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Requiem Act 5 Verse 1
Hello Servuo!
I thought that these forums might be interested in roleplaying within Requiem.
Ultima Online is an MMORPG released almost 20 years back. It still works quite nicely, and even though it does not correspond to the expectations of today's players, this is a great platform for roleplaying.
Requiem is a shard or server, run by private individuals and therefore totally free. The game world could be described as an enlightened fantasy with a bit more sophisticated technology (cannons, little steampunk, primitive firearms) and a strong horror / survival theme. Thirty years ago, throughout the continent, a disease was spread that killed a large part of the population or changed them into monsters. There is no mention of zombies directly, but the spirit is very similar. Although the end of the world was near, the survivors are still trying to survive, and the current "show" (Act 5) focuses on the eastern province of the continent where survivors are slowly trying to overcome the ruined and endangered capital of Tor.
There is magic, but it is rare and its users are moved or persecuted. Dead bodies are no longer buried, but all burned to avoid the disease. In the game world, there are organizations that rely on fairly used elements (landscapes hunting inquisition, medieval Christian church, greedy merchant Monopoly Foundry, Apothecary Corps, a ruthless judoist, and a disciplined legion representing the former soldiers) but still work well and bring interest and conflict to the game world.
What is worth mentioning is that player characters can permanently die, not just as a result of actions by other players or story-tellers, but also in dealing with specific NPCs.
If you are interested in role-play, welcome!
The Requiem for a Dying World ...
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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 Republic of Decus has represented the apex of the world's most known Crowning Achievements; from culture, to art, to technology and beyond. With the emergence of the Torment, however, this truly Bastion of Enlightenment had been set on a path of utter Destruction.
A debilitating disease of which has claimed hundreds of thousands of Souls, no known Cure exists for this Terror, which turns its victims into mindless Soulless Instruments of Murder and Destruction. Beginning with its official Discovery in late 1313, the path of Destruction of this harbinger of death can be traced from the 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 been scrambled to keep it sprawling kingdom from being enveloped in total Anarchy. The Republic, at the behest of the Church, wages a three front war - one in which it has been desperately lost during 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, 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 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 considered 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 the Unaffected Portions of the Midlands continuously. Only through the zealous efforts of the Church and the Venerated Legion, the Republic's military superpower, has the Midlands been spared complete and total annihilation at the hands of the Torment. a term given to the numerous Swathes of the Republic lost to the Torment and it's amalgamations, continually threatens to overtake and Infect the Unaffected Portions of the Midlands continuously. Only through the zealous efforts of the Church and the Venerated Legion, the Republic's military superpower, has the Midlands been spared complete and total annihilation at the hands of the Torment. a term given to the numerous Swathes of the Republic lost to the Torment and it's amalgamations, continually threatens to overtake and Infect the Unaffected Portions of the Midlands continuously. Only through the zealous efforts of the Church and the Venerated Legion, the Republic's military superpower, has 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 who are believed to have been responsible for unleashing the Torment on Vitaveus and who 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 before the Onset of the Torment, the Resolve have proven to be experts in the arts of the arcane - an art form that was thought to have been a 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 Conflict Midlands, amassing an Army of Conscripts from pockets of Survivors and holding Desperate to Escape the Horrors of the Torment.
The third and final front of the Church's war is one against its 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 Venerable Legion, the Foundry and the Consortium, the Church has attempted to keep Order among the Portions of the Republic as 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 security, 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 trying to hold the line in the Midlands,
Throughout 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 on 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 started to emerge throughout the Republic. Tales of horrific beings of unknown Origins rendering men from limb to limb have become commonplace in taverns throughout the Baronies and Midlands. Rumors of talk of a return of the Ill, creatures believed once to have been just 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 this Madness lies a single, yet fleeting, Bastion of hope. Rumors speak of a Cure to the Torment, a remedy for the single-largest 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 who have made the arduous Trek to the plagued ruins of the former capital which 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 get answers about the Resolve and their Unholy mission against the Republic, or simply to plunder the fallen capital for all it's worth, you've made the Trek through the collapsing Eastern Baronies to the First Province, ready to strike your claim and begin your Requiem.
Introduction to Requiem ..
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First Province of Tor
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 can 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,
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Freya Hartford at trial
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 considerable amount of time put into it. Before Act V was planned and conceived, 2.0 had almost one year and a half of the development time put into it. From the assets, to the 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 complemented with a plethora of custom Mechanics to encourage role-playing, adventuring and good old-fashioned fun. It's been two years since then.
The staff has spent countless hours in developing and extremely customized experience that, at this point, truly represents a different gaming experience from other shards (Servers) you may have played on 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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Hallucinations
To their misfortune a group of Fighters who 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 challenging gaming experience that is committed to providing it to its 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 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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West District on fire
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 kinds 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 community is built around an ideology that leads to players. Invest a lot of time and effort to develop their characters through means other than in-game. We promote, encourage and even reward this type of behavior, as it is the reason why why Requiem exists in the first place; we strive to provide the players with a game and community in which a character can be truly realized down to the very last detail. If this is something that does not 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 prejudices, police our community with a certain zeal to ensure 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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PermaDeath of Mogrand DeLeon
The fugitive PC meets its end at the hands of Republic officials after being caught and charged with numerous assaults brought by religious inspiration.
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Cloth map of Fort Praesidium
Links & Getting Connected ...
Story Primer - Read the application primer of Requiem and apply to join us!
Lore - Your source of lore for the unique world of Requiem!
Forums - Visit the forums to apply for an account and learn more about the game.
Discord - Requiem has a Discord channel that can be used for OOC discussion. Check out the #showcase channel in the discord for a larger collection of Requiem Screenshots from our players.
The most current project update:
The Road Forward
Our time-tables for launch were just a wee bit off; our development build of Requiem will be done by Halloween, but we’ve about a week or two left of window-dressing to do around the map with spawns and with the website. We’ve agreed that the last thing we wish to do is rush out the game just because it may be mechanically done; Requiem is much more than game mechanics and scripts, and everything deserves to be done right. Therefore, we are re-scheduling the launch of Requiem for Tuesday, November 13th, 2018. This allows all of us to make sure things are perfect in-game, that applications can be made and approved, that all information about the shard is up on the site, and lets the staff get prepared for the times ahead. I’m very sorry that we weren’t able to make our intended window of Halloween, but we want to give ourselves enough breathing room in so that our energy and creative juices aren’t spent by the time we open the doors.
In the coming days, we will be releasing a torrent of information on the forums and site. This will include all of our changelogs for production, explanations on how we will be handling prior characters, application information, staff and volunteer openings, and most importantly, our production plans for the shard and what to expect from your Gamemasters come launch. Thank you to everyone whom has been a part of this crazy endeavor, and stay tuned.
https://www.reddit.com/r/ultimaonline/comments/9v7zfk/uo_requiem_project_announcements_application/
 
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