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State of Yew Recruiting Information.

Sintoo

Sorceror
State of Yew Recruiting Information.

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).
 

Sintoo

Sorceror
Re: State of Yew Recruiting Information.

Character Creation

While it is prefered that you make a new character when joining the State
it is not mandatory to do so if you have a character that posess no magic skills
and have a suitable name. For suitable names continue to read below.


Making your new character

No names should be out of character, or borrowed from main stream literature, names such as Aragorn
or awEsome sAuce will not be accepted.
No magic of any kind is allowed, this includes magery, ninjutsu, spellweaving, chivalry, necromancy. *
No elves, character must be human.


* Bushido is allowed for the Slaughter Swords regiments but only to be used as a passive skill for parrying.
The travel spells "recall" and "sacred journey" are allowed to be used in a discrete fashion while out of sight
as to preserve the illusion of traveling by foot.
 

Sintoo

Sorceror
Re: State of Yew Recruiting Information.

Map Location
 

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Re: State of Yew Recruiting Information.

Sintoo;583777 said:
Character Creation

No elves, character must be human.

isn't this racism :eek:
I think I will make this template later today if you are still recruiting.
 

Sintoo

Sorceror
Re: State of Yew Recruiting Information.

If you're a roleplayer or want to test out roleplaying our doors are always open.
 
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