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From Sanctuary Shard

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=Introduction=
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=A Story as Old as Time ....=
<i>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.
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<i><font size="4">They come from places both strange and familiar.  From other lands of magic and war. Drawn here to play a role in a never ending struggle for supremacy. The natives know of them, soldiers will follow them, and kings and queens vie for their loyalty.  Travelers the Grey Rider calls them, but truly what they are are heroes.  Heroes culled from many dimensions and alternate planes. Heroes who can change the very flow and fabric of war.
  
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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The war for the five thrones has been going on for millennia and was once very nearly won…
  
[[file:ancalagon2.jpg|900px]]
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Nearly two thousand years ago the Andals came into a land far stranger than their home land and set about to conquer the entirety of Cuiveinen in the name of their god, the Thorn King.  They nearly quelled the non-humans, nearly controlled the great magics, and nearly broke all of the alters to pagan gods.
  
Two great dragons, one of iron and ice, one of amber and gold, encircle this birth place of beginnings. High in the sky soars Ancalagon the Black, his movements chase back the sun and hold power over the moon and tides. While deep in the earth roils Jormungandr the world serpent, the fluid mass of the land a cauldron of earth and fire. Over and over they summon gods and heroes to via for supremacy. Our heroes are set within the land, to lead noble houses in honor of their chosen gods.  Only those gods who are set in effigy upon the Arcanum crystals that lie at the center of each of the kingdom capitals.
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Eighty years ago, the great dragons Ancalagon and Jormungander invoked their enormous will and destroyed a powerful cabal of magicians who  had found a way to harness magic so vast it would have ravaged the world.  
  
[[file:jormungandr2.jpg|900px]]
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This was the chance the rebellion needed.
</i>
 
  
=Beginnings=
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It began in the deep southern desert of Andus, it would flow into Raeyithia and into the hearts of the fey, it would find power and determination among the men of the North, and finally the Thorn King would fall to the great bows of Emlyn. The non-humans would reclaim their ancestral homes and demand their rights.
Your arrival in Sanctuary, which is called Cuiviénen by the Aelfeyn, begins on Summer Isle home to the Grey Rider. A island in the western sea which is a true sanctuary.  The Grey Rider protects his lands from the ravages of war, making it an excellent location for vacation and commerce. Most of the heroes keep homes or shops here where they are able to welcome new realm arrivals.
 
  
=About=
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It’s been seventy years since the rebellion, but the five kingdoms struggle with internal conflict as ancient ways compete with new traditions . The Thorn King has left a legacy of distrust and discordanceAnd his followers ever whisper in shadows … </font></i>
==The Role-Play Setting==
 
* A starter island that includes new player hunting plus shop & home rentals. Summer Isle will be the primary "random encounter role-play" location.
 
* Five races with a broad selection sub-species.
 
* A vast world map with five kingdoms, 5 capital cities and (eventually) 2-4 towns per kingdom. This map is the primary "world stage" supporting the role-play of royal courts and the movement of NPC and player armies.
 
* A web-based tool that bring the conflict of kingdoms and noble houses directly into the hands of the players. RPCSS is a role-play conquest simulation system where the player leaders of NPC armies can be direct on the world mapSee your armies in game, fight other players, win control of towns and kingdoms.
 
  
=Game Mechanics=
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[[image:war.jpg|900px]]
* Mondain's Legacy server running Serv-UO with custom scripts.
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* Two custom facets: Smaller starter facet to facilitate new players and role-play interaction. Large map for exploration, hunting, and world events.
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'''''As of July 2024, RPCSS and Estates will not be active. Any information found in the wiki regarding holding estates and playing within the RPCSS system is archived and should not be used towards the current era of Sanctuary.'''''
* AOS Disabled
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* Custom Clothing
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=Table Top War Gaming not PvP=
* Custom Craftables
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'''Aquire land, recruit spies, muster armies, establish alliances and navigate a world of conflict and politics.
* Custom MOBs
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 +
The complexities of feudal estates and their virtual armies and are best managed by an [[RPCSSPageRedirect |online webbased tabletop war gaming system]], that we call RPCSS, where each [[Estate|Estate Owner]] has private control over his or her armies, spies, and treasury.
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'''PvP is not a realistic solution for such a storyline.'''
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In fact, there is little PvP on our shard, and we do not feel that it is an accurate nor fair method for the settlement of battles between '''armies'''. A medieval army is not few a brutes duking it out in the street, but rather hundreds if not thousands of soldiers following the commands of a general who is skilled in both politics and tactics.
 +
 
 +
Our custom written [[RPCSSPageRedirect |RPCSS system]] manages all of those details both fairly and efficently.  Every week, like clock work, the outcome of battles, army movements, soldier recruitment, taxes, up keep, saleries, and much more, is handled by the system -- freeing seers to support the kingdoms and players rather then waste their time playing accountant.
 +
 
 +
;From the Players
 +
:''RPCSS requires players to cooperate on a Kingdom level to be of any use. Of course, a player could still decide to ignore everything and focus on growing their own land but then he could get shit from the other Lords & King/Queen which drives more RP integration/interaction. Nothing prevents betrayal, playing a double agent, ignoring orders, attack allies or whatever. It is encouraged by the kingdom rulers to act unified but nothing prevent divergeant RPs to my knowledge as long as the player is OK with consequences.
 +
 
 +
:''I don't care how good you are in PVP, you are not an army unto yourself, you can not affect realm wide politics. That's so simple minded. But, it's a common theme amongst kids and online gamers. No thought to strategy or the greater world around them. Just what they want personally. As if the planet revolves around them.
 +
 
 +
:''RPCSS and the conflict are your oportunity to, as a player, generate a significant world-wide impact. This is the shard's greatest differential and has unlimited potential for providing an exciting, unpredictable and interactive environment.
 +
 
 +
:''Coming from another shard where the storyline was deceided by staff, this is better because we can feel the results of our decisions affect the world. This can make us to think more than just follow the crowd. The political alliences and land ownership truely change and thus change the perpective on the game.
 +
 
 +
=Advice to New Players=
 +
<i>The fiction of this world should feel familiar. It is taken from many popular medieval fantasy sources including Game of Thrones, Lord of the Rings, Conan, Narnia and similiar.  However, most new players begin with a character called a <b>[[Traveling Heroes|Traveler]]</b> ... as in a traveler from another dimension or plane of existance.  While we will accept any reasonable medieval fantasy race it is our intention that you will participate in the storyline -- leading armies and playing politics.  Even if this isn't your cup of tea, we strongly encourage you to have at least one character who can and will participate.  The shard plot line, and all of the seers, are focused on <b>this</b> player run story.

Latest revision as of 19:56, 20 July 2024

A Story as Old as Time ....

They come from places both strange and familiar. From other lands of magic and war. Drawn here to play a role in a never ending struggle for supremacy. The natives know of them, soldiers will follow them, and kings and queens vie for their loyalty. Travelers the Grey Rider calls them, but truly what they are are heroes. Heroes culled from many dimensions and alternate planes. Heroes who can change the very flow and fabric of war.

The war for the five thrones has been going on for millennia and was once very nearly won…

Nearly two thousand years ago the Andals came into a land far stranger than their home land and set about to conquer the entirety of Cuiveinen in the name of their god, the Thorn King. They nearly quelled the non-humans, nearly controlled the great magics, and nearly broke all of the alters to pagan gods.

Eighty years ago, the great dragons Ancalagon and Jormungander invoked their enormous will and destroyed a powerful cabal of magicians who had found a way to harness magic so vast it would have ravaged the world.

This was the chance the rebellion needed.

It began in the deep southern desert of Andus, it would flow into Raeyithia and into the hearts of the fey, it would find power and determination among the men of the North, and finally the Thorn King would fall to the great bows of Emlyn. The non-humans would reclaim their ancestral homes and demand their rights.

It’s been seventy years since the rebellion, but the five kingdoms struggle with internal conflict as ancient ways compete with new traditions . The Thorn King has left a legacy of distrust and discordance. And his followers ever whisper in shadows …

War.jpg

As of July 2024, RPCSS and Estates will not be active. Any information found in the wiki regarding holding estates and playing within the RPCSS system is archived and should not be used towards the current era of Sanctuary.

Table Top War Gaming not PvP

Aquire land, recruit spies, muster armies, establish alliances and navigate a world of conflict and politics.

The complexities of feudal estates and their virtual armies and are best managed by an online webbased tabletop war gaming system, that we call RPCSS, where each Estate Owner has private control over his or her armies, spies, and treasury.

PvP is not a realistic solution for such a storyline.

In fact, there is little PvP on our shard, and we do not feel that it is an accurate nor fair method for the settlement of battles between armies. A medieval army is not few a brutes duking it out in the street, but rather hundreds if not thousands of soldiers following the commands of a general who is skilled in both politics and tactics.

Our custom written RPCSS system manages all of those details both fairly and efficently. Every week, like clock work, the outcome of battles, army movements, soldier recruitment, taxes, up keep, saleries, and much more, is handled by the system -- freeing seers to support the kingdoms and players rather then waste their time playing accountant.

From the Players
RPCSS requires players to cooperate on a Kingdom level to be of any use. Of course, a player could still decide to ignore everything and focus on growing their own land but then he could get shit from the other Lords & King/Queen which drives more RP integration/interaction. Nothing prevents betrayal, playing a double agent, ignoring orders, attack allies or whatever. It is encouraged by the kingdom rulers to act unified but nothing prevent divergeant RPs to my knowledge as long as the player is OK with consequences.
I don't care how good you are in PVP, you are not an army unto yourself, you can not affect realm wide politics. That's so simple minded. But, it's a common theme amongst kids and online gamers. No thought to strategy or the greater world around them. Just what they want personally. As if the planet revolves around them.
RPCSS and the conflict are your oportunity to, as a player, generate a significant world-wide impact. This is the shard's greatest differential and has unlimited potential for providing an exciting, unpredictable and interactive environment.
Coming from another shard where the storyline was deceided by staff, this is better because we can feel the results of our decisions affect the world. This can make us to think more than just follow the crowd. The political alliences and land ownership truely change and thus change the perpective on the game.

Advice to New Players

The fiction of this world should feel familiar. It is taken from many popular medieval fantasy sources including Game of Thrones, Lord of the Rings, Conan, Narnia and similiar. However, most new players begin with a character called a Traveler ... as in a traveler from another dimension or plane of existance. While we will accept any reasonable medieval fantasy race it is our intention that you will participate in the storyline -- leading armies and playing politics. Even if this isn't your cup of tea, we strongly encourage you to have at least one character who can and will participate. The shard plot line, and all of the seers, are focused on this player run story.

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