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STATE OF YEW
Let your adventure begin...
The lands of Britannia is a dangerous place
where the cruel prey on the weak and murder
is a common occurrence. The roads litters with cutthroats and monsters. Bandits plundering our homes, orcs burning our crops.
But all hope is not yet lost, there is still something you can do citizen. If you've had enough and are prepared to strike back!
Join the State Guards of Yew!
For a better State.
The State Guard is the first line of defence of Yew, consisting of the brave men & women that have left their old lives behind themselves. They all hail from diffrent past's but have united together for a common goal t o serve the State & the Emperor for a safer Yew.
And you citizen can help them on their quest. The ranks of Yew are filled with people of troublesome's pasts, eager youths looking for an adventure. Men looking for fame and glory. Power hungry
combatants looking to rise through the ranks and make a name for themselves.
Some of you will not live long others may just live long enough to make yourself noted in the history books of Yew.
NEWS
Posted by Nicholas Kincaid - 29/03/2010
I'm certain some of you will absolutely hate me for
this but we're going back to our hardcore ways
ladies & gentlemen, so lace your boots and visit
your chiropidist. Cause as of now no travel spells are allowed. There will be a 48 hour introductory period to adjust and make all aware.
Yew's new website open up it's doors!
It's still far from done, but it's a work in progress, you'll
find this site a bit more easier to navigate than our old
one, at least I think so.
CONTACTS
If you seek answers to any questions you may have, wish to organize an event with us or have any problems you'd like to report these are the people responsible for leading the guild and should be to whom to turn.
Nicholas Kincaid StateofYew_hotmail.com
CONCEPT
The State of Yew is a guild which draws much of it's inspiration from what was known as the Crossroads of Yew, that was a community of roleplayers on the OSI shard Europa.
This community differentiated itself from other roleplaying guilds at that time by creating a whole other atmosphere. Instead of playing noble paladins or just plain murderer's a setting of a dark medieval town was to be established, based rather on low fantasy where people were peasants, brigands or simple orcs and undead rather then Lords and Ladies or powerful wizards.
A place where all your actions in dialogue, combat and politics had interesting and continuing consequences.
That is what we strive to achieve within Yew, a place we can go to when we want a break from our usual lives, and get into the character of someone completely different from ourselves, a world within your screen, where you can watch, enjoy and partake.
Ideals to live by
What happens in the game, stays in the game.
We all have tempers, and at times we'll get angry with eachother. What happens to your character is not directly meant at you, we must all draw a line between what is roleplay and what is personal.
All whom enters get's the same chance.
We're not impressed by how much money you have in the bank or how many arties decorate your roof.
Players show respect for Guards of higher rank, both as characters and players.
It takes a lot of time and effort to reach to higher ranks of the State, and anyone holding such a rank is due their deserved respect.
We strive to roleplay to the very best of our ability.
We don't break character for anything, nor do we change our characters attitude to please individuals or associations.
The golden rule of all things.
Have fun! enjoy the experience.
RANKS
ORDERS
If ye expect ter lead you be'er learn ter follow
LINE UP / FORM LINE
All guards will form a line facing the leading guardsman/officer.
EXTEND RANKS
When standing in formation move a tile to the side from those standing next to you, leaving a one tile gap between you and the next man.
CLOSE RANKS
Given after the extend ranks command to bring troops closer together or to fill in the slots of fallen soldiers.
SOUND OFF
Each guardsman will state their name and rank, starting from the right of the line from the commanding officer/guardsmans perspective.
FALL BACK
All guards follow the commanding officer/guard a few screens away.
Forming around the officer in a box formation, preferably with meele troops covering the sides and ranged troops in the middle.
CHARGE
If a target has been called all soldiers are to attack the target, has not a target been called all soldiers are free to charge at the enemy.of their own choosing.
TARGET [name, monster or group]
All soldiers should attempt to attack the called target, concentrating on that as a primary target and should remain that unless told otherwise or out of absolute necessity.
Neutral target order for troops are to bring down witches first, archers secondary, meele fighters third.
PROTECT [name or group]
All troops rally around the target blocking off foes and healing the target.
FORM
All guards must rush to cover the leading officer/guard, forming a box around the leading officer/guard. If there are not enough soldiers to cover all sides, cover the four corners around the officer.
MARCH
Guards are to march behind the commanding officer.
FORCED MARCH
Guards shouls make their way to the designated area as soon as possible.
HOLD POSITION
Stay in sight of eachother and hold your position, aiding with healing. Do not pursue enemies, flee or break formation.
DISMISSED
Salute the commanding officer guards are then free to resume their other duties/return home.
BECOMING A GUARD
"You think you 'ave what i' takes ter become a State Guard
ov Yew do you? I'll be 'onest wiv you lad, aaahr ways ain't
fer da weak ov 'eart we demand discipline an' commitmen'
from you. We don't promise wealf nor fame, all we'll offer
you is a few bottlestopper coins in salary and comrades
ter goodbye next to. And goodbye you will in da service
ov da State, few are those who's reached retiremen' in
dis line ov work."
-The only honest Yew recruiter you'll never met.
The game of Ultima Online is in itself a challenge to master. But here you enter a community with restrictions much greater, and so are the challenges. Following strict rules you must survive in a world where others do not follow them. You must prove yourself to your peers, in combat as well as in leadership in order to gain ranks and respect.
First Step...
What do you really know?
Before becoming a guard anyone willing to join must undertake a test of knowledge. The test consist's of questions regarding the State that can be found within our Tome (website). This is to make certain that you know what you're getting yourself into and that you have some understanding of what we're about as a concept and guild.
Second Step...
Who are you now again?
Creating your character, your first step would be coming up with a good name that would be suitable for Yew. Something that sounds Britannian, like, for example Robert, John or Mary. Under no circumstances are you allowed to borrow names from books, movies, games or anything similar.
Your name should start with a capital letter and follows the general rules of writing, for example "Robert" is accepted, while "robert" or "RoBeRT" isn't.
I don't care what yaaahr mummy told you, looks do matter.
- Nicholas Kincaid
A leading part of making an enjoyable character to play is to give the character an interesting and creative personality along with a rich background and make your skills reflect this. Come up with a few bad habits, hobbies and other traits that make your character different from others. Due to the Yewian views upon elfs as magic creatures guards can not be elf characters.
Third Step...
What can you and can't you do?
Creating a new character within Yew is not mandatory, however it is preferred. In any case all characters joining may not possess skills above GM level or a stat cap beyond 230.
Start off with 60 in strength for new characters.
The following skills are not to be used without permission from command, Magery, Spirit Speak Chivalry, Ninjitsu, Bushido, Spell Weaving, Necromancy, Taming, Stealing, Poisoning.
Fourth Step...
Let's put you to the test
With your character is complete you are ready to join us, come down to Yew and tell a guard you're a recruit and they will give you the test. If you pass you will be handed a starting kit consisting of a uniform, a weapon of your choice and a survival pack. You are now officially a recruit of the Yewian army, make the State & the Emperor proud.
RULES OF ENGAGEMENT
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.
•Do not recall or gate into or out of role play towns or areas.
As to preserve the illusion of traveling. Try to do it out of sight
of anyone else.
•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
•The following Spellweaving spells are forbidden: Natures Fury,
Wildfire, Thunderstorm, Essence of Wind. *
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).
ROLEPLAYING
A YEW GUARD
To act, look & smell like a guardsman
What is roleplay?
Roleplaying is a particular form of gaming that adds spice and intrigue to the simple pixels and mechanics of our world based in Ultima Online. As a player, you interact and perform the traits and personality of your chosen character; be it a tough and disciplined guardsman, or a cocky and resourceful rogue.
It is important to remember that when you are roleplaying your character that nothing affect "you" (the player), other than enjoyment. Far too many times players rush out into the roleplaying world, and take things that happen to their characters "personally". You're not roleplaying if you're taking it personally.
Roleplay is indeed a mature form of gaming, and whoever you meet in this realm of adventure you will always respect them OOC (Out Of Character); we are, after all, "just friends" gaming together.
Yewian Traits
* High regards of technology
By their industrious 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 great part of Yew's successess that they are able to remain independent from others.
* Distrust for outsiders and magic.
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.
Duties of a guardsman
* Patrols
Guards reguraly patrol the local area to ensure the safety of the State's inhabitants. Patrol routes extends from the northern parts of Yew near the crypts all the way down to Rat Valley.
* Escorts
Guards are always willing to offer escort to any law-abiding, tax-paying citizen upon their journey to any destination within Yew.
*Training
Guards spend a lot of time sharpening their skills. Training is demanded for the rough life the guardsmen lives and deals with a lot of the aspects of the guardsmens life whether they be combat or pure fitness.
Wordlist
Here's a list of words you may encounter within
the guild and their meaning.
* Wounded / Unconscious = When killed during combat you're not dead
you've simply been injured our knocked unconscious.
* Civilian / Citizen = Any blue that is outside of the guild.
* Witchcraft = Magic
* Witch = A person using magic , should be treated with mistrust.
* Taint = A term, used for those that ruin the feel of Britannia and roleplay. Describing a sickness of the mind a tainted person can be someone who has an OOC name or doesn't speak proper Britannia or talks OOC.
* Tome = Website
* Letter Pigeon = Contact information such as MSN.
* Mud / Sleeping sickness = Lag
GENERAL ROLEPLAYING HINTS
* Line of Sight
Your character cannot see through walls, nor behind him/herself. In addition, your character cannot see "name tags" that float above the head of other characters' heads. It may be useful to switch off "show approaching player names"; however, not necessary.
* Power Emoting
Power Emoting is not allowing the third party a chance to roleplay; in other words, you already decide their fate (e.g. *kicks in head*, *knocks out*). It is preferred that you leave the other character(s) with options (e.g. *tries to kick in head*, *tries to knock out*). However, the only time when power emoting is "slightly" acceptable is when a prisoner is taken, as this character shall be so weakened that there is little they can do to fight back.
* Super Emoting
Super Emoting is when a player creates their character much like Superman, without weakness or fault (e.g. *dodges slow punch*, *feels no pain from hit*). These sort of emotes are poor roleplay, as the character cannot dodge EVERY punch, and are also extremely irritating OOC. Refrain from doing these.
* Tag reading and knowledge
You should not read someones tag and automatically know their name and what guild they are from. You do not know someones name or anything about them unless you have been told in game by themselves or through others. However for example a State Guard will be proud and shall wear their guildtags or "badges" to show all the public. However, rogue guilds such as highwaymen, or the brigands would not do such a thing; therefore, treat them as roaming adventurers or civilians.
As well your character would not know about events they have learned OOC through reading the forums or any other source of information.
* Character names.
A character must have a good roleplay name; this name will depend on that characters race and origin. For example a human character would have a human name such as Adam Davidson or he/she may have a slightly foreign name if they hail from an exotic region such as Radok Sirvani. An orc character would have an orcish name such as Grukthar, a drow character would have a drowish name such as Quar G'eld. An undead character would have a undead name such as Sarkoth and so forth.
The undead is a supplement within the State of Yew to add
a formidable and organized foe that will give us and vice versa
a natural enemy and give more interaction and intrigue to our gaming experience. While being a part of the State of Yew the undead is a guild on it's own within the guild still following our RoE.
Playing an Undead
Language of an Undead
Full undeads use a lisp in their speech due to the decay of their tongue.
(Unborns and newly raised skeletons still speak normaly)
Vocabulary
•Good Souls = Both a greeting and parting phrase.
(I mussst resst now, Good Soulsss)
•Shattered = An undead falling in battle becomes shattered.
•Soulbind = Form party
Emotes
•*Cackles* = The way undeads laugh. Having no facial tissue expressions
of the face are impossible.
•*Crackle* = The sound of joints popping
Behavior of an undead
•Undeads do not share the same view of the world as other living things may.
While tactics seen as cowardly by others may be a respected form of fighting
for the greater goal as undeads do not care about human ideals.
•Undeads having no facial tissue can not express emotions with their face.
Such things as *Smiles*, *Frowns*.
•Undeads hold a great hatred for all living things.
•While undeads can never be happy, they still find satisfaction from
doing things they might enjoy.
•Having no fear an undead will never flee from a battle, fully confident knowing that their
masters will raise them from their shattered state.
•The dead move in an almost mechanically way, irregular jolting motions.
•Perhaps some mortal quirks of your own has transcended with you into immortality make them a part of your character.
Ranks
Unborn
A mortal serving the undeads needs.
Wether it be because of their true divine faith in their new
masters or because of more egotistical reasons hoping to gain
immortality their end will be the same, their souls will be reaped
and in exchange immortality will be given, becoming a humble servant of the master.
•An unborn must never raise arms against an undead or question their motives.
By doing so they are setting themselves up for a punishment worse than mortal
minds can concieve.
•Unborns are the only ones allowed to venture into cities doing the masters bidding.
But are only allowed to do so by their masters orders.
All unborns shall remain within the limits of the undead citadel and must not
venture beyond without the assistance or by the order of an undead.
•Unborns wear no armour. This means NO armour at all.
Full Undeads
No Undeads are allowed to go
to any city other than Umbra to do their banking.
Skeleton Warrior
These newly raised undeads, still not used to their immortal
husks are clumsy and is a meager image of their older stronger brethren.
Pieces of flesh from their mortality still lingering on to their bodies making
them a gruesome sight to behold.
Casteless they strive to better themselves and serve the master in any way
they can to become more worthy of his favor and join a caste of their choice.
Reapers (Warriors)
While these men and women may have been the strongest and fiercest warriors while
they lived they are truly great now. Reapers are often large hulking
masses of bones clad with pieces of armour from ancient fallen warriors.
The Reapers are the undeads warrior caste, while they may not be the
smartest beings, they make up what they lack in intelligence by brute
relentless force.
•Reapers are aggressive, war mongering undeads. Wanting nothing more than
to see their enemies smashed before them as they spread chaos.
•While Reapers may not outright be stupid they're certainly not the brightest
of candles, holding more of a viscious natural predatory instinct compared to
booksmarts.
Nightmares (Assassins)
Twisted minds beyond fathom, any mortal views of insanity would not
nearly describe their depraved nature of ways. Immortality has it's price
and Nightmares may be those who pay it the most dearly, being ripped from
their mortal souls each fiber torn asunder will do the strangest things to
ones mind, luckily for the undead it comes in handy.
•Nightmares are mentally (whatever of it still exists) disturbed beings that
loves to nothing more than to inflict and cause pain to others.
Playing games with their enemies forcing them to split up while they take them out
one by one with a well placed dagger in the back as they come out of the shadows.
•Nightmares are extremely cunning beings, who sees themselves as superior beings
as compared to Reapers.
•Nightmares are a stealthing class and should adhere to the rule of
"Line of Sight" if an enemy or anyone else has a clear view of where you
are don't just hide right infront of them. Move behind a wall, tree or whatever
is in close proximity and perhaps most of all just use common sense.
•Must have the skills: Hiding & Stealth.
Liche Priests (Mages)
Few undeads manages to harness the true power of darkness
but these beings has devoted their undead life to do so, if yet but
to hold a sliver of it in their possession.
Whispering words of forgotten languages they mend the bones of
their brethren in battle and send the enemies on their way screaming
in agony and pain as their flesh burns to dust from the use of dark arts.
•Should always be in lich form.
Ancient One
For centuries, as old as the time itself they've walked the plane of existence earning perhaps to be called the only true immortals as they've never seemingly known any other kind of life, or perhaps they have simply forgotten through time.
They are the channel to the true undead master, it's eyes, ears and voice. They're rarely ever seen, resting beneath the earth in their buried kingdoms they only surface to spread the word of the undead master, performing his wishes and demands to the letter.
Ancient ones are the leaders of the undead on the mortal plane.
FORUMS
Come join us at our forums. If you have complaints regarding a player or a character this is not the place for you to do so. Go through the proper channels and notify command.
Once you have created an account it will be previewed
and must be accepted before you're able to post.
FAQ
What skills can I not use?
Magery, Spirit Speak Chivalry, Ninjitsu, Bushido, Spell Weaving, Necromancy, Taming, Stealing, Poisoning are restricted skills and should not be used without permission from command.
When can I go OOC (out of character)?
Never, State of Yew is a 100% roleplaying guild and when on your Yew character you are expected to roleplay. If you need to be doing something else or want to chat with your friends outside of Yew log on another character. If you need to excuse yourself for any reason most things can be said in character. For example if the phone rings say
"I need a short time to recover myself until coming to my full senses again" or if you're experiencing lag "I don't feel quite right, my head is all sluggish" or "It feels like I'm walking through mud" and so on.
What is copper coins?
Copper coins is the State's reward system for it's guards & citizen's.
By completing duties and hosting events and partaking in the guilds activites you are rewarded copper coins, these coins can in return be exchanged for better equipment and certain privileges.
GUESTBOOK