Icescythe

Member
Greetings. This is my attempt at being a proxy to attempt to garner attention for the wayward role-player or the avid writer. Any attempt to be made here to give recognition to these shards is made by me personally, not the admins for whom these shards are run by. Now, my previous post did say I'm an avid writer myself, and someone who enjoys the story. So by all means, consider this an open invitation.



https://www.uomyth.com/about-myth

[ We looked to Mytharria, an old shard that died before its time, and remembered that freedom to play and grow and create. So it wasn’t a large leap to want that feeling with the modern trappings of playing UO. Enter Myth, our current project! Utilizing the fan-favorite Teiravon 2 codebase and a completely new setting and lore inspired by Mytharria and classic high fantasy, we aim to provide a sand-box role playing experience with a more classic feel. We think the RP community can handle another, different option when choosing a shard. We aim to provide a different experience from the moment you log in, with theming at the heart of every design choice. Our goal is not to take away from existing RP experiences but to add another option that not only UO veterans, but also newbies can enjoy.]

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http://da-redemption.com/

What was intended for humankind in the beginning reflects something like a distorted dream so far away.In favorable times, it was called the golden age of man.In other times, it was called Zeal.The ultimatum however, of mankind’s legacy has never been ambition without greed, victory without bloodshed, or light without darkness. Indeed, the dark ages have never left…

The beacon of light now shines in Leanantla, the late sister continent of Eridan a forbidden subject left centuries in the dark with its fumbles and blunders.Now come all masters of trade, combat, politics, magics and nature.From the ashes of federations past Greycastle holds proud, but we have also heard it spoken:

Time flows like a river, and history repeats itself

Behold, the powers in the spiritual realms are still ever watchful, and fortunately, without rest.Will you join in the communion of man, or will the ways of the ancients overtake you?

It is time to find your place in a crumbling world.

Welcome to Dark Age Redemption

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There may be more, so I will keep this thread open. Hope to see you there!
 
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A Requiem for a Dying World...
Requiem Theme by Jeremy Theel

The year is 1342, as declared by the Decusian Imperial Book of Time. Nearly thirty years have passed since the horrific plague known simply as ‘The Torment’ had first materialized in Vitaveus, the main continental holding of the Venerated Republic of Decus. The largest kingdom in the known world of Eden, the Republic of Decus had represented the apex of the known world’s most crowning achievements; from culture, to art, to technology and beyond.With the emergence of the Torment, however, this veritable bastion of enlightenment had been set upon a path of utter destruction.

A debilitating disease of which has claimed hundreds of thousands of souls, no known cure exists for this terror that turns it’s victims into mindless, soulless instruments of murder and destruction. Beginning with it’s official discovery in late 1313, the path of destruction of this harbinger of death can be traced from western coasts of Vitaveus all the way to the eastern shores of the continent. In it’s wake, the Torment has left countless thousands dead, while many thousands more subjected to a fate worse than death; the curse of the Afflicted, those who would roam the lands indulging in the rampant murder and cannibalism of their countrymen, without any sense of rational thought or motive apart from primal blood lust.

In the three decades since the Torment’s emanation within the Republic, the once-mighty Church of Decus, the reigning seat of power within the Republic, has scrambled to keep it’s sprawling kingdom from being enveloped in total anarchy. The Republic, at behest of the Church, wages a three front war – one in which it has been losing desperately over the past thirty years. The first front of this seemingly hopeless campaign lies within the Midlands, a collection of territories and city-states that divide the Western Territories and the Eastern Baronies from one another within the continent of Vitaveus. Within the Midlands, a desperate offensive has been wrought for the last fifteen years, one whose goal is to stop the advance of the Torment and the cursed Afflicted from spilling forth from the abandoned Western Territories and into the last bastions of safety from the plague that exist in the Eastern Baronies. The size and number of territory deemed Blackland, a term given to the numerous swathes of the Republic lost to the Torment and it’s amalgamations, continually threatens to overtake and infect unaffected portions of the Midlands continuously. Only through the zealous efforts of the Church and the Venerated Legion, the Republic’s military superpower, have the Midlands been spared complete and total annihilation at the hands of the Torment.

The second front of the Church’s war lies against the Resolve, a mysterious cabal of magicians and necromancers whom are believed to have been responsible for unleashing the Torment upon Vitaveus, and whom have declared all-out war against the Republic and the Decusian Faith at large. Having also been responsible for reviving the long-lost art of magic within the Republic prior to the onset of the Torment, the Resolve have proven to be experts in the arts of the arcane – an art form thought to have been mere folklore only three decades ago. Yet to reveal their intentions or motivations to the world at large, the Resolve continue their campaign of terror within the abandoned Western Territories and the conflicted Midlands, amassing an army of conscripts from pockets of survivors and holdouts desperate to escape the horrors of the Torment. Seemingly immune to the effects of the Torment and it’s mutations of both plant and animal life, the Resolve move freely through the Blacklands, with tales of their exploits reaching the frontlines of the Midlands on occasion carried by the errant survivor escaping the horrors of the Western Territories.

The third and final front of the Church’s war is one against it’s own people, namely within the embattled Midlands and the increasingly turbulent Eastern Baronies. Employing the likes of each of the Republic’s three other mighty factions: the Venerated Legion, the Foundry, and the Consortium, the Church has attempted to keep order among the portions of the Republic yet to be stricken with the Torment as best as they can. Yet as the Torment slowly creeps closer and closer to the last holdouts of Republic civilization and safety, civil unrest and upheaval becomes more common-place in the overcrowded cities and towns that remain standing. With the military might of the Venerated Legion spread thin attempting to hold the line in the Midlands, and the Church’s own Templar forces attempting to track down and destroy the Resolve wherever they may attempt to garner a foothold, civil order has rapidly decayed in the thirty long years since the Torment first appeared in Vitaveus.

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All across the Eastern Baronies and Midlands, civilization has slowly eroded over the past thirty years. All but the largest and most wealthy cities and territories have become increasingly inundated with rampant crime and social unrest, with many smaller cities and territories teetering upon the precipice of outright anarchy. With the recent fall of the capital city of Tor and the First Province to the Torment, this spiral into lawlessness has only escalated, and the Republic appears to be on the brink of all-out anarchy.

To compound these dark times, rumors of peculiar creatures and entities have began to emerge throughout the Republic. Tales of horrific beings of unknown origins rending men from limb to limb have become commonplace in taverns throughout the Baronies and Midlands. Rumors of speak of a return of the Ill, creatures believed once to have been only folk-lore and legend. Fear grips every citizen of the Republic in these forsaken times, with the threat of otherworldly assailants now being added to that of the Torment, marauders, famine and social disorder.

Yet within all of this madness lies a single, yet fleeting, bastion of hope. Rumors speak of a cure to the Torment, a remedy to the single-biggest threat to the world of Man and the rapidly falling Republic. Said to have been developed by the legendary Archmagi of Tor, many believe that the fallen capital may hold the key to ending the blight of the Torment and perhaps even lend answers to those responsible for unleashing it upon the Republic, the Resolve itself.

With this knowledge in hand, hundreds flock to the quarantined province of Tor, joining countless others whom have made the arduous trek to the plagued ruins of the former capital whom seek to plunder the freshly abandoned city for their own gains. You are one of these intrepid souls. Be it for the chance of ridding the world of the Torment, to obtain answers about the Resolve and their unholy mission against the Republic, or simply to pillage the fallen capital for all it’s worth, you have made the trek through the collapsing Eastern Baronies to the First Province, ready to strike your claim and begin your Requiem.​
Introduction to Requiem...
Screenshots from real player interactions....

Ever wanted to play a witch hunter or even an inquisitor? How about a mage, distrusted but wielding powers that let you crush mortal men and bend them to your will? (Not an exaggeration. Super OP. You might get murdered just for being one, though.) Maybe you just want to be a farmer, looking out for their family. What about the engineer, using machinery to carve humanity's mark on the untamed wilds? All of these are possible on Requiem. Sure, it uses Ultima Online as an engine, but it's so much more than just a near ancient MMO. It's a roleplay enforced exercise in masochism and unbelievably visceral RP. To give you an idea, some of the phrases used to describe the experience are as follows: “Hard Core”, “Survival Horror”, “Awesome”, “Like Thief, Warhammer fantasy, and the walking dead had a baby”. I could go on for quite a while, but Instead, we'll move onto the mechanics.

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An agent of the rebellious Venerated Inquisition Corps has been caught and is being judged by the Tribunal of the Factions.

The core of our build, known as Requiem 2.0, has seen a substantial amount of time put into it. Before Act V was planned and conceived, 2.0 had nearly a year and a half of development time put into it. From assets, to mechanics, to everything in-between, the 2.0 build was created to be a highly customizable game experience, one that was focused on character development through a hybrid skill and perk system, and complimented with a plethora of custom mechanics to encourage role-playing, adventuring and good old fashioned fun. It's had another two years since then.

The staff has spent countless hours into developing and extremely customized experience that, at this point, truly represents a different gaming experience from other shards (servers) you may have played upon before. The development of these systems has required us to spend a good deal of time with our heads buried in lines of code, and we will no doubt have missed things here and there. We are truly creating a brand new experience from the ground up, from mechanics to monsters, and doing so requires us to have a steady hand, a good deal of patience, and a whole heap of luck.

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To their misfortune a group of fighters that entered the fallen Aiwella Monastery has been exposed to a hallucinogenic fungus growing in the tunnels.

We are here to provide a stable, fun, unique and above all else challenging gaming experience that is committed to providing to it's players a place to truly realize and play out the characters of their dreams, all within a mature and strict role-playing environment. We have created Requiem and have tailored it's mechanics as to serve as a bastion for truly committed role-players to be able to create the character they have always wanted to play, all within a world that is equally unpredictable as it is deadly.

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The Guild District of Fort Praesidium is destroyed in a battle against the rebellious Venerated Inquisition Corps.

It is necessary to point out that our shard is not for everyone. It is extremely important to keep in mind that Requiem supports a fully realized perma-death system. Your character can very well find their demise at the hands of PvE, Or PVP elements, game mechanics such as sicknesses and the Torment, or even other players.

We feel that by implementing these sorts of mechanics, role-playing within the world of Requiem ends up being a more visceral and entertaining experience. Secondly, it is important to keep in mind that our shard's community is built around an ideology that leads to players invest a lot of time and effort into developing their characters through means other than in-game. We promote, encourage and even reward this type of behavior, as it is the reason as to why Requiem exists in the first place; we strive to provide to the players a game and community in which a character can be truly realized down to the very last detail. If this is something that doesn't interest you, then Requiem may not be your cup of tea. Finally, as we have the luxury of not having to rely on donations or crowdfunding to further development and sustain the shard, we are able to, with prejudice, police our community with a certain zeal to assure that trolls and troublemakers are not welcome here. If you lack the maturity and ability to treat other players with respect, you will not last long. With that said, we, the staff of Requiem hope that you can find your new home here within our community, and we look forward to seeing you in-game in the coming days.

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A fugitive PC meets his end at the hands of Republic officials after having been caught and charged with numerous assaults brought by religious inspiration.

Links & Getting Connected...

Application Primer - Read the application primer of Requiem and apply to join us!
Hall of Wisdom - Your source of lore for the unique world of Requiem!
Requiem Forums - Visit the forums to apply for an account and learn more of the game.

DarkMyst IRC Webchat - The majority of our players use an IRC channel on DarkMyst network as the channel of OOC discussion. You can get connected as easily as clicking the link and changing your nick with the command '/nick (newnick)'. Our players are more than happy to help new faces to get started and connected on their characters. The world may be grim, but out of character we're all very nice!
Discord - Requiem has a Discord channel that can be used for OOC discussion.

More Screenshots! - Check out this forum thread for a larger collection of Requiem screenshots from our players.
Francis's Story - Still not impressed? Check out this story explaining the hardships of a poor soul entering the First Province, recorded from actual in-game happenings.​
 
Thank you for the mention of Requiem. Many thanks to all the RP shards out there that are keeping the community alive and active.
 
Here's a little more info on Stormhaven rather than just the fictional premise:

Stormhaven - Private UO RP Server

We are currently up and running. Full, custom, scripts with a ton of customized house-deco and clothing and on a stable server. Detailed, custom, map that is constantly being expanded. We are also currently fully staffed unless potential is viewed.

There are three playable cultures, invasions, an in-progress plot, regular events, and a developing player-driven economy. There is a fully usable auction system, and each character is guaranteed to make their mark on the world through RP. In other words: You have the potential to do much through great RP.

Applications being taken and quickly approved.
 
[ At some point in the last 10 years you left your previous life behind. All that you had accomplished, all that you had struggled for, and all that you had lost was understood to only be the beginning of what this journey has forged you for. You are a hero no matter how small or mild you may feel, inside you exists an ancient seed to make changes at the mythic level.
On your journey from your past lives, to this new world, you come to understand that this is the last struggle, the last battle, the mythic age which forms all realities. Here, you will be swept along by the ravages of war and the struggle to make your ideals count. This is no simple story of hearth and home but rather of courage and conviction. In this new world you will take up a banner and lead armed forces in defense of your lands, try your wits at the Royal courts, and gain power to make change.]


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Updated for current specs and future development! Myth is still in Alpha Development, and Dark Age is open with new magic system updates and crafting updates!
 
Thank you for post on Sanctuary. We should be open by the end of the Summer. We are actually up now, but have a few more things we want done before we announce that we are live. The most important of which is the integration with RPCSS, a tool Mith wrote last year. We feel that RPCSS will introduce a whole new level to player driven storylines. Here is some more information:


More then 15 years have come and gone

A few weeks ago Mith and I were asked if we were ever going to put Sanctuary back up. We promised to take a look at things and see what our options were. Unfortunately, the old scripts and art would take far to much work to recover with no assurance that they would actually run. So the answer was no.

However, the conversations with staff and admins continued and we started coming up with the idea of a new server that would combine the high fantasy elements of Sanctuary with the recently developed RPCSS system Mith wrote for Second Life. Those conversations became more and more interesting, as we realized that we could integrate RPCSS with UO in ways not at all possible in Second Life.

RPCSS stands for Role-Play Conquest Simulation System and it is a web-based tool that allows players to build armies, claim territory, fight wars, manage gold, and direct NPCs. The rules of RPCSS are very similar to Game of Thrones: The Board Game, but it is online and allows many teams of players. Using RPCSS player teams can compete for control of areas on the map.

In Second Life, this created a fascinating backdrop for a political conflct storyline completely created by the players. In Ultima Online, which has the ability to spawn monsters and NPCs, the idea can move to a whole new level.

We are proud to announce a whole new way of role playing Ultima Online. No longer will conflict be restricted to player to player conflict or inconsistent seer run stories -- RPCSS allows player teams to actually move armies across the world map, fight other player and NPC armies, and claim regions, towns, and resources.
And more then just a conquest simulation system, the combination of RPCSS with an online role-play community means that all the fascination of political, martial and economic conflict role-play becomes available. If you loved Game of Thrones, and wished you could have written the last season yourself -- this is your chance to play out a storyline that is created by the players, never scripted.

We invite you to take a look at the teaser video that we created for Second Life last year.
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