else am I forgetting? Watch out for more upcoming DRP events and look for our tags at the Demise Story Telling Night events.

~Two Wolves [Wolf]

Battlegrounds around Yew
 

Two Wolves

Knight
field guide to Wolf Clan people

(as spoken by the legendary Woodsman, Engles who was taken in and lived among the Wolf Clan for nearly three years; said with a slight southern draw)

I am a simple mountain man that befriended Chief Naga Wolf of the Wolf Clan. There has not been a Chief of any Chipewyan tribal clan for going on twenty generations, hear-tell. The Chipewyan are an ancient people who settled in this part of Sosaria long before colonization by the forbearer civilization to Lord British, the way I understand it. The Chipewyan people are now scattered and only survive in remote, isolated groups that have all but lost their original familiar clan identities. That - or are in hiding amongst the people of the cities that they call the vehoe or White-Eyes. Naga Wolf taught me their language called enesto’ohe and their traditional ways. They call themselves the Olekwol, True Humans or First People.

Naga and his war band, hard as it seems claim to have come from another world and passed into this one by means of a passageway that is now closed. They call that the Third World. There the Wolf Clan was not scattered but split into the Home Camp and the Exile Camp. They were torn apart by war with the White-Eyes, but have preserved their tribal traditions and stories that have been handed down from the first days of man.

The War Band: Naga Wolf, his son Two Wolves and two orphan girls that grew up in the Exile camp to become powerful war chieftesses Silver Wolf and Night Wolf perused a broken regiment of Brigands through the portal to the encampment where they have them cornered now. The Wolf Clan people have an ability to communicate over vast distances. The War Band was heard and joined by some of their brethren in this world. Now there is a Wolf Clan village that is a new rallying point to reunite all Chipewyan tribal people. They are arriving, young and old from all walks to relearn their heritage from Naga, join in the war against the Brigands and resume a traditional way of life.

From what I can tell you their traditions amount to about eight general restrictions that they observe:

  • do not harm animals
  • do not leave resources to rot
  • do not wear metal armor
  • do not use magical travel
  • do not enter the cities of the White-Eyes
  • do not openly use magic abilities
  • do not go hungry
  • do not ride out alone
And about four common Goals:
seek traditional ways
(Bow, Spear, Axe, Knife and Club types are traditional)

seek complete knowledge of Wolf Clan rituals, customs and history
(council with your elders, master your cultural heritage, pass it to the next generation)

seek War Honors
(social climbing can be swift for those who demonstrate impressive cewe, bravery*)

seek to expand the Wolf Clan History
(your character story and actions can become part of the History that is handed down)

You can easily distinguish Wolf Clan people from other Chipewyan clans because they usually have the following characteristics.

Their society includes Youth, Adult and Elderly members. The Adult world has an informal division of labor that is roughly broken down into, Hunters, Warriors, Shaman and Witches. Scouts hold an honorary status, are skilled with both the Bow and melee weapons and will often travel to offer their Stalking and Tracking skills to Exploratory or Military Expeditions.

I have moved on to help a group of settlers break ground on establishing a town in some treacherous forests East of Vesper. But I will always look back fondly on the time I spend with the people in the Wolf Clan village. Now I have the eye and can spot a man or woman who has some vestiges of Wolf Clan heritage. When I do, I am sure to let them know that a new life awaits them far form the noise and stench of the big city. And many have been reunite with their family and finally come to know the ancient ways of their lost heritage.
 

DarkSaionji

Sorceror
Shadows of Vartan

We are a developing RP Ninja Guild. We hope to join the DRP very soon and roleplay with all of you. The only requirements to join are that you have decent abilities in Ninjitsu, Hiding, and Stealth. More information, and our forums, can be found at http://www.freewebs.com/shadowsofvartan/index.htm .

To those who do not wish to join: It is among our duties to help the people of this land. Be they good, neutral, evil, or just plain crazy, we are here to help them with any of the various tasks that may arise. For the proper incentive, we will take on any job and always do our best. From planting potatoes to assassinating that oh-so-annoying Orcish Warlord who killed your daughter, it's within our range. Please don't hesitate to call upon us if you have need of our services.

The Shadows of Vartan are having a guild meeting tonight *4/29/07* around 7 central. *SW - 5* If anybody is interested in joining our little group of "handymen", please leave me a message or just show up so you can get an idea of who we are and decide if you want to join up. I hope we see everyone soon!


----Sirros
 

Two Wolves

Knight
Orc Fort, under attack

Bloodclan Orcs are coming to Demise!

General Rules of the Bloodclan Orcs:

* All orcs are REQUIRED to remain IN-CHARACTER at ALL times

* NO orcs are to be riding ANY type of mount

* All orcs are required to use orcish language

* Gruntees/Mojokii (and below) are required to defend the Yew fort area

* If your orc should ever quit the clan we ask that you delete the character

* Melee class orcs are NOT allowed to cast ANY spells of ANY kind, only Mojokii

Ranking Structure

Elder
|
*Warboss (during war)
|
"Tribal" See'r
|
"Tribal" Ward'r
|
Grunt/Mojoka/*Warboss (during peace)
|
Gruntee/Mojokii
|
Pug

Newborn Initiation Rules:

* Before ANY players will be accepted as gruntees into the guild they MUST know our customs and our language. To help expedite this we have added the rank of "Pug" which is a brand new orc or "Newborn" that needs the most help from the guildmates in learning how to become an orc. ALL orcs starts as Pugs and work their way up the ladder through orcish RP, knowing the rules, following orders and in general having the ability to be called "a good orc".

* New players wishing to join are to report to the Yew orc fort naked, no hair what-so-ever on head or face, skin color to be light skinned and non-pink, good color is third from the top and second from the right, with a legitimate ORCISH name (Must begin with a capital letter, and must not sound like some human word either or mean something derogatory in orc (ex. Fag'Hed).

* ex: Gnarlug, Kurg'Grat, Lugdush, Sknak, Juk'Da (any two word names need to have the " ' " abbreviation in it and both new words need to be capitalized.

* You cannot have multiple names such as Lug'agh'Juk or descriptive names like Gnarlug da Stinki. Names are just like we would have in everyday life and can be either one word such as "Lug" or you can have a "full name" "Kurg'Grat"

* Often the second word is used as a "Last name" for that "family" of orcs and as such can be used for multiple orcs that you make such as "Mul'Grat" or Kal'Grat" both are 'Grat's and related in game as part of their RP story

* Before final acceptance into the guild and becoming a Gruntee, new players are to be tested by a Grunt or higher on the following material: Counting to 10, naming all the weapons, basic words such as "rulg", "gug'ye" etc., all of the general rules, all of the looting rules, all of the engagement rules, engagement tactics (must know how to krimp and basic fort defense).

That being said, Bloodclan Orcs are open for recruiting.

They need many Pugs because of the trouble stirred up by Pa'Okie. Shadows of Vartan ninjas, Wolf Clan natives and Guardians of Sosaria militia have stepped up regular attacks on the Orc Fort inhabitance to protect Yew and Kingdom of Bretonnia people. These raids occur regularly at 9:00 pm CST, 03:00 GMT and the Fort Defense is generally overwhelmed.

The Bloodclan Orcs on demise also need experienced Orc Players as Ward'r to whip the new Pugs into shape, Warcouncil members and a Warboss to take over leadership from Pa'Okie - he is too weak to lead.

Get your Orc Kin Mask and sign up using the book on the Chest at the Stone Tower by the Orc Fort and let the battle for Yew begin.

http://www.rpring.com/blood-clan-orcs-evil/
 

Bjorg

Wanderer
Re: Role Play Guilds - an Introduction

Information about Joining the Seekers of Fortune
Greetings and Salutations,

The Seekers of Fortune is a collective of merchants and adventurers whose primary purpose is to encourage and promote activities that lead to the economic prosperity of our members. We formed in the days when the world was young to protect members against marauders and murderers who were impacting trade. We encourage members of the guild to do business first with guild memers, and secondly with allied guilds. Members of the guild are not limited by race or profession, but must uphold the code of the Seekers of Fortune. This code, by it's nature may rule out certain possibly profitable professions, but if the seeker agrees to conduct him/herself within the limits of the code, they will be accepted into membership. Violations of the code will result in disciplinary action by the guildmaster ranging from restitution of property to expulsion from the guild.

These are the codes of the Seekers of Fortune

1. A Seeker never inititiates combat with other people (PC's regardless of race). Self defense is allowed, and guild members are allowed to enter into combat in defense of a member or to protect a merchant against previous agressive action by others. If a member breaks the code and initiates combat in an offensive manner, guild members are prohibited from protecting them and may be asked to testify in any hearings.

2. A Seeker never takes things that belong to others without permission. This is considered stealing, and will be severely dealth with. Theft is not compatible with economic prosperity of the guild.

3. A Seeker never kills other people unless absolutely necessary and only in self defense.

4. A Seeker is required to provide basic material assistance to younger players and travelers in distress. (Example: A traveler is ambushed by gargoyles on the road to Britain, and a Seeker comes upon his ghost and body. The Seeker should resurrect the traveler if possible, assist in the recovery of his things, and give him basic armor and support if needed to assure that he safely returns to the city.)

Those are the rules of the Seekers of Fortune. All are invited to stop by the Collective due north of Wind Caves and see our town. Any who would like to join us may build in our town. Any potential guild members are encouraged to role play and be a good example for other role players on the shard.

We are founding members of the Demise Adventurer's Alliance. If you would like more information on the alliance you will find it at http://daa.oomguild.org

Sincerely yours,

Bjorg ([email protected])
 

DarkSaionji

Sorceror
Shadows of Vartan : Update

The Shadows of Vartan are still active and still looking for new members. The only requirements for joining are that you must have at least 50 in all Ninjitsu, Stealth, and Hiding. You must agree to follow all DRP rules. A list of DRP rules along with Shadows of Vartan info can be found at http://www.freewebs.com/shadowsofvartan/index.htm .

If you are interested in joining our group, please just leave me a PM or track down any SoV member and they will see that you get your chance.

For those who don't like going to other sites: We are an RP guild of ninjas who do various odd-jobs for whoever hires us. We will do anything from harvesting wheat to assassinating a certain someone who wronged you. We offer our services to everyone but price varies depending on various factors.

If it sounds like something you could be interested in, please let us know and we'll get you set up. We are in need of some more active members. (jobs as well actually)


----Sirros
 

Sintoo

Sorceror
Kingdom of Bretonnia

The State of Yew is once more active and looking for able men & women to join our ranks.
We're looking for old and new roleplayers alike, all willing to test the RP experience
that enriches the game of UO beyond it's normal game features.
So if you find the information within interesting I suggest you PM me or come
visit us in Yew.






Getting To know the State of Yew


Concept
The idea behind the State of Yew is to keep it within a low fantasy setting,
instead of grand noble paladins and powerful magic warlocks
we play as common townsfolk. All with their own agendas and goals
trying to make their way through everyday life, wether this entails
selling your bread on the local market or following the captain of the guard
into an unknown hostile environment.

We have very strict rules regarding items and skills offering a great
challenge for both old and new players.
With no magic items/skills or any mounts we offer a fair
and competitve playstyle for anyone interesting in combat where a lot
of focus is put into teamwork and skill.
We don't believe that you should have to slave away several hours a day
collecting items just so that you should have an equal opportunity against others.
Here you'll be able to join in on equal terms relatively quickly, everyone getting
the same chance to develop.

No matter what happens in the game it should always stay in the game, do not
bring in game grudge against another player out of the game. Be a person that knows
where to draw the line and try to make the game fun for others as well as yourself.



Characteristics
The state of Yew is based on the renaissance era, with steampunk elements merged together.
The northern people of Sosaria, the Yewians are a strong and proud people
that has endured several harsh times with the countless raids from the orcs in the south and the undead from the north.
Through the times they have grown strong and have become a force to be reckoned with by their indoustrious
and highly technological advancements.
Yew has a large wood and mining production due to the large forest areas and
mountain range that surrounds the lands, these are without a doubt a geat
part of Yew's successess that they are able to remain independent from others.

If there is two attribute's all Yewians share, it's their distrust for outsiders and magic.
While more humanoid races such as dwarfs and gnomes have been known
to be accepted into society others such as elves are largely looked down upon
and despised.
Yewians being highly superstitious regard all magic with contempt, believing
that it corrupts the soul of man and is the work of a greater evil luring behind
the scenes.


Religion
The Yewians believe in polytheism, the worshiping of several gods.

Cailleach
Cailleach is the warrior godess, being the godess of warfare, bloodlust and bravery
it is not uncommon for people of a military stature to have her as their patron godess.
She is thought to be a harsh but not cruel godess, shunning weakness and
expecting that people should be independent.


Ulmetrich
The sun god, god of light, life, wealth and prosperity.
Ulmetrich is a very popular good amongst most of the state's
inhabitants. Farmer's and merchants alike are known to favour Ulmetrich
before all others.
It's often to Ulmetrich people turn when wishing to get rid of sicknesses.
He's a very forgiving god, caring for the weak and attempting to
reach the good in all of men and help them.
Ulmetrich is seen as a man with boyish looks wearing a
golden robe and a melancholy expression across his face.

Bjal'nurg
God of steel and technology, many see Bjal'nurg as the greatest
of gods as it's believed his teachings that has been bestowed
upon the yewians is what has lead them to become what they are
today, with their superior aptitude towards all things mechanical.
Bjal'nurg is often depicted as an old burly long and white haired blacksmith
beating with his hammer on an anvil.

Cremsion
The shape shifting trickster godess.
Known to charm men and women with her games
of fortune. But to follow her is truly a game of chance.
She's been said to have the looks of a women dressed in
green robes with gold trimmings when in her neutral form.


Political Structure
Yew practices a constitutional monarchy
Yew is divided into several provinces, each one ruled by an Archduke/Archduchess.
While each Archduke/Archduchess may rule their provinces as they see fit, they all
answer to the Emperor/Empress who is the sole ruler of the entire state.
A new Emperor is selected, by gathering the council of Archdukes and Archduchesses
where then they vote amongst themselves to whom shall be the new Emperor/Empress.






Army Regiments

The army of Yew is as diverse as the state and it's inhabitants itself.
This is best reflected by the words spoken of one of the generals of Yew himself.
"One can not expect to win a battle by relying on one tactic alone"
The state hold a standing army of trained proffessionals with several different regiments.​



State Militia

ABOUT
The militia consists mostly of common townsfolk whom lack any greater battle training, they are the working class of the army
doing the tedious tasks that others try to stay away from.
This will be your entrance to the army life and where you start before you can choose a regiment to join.

Militia troops wear only dull coloured cloth and no armour









and are limited to the following weaponry.
  • Club
  • Gnarled staff
  • Pitchfork
  • Dagger
  • Cleaver
  • Bone harvester
  • Bow
To be able to advance and choose a regiment
you shall have displayed a good sense of roleplaying and
a will to learn, also at least a minimum of 76 in strength is needed.
Last but not least you will have to pass the citizen test
which will hold several questions regarding information on the state.





















UNIFORM
  • Helmet
  • Plate Gorget
  • Plate Tunic
  • Plate Gloves
  • Red Leather Leggings
  • Red Hiro Sode
  • Red Sash
  • Red Kilt
  • Black Ninjabelt
  • Black Boots
ABOUT
The State Guard is the states first line of defense forming the core of the army.
Drafted into the army where they have recieved extensive training they have
become professional soldiers and turned the army in to a way of life and work.
Beyond their duties in the army they also serve as the law enforcement of the state
alongside with their fellow regiments the State Gunners and Slaughter Swords.

REGIMENT MOTTOS
Loyalty into death.






















UNIFORM
  • Black Widebrim Hat
  • Plate Tunic
  • Red Leather Sleeves
  • Red Leather Leggings
  • Black Leather Gorget
  • Black Leather Gloves
  • Black Boots
  • Black Sash
  • Black Ninjabelt
ABOUT
Soldiers that has excelled in ranged combat using the finest equipment
available. Prefering to pick their targets off at a distance they can usually be found
behind cover from where they call forth a hail of projectiles in a loud shattering
of noises and smoke.

REGIMENT MOTTOS
Let our aim be true, and our arms steady.





Slaughter Swords

















UNIFORM
  • Red Bonnet
  • Black Dragon Platemail
  • Plate Gorget
  • Plate Leggings
  • Plate Gloves
  • Red Hiro Sode
  • Red Sash
  • Red Kilt
  • Black Ninjabelt
ABOUT
Great swordsman's who have dedicated their life in perfecting their
swordmanship into an art. Wielding large swords known as
slaughter swords they can cut a man in half with a single
sweep of the sword.

REGIMENT MOTTOS
Strike first and strike hard.
Glory through steel and skill.


Military Tactics and drills

The army is divided into three main battles ( A battle is medieval military formation known these days as a batallion)
also called guards: The vanguard, the middle guard and the rearguard, abbreviated to simply van, middle and rear.
These terms imply, correctly, that the van preceded the middle, which in turn preceded the rear, into battle if the battles
were arranged sequentially as a column. If arranged abreast, the van was on the right and the rear the left.

Battle Commands

Extend Ranks
When standing in formation move a tile to the side from those standing next to you.
Close Ranks
Given after the extend ranks command to bring troops closer together or to fill in the slots of fallen soldiers.
At Ease
All are to disarm their weapons.
Stand Ready
Arm yourself and be prepared for following orders.
Protect (name)
All troops rally around the target blocking off foes and healing the target.
Hold Position
Stay in sight of eachother and hold your position aiding with healing. Do not follow enemys or break formation.
Prime Bows/Muskets
Troops carrying either of these draw their weapons and stand ready.
Present
Troops carrying these weapons Bows/Muskets go into war mode and stand ready.
Fire
Troops carrying these weapons Bows/Muskets fires upon the enemy.
Tatical Retreat
In an organized manner of groups try to retreat back to agreed defensive position.
Retreat
Make your way from the battlefield as fast as you can.
Take Cover
Hide and ready yourself for combat or try to avoid getting hit by incomming spells, arrows and potions.
Fall Back
Everyone runs back a few screens to reorganize and regroup forming a tercio.
(A square formation preferably with meele troops on the sides and ranged troops in the middle)
Charge
All charge against the enemy.
Target (name)
The officer in charge will name a target which all should attack wether it be a name or a monster.










Citizen Class Structure

For those not wishing to live their life's on the savage and bloody battlefields
there is the option to live the quiet but perhaps just as hard city life.
With the permission from the Baronship of Cove from Europe
we have been allowed to use their Citizen Class Structure & Promotion System.

The Nobility
Nobility is a government-privileged title and is applied to the highest social class
Rich and proud of it, these are the cream of society and
will flaunt that fact to anyone who comes into contact with them. Arrogant and eccentric the nobility
considers themselves above everyone else and lets them know it. They enjoy the finer things in life,
good food and of course, exquisite wine. They concern themselves mostly with gaining more political power
within the state and of course wining and dining a whole lot inbetween times.
The State may reward it's nobles with lands and the incomes therefrom, in exchange for fealty
and taxation duties from these lands. A noble may get rich from their land, but they also have a
duty to see it protected. Failing in their duty may see them stripped of their land.
A Noble House may employ a few personal guards, and other retainers.
For a Noble to be recognised as having their own House, they must be a noble and
holder of an estate. The House will hold hereditary rights to the land so long as an heir
exists, and the estate is not stripped from the holder.
A Noble may hire the Burghers to administer their lands and manage the citizens and commoners who work there.
A noble has a duty to take care of those who live or work in their land and will work with the Mayor to keep the people from getting rebellious.



A noble may wear whatever he considers fit, within the boundaries of common sense.
  • A noble has the right to hire other citizens as his or hers own personal guard.
  • A noble has the right to register a Industry with City Authorities.
  • A noble has the right to order an arrest on another individual.
  • A noble has the right to bring a bill before the City Council.
The Burghers
The wealthy upper class of society, citizens whom have amassed large fortunes.
The burghers are citizens who have proved themselves shrewd and hardworking and as such are often relied upon by the nobility to manage the day to day tasks.
They stand but one step below the nobility and as such are either entrusted to positions of responsibility or choose to manage their own enterprises.
In general, burghers are reluctant to sully themselves with physical labour.
They are the true merchant class of Yew, setting up shops to sell the goods of the crafters.
A successful burgher may have business interests in cities across the length and breadth of Britannia, relying on the citizens and commoners to transport their wares.
The wily burgher will seek to intergrate him or herself with the nobility, seeking to gain a patent of nobility for themselves.



Some nobles may have estates to manage, but it is the burgher who ensures the day to day tasks are completed, that the citizens and commoners pull their weight.
  • Burghers manage supply shops, they may do some crafting, but usually only luxury items.
  • Burghers hire citizens and commoners to gather the resources and craft the items sold and supplied to the army and other customers.
  • Burghers may seek to ingratiate themselves with the nobility, attending hunts, balls and other such activities
The Citizens

The citizens are effectively the middle class of Yew. They have proven themselves hardworking and loyal.
Having proven adept at the more common tasks, citizens will find new avenues of employment open to them, alternatives to the manual labour
and crafting they did to feed and clothe themselves as commoners.
Citizens are due more respect than commoners and will be wealthier too.
Citizens may work directly for the burghers, assigned crafting work to free up the Burgher for more important tasks.
Relied upon by the burghers and nobles to keep Yew's industry running smoothly,
citizens are entrusted with tasks and trade orders deemed too important to be left with the commoners.
It is through such potentially lucrative tasks that the citizen may make his fortune and rise to the social rank of burgher.

The Commoners
The lower class of Yew, the common people who perform the day to day tasks
that keeps the state running, the people supplied with food and clothing and the army
equipped with weapons and armour. Whether having left the family home for the first
time, or a new arrival in Yew, the road to true citizenship starts here.
Whilst at the lower end of the social scale, commoners still have rights. This is where the majority
of the non-soldiery begin their careers. With the burghers concentrating on running shops and other
important tasks, the commoners may be hired to perform the more mundane tasks such as
supplying resources. Work well, and citizenship may be awarded.


The citizen class structure was brought to us by the Baronship of Cove on Europe by permission.
Welcome to Cove - Index



Civilian Promotion System


Promotion values:
Note: Shillings do not stack. After each promotion, the shilling count returns to zero.
Commoner > Citizen = 500 shillings
At least 3 Tasks from the Citizen Task Board must be completed.
Attend at least 1 Cultural Event = Baths, Market, Banquet, Tavern Night etc.
Report at least 1 occasion where you have added to the Covian Culture - Something spontaneous,
turn up at a parade and polish boots and armour, get up and sing in the tavern, sell your wares around the state's manors etc.
Small trial to suit the individual - woodshop class, sewing class, fishing etc.
Citizen > Burgher = 1000 shillings
At least 5 Tasks from the Citizen Task Board must be completed.
Attend at least 2 Cultural Events = Baths, Market, Banquet, Tavern Night etc.
Report at least 2 occasions where you have added to the Yewian Culture - Something spontaneous,
turn up at a parade and polish boots and armour, get up and sing in the tavern, sell your wares around the state's manors etc.
Lead at least 1 Event - Mining or logging camp, small market, tavern night etc.
Medium trial to suit the individual - trade expedition etc.
Burgher > Noble = 2500 shillings + completion of "document of nobility"
At least 10 Tasks from the Citizen Task Board must be completed.
Attend at least 5 Cultural Events = Baths, Market, Banquet, Tavern Night etc.
Report at least 4 occasions where you have added to the Yewian Culture - Something spontaneous, employ commoners/citizens, open a shop/business,
turn up at a parade and polish boots and armour, get up and sing in the tavern, sell your wares around the state's manors etc.
Lead 3 Events - Mining or logging camp, small market, tavern night etc.
Large trial - Document of Nobility!


FAQ:

What are shillings?
Shillings are a 'point system' which allow members of the citizen element to progress in standing and
thus attain the benefits of higher standing. They are not in game entity, however, shillings should be considered the standard currency of Yew.

How does promotion work?
There are two ways to earn shillings. Shillings will be awarded by citizen and military command for the following activities:

1. Every task on the citizen task board will have a set amount of shillings for completion. Upon completion of the task,
the player who completed the task may add the shillings to his profile.

2. For every report or story written on the citizen board, there will be an amount of shillings awarded to the writer
and anyone else involved decided upon the length of report, creativity of the activity, and overall quality of both elements.


Citizen Rules

1. The following items are classed as tools and/or lower class items and may be used by all citizen members:
Pitchfork, club, cleaver, butchers knife, staff, gnarled staff, hatchet, scythe, bow.

2. No citizen may engage in PvP unless told otherwise. Situations may arise where the state calls the citizens
to arms and they will be allowed to defend themselves and these will be specified prior to engagement with any enemy force.
Citizens may also apply to have a license to PvP which will be handled by state command on a case by case basis.

3. Citizen element members must be respectful (at least in public) of the yew guards. While they may not like the state's
policy or individual members of the guard, no citizen would be doubt the necessity of their existence.







Town Laws

Yewian laws are divided into three sections of laws ranging from minor crimes to the more severe kind.
Section one is the more lenient list of offences and can be solved on the spot
by any present law enforcement on the scene.
Punishment is either by a fine up to no more then a 1000 or imprisonment for no longer then 30 minutes.

  • Indecent exposure
  • Abuse of illegal substances
  • Disturbing the peace
  • Harassment
  • Indecent exposure
  • Littering
  • Wielding a weapon without a PvP license
Section two offences needs a high ranked officer at the scene to be able to distribute the reasonable punishment.
If one can not be found the guilty member is to be held imprisoned for the duration until a time where punishment can be dealt.
The time spent waiting will count towards any prison sentence that may be set.
Punishment's are as followed a fine of not more then 5000 coins or a prison sentence for no more then 2 hours.



In some more severe cases punishment may range from floggings to banishment.
  • Theft
  • Mugging
  • Assault
  • Public endangerment
  • Spying
  • Use of magic
Section three are the most serious and punishment can only be given after been proven guilty in a trial.
Suspects for these crimes are to be kept imprisoned until such a time where



a punishment can be decided, consisting of large fines, banishment and in some cases death.
  • Treason against the state
  • Murder
  • Kidnapping
Duels of Honour
In cases where a citizen feel they have been wrongly dealt with and have had their
honour violated they may challenge their opponent to a duel of honour.
If accapted the duel is free from any legal matters that may arise regarding
assualt or murder.
Before the duel begins the concerned parties should agree on terms.




Rules of Engagement


This is some extracts out of the old Crossroads of Yew Laws of War and the 20th October 2006 - CoRe Rules of engagement all bundled up in to one.

This will be the Rules of engagement the State of Yew will be following.
Anyone wishing to war us or engage in any form of combat will have to agree upon it.








General Rules of Conduct
  • No obscene language or immature attitude accepted.
  • Stay in character at all times. It is up to the respective Leaders and experienced members to maintain this.
  • All guildmembers must have their guild abbreviation shown, except if they are civilians, or have an assassin class.
  • No Banning from houses, and Remove should only be used in roleplayed context in non-combat situations. *kicks out assassin through window*
  • Avoid attacking characters that are obviously disconnected (but don't expect people to notice in the heat of battle, and don't complain when mistakes are made)
  • If there is any complaint, grievance, or other issue with a player or guild, it must be dealt with between the respective GMs.
  • Do not force players to PvP, always give alternative options (running away, being taken prisoner, etc). In all cases, ensure players are not AFK or disconnected before attacking.
  • If there is an intention to attack a guild's normal area in force, check with any relevant GMs first to ensure that the timing is reasonable.
  • All players must carry a yellow bag in which items available for looting or stealing must be kept. In addition to one or more items from this bag, food, drink, gems, and gold may be taken per victim.

Rules of Engagement/PvP specific rules
  • If knocked unconscious or killed, do not continue to fight or otherwise take part in any ongoing battles (eg healing others or stealing) for 30 minutes, during which time a deathrobe must be worn.* RPing injured (walking and talking) is permitted. Battle may be rejoined with another character only on home territory.
  • Player crafted armour & weapons only, but no runics and no special wood items.*
  • In a pre-arranged battle, each guild may field two riders at any one time. These may not be used by ranged attackers. Mounts must be set to guard their owner (ethereals are strongly discouraged but allowed at the discretion of GMs). Once a rider is dismounted in a battle, they may not remount for the duration of that battle. Outside of planned battles, guilds may have up to two riders patrolling their home territory at any time.*

Captives
  • If you do not have 30 minutes to spare as prisoner, do not go anywhere near enemy territory!
  • If the battle was started on your Homelands and you outnumber the enemy, then once the battle is over you may take the Injured ones captive.
  • Captives still count as Injured for the next 30 minutes.
  • You may of course still take prisoners without defeating them if they don't fight back or flee.

Specific skill limitations
  • No powerscrolls or stat scrolls.*
  • Conflagration and explosion potions may only be used by a character with at least 70 alchemy skill. Greater conflagration and explosion potions may only be used by GM alchemists.*
  • Poisoned weapons may only be used by a character which with at least 70 poisoning skill. Deadly poison may be used if the character has sufficient skill to apply it. This also applies to shuriken.*
  • Tamers may not use any pets which take more than one control slot, and may only use two pets at a time. Once a pet has died it may not return to the encounter for 30 minutes.*
  • Mages, necromancers and paladins may not use offensive area spells. Mages are restricted to a single summoned creature at a time which may not include a blade spirit, daemon or energy vortex. Necromancers may summon familiars except death adders, and use animate dead but not revenants.*
  • Ninjitsu users may not use giant serpent, bullfrog, ostard, llama, wolf, bake-kitsune, unicorn, or ki-rin forms in combat, unless the character is permanently in that form, eg RPing a guard dog.*
  • Bushido users may not use lightning strike.*
Applies only to RP PvP, not to PvM (or non-PvP RP: in other words, if you want to RP testing explosion potions on yourself, or have a dragon following you around in town, that's fine; just don't do it in combat).
 

dead-eye

Knight
Britannian Guards

Britannian Guards

General Backstory
The guards formed to bring order, peace, and unity to the lands of Britannia. If needed, they will fight for this peace. The guards are here to help all "good or neutral guilds". They are for the people.

Guard Ideals

The guards will trade items and become involved in the community.

The guards value their friendship with the WOLF clan, they are very strong allies.

In order to become a guard you must go through training. A long and diciplined training.

Leadership is a big thing here, qualified individuals are needed to fill these open slots.

The guards will be raiding evil towns, or trying to convert them into peaceful people.

OOC: Im not big on backstories, i'd rather create the story as it goes along instead of making up an origin completely from scratch.



I have created my ranking system, as the guild grows, new slots will most likely be added.

These rankings go from the highest to the lowest.


Commander

The one in charge of it all, not much of an explanation needed here, he tells the men what to do, when to do it, and much more.

Lieutenant Commander

Also known as second in command, there can be more than just one Lieutenant commander, when the commander is away these men are the ones in charge. They will also be commanding different battle regiments. Becoming a lieutenant commander takes a long time, and wearing this title you are one of the most respected britannian guards.

Knight

He has proved himself in battle, and in his duties. He has proven to be a good person. He has shown his courage and his pride in being a Britannian guard.
He has done his good deeds, and been in his fair share of battles.
Becoming a knight takes a lot of dedication and hard work but the people will look up to knights, they are the peoples guardians and you are respected throughout the lands.

Calvary
The calvary is a general battle regiment. They are used in many different ways.

Foot Troops

Considered the same class as Calvary, foot troops march head on into the opposing forces with deadly force.

Trainee

A new recruit who has begun his training.

Recruit
A new recruit who has yet to begin his training and is still deciding what path to follow.

Special Units

Along with the general rankings, you can acquire these other rankings which further evolve your character and your story with the Britannian Guards.

Scout

A scout goes out and relays information about enemy movement and other important information that needs gathering.

Crafter
Helps the guild run smoothly, crafts armor and weapons for the guild, or they can also gather resources for the actual crafters.

Trainer

Trainer is reserved for lieutenant commanders and certain knights, they train the recruits and trainee's.

Mage
Mages are more rare in the Britannian guards, but they can still acheive the same ranks of everyone else.
 

Two Wolves

Knight
two new RP sub-guilds

There are two opportunities opening up in Demise guilds for making instant characters for pure RP. These characters are playable immediately and require zero macroing for preparation.

Roleplay as a realistic wolf. Take Ninjitsu and Wrestling to start, then stay in Animal Form (dog then later wolf as skill allows) and only use non-verbal communication. Start as a loner or join one of the two existing rival packs. The Sawtooth Pack still has both Alpha slots open. The Wolf Friends characters are a sub-guild of the Wolf Clan, but free from other guild rules.
four walking
discussion thread
current field observations

Roleplay as a fencer. Take Fencing and Parrying to start. Improve your skills and develop mastery of a particular school of fencing by sparring with other fencers, challenge duels for club rank and private lessons with the Maestro. Fencers usually fall into the categories of Wealthy Aristocrat, Military Officer, Fencing Master in training, Adventurer or Duelist. The Fencing School, Cercle d'Escrime is more like a social club - but with weapons. It is a sub-guild of Seekers of Fortune and subject to all SoF rules.
Fencing School discussion
 

Two Wolves

Knight
Re: Role Play Guilds - an Introduction

The Demise Roleplayers Alliance list of RP Guilds at the top of this thread has been updated. If your guild is not categorizing properly or you are in an RP guild that is not listed, PM me and I will see that it gets fixed right away.
 

Two Wolves

Knight
Re: Role Play Guilds - an Introduction

In the never ending search for more RP Guilds and guilds with members that do stay in character, DRP is proud introduce to the Ye Olde Tavern forum, the names of these fine affiliated guilds and prospective members:

[Ankh] Black Ankh

[OoM] Order of Mitleid

[TRI] Thrice

[-TT-] Tri-Tuk Tribe

[COT] Circle of Tyrants
 

Two Wolves

Knight
Re: Role Play Guilds - an Introduction

PvP / PvM / Crafting / RP - why not master the entire game?

Now there are two options for those who are experienced role players and those who want to start, HCRP and DAA. HCRP has enforced RP, DAA is optional-RP.

With Hardcore Roleplayer [HCRP] you get a structured roleplaying environment with ongoing story continuity. HCRP is hard core as in no macroing skill gain and death is final (with some conditions).

With Demise Adventurers Alliance [DAA] you get weekly scheduled events like the In-Character treasure hunt, existing character names are not restricted, roleplaying environment is free form and not enforced.
for more information
PM Bjorg
www.daa.oomguild.org
www.rpring.com/demise-adventurers-alliance-neutral/

In some players cases DAA may be a convenient stepping stone for introduction to RP, hunting and crafting guilds who do not RP are also accepted. Exisitng RP guilds are welcome to join the alliance. Our main goal is to locate all RP guilds on demise and bring them together.

If you think your PvP or PvM guild has members that are interested in playing UO, In-Character have your guild leader contact our guild leaders for an invitation to join this great alliances.
 

Two Wolves

Knight
Re: Role Play Guilds - an Introduction

Information for new players on the Demise role playing community.

Alliances:
[DAA] demise adventurers alliance, http://daa.oomguild.org or PM Bjorg
an alliance for existing guilds with members who may hunt in-character and are casual RPrs.
semi-roleplaying, non-enforced, no name restrictions, no item restrictions, many events/missions

[DRP] demise roleplayers, http://www.rpring.com/demise-roleplayers-neutral/ or PM BeyonderBill
an alliance for existing RP guilds, independent RPrs and forming new RP guilds.
full-time enforced roleplaying, name restrictions, no item restrictions, epic battles/storyline

[HCRP] hardcore roleplayers, Sign-Up full name and profession, forum PM EvilChild on updemise or Illadin on RP Ring
starts in Minoc, new characters only, no outside gold/items, no banking, no afk, death is final
full-time roleplaying, self-regulated, name restrictions, item restrictions, limited to 8pm-10pm est.

Communications:
Register on UO Gamers: Role Players Ring, many RP guild forms hosted - get yours too
Catch the inter-alliance chatter on IRC Channels, #demise-rp, #demise, #rpring
Yahoo IM is used by many of our RP members and alliance leaders
 

Two Wolves

Knight
Re: Role Play Guilds - an Introduction

An up to date list of active RP guilds can be found in the Guild House section of RP Ring UOG: Demise.

In the individual Discussion Forums for a guild you can find their background, character requirements, guild house location and lists of activities and events they are planning.

http://www.rpring.com/guild-house/
 

jrhather

Wanderer
Re: Role Play Guilds - an Introduction

Are you guys having much luck with this? Are there a lot of RPers on Demise?

Monumental effort guys. This looks like fun!
 

Two Wolves

Knight
Re: Role Play Guilds - an Introduction

jrhather;370040 said:
Are you guys having much luck with this? Are there a lot of RPers on Demise?

Monumental effort guys. This looks like fun!

[DAA] is thriving and organizes lots of alliance hunts, spawns and exploration missions. [HCRP] is struggling to get something started. [DRP] was very active over the summer, but things cooled off toward the end of the year. We have been recruiting hard, reorganizing adding new RP guilds.

At this point things are set for a three way war to explode in Yew. We have a sovereignty guild, [Yew] State of Yew who have taken control of the regions around Yew, Empath Abby, the Moongate, crossroads, out to the Deep Wood. [Wolf] Wolf Clan who claims hunting rights from the Ranger huts up through the Empath Abby and the Deep Woods. They also claim Britain itself sits on sacred ancestral lands. Both of these groups skirmish with [Orc] Bloodclan Orcs who are situated in the middle and openly attack those who venture too close to the Orc Fort with out paying tribute. They also conduct raids of their own on Wolf Clan and Yew villages.

The goal is to scale this up into "organized" mass combat. So, we are going to need players to decide to dedicate a character slot to a Yew knight, Wolf brave or an Orc grunt. All the character creation info can be found here in this thread or on RP Ring.

Other actors on the stage who will be able to influence things are [Und] Undead, vampires and death knights from fells hold and [[G]] Guardians, merchants, peace keepers and diplomats located south of Britain.

Things we need:
Evil guild for Dark Elves who hate humans.

Pirates and Theives to inhabit Smugglers Point West of Yew,
http://www.uodemise.com/forum/showthread.php?t=81235

Merchants to join [[G]] who want to supply craft items to RPrs, while in character and buy the raw materials that we gather. Merchants also who are willing to risk goods on the road in a real supply line that goes from Britain to Yew and has to actually be protected form ambushes.

This entire new scenario is going to be called Orc Wars and may develop a regional battle format like Battle for Britain had. Register on RP Ring to get in on the chatter, pick a side, make a character and introduce him on the forums there.
 

Hawken

Wanderer
The Dark Elves [DROW]

The Dark Elves is a Demise role-playing guild devoted to portraying and role-playing a dark skinned sub-race of evil elves know as drow. Drow are characterized by white or silver hair and obsidian black skin. We are guild rooted in the concept of "evil" for all that term implies and as role-players we strive to ensure the maximum enjoyment for as many of the players within the Demise universe as possible.

Drow society is primarily matriarchal, with priestesses in the highest seats of power. Males are considered inferior to females, and are never allowed to rule. Drow society is based upon violence, murder, cunning, and the philosophy that only the strong survive.

Inferior races, human and elf, are also welcome to apply to The Dark Elves.

For more information or to join, visit The Dark Elves website.
 

Puffer

Wanderer
Re: Role Play Guilds - an Introduction

The time has come. The time to stop this constant cycle of joining guild after guild, always in search of that group of players who would constantly be up for adventure, explore the realm of Sosaria, and put their artifacts on the line for you. A group of players so close, brought together by the secrets that bind them, and always willing to protect one another.

Come to a place where fun rules, a place where griefing will not be tolerated, and a place where outsiders will be shunned. Delve into a realm of secrets.

D|F has come. It’s name and meaning are only know by members of the brotherhood, and a web of lore and secrecy surrounds those privileged enough to join. We promise you, this is the opportunity you have been waiting for, a chance to be something more, a chance to be untouchable.

Contact Puffer (Boomer, Co-Guild Leader)
Contact Oberon (Mike, Co-Guild Leader

Hey guys. D|F is a semi-role playing experience. What that means is, when we’re not having a guild event or meeting, we will hunt in tram/doom/fel/malas/etc., we will wear our artifacts or whatever we want, and use what weapons we want. We will joke around, do champ spawns, and have a good time. But we also will have a more secret aspect to the guild, and a roleplaying aspect at that. Our house will be hidden to all outsiders, they will not know where our guild headquarters is located.

During guild events (several times a week) and meetings, the artifacts will be put away, the mounts stabled, and we will remain true to the soul of the game. We are looking for all sorts of warriors and craftsmen, who will create wares from nature for during dungeon crawls.

Here is an example of a event we have planned:
The guild is split up into two teams, and both will be obviously differentiated so everyone knows who is on which team. The war will be taking place at two adjacent battle houses, and the field of grass between. A crafter (or team of them) will start in each house, and EVERY player will be naked (nothing on the body). So, one house might have a crafter and five other players (all naked), and the other house would be the same. Then, one of the two guild leaders will run to one house with a box of resources, and the other leader will do the same at the other house. Once the crafter has the box, he/she will start pumping out armor/weapons/bows/etc, in order to equip all of the players waiting around. That’s when the war really begins. The war continues, there is no insurance, and players will most likely have to have equipment re-crafted each time they die. For this reason, it becomes a war for territory and resources, and killing the opposing team’s crafter will obviously make a huge difference. This is one of several events we have planned for the future.

We own a large tract of land, already laden with several of our own houses, and will have a player town of sorts running in trammel. Our base of operations will be in the felucca facet primarily, but in very isolated areas.

If you’re interested in completely re-defining your gaming experience in Sosaria, please contact Puffer (on here) and set up a time for a meeting at our Guild Office. We will bring you in the office, ask you several questions, and really get a chance to know you. Initiation into the guild, via a ritual, will most likely happen shortly after we’ve gotten a chance to meet you guys and realize your potential to the guild.

Do you have what it takes? Find out. Set up a meeting today.
 

Selkie

Sorceror
Re: Role Play Guilds & Contact Information

Pirates be abroad!

The Pirates of Minoc Bay are now recruiting any and all vile seamen of Brittania! Join our ranks, buy a boat, and sail around wreaking havoc on everything that moves!

The class structure is as follows. Pirate Lords and Captains are not actually classes, but are ranks. The skills in parenthesis under each class listing are the skills you can choose from when creating your dreadful marauder of the high seas.

Pirate Lords
Only current Lords can adopt a new Lord, and they can only be removed from the position by a majority vote when all Lords are present.
Pirate Lords group pirate members into crews.

Pirate Crews and Captains
A crew can, at any time 90% of the crew is present, call a captain vote. The majority vote is decided.
If there is a tie, the present Captain remains. If the crew currently has no Captain (or the Captain has recently died) then a Pirate Lord must be the tie breaker.

Swashbuckler - Basic pirate fighter
Skills: Anatomy, Archery, Arms Lore, Begging, Detecting Hidden, Fencing, Fishing, Focus, Forensic Evaluation, Healing, Hiding, Lockpicking, Lumberjacking, Mace Fighting, Mining, Parrying, Removing Traps, Resisting Spells, Snooping, Stealth, Swordsmanship, Tactics, Tracking, Wrestling
- MUST choose at least one weapon skill ( Archery, Fencing, Mace Fighting, Swordsmanship, Wrestling )
- can only choose one treasure hunting skill ( Lockpicking, Removing Traps )

Sea Dog - Merchant/crafter/trader
Skills: Alchemy, Archery, Arms Lore, Begging, Blacksmithy, Bowcrafting, Carpentry, Detecting Hidden, Fencing, Fishing, Focus, Healing, Hiding, Inscription, Item Identification, Lumberjacking, Mace Fighting, Mining, Parrying, Resisting Spells, Snooping, Stealing, Stealth, Swordsmanship, Tactics, Tailoring, Tinkering, Wrestling
- MUST choose at least one crafting skill ( Alchemy, Blacksmithy, Bowcrafting, Carpentry, Tailoring, Tinkering )
- can only choose one weapon skill ( Archery, Fencing, Mace Fighting, Swordsmanship, Wrestiling )

Mystic - Crazed magic user
Skills: Anatomy, Begging, Detecting Hidden, Evaluating Intelligence, Fishing, Forensic Evaluation, Healing, Hiding, Magery, Meditation, Necromancy, Resisting Spells, Snooping, Spell Weaving, Spirit Speak, Stealing, Stealth
- MUST choose at least one magic skill ( Magery, Necromancy, Spell Weaving )
- can NOT cast Recall (but can Mark runes)

Buccaneer - Treasure hunting rogue
Skills: Anatomy, Archery, Arms Lore, Begging, Cartography, Detecting Hidden, Fencing, Fishing, Focus, Forensic Evaluation, Healing, Hiding, Item Identification, Lockpicking, Mace Fighting, Parrying, Removing Traps, Resisting Spells, Snooping, Stealing, Stealth, Swordsmanship, Tactics, Tracking, Wrestling
- MUST choose Cartography and Lockpicking (and Removing Traps is highly recommended)
- can choose up to two weapon skills ( Archery, Fencing, Mace Fighting, Swordsmanship, Wrestling )

Grubmaster - Dirty pirate cook
Skills: Alchemy, Anatomy, Archery, Arms Lore, Begging, Blacksmithy, Bowcrafting, Carpentry, Camping, Cooking, Fencing, Fishing, Focus, Healing, Hiding, Lumberjacking, Mace Fighting, Mining, Resisting Spells, Snooping, Stealing, Stealth, Swordsmanship, Tactics, Tailoring, Taste Identification, Tinkering, Wrestling
- MUST choose Cooking and Camping
- can only choose one weapon skill ( Archery, Fencing, Mace Fighting, Swordsmanship, Wrestling )
- can only choose one crafting skill ( Alchemy, Blacksmithy, Bowcrafting, Carpentry, Tailoring, Tinkering )

Wokou - Pirate of the Orient
Skills: Anatomy, Archery, Arms Lore, Bowcrafting, Bushido, Detecting Hidden, Fencing, Fishing, Focus, Forensic Evaluation, Healing, Hiding, Lockpicking, Ninjitsu, Parrying, Removing Traps, Resisting Spells, Snooping, Spirit Speak, Stealing, Stealth, Swords, Tactics, Tracking, Wrestling
- MUST choose Bushido and/or Ninjitsu (one or both)
- can only choose one treasure hunting skill ( Lockpicking, Removing Traps )

Pirates must remain in character at all times. Characters must be tan (pale-skinned devils sailing under the hot sun is impossible) and must have a name suitable to their RP character. Mounts are never acceptable. Negative karma is a plus, making Chivalry outlawed. Animal skills (taming, lore, veterinary) are not allowed.

So come and join, ye scalliwags! We've plenty of rum to go 'round!

Contact Dirty Jeremiah (Selkie on the forums) for information on how to join.
 
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