Requiem - Hardcore Ultima Online RP-Shardi

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Agustus

Recruit
Morjesta!

Arvelin että näiltä foorumeilta voisi löytyä kiinnostuneita roolipelaajia Ultima Online -ilmaisshardille nimeltään Requiem.

Ultima Onlinehan on iciwanha MMORPG melkein 20 vuoden takaa. Toimii yhä ihan nätisti, ja vaikkei varmaan vastaa nykypelaajan odotuksia, niin on loistava alusta roolipelaamiselle.

Requiem on shardi eli serveri, yksityishenkilöiden pyörittämä ja siis täysin ilmainen (sekä laillinen!). Pelimaailmaa voisi kuvailla valistuksen aikaiseksi fantasiaksi, jossa on hieman kehittyneempää teknologiaa (kanuunoita, vähän steampunkia, alkeellisia tuliaseita) sekä vahva kauhu-/selviytymisteema. Kolmisenkymmentä vuotta sitten mantereen läpi pyyhkäisi tauti, joka tappoi suuren osan väestöä tai muutti nämä hirviöiksi. Missään ei mainita zombeja suoraan, mutta henki on hyvin samanlainen. Vaikka maailmanloppu oli lähellä, yrittävät selviytyjät vielä pärjätä ja tämänhetkisessä "näytöksessä" (shardin viides versio) keskitytään mantereen itäosan provinssiin, jossa selviytyjät yrittävät hiljalleen päästä valtaamaan raunioituneen ja taudin riivaaman pääkaupungin takaisin.
Magiaa on olemassa, mutta se on harvinaista ja sen käyttäjiä vieroksutaan tai vainotaan. Kuolleiden ruumiita ei enää haudata vaan kaikki poltetaan rovioissa taudin välttämiseksi. Välillä rovioihin päätyy sairastuneita tai pari viatontakin. Pelimaailmassa on järjestöjä jotka nojaavat melko lailla käytettyihin elementteihin (maageja metsästävä inkvisitio, keskiajan kristinuskoa muistuttava ahdasmielinen kirkko, ahne kauppiasmonopoli Foundry, ruttotohtorimeiningillä toimiva Apothecary Corps ja entistä sotilasmahtia edustava kurinalainen legioona), mutta toimivat silti hyvin ja tuovat pelimaailmaan mielenkiintoa ja konflikteja.

Shardi on englanninkielinen joten postaan vielä sen englanninkielisen "myyntipuheen" ennen kuin tulee kaikki asiat siitä kerrottua suomeksi. Mainittavan arvoista on, että pelaajahahmotkin voivat shardilla kuolla pysyvästi, ei pelkästään muiden pelaajien tai tarinankertojien toimien seurauksena, vaan myös tiettyjen NPC:iden käsittelyssä.

Mikäli roolipelaaminen kiinnostaa, niin tervetuloa! Suomalaisia on tällä shardilla jo kuutisen kappaletta.

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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.​
 
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