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	<updated>2026-10-18T01:16:29Z</updated>
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	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4389</id>
		<title>Animal Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4389"/>
		<updated>2026-10-16T12:51:44Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Stabling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Animal Taming allows you to tame animals and monsters to fight for you. Simply use the Animal Taming skill on an untamed creature.&lt;br /&gt;
&lt;br /&gt;
Angel Island also features a custom [[Dragon Breeding]] system that allows tamers to breed their own specialized pet dragons.&lt;br /&gt;
&lt;br /&gt;
== Animal Trainers ==&lt;br /&gt;
&lt;br /&gt;
Animal Trainers on Angel Island are able to help players find animals in the wilderness. Simply say the animal trainer's name followed by the name of the animal you wish to find, and they will provide approximate coordinates for the closest one.&lt;br /&gt;
&lt;br /&gt;
== Pet Bonding ==&lt;br /&gt;
&lt;br /&gt;
Your pet will bond with you if you keep it wonderfully happy for seven real-life days. The easiest way to accomplish this is to fully feed your pet, then stable it for one week. Afterward, feed it again to complete the bonding process.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bond pets for a substantial fee using the [[Tree of Knowledge]]. This mighty tree can be found within the [[Hedgemaze]].&lt;br /&gt;
&lt;br /&gt;
Note: Bonded pets will suffer stat loss upon resurrection.&lt;br /&gt;
&lt;br /&gt;
== Stabling ==&lt;br /&gt;
&lt;br /&gt;
The number of pets you may keep in the stables is primarily determined by your combined Animal Taming, Animal Lore, and Veterinary skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combined Skill&lt;br /&gt;
! Stable Slots&lt;br /&gt;
|-&lt;br /&gt;
| Below 160.0&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 160.0–199.9&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 200.0–239.9&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 240.0 or higher&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional stable slots are granted for high individual skill levels in Animal Taming, Animal Lore, and Veterinary. Each of these skills provides:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Individual Skill&lt;br /&gt;
! Additional Slots&lt;br /&gt;
|-&lt;br /&gt;
| 100.0–109.9&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 110.0–119.9&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 120.0&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a character with 100.0 Animal Taming and 100.0 Animal Lore has 6 stable slots. A character with 100.0 in Animal Taming, Animal Lore, and Veterinary has 8.&lt;br /&gt;
&lt;br /&gt;
These are the standard stable limits used on '''Upheaval''', '''Seasons''', and '''Mortalis'''.&lt;br /&gt;
&lt;br /&gt;
=== Angel Island ===&lt;br /&gt;
&lt;br /&gt;
Angel Island uses the standard stable calculation above, but also rewards Herding with additional stable capacity.&lt;br /&gt;
&lt;br /&gt;
=== Siege Perilous ===&lt;br /&gt;
&lt;br /&gt;
Siege Perilous has had two stable systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Siege 1&lt;br /&gt;
! Siege 2&lt;br /&gt;
|-&lt;br /&gt;
| No relevant skills&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| GM Animal Taming + GM Animal Lore&lt;br /&gt;
| 6&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| GM Animal Taming + GM Animal Lore + GM Veterinary&lt;br /&gt;
| 8&lt;br /&gt;
| 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Siege 2''' is the current Siege Perilous ruleset.&lt;br /&gt;
&lt;br /&gt;
Some older Siege characters may also retain a grandfathered Herding-based stable bonus from the earlier stable system. Grandfathered characters must maintain more than 70.0 base Herding to retain this benefit.&lt;br /&gt;
&lt;br /&gt;
=== Stable Slots and Follower Slots ===&lt;br /&gt;
&lt;br /&gt;
Stable slots and follower slots are separate systems. Your stable limit determines how many pets you may keep in the stables. Follower slots determine how many pets you may have active at one time.&lt;br /&gt;
&lt;br /&gt;
If claiming a pet would put you over your follower limit, the pet will remain in the stables.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' None of the Angel Island family of shards use Power Scrolls, so Animal Taming, Animal Lore, and Veterinary are normally capped at 100.0. As a result, the +2 and +3 per-skill stable bonuses shown above are not normally attainable.&lt;br /&gt;
&lt;br /&gt;
== Training Taming ==&lt;br /&gt;
&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), or forest critters (Britain Moongate) '''50.0–59.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), forest critters, and Grizzly Bears (mainland forests) '''59.1–65.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* White Wolves (Dagger Island) '''65.1–71.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Bulls (Jhelom Bull Pen) '''71.1–83.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Great Harts (Moonglow, Barrier Island) '''83.1–95.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Nightmares (Covetous Level 2) '''95.1–GM:'''&lt;br /&gt;
&lt;br /&gt;
== Taming Requirements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Skill Required&lt;br /&gt;
! Slots Required&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Bull Frog&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hind&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timber Wolf&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Boar&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Horse&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Black Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Polar Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Walrus&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Brown Bear&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cougar&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion (*)&lt;br /&gt;
| 47.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grey Wolf&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Panther&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Snow Leopard&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Spider (*)&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grizzly Bear&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| White Wolf&lt;br /&gt;
| 65.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bull&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Cat (*)&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Toad&lt;br /&gt;
| 77.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dire Wolf (*)&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Great Hart&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Drake (*)&lt;br /&gt;
| 84.3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Hound (*)&lt;br /&gt;
| 85.5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dragon (*)&lt;br /&gt;
| 93.9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare (*)&lt;br /&gt;
| 95.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*): Aggressive&lt;br /&gt;
&lt;br /&gt;
Note: Taming requirements are based on shown skill.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, it is twice as difficult to tame high-level monsters. There are two distinct factors involved: the chance to begin taming and the chance to successfully complete the tame.&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, the chance to begin taming is unchanged; however, the chance to successfully complete the tame after it has started is reduced by half.&lt;br /&gt;
&lt;br /&gt;
= Mortalis =&lt;br /&gt;
&lt;br /&gt;
On Mortalis, Animal Taming follows classic Ultima Online mechanics, with one intentional enhancement designed to reward active adventuring rather than repetitive or stationary training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based skill gains from taming creatures, Mortalis supports limited passive Animal Taming progression earned through meaningful interaction with pets in the field. This allows tamers to make gradual background progress by naturally playing their role while adventuring alongside their animals.&lt;br /&gt;
&lt;br /&gt;
Passive Taming progression may be earned through appropriate, real-world activities such as:&lt;br /&gt;
&lt;br /&gt;
* Commanding pets during live encounters&lt;br /&gt;
* Feeding, healing, or curing pets while adventuring&lt;br /&gt;
* Pets improving through combat participation&lt;br /&gt;
&lt;br /&gt;
These passive gains are intentionally modest and are meant to supplement—not replace—traditional Animal Taming progression. Standard taming, creature difficulty, and direct effort remain the primary means of advancing the skill.&lt;br /&gt;
&lt;br /&gt;
Passive Taming does not function in guarded regions, inside houses, or in artificial or low-risk environments, and it does not apply to hirelings or non-tameable NPCs. Progress is only awarded during genuine play in situations where learning is appropriate.&lt;br /&gt;
&lt;br /&gt;
The intent of Passive Taming on Mortalis is to reinforce Animal Taming as an adventuring skill—one developed through shared risk and experience in a dangerous world, rather than through repetition in safety.&lt;br /&gt;
&lt;br /&gt;
For a full explanation of how passive progression works, see [[Passive Taming]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Animal Lore]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4388</id>
		<title>Animal Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4388"/>
		<updated>2026-10-16T04:41:38Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Animal Taming allows you to tame animals and monsters to fight for you. Simply use the Animal Taming skill on an untamed creature.&lt;br /&gt;
&lt;br /&gt;
Angel Island also features a custom [[Dragon Breeding]] system that allows tamers to breed their own specialized pet dragons.&lt;br /&gt;
&lt;br /&gt;
== Animal Trainers ==&lt;br /&gt;
&lt;br /&gt;
Animal Trainers on Angel Island are able to help players find animals in the wilderness. Simply say the animal trainer's name followed by the name of the animal you wish to find, and they will provide approximate coordinates for the closest one.&lt;br /&gt;
&lt;br /&gt;
== Pet Bonding ==&lt;br /&gt;
&lt;br /&gt;
Your pet will bond with you if you keep it wonderfully happy for seven real-life days. The easiest way to accomplish this is to fully feed your pet, then stable it for one week. Afterward, feed it again to complete the bonding process.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bond pets for a substantial fee using the [[Tree of Knowledge]]. This mighty tree can be found within the [[Hedgemaze]].&lt;br /&gt;
&lt;br /&gt;
Note: Bonded pets will suffer stat loss upon resurrection.&lt;br /&gt;
&lt;br /&gt;
== Stabling ==&lt;br /&gt;
&lt;br /&gt;
The number of pets you may keep in the stables is primarily determined by your combined Animal Taming, Animal Lore, and Veterinary skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combined Skill&lt;br /&gt;
! Stable Slots&lt;br /&gt;
|-&lt;br /&gt;
| Below 160.0&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 160.0–199.9&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 200.0–239.9&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 240.0 or higher&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional stable slots are granted for high individual skill levels in Animal Taming, Animal Lore, and Veterinary. Each of these skills provides:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Individual Skill&lt;br /&gt;
! Additional Slots&lt;br /&gt;
|-&lt;br /&gt;
| 100.0–109.9&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 110.0–119.9&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 120.0&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a character with 100.0 Animal Taming and 100.0 Animal Lore has 6 stable slots. A character with 100.0 in Animal Taming, Animal Lore, and Veterinary has 8.&lt;br /&gt;
&lt;br /&gt;
These are the standard stable limits used on '''Upheaval''', '''Seasons''', and '''Mortalis'''.&lt;br /&gt;
&lt;br /&gt;
=== Angel Island ===&lt;br /&gt;
&lt;br /&gt;
Angel Island uses the standard stable calculation above, but also rewards Herding with additional stable capacity.&lt;br /&gt;
&lt;br /&gt;
=== Siege Perilous ===&lt;br /&gt;
&lt;br /&gt;
Siege Perilous has had two stable systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Siege 1&lt;br /&gt;
! Siege 2&lt;br /&gt;
|-&lt;br /&gt;
| No relevant skills&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| GM Animal Taming + GM Animal Lore&lt;br /&gt;
| 6&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| GM Animal Taming + GM Animal Lore + GM Veterinary&lt;br /&gt;
| 8&lt;br /&gt;
| 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Siege 2''' is the current Siege Perilous ruleset.&lt;br /&gt;
&lt;br /&gt;
Some older Siege characters may also retain a grandfathered Herding-based stable bonus from the earlier stable system. Grandfathered characters must maintain more than 70.0 base Herding to retain this benefit.&lt;br /&gt;
&lt;br /&gt;
=== Stable Slots and Follower Slots ===&lt;br /&gt;
&lt;br /&gt;
Stable slots and follower slots are separate systems. Your stable limit determines how many pets you may keep in the stables. Follower slots determine how many pets you may have active at one time.&lt;br /&gt;
&lt;br /&gt;
If claiming a pet would put you over your follower limit, the pet will remain in the stables.&lt;br /&gt;
&lt;br /&gt;
== Training Taming ==&lt;br /&gt;
&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), or forest critters (Britain Moongate) '''50.0–59.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), forest critters, and Grizzly Bears (mainland forests) '''59.1–65.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* White Wolves (Dagger Island) '''65.1–71.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Bulls (Jhelom Bull Pen) '''71.1–83.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Great Harts (Moonglow, Barrier Island) '''83.1–95.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Nightmares (Covetous Level 2) '''95.1–GM:'''&lt;br /&gt;
&lt;br /&gt;
== Taming Requirements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Skill Required&lt;br /&gt;
! Slots Required&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Bull Frog&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hind&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timber Wolf&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Boar&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Horse&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Black Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Polar Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Walrus&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Brown Bear&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cougar&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion (*)&lt;br /&gt;
| 47.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grey Wolf&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Panther&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Snow Leopard&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Spider (*)&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grizzly Bear&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| White Wolf&lt;br /&gt;
| 65.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bull&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Cat (*)&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Toad&lt;br /&gt;
| 77.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dire Wolf (*)&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Great Hart&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Drake (*)&lt;br /&gt;
| 84.3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Hound (*)&lt;br /&gt;
| 85.5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dragon (*)&lt;br /&gt;
| 93.9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare (*)&lt;br /&gt;
| 95.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*): Aggressive&lt;br /&gt;
&lt;br /&gt;
Note: Taming requirements are based on shown skill.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, it is twice as difficult to tame high-level monsters. There are two distinct factors involved: the chance to begin taming and the chance to successfully complete the tame.&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, the chance to begin taming is unchanged; however, the chance to successfully complete the tame after it has started is reduced by half.&lt;br /&gt;
&lt;br /&gt;
= Mortalis =&lt;br /&gt;
&lt;br /&gt;
On Mortalis, Animal Taming follows classic Ultima Online mechanics, with one intentional enhancement designed to reward active adventuring rather than repetitive or stationary training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based skill gains from taming creatures, Mortalis supports limited passive Animal Taming progression earned through meaningful interaction with pets in the field. This allows tamers to make gradual background progress by naturally playing their role while adventuring alongside their animals.&lt;br /&gt;
&lt;br /&gt;
Passive Taming progression may be earned through appropriate, real-world activities such as:&lt;br /&gt;
&lt;br /&gt;
* Commanding pets during live encounters&lt;br /&gt;
* Feeding, healing, or curing pets while adventuring&lt;br /&gt;
* Pets improving through combat participation&lt;br /&gt;
&lt;br /&gt;
These passive gains are intentionally modest and are meant to supplement—not replace—traditional Animal Taming progression. Standard taming, creature difficulty, and direct effort remain the primary means of advancing the skill.&lt;br /&gt;
&lt;br /&gt;
Passive Taming does not function in guarded regions, inside houses, or in artificial or low-risk environments, and it does not apply to hirelings or non-tameable NPCs. Progress is only awarded during genuine play in situations where learning is appropriate.&lt;br /&gt;
&lt;br /&gt;
The intent of Passive Taming on Mortalis is to reinforce Animal Taming as an adventuring skill—one developed through shared risk and experience in a dangerous world, rather than through repetition in safety.&lt;br /&gt;
&lt;br /&gt;
For a full explanation of how passive progression works, see [[Passive Taming]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Animal Lore]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Housing&amp;diff=4387</id>
		<title>Housing</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Housing&amp;diff=4387"/>
		<updated>2026-10-15T22:13:40Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Housing =&lt;br /&gt;
&lt;br /&gt;
Housing covers player-owned structures and the systems that support them: placing homes, securing items, using player vendors, upgrading and selling homes, packing up homes, and participating in community housing features.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
If you are new to the shard, start with Newbie Tents (if available) and then move into Classic Housing once you are ready to place a permanent home.&lt;br /&gt;
&lt;br /&gt;
== Housing Topics ==&lt;br /&gt;
* [[Newbie_Tents|Newbie Tents]]&lt;br /&gt;
* [[Classic_Housing|Classic Housing]]&lt;br /&gt;
* [[Packing_Up_Your_House|Packing Up Your House]]&lt;br /&gt;
* [[House_Addons|House Add-ons]]&lt;br /&gt;
* [[Player_Vendors|Player Vendors]]&lt;br /&gt;
* [[Cooperatives|Cooperatives]]&lt;br /&gt;
* [[Townships|Townships]]&lt;br /&gt;
&lt;br /&gt;
For detailed information about house storage, lockdowns, secures, lockboxes, and Storage Upgrade Contracts, see [[Housing_Info#Storage_Upgrades|Storage Upgrades]].&lt;br /&gt;
&lt;br /&gt;
== Selling Your House ==&lt;br /&gt;
&lt;br /&gt;
When you demolish your house, the house deed is returned to you. The full cost of all [[Housing_Info#Storage_Upgrades|Storage Upgrade Contracts]] applied to the house is also refunded.&lt;br /&gt;
&lt;br /&gt;
House deeds can be sold to a '''Real Estate Broker''' for 80% of their value. Simply drop the deed onto the broker and the proceeds will be deposited directly into your bank box.&lt;br /&gt;
&lt;br /&gt;
You can also say '''appraise''' to a Real Estate Broker and target a house deed to find out how much they will pay for it before selling.&lt;br /&gt;
&lt;br /&gt;
Storage upgrades and the house deed are refunded separately: Storage Upgrade Contract costs are returned when the house is demolished, while the returned house deed can then be sold to a Real Estate Broker for 80% of its value.&lt;br /&gt;
&lt;br /&gt;
== Custom Housing ==&lt;br /&gt;
Custom Housing is available only where enabled by the shard ruleset.&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Housing|Custom Housing]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Housing_Info&amp;diff=4386</id>
		<title>Housing Info</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Housing_Info&amp;diff=4386"/>
		<updated>2026-10-15T22:10:13Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Storage Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
You may own one house per account. You may co-own others to your house which will give them additional options above those who are “friended” to your house.&lt;br /&gt;
&lt;br /&gt;
Houses will decay, but are refreshed when you play. Every 20 minutes of playing time will equate to one day of credit to keep your house from falling, so long as you are actively playing and moving around. This can be done with any character on the account. You can build up to 90 days of credit on your account to prevent your house from falling. If you have over 15 credits, your house’s condition (when you check from the house sign) will be like new. You will see changes showing greater amounts of decay if you have less than 15 credits built up.&lt;br /&gt;
&lt;br /&gt;
If you are going to be away from Angel Island for greater than 90 days, contact a staff member to discuss keeping your house from falling while you are away.&lt;br /&gt;
&lt;br /&gt;
==Custom Housing==&lt;br /&gt;
Custom housing can be a rather ugly thing. In order to maintain a believable level of fantasy/RP the staff here at Angel Island oversee the construction of custom housing by allowing players to create houses our test server which will then be reviewed by staff. If your design is accepted that house will be set to a deed and made static. At that point, you and only you can buy replicates of your house which you can sell to players.&lt;br /&gt;
&lt;br /&gt;
For more information about custom housing, please check the [[Custom Housing]] article.&lt;br /&gt;
&lt;br /&gt;
==Private vs Public==&lt;br /&gt;
Houses can be either public or private. &lt;br /&gt;
&lt;br /&gt;
'''Public'''&lt;br /&gt;
&lt;br /&gt;
*Does not effect notoriety – If players are blue they stay blue when they enter, if they are grey or red they stay grey or red when they enter the house.&lt;br /&gt;
*You can lock doors to your public house.&lt;br /&gt;
*You can place vendors – Owner can place, friend can place, stranger cannot place.&lt;br /&gt;
&lt;br /&gt;
'''Private'''&lt;br /&gt;
&lt;br /&gt;
*Players flag gray when entering – You may attack anyone who enters your private house freely. If your guest is “Blue” he will flag “grey” while inside..&lt;br /&gt;
*You can lock the doors&lt;br /&gt;
*You cannot place vendors in a private house&lt;br /&gt;
&lt;br /&gt;
==Containers and storage==&lt;br /&gt;
All houses get the following containers&lt;br /&gt;
&lt;br /&gt;
Any custom house: 270 lockdowns, 2 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Small House: 270 lockdowns, 2 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Small Shop: 275 lockdowns, 2 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Small Tower: 300 lockdowns, 2 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Sandstone: 450 lockdowns, 3 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Brick House, Large Patio, Log Cabin, Villa: 600 lockdowns, 4 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
L-Shape/Large Marble: 750 lockdowns, 5 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower: 1150 lockdowns, 8 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Keep: 1300 lockdowns, 9 secures&amp;lt;br /&amp;gt;&lt;br /&gt;
Castle: 1950 lockdowns, 14 secures&lt;br /&gt;
&lt;br /&gt;
===Secure Containers===&lt;br /&gt;
&lt;br /&gt;
Secure containers can be placed in your house by placing a container anywhere in the house and then saying &amp;quot;I wish to secure this&amp;quot;. It will prompt you who you would like to grant access to the container. Anyone that does not have access to the container cannot see or take anything inside that container.&lt;br /&gt;
&lt;br /&gt;
Only the owner of the house can release secure containers. Co-owners cannot release secure containers.&lt;br /&gt;
&lt;br /&gt;
===Lockboxes===&lt;br /&gt;
&lt;br /&gt;
In addition, houses will get 'lockboxes' which is a locked down container of your choice for which the items inside are freely lootable, but will not decay. The so-called lockbox counts as a single locked item, but items in the lockbox are not locked down. &lt;br /&gt;
&lt;br /&gt;
Lockboxes can be trapped and locked based on what type of container it is. House owners can place approximately half as many lockboxes as it has secure containers to start. To make a lockbox, simply place your container on the ground and say the words &amp;quot;I wish to lock this down&amp;quot;. A target cursor will appear; click the container. The house will automatically recognize the container as a lockbox container.&lt;br /&gt;
&lt;br /&gt;
===Decorative Containers===&lt;br /&gt;
&lt;br /&gt;
You can make containers work as purely cosmetic features in your house. To do this, speak the words &amp;quot;I wish to make this decorative&amp;quot; then target the container you wish to make decorative. You must be standing inside your house for this to work.&lt;br /&gt;
&lt;br /&gt;
By doing that, that box can no longer hold any items, and is purely decorative. To make the box functional again so that you can store things in it say the words &amp;quot;I wish to make this functional&amp;quot; and target the container. Again, you must be inside your house for this to work.&lt;br /&gt;
&lt;br /&gt;
===Storage Upgrades===&lt;br /&gt;
&lt;br /&gt;
House storage can be upgraded with Storage Upgrade Contracts, which are purchasable from a General Contractor vendor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade Name !! Secures !! Lockboxes !! Lockdowns !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Modest || 3 || 3 || 500 || 82,562&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 6 || 4 || 900 || 195,750&lt;br /&gt;
|-&lt;br /&gt;
| Premium || 9 || 5 || 1,300 || 498,900&lt;br /&gt;
|-&lt;br /&gt;
| Lavish || 14 || 7 || 1,950 || 767,100&lt;br /&gt;
|-&lt;br /&gt;
| Deluxe(*) || 28 || 7 || 4,076 || 1,603,400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Storage Upgrade Contracts set your house's storage capacity to the listed tier; they are not cumulative. For example, applying a Moderate contract after a Modest contract upgrades the house to the Moderate limits rather than adding the Moderate amounts to the Modest amounts.&lt;br /&gt;
&lt;br /&gt;
The cost of each Storage Upgrade Contract applied to the house is recorded with the house. When you redeed the house, a check for the full cost of all Storage Upgrade Contracts you applied will be placed in your bank box. This means that if you apply Modest and later upgrade to Moderate, the cost of both contracts is refunded when the house is redeeded.&lt;br /&gt;
&lt;br /&gt;
(*) The Deluxe contract may only be applied to large towers, keeps, and castles.&lt;br /&gt;
&lt;br /&gt;
===Lockbox Building Permit===&lt;br /&gt;
&lt;br /&gt;
Building permits for lockboxes add one lockbox per deed to your total storage capacity when used on your house sign. You can add as many of these as you like.&lt;br /&gt;
&lt;br /&gt;
==Doors==&lt;br /&gt;
Angel Island has specialty doors that may be used in any player owned house. These doors are sold by Architect NPC’s (found in carpenter’s shops), and are currently available in five flavors. They may be removed, rotated (deco tool), and individually keyed. Feel free to let your imagination run wild. You can even create secure portions of your house by locking off certain rooms.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended that you rekey your house through the house sign after placing a new door or rotating an existing one. You may lock either with your new key.&lt;br /&gt;
&lt;br /&gt;
===Placing New Doors===&lt;br /&gt;
Doors may be placed in the same manner as any other house add on. You will be given a confirmation gump before placement is finalized.&lt;br /&gt;
&lt;br /&gt;
*Purchase deed from any Architect NPC&lt;br /&gt;
*Double Click deed&lt;br /&gt;
*Target ground where you would like the door&lt;br /&gt;
*Select ok from the confirmation gump&lt;br /&gt;
&lt;br /&gt;
===Removing Doors===&lt;br /&gt;
You may remove doors at will with the aid of an Axe.&lt;br /&gt;
&lt;br /&gt;
*Equip Axe&lt;br /&gt;
*Double Click Axe in Paperdoll&lt;br /&gt;
*Target Door&lt;br /&gt;
&lt;br /&gt;
You must hit your door three times to succefully break it down. Upon each hit, you will recieve a message notifying you which stage you are at.&lt;br /&gt;
&lt;br /&gt;
*Your Axe does great damage to the door.&lt;br /&gt;
*Your door begins to fall apart.&lt;br /&gt;
*You destroy the item.&lt;br /&gt;
&lt;br /&gt;
===Rotating Doors===&lt;br /&gt;
Doors may be rotated to occupy 8 diffent angles. (4 facing directions x 2 opening direction) Both purchased doors and original doors may be manipulated. To rotate your door, use a home decorating tool, purchasable at any architect for 10k, and rotate them as you would any other item.&lt;br /&gt;
&lt;br /&gt;
*Double click decorating tool&lt;br /&gt;
*Target tool&lt;br /&gt;
*Select Turn&lt;br /&gt;
*Target door&lt;br /&gt;
&lt;br /&gt;
===Individual Door Locks===&lt;br /&gt;
The Tinker NPC sells a contract to rekey a single lock in your house. To use this deed simply double click it, and target a door in your house. A key will be placed in the owners pack, and bank box. Those keys will then be the only keys that can lock/unlock the targeted door.&lt;br /&gt;
&lt;br /&gt;
This change coupled with strongboxes makes it possible for players to run their own inn with private rooms.&lt;br /&gt;
&lt;br /&gt;
===Certificate of Identity===&lt;br /&gt;
&lt;br /&gt;
Certificate of Identity confirms the Player Serial Number for positive ID purposes. &amp;lt;br&amp;gt;&lt;br /&gt;
For example, you meet Xyphus in-game and really like the guy and trust him. You tell him to meet you at your keep tomorrow where you will friend him. An imposter shows up with the same name, same look... the COI solves this problem and can positively distinguish between players.&lt;br /&gt;
 &lt;br /&gt;
You can target the COI when friending or co-owning someone to make the co-ownership an absolute certainity. There is no fooling the Certificate Of Identity.&lt;br /&gt;
&lt;br /&gt;
==Housesitters==&lt;br /&gt;
&lt;br /&gt;
Housesitters are NPCs that refresh your house for you. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Housesitter pay &amp;lt;s&amp;gt;You can pay your housesitter by dropping gold onto it, otherwise it&amp;lt;/s&amp;gt; will be extracted from your bank account. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deeds for housesitters can be purchased from innkeepers, barkeepers, tavern keepers, or real estate brokers. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Costs:'''&lt;br /&gt;
* You are charged 500 gp per day for each secure your house is entitled to, i.e., MaxSecures (not how many you actually have.) &lt;br /&gt;
* The cost per day is therefore MaxSecures * 500&lt;br /&gt;
* The housesitter will begin refreshing your house once it drops below the maximum 15-day time bank, keeping it in ''perfect condition''.&lt;br /&gt;
* The maximum number of times a housesitter will refresh your house is 90&lt;br /&gt;
'''Example:''' A small house has 3 secures, therefore the cost per real-world day to refresh your house would be 1,500 gold.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note:''' The housesitter will only refresh your house one day per house-decay check. So if you add a house sitter when your house is ''greatly worn'', it will take several more decay checks to restore your house to ''perfect condition''. Decay checks happen about every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
You can also use NPC name and title change deeds on your housesitter, which are available from gypsy merchants.&lt;br /&gt;
&lt;br /&gt;
==Barkeepers==&lt;br /&gt;
&lt;br /&gt;
Barkeepers are NPCs which you can place inside your home. You can also purchase work permits for Barkeepers which allow you to place more of them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both barkeep deeds and their work permits are available from NPC innkeepers.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Housing&amp;diff=4385</id>
		<title>Housing</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Housing&amp;diff=4385"/>
		<updated>2026-10-15T18:46:46Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Housing =&lt;br /&gt;
&lt;br /&gt;
Housing covers player-owned structures and the systems that support them: placing homes, securing items, using player vendors, upgrading and selling homes, packing up homes, and participating in community housing features.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
If you are new to the shard, start with Newbie Tents (if available) and then move into Classic Housing once you are ready to place a permanent home.&lt;br /&gt;
&lt;br /&gt;
== Housing Topics ==&lt;br /&gt;
* [[Newbie_Tents|Newbie Tents]]&lt;br /&gt;
* [[Classic_Housing|Classic Housing]]&lt;br /&gt;
* [[Packing_Up_Your_House|Packing Up Your House]]&lt;br /&gt;
* [[House_Addons|House Add-ons]]&lt;br /&gt;
* [[Player_Vendors|Player Vendors]]&lt;br /&gt;
* [[Cooperatives|Cooperatives]]&lt;br /&gt;
* [[Townships|Townships]]&lt;br /&gt;
&lt;br /&gt;
== Selling Your House ==&lt;br /&gt;
&lt;br /&gt;
When you demolish your house, the house deed is returned to you. Any gold spent on storage upgrade contracts is also refunded at 100% of the contract cost.&lt;br /&gt;
&lt;br /&gt;
House deeds can be sold to a '''Real Estate Broker''' for 80% of their purchase price. Simply drop the deed onto the broker and the proceeds will be deposited directly into your bank box.&lt;br /&gt;
&lt;br /&gt;
You can also say '''appraise''' to a Real Estate Broker and target a house deed to find out how much they will pay for it before selling.&lt;br /&gt;
&lt;br /&gt;
Storage upgrades and the house deed are refunded separately: storage upgrade costs are returned when the house is demolished, while the returned house deed can then be sold to a Real Estate Broker for 80% of its value.&lt;br /&gt;
&lt;br /&gt;
== Custom Housing ==&lt;br /&gt;
Custom Housing is available only where enabled by the shard ruleset.&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Housing|Custom Housing]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Wrong&amp;diff=4384</id>
		<title>Wrong</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Wrong&amp;diff=4384"/>
		<updated>2026-10-12T17:12:27Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wrong =&lt;br /&gt;
&lt;br /&gt;
'''Wrong''' is unlike most of Britannia's dungeons.&lt;br /&gt;
&lt;br /&gt;
While much of the dungeon can be explored in the usual fashion, '''Wrong is also a puzzle'''. Not every area can be reached simply by finding the right corridor or staircase. Players who explore carefully may discover evidence that there is more to Wrong than its immediately accessible levels.&lt;br /&gt;
&lt;br /&gt;
== The Third Level ==&lt;br /&gt;
&lt;br /&gt;
Somewhere beyond the ordinary passages of Wrong lies a '''third level'''.&lt;br /&gt;
&lt;br /&gt;
Reaching Level 3 is part of the dungeon's challenge. Those who find their way there will discover a unique encounter culminating in a powerful boss.&lt;br /&gt;
&lt;br /&gt;
There is no ordinary staircase leading the way. Access must be discovered.&lt;br /&gt;
&lt;br /&gt;
== Prisoner Camps ==&lt;br /&gt;
&lt;br /&gt;
Throughout Wrong, adventurers may encounter a variety of unusual prisoner camps.&lt;br /&gt;
&lt;br /&gt;
Some contain prisoners held behind barred doors and guarded by hostile captors. Others depict executions, last meals, or rather less sympathetic &amp;quot;prisoners.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''These camps are not merely scenery.'''&lt;br /&gt;
&lt;br /&gt;
A careful adventurer should pay attention to:&lt;br /&gt;
&lt;br /&gt;
* the guards and anything they may be carrying;&lt;br /&gt;
* locked cells and the prisoners within;&lt;br /&gt;
* locked and trapped treasure chests;&lt;br /&gt;
* unusual objects recovered from those chests.&lt;br /&gt;
&lt;br /&gt;
A key carried by a guard may solve a very immediate problem, but it will not necessarily solve every lock you encounter. Some obstacles require more traditional adventuring skills.&lt;br /&gt;
&lt;br /&gt;
== The PortKey ==&lt;br /&gt;
&lt;br /&gt;
On rare occasions, an adventurer searching the prisoner camps may discover an unusual object:&lt;br /&gt;
&lt;br /&gt;
'''a port key'''&lt;br /&gt;
&lt;br /&gt;
A PortKey is not an ordinary key.&lt;br /&gt;
&lt;br /&gt;
It does not fit a conventional lock, nor does its purpose become immediately obvious. Its presence is a clue that something elsewhere in Wrong may respond to it.&lt;br /&gt;
&lt;br /&gt;
PortKeys also do not remain useful forever. Once disturbed, an adventurer would be wise not to spend too long wondering what to do with one.&lt;br /&gt;
&lt;br /&gt;
== Follow the Evidence ==&lt;br /&gt;
&lt;br /&gt;
Somewhere in Wrong are signs that another adventurer may once have possessed a PortKey — and that things did not end particularly well for them.&lt;br /&gt;
&lt;br /&gt;
Finding that evidence may be more useful than trying to use the PortKey on every locked object in the dungeon.&lt;br /&gt;
&lt;br /&gt;
'''Look carefully at your surroundings.'''&lt;br /&gt;
&lt;br /&gt;
Wrong sometimes tells its story through what has been left behind.&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
For players who would prefer a little assistance without having the puzzle completely revealed:&lt;br /&gt;
&lt;br /&gt;
'''Hint 1:''' The prisoner camps are part of the puzzle.&lt;br /&gt;
&lt;br /&gt;
'''Hint 2:''' Guards, cells, and treasure chests each present different problems. Do not assume that one key solves all three.&lt;br /&gt;
&lt;br /&gt;
'''Hint 3:''' Finding a PortKey means you have found one of the important pieces of the larger puzzle.&lt;br /&gt;
&lt;br /&gt;
'''Hint 4:''' A PortKey is not used like a normal key. You do not need to target a lock with it.&lt;br /&gt;
&lt;br /&gt;
'''Hint 5:''' Somewhere in Wrong is evidence that somebody else once had a PortKey. If you find that place, investigate the area carefully.&lt;br /&gt;
&lt;br /&gt;
Those who put the pieces together will find the way to '''Wrong Level 3''' — and discover what is waiting there.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4383</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4383"/>
		<updated>2026-10-09T21:06:06Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Choosing a Side */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Side ==&lt;br /&gt;
&lt;br /&gt;
When you enter Britannia for the first time, you will find an '''[[Orcish Kin Mask]]''' among your possessions.&lt;br /&gt;
&lt;br /&gt;
This gives you an immediate choice: wear the mask and disguise yourself as Orcish Kin, allowing you to move among the Orcish occupation forces, or remove it and take up arms against the occupation.&lt;br /&gt;
&lt;br /&gt;
The Orcish Kin Mask is a disguise, not an alignment. It allows you to move among the Orcs without being attacked, but its protection applies only to you and does not extend to your followers.&lt;br /&gt;
&lt;br /&gt;
True Orc alignment is established through your guild. Once you join or create a guild and elect to align that guild with the Orcs, the mask is no longer required. Your guild alignment identifies you, and your followers, as Orcish Kin.&lt;br /&gt;
&lt;br /&gt;
In addition to the mask, you will start with '''fortified equipment''' to sustain you until you can make other arrangements. You will also have a '''tent''' in your possession. The tent can be placed anywhere a small house can be placed and provides a modest amount of storage, giving you a temporary home base until you can get a house of your own.&lt;br /&gt;
&lt;br /&gt;
Your allegiance is more than a label. It determines which side of the struggle for Britannia you have chosen to support.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Before accepting a delivery, the vendor will give you an indication of the expected pay. Courier jobs may be described as '''modest''', '''fair''', '''good''', '''generous''', or '''exceptional''', reflecting the overall value of the assignment.&lt;br /&gt;
&lt;br /&gt;
Longer or more dangerous deliveries generally offer better rewards, although exactly how the value of an assignment is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The vendor's description indicates the value of the assignment, not the exact reward waiting at the destination. There is always some uncertainty about what a successful delivery will yield.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Travel in Upheaval is intended to keep Britannia large while preserving the familiar travel options available to different character types.&lt;br /&gt;
&lt;br /&gt;
'''Mounts are disabled''' on Upheaval, so travel by road and on foot remains an important part of moving through the world.&lt;br /&gt;
&lt;br /&gt;
Characters with Magery have access to the usual magical travel mechanisms, including '''Recall''' and '''Gate Travel'''.&lt;br /&gt;
&lt;br /&gt;
Characters without Magery are not left without long-distance travel. Players with '''0 Magery''' may use [[Moonstones]], which provide an alternative means of marking locations and opening gates throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
For details on obtaining, marking, storing, and using Moonstones, see [[Moonstones]].&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Server Wars are available on Upheaval by player request.&lt;br /&gt;
&lt;br /&gt;
If players would like to organize a Server War, contact staff to arrange a suitable time. Server Wars may be scheduled when there is sufficient player interest and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Orcish_Kin_Mask&amp;diff=4382</id>
		<title>Orcish Kin Mask</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Orcish_Kin_Mask&amp;diff=4382"/>
		<updated>2026-10-09T21:02:41Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Orcish Kin Mask =  The '''Orcish Kin Mask''' is provided to every new character on Upheaval. While worn, it disguises the wearer as Orcish Kin, allowing the player to mo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Orcish Kin Mask =&lt;br /&gt;
&lt;br /&gt;
The '''Orcish Kin Mask''' is provided to every new character on [[Upheaval]]. While worn, it disguises the wearer as Orcish Kin, allowing the player to move among Orcish occupation forces without being attacked.&lt;br /&gt;
&lt;br /&gt;
== A Disguise, Not an Alignment ==&lt;br /&gt;
&lt;br /&gt;
Wearing an Orcish Kin Mask does '''not''' make a player Orc-aligned.&lt;br /&gt;
&lt;br /&gt;
The mask is a disguise. It causes Orcish occupation forces to recognize the wearer as one of their own for purposes of movement and aggression, but it does not grant the benefits of true Orc alignment.&lt;br /&gt;
&lt;br /&gt;
Players who wish to become truly Orc-aligned must join or create a guild and align that guild with the Orcs. Once properly aligned, the mask is no longer required.&lt;br /&gt;
&lt;br /&gt;
== Followers ==&lt;br /&gt;
&lt;br /&gt;
The protection provided by the Orcish Kin Mask applies '''only to the wearer'''.&lt;br /&gt;
&lt;br /&gt;
It does not extend to:&lt;br /&gt;
&lt;br /&gt;
* Pets&lt;br /&gt;
* Mounts&lt;br /&gt;
* Escorts&lt;br /&gt;
* Hirelings&lt;br /&gt;
* Other followers&lt;br /&gt;
&lt;br /&gt;
Orcish occupation forces may therefore attack a player's followers even while ignoring the masked player.&lt;br /&gt;
&lt;br /&gt;
This differs from true Orc guild alignment. When a player is properly Orc-aligned, their followers are also recognized appropriately by the Orcish forces.&lt;br /&gt;
&lt;br /&gt;
== Other Orc-Aligned Activities ==&lt;br /&gt;
&lt;br /&gt;
The Orcish Kin Mask does not substitute for guild alignment when participating in activities that specifically require Orc alignment.&lt;br /&gt;
&lt;br /&gt;
For example, wearing the mask alone does not qualify a player for alignment-specific interactions associated with the struggle for control of Britannia.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The Orcish Kin Mask lets you '''look like an Orc to the Orcs'''. It does not make you one of them.&lt;br /&gt;
&lt;br /&gt;
For full Orc alignment and its associated benefits, you must align your guild with the Orcs.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4381</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4381"/>
		<updated>2026-10-09T20:58:54Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Choosing a Side */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Side ==&lt;br /&gt;
&lt;br /&gt;
When you enter Britannia for the first time, you will find an '''Orcish Kin Mask''' among your possessions.&lt;br /&gt;
&lt;br /&gt;
This gives you an immediate choice: wear the mask and disguise yourself as Orcish Kin, allowing you to move among the Orcish occupation forces, or remove it and take up arms against the occupation.&lt;br /&gt;
&lt;br /&gt;
The mask is only a disguise. While you are wearing it, Orcish occupation forces will generally regard you as one of their own and will not attack you. This protection applies only to you. It does not extend to your pets, mounts, escorts, or other followers, which the Orcs may still attack.&lt;br /&gt;
&lt;br /&gt;
Wearing an Orcish Kin Mask does not make you Orc-aligned. True Orc alignment is established through your guild. Once you join or create a guild and elect to align that guild with the Orcs, the mask is no longer required. Your guild alignment identifies you, and your followers, as Orcish Kin.&lt;br /&gt;
&lt;br /&gt;
In addition to the mask, you will start with '''fortified equipment''' to sustain you until you can make other arrangements. You will also have a '''tent''' in your possession. The tent can be placed anywhere a small house can be placed and provides a modest amount of storage, giving you a temporary home base until you can get a house of your own.&lt;br /&gt;
&lt;br /&gt;
Your allegiance is more than a label. It determines which side of the struggle for Britannia you have chosen to support.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Before accepting a delivery, the vendor will give you an indication of the expected pay. Courier jobs may be described as '''modest''', '''fair''', '''good''', '''generous''', or '''exceptional''', reflecting the overall value of the assignment.&lt;br /&gt;
&lt;br /&gt;
Longer or more dangerous deliveries generally offer better rewards, although exactly how the value of an assignment is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The vendor's description indicates the value of the assignment, not the exact reward waiting at the destination. There is always some uncertainty about what a successful delivery will yield.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Travel in Upheaval is intended to keep Britannia large while preserving the familiar travel options available to different character types.&lt;br /&gt;
&lt;br /&gt;
'''Mounts are disabled''' on Upheaval, so travel by road and on foot remains an important part of moving through the world.&lt;br /&gt;
&lt;br /&gt;
Characters with Magery have access to the usual magical travel mechanisms, including '''Recall''' and '''Gate Travel'''.&lt;br /&gt;
&lt;br /&gt;
Characters without Magery are not left without long-distance travel. Players with '''0 Magery''' may use [[Moonstones]], which provide an alternative means of marking locations and opening gates throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
For details on obtaining, marking, storing, and using Moonstones, see [[Moonstones]].&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Server Wars are available on Upheaval by player request.&lt;br /&gt;
&lt;br /&gt;
If players would like to organize a Server War, contact staff to arrange a suitable time. Server Wars may be scheduled when there is sufficient player interest and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4380</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4380"/>
		<updated>2026-10-06T14:09:42Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Courier Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Side ==&lt;br /&gt;
&lt;br /&gt;
When you enter Britannia for the first time, you will find an '''Orcish Kin Mask''' among your possessions.&lt;br /&gt;
&lt;br /&gt;
This gives you an immediate choice: wear the mask and align yourself with the Orcish clans, or remove it and take up arms against the occupation.&lt;br /&gt;
&lt;br /&gt;
Orcish occupation forces recognize their own, allowing Orc-aligned players to move among them freely. Human players must fight their way into occupied territory and work to liberate it.&lt;br /&gt;
&lt;br /&gt;
The mask provides a way to begin life as Orc-aligned, but it is not intended to be permanent equipment. Once you join or create a guild and elect to align that guild with the Orcs, the mask is no longer required. Your guild alignment identifies you as Orcish Kin.&lt;br /&gt;
&lt;br /&gt;
In addition to the mask, you will start with '''fortified equipment''' to sustain you until you can make other arrangements. You will also have a '''tent''' in your possession. The tent can be placed anywhere a small house can be placed and provides a modest amount of storage, giving you a temporary home base until you can get a house of your own.&lt;br /&gt;
&lt;br /&gt;
Your allegiance is more than a label. It determines which side of the struggle for Britannia you have chosen to support.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Before accepting a delivery, the vendor will give you an indication of the expected pay. Courier jobs may be described as '''modest''', '''fair''', '''good''', '''generous''', or '''exceptional''', reflecting the overall value of the assignment.&lt;br /&gt;
&lt;br /&gt;
Longer or more dangerous deliveries generally offer better rewards, although exactly how the value of an assignment is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The vendor's description indicates the value of the assignment, not the exact reward waiting at the destination. There is always some uncertainty about what a successful delivery will yield.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Travel in Upheaval is intended to keep Britannia large while preserving the familiar travel options available to different character types.&lt;br /&gt;
&lt;br /&gt;
'''Mounts are disabled''' on Upheaval, so travel by road and on foot remains an important part of moving through the world.&lt;br /&gt;
&lt;br /&gt;
Characters with Magery have access to the usual magical travel mechanisms, including '''Recall''' and '''Gate Travel'''.&lt;br /&gt;
&lt;br /&gt;
Characters without Magery are not left without long-distance travel. Players with '''0 Magery''' may use [[Moonstones]], which provide an alternative means of marking locations and opening gates throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
For details on obtaining, marking, storing, and using Moonstones, see [[Moonstones]].&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Server Wars are available on Upheaval by player request.&lt;br /&gt;
&lt;br /&gt;
If players would like to organize a Server War, contact staff to arrange a suitable time. Server Wars may be scheduled when there is sufficient player interest and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4379</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4379"/>
		<updated>2026-10-02T15:56:34Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Video Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a PvE ruleset with a focus on fresh starts, accessibility, experimentation, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
Unlike a permanent shard, UO Seasons operates as a series of independent seasons. Each season begins from a clean state, restoring the early-game environment where characters are new, the economy has not yet accumulated years of wealth, and every player begins without a pre-established material advantage.&lt;br /&gt;
&lt;br /&gt;
Seasons will remain a '''PvE shard'''. Individual seasons may introduce new features, systems, themes, or other changes, but the underlying PvE identity remains constant.&lt;br /&gt;
&lt;br /&gt;
Characters, possessions, and housing reset between seasons, but not everything is lost. The '''Seasonal Identity''' system allows players to preserve an established character identity across seasons, while the '''Seasonal Points and Awards''' system provides persistent recognition for accomplishments earned over time.&lt;br /&gt;
&lt;br /&gt;
The result is a shard that can change from season to season while retaining a consistent foundation.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* PvE / Trammel ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state.&lt;br /&gt;
&lt;br /&gt;
This reset is fundamental to the Seasons model. Wealth, equipment, established characters, and control of the economy cannot accumulate indefinitely from one season to the next.&lt;br /&gt;
&lt;br /&gt;
At the same time, persistent identity and achievement systems provide continuity between seasons without carrying material advantages into the new world.&lt;br /&gt;
&lt;br /&gt;
== PvE and Seasonal Features ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a PvE shard.&lt;br /&gt;
&lt;br /&gt;
The underlying PvE ruleset remains consistent across seasons, but the contents of an individual season need not be identical to those that came before it.&lt;br /&gt;
&lt;br /&gt;
New seasons may introduce different features, systems, encounters, themes, or other changes while remaining grounded in the same classic Ultima Online foundation.&lt;br /&gt;
&lt;br /&gt;
Some seasons may remain relatively close to the traditional Publish 15 experience. Others may experiment with additional systems or mechanics.&lt;br /&gt;
&lt;br /&gt;
These seasonal changes allow the shard to evolve without requiring players to abandon the fresh-start structure that defines UO Seasons.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
'''The name of the first character created on the account during the season'''&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
'''The Seasonal Identity from the previous season'''&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation.&lt;br /&gt;
&lt;br /&gt;
Gold must be earned through gameplay systems. Direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established, approximately 200 gold per point for PvM activities, with scaling applied across other professions to provide comparable point generation through different styles of play.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time.&lt;br /&gt;
&lt;br /&gt;
Points spent during a season are not permanently lost. They are automatically re-credited in subsequent seasons, allowing players to participate in seasonal rewards without sacrificing their long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. The physical reward items do not survive a seasonal reset, but the points used to obtain them do. Players may therefore reacquire rewards or progress toward higher-tier awards in subsequent seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks point achievement across seasons, providing long-term recognition without carrying wealth, equipment, or other material advantages into the next season.&lt;br /&gt;
&lt;br /&gt;
== Collecting Your Awards ==&lt;br /&gt;
&lt;br /&gt;
Seasonal Points can be exchanged for rewards using the Seasonal Awards system.&lt;br /&gt;
&lt;br /&gt;
To view your available points and rewards, use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[awards&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the Awards gump and displays your current available Seasonal Points.&lt;br /&gt;
&lt;br /&gt;
* Awards you can afford are highlighted in '''blue'''.&lt;br /&gt;
* Awards that cost more points than you currently have are highlighted in '''red'''.&lt;br /&gt;
&lt;br /&gt;
Select an available award from the gump to collect it using your Seasonal Points.&lt;br /&gt;
&lt;br /&gt;
=== Video Guide ===&lt;br /&gt;
&lt;br /&gt;
The following video provides an introduction to the Seasonal Points and Awards system:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/FmiNUW6pzPs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Important:''' The video states that players are capped at '''1,000 Seasonal Points per season'''. This information is outdated. '''There is currently no Seasonal Point cap.'''&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is designed around Publish 15-era Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-appropriate locations, and loot tables have been reconstructed to reflect historical OSI behavior as closely as practical.&lt;br /&gt;
&lt;br /&gt;
This classic foundation remains consistent even when an individual season introduces additional features or systems.&lt;br /&gt;
&lt;br /&gt;
A limited number of quality-of-life enhancements and shard-specific encounters may also be present, including:&lt;br /&gt;
&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Additional champion encounters, such as Pirate and Azothu&lt;br /&gt;
&lt;br /&gt;
The objective is not to reproduce every historical limitation of Publish 15, but to preserve the recognizable mechanics, progression, and character of that era as the foundation upon which individual seasons are built.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to complement the world rather than serve as a primary means of progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and achievement are determined through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play UO Seasons? ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is designed for players who enjoy beginning again.&lt;br /&gt;
&lt;br /&gt;
Each season restores the experience of a young Ultima Online world: new characters, a fresh economy, unclaimed housing, and opportunities that have not already been accumulated by established players.&lt;br /&gt;
&lt;br /&gt;
The seasonal reset also creates room for experimentation. Players can try different characters, professions, strategies, and approaches knowing that the world itself will eventually begin again.&lt;br /&gt;
&lt;br /&gt;
At the same time, Seasonal Identity and Seasonal Points provide continuity. The world resets, but recognition of the player does not have to.&lt;br /&gt;
&lt;br /&gt;
Individual seasons may change.&lt;br /&gt;
&lt;br /&gt;
The PvE foundation remains.&lt;br /&gt;
&lt;br /&gt;
And every new season offers another fresh start.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4378</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4378"/>
		<updated>2026-10-02T15:53:13Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a PvE ruleset with a focus on fresh starts, accessibility, experimentation, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
Unlike a permanent shard, UO Seasons operates as a series of independent seasons. Each season begins from a clean state, restoring the early-game environment where characters are new, the economy has not yet accumulated years of wealth, and every player begins without a pre-established material advantage.&lt;br /&gt;
&lt;br /&gt;
Seasons will remain a '''PvE shard'''. Individual seasons may introduce new features, systems, themes, or other changes, but the underlying PvE identity remains constant.&lt;br /&gt;
&lt;br /&gt;
Characters, possessions, and housing reset between seasons, but not everything is lost. The '''Seasonal Identity''' system allows players to preserve an established character identity across seasons, while the '''Seasonal Points and Awards''' system provides persistent recognition for accomplishments earned over time.&lt;br /&gt;
&lt;br /&gt;
The result is a shard that can change from season to season while retaining a consistent foundation.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* PvE / Trammel ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state.&lt;br /&gt;
&lt;br /&gt;
This reset is fundamental to the Seasons model. Wealth, equipment, established characters, and control of the economy cannot accumulate indefinitely from one season to the next.&lt;br /&gt;
&lt;br /&gt;
At the same time, persistent identity and achievement systems provide continuity between seasons without carrying material advantages into the new world.&lt;br /&gt;
&lt;br /&gt;
== PvE and Seasonal Features ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a PvE shard.&lt;br /&gt;
&lt;br /&gt;
The underlying PvE ruleset remains consistent across seasons, but the contents of an individual season need not be identical to those that came before it.&lt;br /&gt;
&lt;br /&gt;
New seasons may introduce different features, systems, encounters, themes, or other changes while remaining grounded in the same classic Ultima Online foundation.&lt;br /&gt;
&lt;br /&gt;
Some seasons may remain relatively close to the traditional Publish 15 experience. Others may experiment with additional systems or mechanics.&lt;br /&gt;
&lt;br /&gt;
These seasonal changes allow the shard to evolve without requiring players to abandon the fresh-start structure that defines UO Seasons.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
'''The name of the first character created on the account during the season'''&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
'''The Seasonal Identity from the previous season'''&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation.&lt;br /&gt;
&lt;br /&gt;
Gold must be earned through gameplay systems. Direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established, approximately 200 gold per point for PvM activities, with scaling applied across other professions to provide comparable point generation through different styles of play.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time.&lt;br /&gt;
&lt;br /&gt;
Points spent during a season are not permanently lost. They are automatically re-credited in subsequent seasons, allowing players to participate in seasonal rewards without sacrificing their long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. The physical reward items do not survive a seasonal reset, but the points used to obtain them do. Players may therefore reacquire rewards or progress toward higher-tier awards in subsequent seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks point achievement across seasons, providing long-term recognition without carrying wealth, equipment, or other material advantages into the next season.&lt;br /&gt;
&lt;br /&gt;
== Collecting Your Awards ==&lt;br /&gt;
&lt;br /&gt;
Seasonal Points can be exchanged for rewards using the Seasonal Awards system.&lt;br /&gt;
&lt;br /&gt;
To view your available points and rewards, use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[awards&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the Awards gump and displays your current available Seasonal Points.&lt;br /&gt;
&lt;br /&gt;
* Awards you can afford are highlighted in '''blue'''.&lt;br /&gt;
* Awards that cost more points than you currently have are highlighted in '''red'''.&lt;br /&gt;
&lt;br /&gt;
Select an available award from the gump to collect it using your Seasonal Points.&lt;br /&gt;
&lt;br /&gt;
=== Video Guide ===&lt;br /&gt;
&lt;br /&gt;
The following video provides an introduction to the Seasonal Points and Awards system:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FmiNUW6pzPs}}&lt;br /&gt;
&lt;br /&gt;
'''Important:''' The video states that players are capped at '''1,000 Seasonal Points per season'''. This information is outdated. '''There is currently no Seasonal Point cap.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is designed around Publish 15-era Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-appropriate locations, and loot tables have been reconstructed to reflect historical OSI behavior as closely as practical.&lt;br /&gt;
&lt;br /&gt;
This classic foundation remains consistent even when an individual season introduces additional features or systems.&lt;br /&gt;
&lt;br /&gt;
A limited number of quality-of-life enhancements and shard-specific encounters may also be present, including:&lt;br /&gt;
&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Additional champion encounters, such as Pirate and Azothu&lt;br /&gt;
&lt;br /&gt;
The objective is not to reproduce every historical limitation of Publish 15, but to preserve the recognizable mechanics, progression, and character of that era as the foundation upon which individual seasons are built.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to complement the world rather than serve as a primary means of progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and achievement are determined through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play UO Seasons? ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is designed for players who enjoy beginning again.&lt;br /&gt;
&lt;br /&gt;
Each season restores the experience of a young Ultima Online world: new characters, a fresh economy, unclaimed housing, and opportunities that have not already been accumulated by established players.&lt;br /&gt;
&lt;br /&gt;
The seasonal reset also creates room for experimentation. Players can try different characters, professions, strategies, and approaches knowing that the world itself will eventually begin again.&lt;br /&gt;
&lt;br /&gt;
At the same time, Seasonal Identity and Seasonal Points provide continuity. The world resets, but recognition of the player does not have to.&lt;br /&gt;
&lt;br /&gt;
Individual seasons may change.&lt;br /&gt;
&lt;br /&gt;
The PvE foundation remains.&lt;br /&gt;
&lt;br /&gt;
And every new season offers another fresh start.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4377</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4377"/>
		<updated>2026-09-27T17:40:14Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Server Wars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Side ==&lt;br /&gt;
&lt;br /&gt;
When you enter Britannia for the first time, you will find an '''Orcish Kin Mask''' among your possessions.&lt;br /&gt;
&lt;br /&gt;
This gives you an immediate choice: wear the mask and align yourself with the Orcish clans, or remove it and take up arms against the occupation.&lt;br /&gt;
&lt;br /&gt;
Orcish occupation forces recognize their own, allowing Orc-aligned players to move among them freely. Human players must fight their way into occupied territory and work to liberate it.&lt;br /&gt;
&lt;br /&gt;
The mask provides a way to begin life as Orc-aligned, but it is not intended to be permanent equipment. Once you join or create a guild and elect to align that guild with the Orcs, the mask is no longer required. Your guild alignment identifies you as Orcish Kin.&lt;br /&gt;
&lt;br /&gt;
In addition to the mask, you will start with '''fortified equipment''' to sustain you until you can make other arrangements. You will also have a '''tent''' in your possession. The tent can be placed anywhere a small house can be placed and provides a modest amount of storage, giving you a temporary home base until you can get a house of your own.&lt;br /&gt;
&lt;br /&gt;
Your allegiance is more than a label. It determines which side of the struggle for Britannia you have chosen to support.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Travel in Upheaval is intended to keep Britannia large while preserving the familiar travel options available to different character types.&lt;br /&gt;
&lt;br /&gt;
'''Mounts are disabled''' on Upheaval, so travel by road and on foot remains an important part of moving through the world.&lt;br /&gt;
&lt;br /&gt;
Characters with Magery have access to the usual magical travel mechanisms, including '''Recall''' and '''Gate Travel'''.&lt;br /&gt;
&lt;br /&gt;
Characters without Magery are not left without long-distance travel. Players with '''0 Magery''' may use [[Moonstones]], which provide an alternative means of marking locations and opening gates throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
For details on obtaining, marking, storing, and using Moonstones, see [[Moonstones]].&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Server Wars are available on Upheaval by player request.&lt;br /&gt;
&lt;br /&gt;
If players would like to organize a Server War, contact staff to arrange a suitable time. Server Wars may be scheduled when there is sufficient player interest and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4376</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4376"/>
		<updated>2026-09-27T17:36:38Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Side ==&lt;br /&gt;
&lt;br /&gt;
When you enter Britannia for the first time, you will find an '''Orcish Kin Mask''' among your possessions.&lt;br /&gt;
&lt;br /&gt;
This gives you an immediate choice: wear the mask and align yourself with the Orcish clans, or remove it and take up arms against the occupation.&lt;br /&gt;
&lt;br /&gt;
Orcish occupation forces recognize their own, allowing Orc-aligned players to move among them freely. Human players must fight their way into occupied territory and work to liberate it.&lt;br /&gt;
&lt;br /&gt;
The mask provides a way to begin life as Orc-aligned, but it is not intended to be permanent equipment. Once you join or create a guild and elect to align that guild with the Orcs, the mask is no longer required. Your guild alignment identifies you as Orcish Kin.&lt;br /&gt;
&lt;br /&gt;
In addition to the mask, you will start with '''fortified equipment''' to sustain you until you can make other arrangements. You will also have a '''tent''' in your possession. The tent can be placed anywhere a small house can be placed and provides a modest amount of storage, giving you a temporary home base until you can get a house of your own.&lt;br /&gt;
&lt;br /&gt;
Your allegiance is more than a label. It determines which side of the struggle for Britannia you have chosen to support.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Travel in Upheaval is intended to keep Britannia large while preserving the familiar travel options available to different character types.&lt;br /&gt;
&lt;br /&gt;
'''Mounts are disabled''' on Upheaval, so travel by road and on foot remains an important part of moving through the world.&lt;br /&gt;
&lt;br /&gt;
Characters with Magery have access to the usual magical travel mechanisms, including '''Recall''' and '''Gate Travel'''.&lt;br /&gt;
&lt;br /&gt;
Characters without Magery are not left without long-distance travel. Players with '''0 Magery''' may use [[Moonstones]], which provide an alternative means of marking locations and opening gates throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
For details on obtaining, marking, storing, and using Moonstones, see [[Moonstones]].&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Moonstones&amp;diff=4375</id>
		<title>Moonstones</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Moonstones&amp;diff=4375"/>
		<updated>2026-09-27T17:02:13Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moonstones give characters with 0 magery the ability to travel long distances, just like recall runes and gate travel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NPC Mage vendors sell Moonstones, Powder of Translocation, and Moonstone Bags.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use powder on a moonstone to mark it for the current location.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use a marked moonstone to open a gate to the marked location.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note* The same rules apply to moonstones that apply to rune stones. You cannot mark them inside a dungeon or a house. You cannot enter one when a criminal or during the heat of battle. Anyone can enter the moonstone gate after it has been activated if they meet the aforementioned criteria. Moonstones are slow acting so please give it time to create the gate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moonstone Bags are newbied and only hold moonstones. You wont lose your stones when you die if they are in a moonstone bag, and they will keep their position in the bag on death.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4374</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4374"/>
		<updated>2026-09-26T17:50:45Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Choosing a Side */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Side ==&lt;br /&gt;
&lt;br /&gt;
When you enter Britannia for the first time, you will find an '''Orcish Kin Mask''' among your possessions.&lt;br /&gt;
&lt;br /&gt;
This gives you an immediate choice: wear the mask and align yourself with the Orcish clans, or remove it and take up arms against the occupation.&lt;br /&gt;
&lt;br /&gt;
Orcish occupation forces recognize their own, allowing Orc-aligned players to move among them freely. Human players must fight their way into occupied territory and work to liberate it.&lt;br /&gt;
&lt;br /&gt;
The mask provides a way to begin life as Orc-aligned, but it is not intended to be permanent equipment. Once you join or create a guild and elect to align that guild with the Orcs, the mask is no longer required. Your guild alignment identifies you as Orcish Kin.&lt;br /&gt;
&lt;br /&gt;
In addition to the mask, you will start with '''fortified equipment''' to sustain you until you can make other arrangements. You will also have a '''tent''' in your possession. The tent can be placed anywhere a small house can be placed and provides a modest amount of storage, giving you a temporary home base until you can get a house of your own.&lt;br /&gt;
&lt;br /&gt;
Your allegiance is more than a label. It determines which side of the struggle for Britannia you have chosen to support.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4373</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4373"/>
		<updated>2026-09-26T17:49:16Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Side ==&lt;br /&gt;
&lt;br /&gt;
When you enter Britannia for the first time, you will find an '''Orcish Kin Mask''' among your possessions.&lt;br /&gt;
&lt;br /&gt;
This gives you an immediate choice: wear the mask and align yourself with the Orcish clans, or remove it and take up arms against the occupation.&lt;br /&gt;
&lt;br /&gt;
Orcish occupation forces recognize their own, allowing Orc-aligned players to move among them freely. Human players must fight their way into occupied territory and work to liberate it.&lt;br /&gt;
&lt;br /&gt;
The mask provides a way to begin life as Orc-aligned, but it is not intended to be permanent equipment. Once you join or create a guild and elect to align that guild with the Orcs, the mask is no longer required. Your guild alignment identifies you as Orcish Kin.&lt;br /&gt;
&lt;br /&gt;
Your allegiance is more than a label. It determines which side of the struggle for Britannia you have chosen to support.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4372</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4372"/>
		<updated>2026-09-21T18:48:22Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Orc Recapture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Orcish Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded Britannia.&lt;br /&gt;
&lt;br /&gt;
Major towns and the surrounding countryside can fall under Orc control. Occupation forces patrol the streets, commerce changes, travel becomes more dangerous, and the people living under occupation must decide where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Players can fight back.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion uses a territorial control system in which occupation forces can be progressively weakened and entire districts liberated. But unlike a conventional invasion event, liberation is not the end.&lt;br /&gt;
&lt;br /&gt;
'''The Orcs can return.'''&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players can work to reclaim territory that has been liberated. A town may therefore pass from Orc occupation to human control and eventually back into Orc hands, beginning the struggle again.&lt;br /&gt;
&lt;br /&gt;
There is no permanent victory condition.&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is a continuing part of Upheaval's world. Territorial control changes not only where Orcs can be found, but also commerce, vendor behavior, travel, access to supplies, courier activity, and the relative danger of different parts of Britannia.&lt;br /&gt;
&lt;br /&gt;
The struggle for Britannia never truly ends.&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Occupied regions are divided into a hierarchy of smaller territories. Players progressively weaken Orc control at the local level until larger portions of a town can ultimately be liberated.&lt;br /&gt;
&lt;br /&gt;
The basic progression is:&lt;br /&gt;
&lt;br /&gt;
'''Area → Zone → District'''&lt;br /&gt;
&lt;br /&gt;
Areas represent the smallest objectives within the occupation.&lt;br /&gt;
&lt;br /&gt;
Zones contain multiple areas.&lt;br /&gt;
&lt;br /&gt;
Districts represent the larger territorial objective and contain the zones that must be reclaimed before the district itself can be liberated.&lt;br /&gt;
&lt;br /&gt;
This allows players to make incremental progress against an occupation rather than requiring an entire town to be conquered at once.&lt;br /&gt;
&lt;br /&gt;
== Identifying Orc Clans ==&lt;br /&gt;
&lt;br /&gt;
Occupation forces belong to individual Orc clans.&lt;br /&gt;
&lt;br /&gt;
When you single-click an Orc, its clan name appears beneath its name:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important.&lt;br /&gt;
&lt;br /&gt;
Orcs belonging to the same clan cooperate in maintaining control of their territory. Attacking Orcs indiscriminately may accomplish very little if the players fighting the occupation spread their efforts across several clans.&lt;br /&gt;
&lt;br /&gt;
== Focus Your Efforts ==&lt;br /&gt;
&lt;br /&gt;
Successful liberation requires concentrated pressure.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its occupation through forces distributed throughout the territory. If players attack several clans simultaneously without doing enough damage to any one of them, the occupation can recover.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should identify a clan and concentrate their attacks against it.&lt;br /&gt;
&lt;br /&gt;
As an Orc clan loses forces, players make progress toward breaking its control of the area.&lt;br /&gt;
&lt;br /&gt;
If pressure is not maintained, the clan may begin rebuilding its strength.&lt;br /&gt;
&lt;br /&gt;
Players may see messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This means that previous progress against that clan is being lost.&lt;br /&gt;
&lt;br /&gt;
A coordinated group concentrating on one objective will therefore generally accomplish considerably more than players randomly killing occupation forces throughout the region.&lt;br /&gt;
&lt;br /&gt;
== Tracking Liberation Progress ==&lt;br /&gt;
&lt;br /&gt;
As players fight occupation forces, progress messages indicate their contribution toward liberation.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages reflect different levels of territorial progress.&lt;br /&gt;
&lt;br /&gt;
Clearing the required occupation forces within an area advances control of the larger zone. As additional areas fall, the Orcs gradually lose their ability to maintain control of that zone.&lt;br /&gt;
&lt;br /&gt;
When the requirements for a zone have been satisfied, the occupation forces there cease reinforcing and players are notified of their success.&lt;br /&gt;
&lt;br /&gt;
Progress continues until the larger district can be liberated.&lt;br /&gt;
&lt;br /&gt;
== Liberating a District ==&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As players reclaim the component territories, the Orcish occupation progressively loses its hold over the district.&lt;br /&gt;
&lt;br /&gt;
When the required territories have been reclaimed, the district is liberated.&lt;br /&gt;
&lt;br /&gt;
Liberation represents a significant change in the state of the world.&lt;br /&gt;
&lt;br /&gt;
Occupation forces withdraw, human commerce becomes easier, and vendors who were unwilling to serve human players may once again conduct business normally.&lt;br /&gt;
&lt;br /&gt;
But liberation does not erase the individual loyalties of the people living there.&lt;br /&gt;
&lt;br /&gt;
Some vendors may have secretly supported the human resistance throughout the occupation. Others may remain sympathetic to the Orcs even after the district has been reclaimed.&lt;br /&gt;
&lt;br /&gt;
And most importantly:&lt;br /&gt;
&lt;br /&gt;
'''Liberation is not permanent.'''&lt;br /&gt;
&lt;br /&gt;
== Orc-Aligned Players ==&lt;br /&gt;
&lt;br /&gt;
The war can be fought from either side.&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish forces and move among Orcs under circumstances that would be extremely dangerous for an ordinary human player.&lt;br /&gt;
&lt;br /&gt;
For an Orc-aligned player, territorial control has the opposite meaning.&lt;br /&gt;
&lt;br /&gt;
An Orc-occupied district may provide relatively safe movement and normal access to sympathetic commerce, while a district liberated by humans may become hostile territory.&lt;br /&gt;
&lt;br /&gt;
Orc players therefore have a reason to care about the territorial state of Britannia beyond simply participating in PvP.&lt;br /&gt;
&lt;br /&gt;
When humans liberate territory, Orc-aligned players can work toward taking it back.&lt;br /&gt;
&lt;br /&gt;
== Orc Recapture ==&lt;br /&gt;
&lt;br /&gt;
Liberated districts can eventually be returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
The Gypsy Seers found throughout Britannia provide Orc-aligned players with a means of challenging human control.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players may bring the heads of their enemies to a Gypsy Seer. The Seer will accept only legitimate offerings from non-Orc players, and the spirits are not easily deceived by attempts to manufacture suitable sacrifices.&lt;br /&gt;
&lt;br /&gt;
Ten qualified heads are required.&lt;br /&gt;
&lt;br /&gt;
The offerings alone, however, are not sufficient to summon the district's final defender.&lt;br /&gt;
&lt;br /&gt;
The '''Town Guardian''' represents the human forces defending a liberated district. The Guardian can only be summoned once human progress within the district has reached sufficient strength.&lt;br /&gt;
&lt;br /&gt;
If the required offerings have been collected before that point, the Seer retains them and waits. Once human control reaches the required level, she begins the ritual and summons the Town Guardian.&lt;br /&gt;
&lt;br /&gt;
Defeating the Town Guardian returns the district to Orc control.&lt;br /&gt;
&lt;br /&gt;
When the Guardian falls, all of Britannia is notified:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The Town Guardian has fallen! The Orcs have reclaimed [district].&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Orc occupation is restored, occupation forces return, and the territorial struggle begins again.&lt;br /&gt;
&lt;br /&gt;
A district that humans fought to liberate may therefore once again become Orc territory.&lt;br /&gt;
&lt;br /&gt;
And it may subsequently be liberated again.&lt;br /&gt;
&lt;br /&gt;
== The Perpetual War ==&lt;br /&gt;
&lt;br /&gt;
This cycle is fundamental to Upheaval.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is not designed as a quest that the server eventually completes.&lt;br /&gt;
&lt;br /&gt;
There is no point at which players permanently defeat the invasion and remove the system from the world.&lt;br /&gt;
&lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
'''Orcs occupy territory.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans organize and liberate it.'''&lt;br /&gt;
&lt;br /&gt;
'''Orcs organize and recapture it.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans can liberate it again.'''&lt;br /&gt;
&lt;br /&gt;
The current map is therefore a snapshot of an ongoing conflict rather than a record of objectives that have been permanently completed.&lt;br /&gt;
&lt;br /&gt;
A town that was safe yesterday may not remain safe tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Commerce ==&lt;br /&gt;
&lt;br /&gt;
Territorial control affects more than combat.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Britannia have persistent loyalties.&lt;br /&gt;
&lt;br /&gt;
When a district is under Orc control:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Vendors openly hostile to humans may attack&lt;br /&gt;
&lt;br /&gt;
When humans liberate the district:&lt;br /&gt;
&lt;br /&gt;
* Human players regain normal access to most commerce&lt;br /&gt;
* Orc sympathizers may continue secretly assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse service&lt;br /&gt;
* Some vendors may attack Orc-aligned players&lt;br /&gt;
&lt;br /&gt;
A change in territorial control changes which side openly controls commerce.&lt;br /&gt;
&lt;br /&gt;
It does not change who the individual vendors are.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Some vendors belong to hidden networks of sympathizers, spies, and trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These relationships persist regardless of who currently controls the district.&lt;br /&gt;
&lt;br /&gt;
Players who learn these networks may be able to locate merchants willing to trade with them even behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying these vendors. Players must discover their loyalties through conversation, observation, experimentation, and information shared by other players.&lt;br /&gt;
&lt;br /&gt;
This means knowledge acquired during one occupation may remain valuable during the next.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Territorial control also affects the courier system.&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may ask players to carry documents, orders, parcels, and other items to contacts elsewhere in Britannia.&lt;br /&gt;
&lt;br /&gt;
The danger of that journey depends partly upon the state of the world.&lt;br /&gt;
&lt;br /&gt;
A destination controlled by your side represents a very different undertaking from a journey deep into territory controlled by your enemies.&lt;br /&gt;
&lt;br /&gt;
As districts are liberated and recaptured, courier routes and their relative dangers therefore change with them.&lt;br /&gt;
&lt;br /&gt;
A route that was relatively safe yesterday may cross hostile territory today.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Courier System]]'''.&lt;br /&gt;
&lt;br /&gt;
== Why Territorial Control Matters ==&lt;br /&gt;
&lt;br /&gt;
There is no universally desirable state of the map.&lt;br /&gt;
&lt;br /&gt;
Human players may want a town liberated because doing so improves access to merchants and makes travel safer.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players may want that same town returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
Even players nominally on the same side may occasionally have different interests. Dangerous routes and occupied territories can create opportunities that disappear when the countryside becomes safe.&lt;br /&gt;
&lt;br /&gt;
Territorial control therefore creates competing military, commercial, and economic interests without requiring players to follow a predetermined storyline.&lt;br /&gt;
&lt;br /&gt;
The important question is not:&lt;br /&gt;
&lt;br /&gt;
'''Has this town been conquered?'''&lt;br /&gt;
&lt;br /&gt;
It is:&lt;br /&gt;
&lt;br /&gt;
'''Who controls it now?'''&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The basic principles of the territorial war are straightforward:&lt;br /&gt;
&lt;br /&gt;
* Identify which Orc clan controls your objective.&lt;br /&gt;
* Concentrate attacks rather than spreading kills among unrelated clans.&lt;br /&gt;
* Watch territorial progress messages.&lt;br /&gt;
* Maintain pressure when a clan begins regaining strength.&lt;br /&gt;
* Work from smaller territorial objectives toward zones and districts.&lt;br /&gt;
* Pay attention to changes elsewhere in Britannia.&lt;br /&gt;
* Remember that a liberated district can be lost again.&lt;br /&gt;
&lt;br /&gt;
For Orc-aligned players, the strategy is reversed: watch for liberated districts, locate the means to challenge human control, and coordinate an attempt to return the territory to Orc occupation.&lt;br /&gt;
&lt;br /&gt;
Neither side should assume that yesterday's victory settled anything permanently.&lt;br /&gt;
&lt;br /&gt;
== A Changing Britannia ==&lt;br /&gt;
&lt;br /&gt;
The purpose of the Orcish Invasion is not simply to add more monsters to Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It gives the world state.&lt;br /&gt;
&lt;br /&gt;
Britain, Vesper, Minoc, Yew, and the other communities of Britannia are connected by merchants, travelers, information, supplies, political loyalties, and roads.&lt;br /&gt;
&lt;br /&gt;
Occupation changes those relationships.&lt;br /&gt;
&lt;br /&gt;
Liberation changes them again.&lt;br /&gt;
&lt;br /&gt;
Recapture changes them again.&lt;br /&gt;
&lt;br /&gt;
Players who understand the territory, know the people living within it, maintain useful contacts, and pay attention to changes in the world possess something potentially as valuable as equipment:&lt;br /&gt;
&lt;br /&gt;
'''Knowledge of Britannia.'''&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4371</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4371"/>
		<updated>2026-09-21T18:15:59Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a PvE ruleset with a focus on fresh starts, accessibility, experimentation, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
Unlike a permanent shard, UO Seasons operates as a series of independent seasons. Each season begins from a clean state, restoring the early-game environment where characters are new, the economy has not yet accumulated years of wealth, and every player begins without a pre-established material advantage.&lt;br /&gt;
&lt;br /&gt;
Seasons will remain a '''PvE shard'''. Individual seasons may introduce new features, systems, themes, or other changes, but the underlying PvE identity remains constant.&lt;br /&gt;
&lt;br /&gt;
Characters, possessions, and housing reset between seasons, but not everything is lost. The '''Seasonal Identity''' system allows players to preserve an established character identity across seasons, while the '''Seasonal Points and Awards''' system provides persistent recognition for accomplishments earned over time.&lt;br /&gt;
&lt;br /&gt;
The result is a shard that can change from season to season while retaining a consistent foundation.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* PvE / Trammel ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state.&lt;br /&gt;
&lt;br /&gt;
This reset is fundamental to the Seasons model. Wealth, equipment, established characters, and control of the economy cannot accumulate indefinitely from one season to the next.&lt;br /&gt;
&lt;br /&gt;
At the same time, persistent identity and achievement systems provide continuity between seasons without carrying material advantages into the new world.&lt;br /&gt;
&lt;br /&gt;
== PvE and Seasonal Features ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a PvE shard.&lt;br /&gt;
&lt;br /&gt;
The underlying PvE ruleset remains consistent across seasons, but the contents of an individual season need not be identical to those that came before it.&lt;br /&gt;
&lt;br /&gt;
New seasons may introduce different features, systems, encounters, themes, or other changes while remaining grounded in the same classic Ultima Online foundation.&lt;br /&gt;
&lt;br /&gt;
Some seasons may remain relatively close to the traditional Publish 15 experience. Others may experiment with additional systems or mechanics.&lt;br /&gt;
&lt;br /&gt;
These seasonal changes allow the shard to evolve without requiring players to abandon the fresh-start structure that defines UO Seasons.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
'''The name of the first character created on the account during the season'''&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
'''The Seasonal Identity from the previous season'''&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation.&lt;br /&gt;
&lt;br /&gt;
Gold must be earned through gameplay systems. Direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established, approximately 200 gold per point for PvM activities, with scaling applied across other professions to provide comparable point generation through different styles of play.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time.&lt;br /&gt;
&lt;br /&gt;
Points spent during a season are not permanently lost. They are automatically re-credited in subsequent seasons, allowing players to participate in seasonal rewards without sacrificing their long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. The physical reward items do not survive a seasonal reset, but the points used to obtain them do. Players may therefore reacquire rewards or progress toward higher-tier awards in subsequent seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks point achievement across seasons, providing long-term recognition without carrying wealth, equipment, or other material advantages into the next season.&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is designed around Publish 15-era Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-appropriate locations, and loot tables have been reconstructed to reflect historical OSI behavior as closely as practical.&lt;br /&gt;
&lt;br /&gt;
This classic foundation remains consistent even when an individual season introduces additional features or systems.&lt;br /&gt;
&lt;br /&gt;
A limited number of quality-of-life enhancements and shard-specific encounters may also be present, including:&lt;br /&gt;
&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Additional champion encounters, such as Pirate and Azothu&lt;br /&gt;
&lt;br /&gt;
The objective is not to reproduce every historical limitation of Publish 15, but to preserve the recognizable mechanics, progression, and character of that era as the foundation upon which individual seasons are built.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to complement the world rather than serve as a primary means of progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and achievement are determined through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play UO Seasons? ==&lt;br /&gt;
&lt;br /&gt;
UO Seasons is designed for players who enjoy beginning again.&lt;br /&gt;
&lt;br /&gt;
Each season restores the experience of a young Ultima Online world: new characters, a fresh economy, unclaimed housing, and opportunities that have not already been accumulated by established players.&lt;br /&gt;
&lt;br /&gt;
The seasonal reset also creates room for experimentation. Players can try different characters, professions, strategies, and approaches knowing that the world itself will eventually begin again.&lt;br /&gt;
&lt;br /&gt;
At the same time, Seasonal Identity and Seasonal Points provide continuity. The world resets, but recognition of the player does not have to.&lt;br /&gt;
&lt;br /&gt;
Individual seasons may change.&lt;br /&gt;
&lt;br /&gt;
The PvE foundation remains.&lt;br /&gt;
&lt;br /&gt;
And every new season offers another fresh start.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4370</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4370"/>
		<updated>2026-09-20T20:22:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Orc Recapture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Orcish Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded Britannia.&lt;br /&gt;
&lt;br /&gt;
Major towns and the surrounding countryside can fall under Orc control. Occupation forces patrol the streets, commerce changes, travel becomes more dangerous, and the people living under occupation must decide where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Players can fight back.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion uses a territorial control system in which occupation forces can be progressively weakened and entire districts liberated. But unlike a conventional invasion event, liberation is not the end.&lt;br /&gt;
&lt;br /&gt;
'''The Orcs can return.'''&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players can work to reclaim territory that has been liberated. A town may therefore pass from Orc occupation to human control and eventually back into Orc hands, beginning the struggle again.&lt;br /&gt;
&lt;br /&gt;
There is no permanent victory condition.&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is a continuing part of Upheaval's world. Territorial control changes not only where Orcs can be found, but also commerce, vendor behavior, travel, access to supplies, courier activity, and the relative danger of different parts of Britannia.&lt;br /&gt;
&lt;br /&gt;
The struggle for Britannia never truly ends.&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Occupied regions are divided into a hierarchy of smaller territories. Players progressively weaken Orc control at the local level until larger portions of a town can ultimately be liberated.&lt;br /&gt;
&lt;br /&gt;
The basic progression is:&lt;br /&gt;
&lt;br /&gt;
'''Area → Zone → District'''&lt;br /&gt;
&lt;br /&gt;
Areas represent the smallest objectives within the occupation.&lt;br /&gt;
&lt;br /&gt;
Zones contain multiple areas.&lt;br /&gt;
&lt;br /&gt;
Districts represent the larger territorial objective and contain the zones that must be reclaimed before the district itself can be liberated.&lt;br /&gt;
&lt;br /&gt;
This allows players to make incremental progress against an occupation rather than requiring an entire town to be conquered at once.&lt;br /&gt;
&lt;br /&gt;
== Identifying Orc Clans ==&lt;br /&gt;
&lt;br /&gt;
Occupation forces belong to individual Orc clans.&lt;br /&gt;
&lt;br /&gt;
When you single-click an Orc, its clan name appears beneath its name:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important.&lt;br /&gt;
&lt;br /&gt;
Orcs belonging to the same clan cooperate in maintaining control of their territory. Attacking Orcs indiscriminately may accomplish very little if the players fighting the occupation spread their efforts across several clans.&lt;br /&gt;
&lt;br /&gt;
== Focus Your Efforts ==&lt;br /&gt;
&lt;br /&gt;
Successful liberation requires concentrated pressure.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its occupation through forces distributed throughout the territory. If players attack several clans simultaneously without doing enough damage to any one of them, the occupation can recover.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should identify a clan and concentrate their attacks against it.&lt;br /&gt;
&lt;br /&gt;
As an Orc clan loses forces, players make progress toward breaking its control of the area.&lt;br /&gt;
&lt;br /&gt;
If pressure is not maintained, the clan may begin rebuilding its strength.&lt;br /&gt;
&lt;br /&gt;
Players may see messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This means that previous progress against that clan is being lost.&lt;br /&gt;
&lt;br /&gt;
A coordinated group concentrating on one objective will therefore generally accomplish considerably more than players randomly killing occupation forces throughout the region.&lt;br /&gt;
&lt;br /&gt;
== Tracking Liberation Progress ==&lt;br /&gt;
&lt;br /&gt;
As players fight occupation forces, progress messages indicate their contribution toward liberation.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages reflect different levels of territorial progress.&lt;br /&gt;
&lt;br /&gt;
Clearing the required occupation forces within an area advances control of the larger zone. As additional areas fall, the Orcs gradually lose their ability to maintain control of that zone.&lt;br /&gt;
&lt;br /&gt;
When the requirements for a zone have been satisfied, the occupation forces there cease reinforcing and players are notified of their success.&lt;br /&gt;
&lt;br /&gt;
Progress continues until the larger district can be liberated.&lt;br /&gt;
&lt;br /&gt;
== Liberating a District ==&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As players reclaim the component territories, the Orcish occupation progressively loses its hold over the district.&lt;br /&gt;
&lt;br /&gt;
When the required territories have been reclaimed, the district is liberated.&lt;br /&gt;
&lt;br /&gt;
Liberation represents a significant change in the state of the world.&lt;br /&gt;
&lt;br /&gt;
Occupation forces withdraw, human commerce becomes easier, and vendors who were unwilling to serve human players may once again conduct business normally.&lt;br /&gt;
&lt;br /&gt;
But liberation does not erase the individual loyalties of the people living there.&lt;br /&gt;
&lt;br /&gt;
Some vendors may have secretly supported the human resistance throughout the occupation. Others may remain sympathetic to the Orcs even after the district has been reclaimed.&lt;br /&gt;
&lt;br /&gt;
And most importantly:&lt;br /&gt;
&lt;br /&gt;
'''Liberation is not permanent.'''&lt;br /&gt;
&lt;br /&gt;
== Orc-Aligned Players ==&lt;br /&gt;
&lt;br /&gt;
The war can be fought from either side.&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish forces and move among Orcs under circumstances that would be extremely dangerous for an ordinary human player.&lt;br /&gt;
&lt;br /&gt;
For an Orc-aligned player, territorial control has the opposite meaning.&lt;br /&gt;
&lt;br /&gt;
An Orc-occupied district may provide relatively safe movement and normal access to sympathetic commerce, while a district liberated by humans may become hostile territory.&lt;br /&gt;
&lt;br /&gt;
Orc players therefore have a reason to care about the territorial state of Britannia beyond simply participating in PvP.&lt;br /&gt;
&lt;br /&gt;
When humans liberate territory, Orc-aligned players can work toward taking it back.&lt;br /&gt;
&lt;br /&gt;
== Orc Recapture ==&lt;br /&gt;
&lt;br /&gt;
Liberated districts can eventually be returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
The Gypsy Seers found throughout Britannia provide Orc-aligned players with a means of beginning this process.&lt;br /&gt;
&lt;br /&gt;
Rather than fighting occupation forces, Orc players must weaken human control of the district and prove themselves against the human population.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players may bring the heads of their enemies to a Gypsy Seer. The Seer will accept only legitimate offerings from non-Orc players, and the spirits are not easily deceived by attempts to manufacture suitable sacrifices.&lt;br /&gt;
&lt;br /&gt;
Ten qualified heads are required.&lt;br /&gt;
&lt;br /&gt;
But blood alone is not enough.&lt;br /&gt;
&lt;br /&gt;
The Orcs must also make sufficient progress against human control of the district. If the offerings are complete but the district remains too secure, the Seer will refuse to begin the final ritual:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The offering is complete, yet the town's spirit remains too strong. Spill more blood in its streets.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Once the offerings are complete and the district has been sufficiently weakened, the Seer summons the '''Town Guardian'''.&lt;br /&gt;
&lt;br /&gt;
The Town Guardian represents the final defense of the liberated district.&lt;br /&gt;
&lt;br /&gt;
Defeating the Guardian returns the district to Orc control.&lt;br /&gt;
&lt;br /&gt;
When the Guardian falls, all of Britannia is notified:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The Town Guardian has fallen! The Orcs have reclaimed [district].&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Orc occupation is restored, occupation forces return, and the territorial struggle begins again.&lt;br /&gt;
&lt;br /&gt;
A district that humans fought to liberate may therefore once again become Orc territory.&lt;br /&gt;
&lt;br /&gt;
And it may subsequently be liberated again.&lt;br /&gt;
&lt;br /&gt;
== The Perpetual War ==&lt;br /&gt;
&lt;br /&gt;
This cycle is fundamental to Upheaval.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is not designed as a quest that the server eventually completes.&lt;br /&gt;
&lt;br /&gt;
There is no point at which players permanently defeat the invasion and remove the system from the world.&lt;br /&gt;
&lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
'''Orcs occupy territory.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans organize and liberate it.'''&lt;br /&gt;
&lt;br /&gt;
'''Orcs organize and recapture it.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans can liberate it again.'''&lt;br /&gt;
&lt;br /&gt;
The current map is therefore a snapshot of an ongoing conflict rather than a record of objectives that have been permanently completed.&lt;br /&gt;
&lt;br /&gt;
A town that was safe yesterday may not remain safe tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Commerce ==&lt;br /&gt;
&lt;br /&gt;
Territorial control affects more than combat.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Britannia have persistent loyalties.&lt;br /&gt;
&lt;br /&gt;
When a district is under Orc control:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Vendors openly hostile to humans may attack&lt;br /&gt;
&lt;br /&gt;
When humans liberate the district:&lt;br /&gt;
&lt;br /&gt;
* Human players regain normal access to most commerce&lt;br /&gt;
* Orc sympathizers may continue secretly assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse service&lt;br /&gt;
* Some vendors may attack Orc-aligned players&lt;br /&gt;
&lt;br /&gt;
A change in territorial control changes which side openly controls commerce.&lt;br /&gt;
&lt;br /&gt;
It does not change who the individual vendors are.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Some vendors belong to hidden networks of sympathizers, spies, and trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These relationships persist regardless of who currently controls the district.&lt;br /&gt;
&lt;br /&gt;
Players who learn these networks may be able to locate merchants willing to trade with them even behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying these vendors. Players must discover their loyalties through conversation, observation, experimentation, and information shared by other players.&lt;br /&gt;
&lt;br /&gt;
This means knowledge acquired during one occupation may remain valuable during the next.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Territorial control also affects the courier system.&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may ask players to carry documents, orders, parcels, and other items to contacts elsewhere in Britannia.&lt;br /&gt;
&lt;br /&gt;
The danger of that journey depends partly upon the state of the world.&lt;br /&gt;
&lt;br /&gt;
A destination controlled by your side represents a very different undertaking from a journey deep into territory controlled by your enemies.&lt;br /&gt;
&lt;br /&gt;
As districts are liberated and recaptured, courier routes and their relative dangers therefore change with them.&lt;br /&gt;
&lt;br /&gt;
A route that was relatively safe yesterday may cross hostile territory today.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Courier System]]'''.&lt;br /&gt;
&lt;br /&gt;
== Why Territorial Control Matters ==&lt;br /&gt;
&lt;br /&gt;
There is no universally desirable state of the map.&lt;br /&gt;
&lt;br /&gt;
Human players may want a town liberated because doing so improves access to merchants and makes travel safer.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players may want that same town returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
Even players nominally on the same side may occasionally have different interests. Dangerous routes and occupied territories can create opportunities that disappear when the countryside becomes safe.&lt;br /&gt;
&lt;br /&gt;
Territorial control therefore creates competing military, commercial, and economic interests without requiring players to follow a predetermined storyline.&lt;br /&gt;
&lt;br /&gt;
The important question is not:&lt;br /&gt;
&lt;br /&gt;
'''Has this town been conquered?'''&lt;br /&gt;
&lt;br /&gt;
It is:&lt;br /&gt;
&lt;br /&gt;
'''Who controls it now?'''&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The basic principles of the territorial war are straightforward:&lt;br /&gt;
&lt;br /&gt;
* Identify which Orc clan controls your objective.&lt;br /&gt;
* Concentrate attacks rather than spreading kills among unrelated clans.&lt;br /&gt;
* Watch territorial progress messages.&lt;br /&gt;
* Maintain pressure when a clan begins regaining strength.&lt;br /&gt;
* Work from smaller territorial objectives toward zones and districts.&lt;br /&gt;
* Pay attention to changes elsewhere in Britannia.&lt;br /&gt;
* Remember that a liberated district can be lost again.&lt;br /&gt;
&lt;br /&gt;
For Orc-aligned players, the strategy is reversed: watch for liberated districts, locate the means to challenge human control, and coordinate an attempt to return the territory to Orc occupation.&lt;br /&gt;
&lt;br /&gt;
Neither side should assume that yesterday's victory settled anything permanently.&lt;br /&gt;
&lt;br /&gt;
== A Changing Britannia ==&lt;br /&gt;
&lt;br /&gt;
The purpose of the Orcish Invasion is not simply to add more monsters to Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It gives the world state.&lt;br /&gt;
&lt;br /&gt;
Britain, Vesper, Minoc, Yew, and the other communities of Britannia are connected by merchants, travelers, information, supplies, political loyalties, and roads.&lt;br /&gt;
&lt;br /&gt;
Occupation changes those relationships.&lt;br /&gt;
&lt;br /&gt;
Liberation changes them again.&lt;br /&gt;
&lt;br /&gt;
Recapture changes them again.&lt;br /&gt;
&lt;br /&gt;
Players who understand the territory, know the people living within it, maintain useful contacts, and pay attention to changes in the world possess something potentially as valuable as equipment:&lt;br /&gt;
&lt;br /&gt;
'''Knowledge of Britannia.'''&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Courier_System&amp;diff=4369</id>
		<title>Courier System</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Courier_System&amp;diff=4369"/>
		<updated>2026-09-20T17:55:06Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Courier System =  == Introduction ==  The roads of Britannia carry more than travelers.  Under occupation, merchants, sympathizers, and spies maintain networks of trusted co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Courier System =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The roads of Britannia carry more than travelers.&lt;br /&gt;
&lt;br /&gt;
Under occupation, merchants, sympathizers, and spies maintain networks of trusted contacts across towns and territories. These people sometimes need documents, orders, supplies, and other items carried from one member of the network to another.&lt;br /&gt;
&lt;br /&gt;
Players can take on that responsibility by working as couriers.&lt;br /&gt;
&lt;br /&gt;
Courier work is not a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, objective arrow, or quest-completion interface. The assignment exists physically in the world: a vendor entrusts you with an item, tells you who needs it and where that person can be found, and leaves the journey to you.&lt;br /&gt;
&lt;br /&gt;
The package gives you a reason to leave town.&lt;br /&gt;
&lt;br /&gt;
What happens along the way is the adventure.&lt;br /&gt;
&lt;br /&gt;
== Finding Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Courier work begins with trusted vendors.&lt;br /&gt;
&lt;br /&gt;
Players who discover sympathetic vendors, spies, and other members of the hidden [[Vendors Under Occupation|vendor networks]] may ask whether they have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Words such as:&lt;br /&gt;
&lt;br /&gt;
* Job&lt;br /&gt;
* Task&lt;br /&gt;
* Delivery&lt;br /&gt;
&lt;br /&gt;
may indicate that you are looking for courier work.&lt;br /&gt;
&lt;br /&gt;
If the vendor has a suitable contact and is willing to trust you, they may create an assignment.&lt;br /&gt;
&lt;br /&gt;
A vendor might say:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Take this order to Doran, the blacksmith in Vesper. Keep it out of sight.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A courier item is then placed in your backpack.&lt;br /&gt;
&lt;br /&gt;
== The Courier Item ==&lt;br /&gt;
&lt;br /&gt;
The item entrusted to a courier might be a:&lt;br /&gt;
&lt;br /&gt;
* Sealed document&lt;br /&gt;
* Ledger&lt;br /&gt;
* Manifest&lt;br /&gt;
* Parcel&lt;br /&gt;
* Supply order&lt;br /&gt;
* Other item appropriate to the merchant network&lt;br /&gt;
&lt;br /&gt;
The item identifies the information needed to complete the delivery, including:&lt;br /&gt;
&lt;br /&gt;
* The intended recipient&lt;br /&gt;
* The recipient's profession&lt;br /&gt;
* The recipient's town&lt;br /&gt;
* The player entrusted with the delivery&lt;br /&gt;
* The approximate time remaining&lt;br /&gt;
&lt;br /&gt;
The assignment belongs to the courier who accepted it.&lt;br /&gt;
&lt;br /&gt;
The item must then be physically carried through Britannia to its destination.&lt;br /&gt;
&lt;br /&gt;
== Making the Delivery ==&lt;br /&gt;
&lt;br /&gt;
There is no objective arrow telling you where to go.&lt;br /&gt;
&lt;br /&gt;
The courier is given the name, profession, and town of the intended recipient and must find that person.&lt;br /&gt;
&lt;br /&gt;
Once the correct vendor has been located, the courier completes the assignment by dropping the entrusted item directly onto that vendor.&lt;br /&gt;
&lt;br /&gt;
If the delivery is valid, the recipient accepts it and the courier receives the reward that was set aside when the assignment began.&lt;br /&gt;
&lt;br /&gt;
The mechanics of the delivery are deliberately simple.&lt;br /&gt;
&lt;br /&gt;
Getting there may not be.&lt;br /&gt;
&lt;br /&gt;
== The Journey ==&lt;br /&gt;
&lt;br /&gt;
Suppose a human player accepts an order in Britain intended for a blacksmith in Vesper.&lt;br /&gt;
&lt;br /&gt;
Vesper is currently under Orc control.&lt;br /&gt;
&lt;br /&gt;
The courier now has choices:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid Orc patrols&lt;br /&gt;
* Ask another player for an escort&lt;br /&gt;
* Wait for conditions to improve&lt;br /&gt;
* Risk entering the occupied town alone&lt;br /&gt;
&lt;br /&gt;
There is no prescribed solution.&lt;br /&gt;
&lt;br /&gt;
A journey may involve hostile territory, Orc patrols, enemy players, resistance forces, other travelers, or changes in territorial control.&lt;br /&gt;
&lt;br /&gt;
The courier system provides the destination.&lt;br /&gt;
&lt;br /&gt;
Britannia provides the journey.&lt;br /&gt;
&lt;br /&gt;
== Territorial Control and Risk ==&lt;br /&gt;
&lt;br /&gt;
Courier work is tied directly to the state of the [[The Orc Invasion|Orcish Invasion]].&lt;br /&gt;
&lt;br /&gt;
A destination controlled by your side represents a different undertaking from a destination deep within enemy territory.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, the relative danger of courier routes changes.&lt;br /&gt;
&lt;br /&gt;
A journey that was relatively safe yesterday may become dangerous today.&lt;br /&gt;
&lt;br /&gt;
Likewise, a difficult route through hostile territory may become routine after successful liberation.&lt;br /&gt;
&lt;br /&gt;
Threat is considered from the courier's point of view.&lt;br /&gt;
&lt;br /&gt;
A human courier traveling into Orc-controlled territory faces danger that an Orc-aligned courier may not. The reverse can be true when traveling into territory controlled by humans.&lt;br /&gt;
&lt;br /&gt;
There is therefore no single map of &amp;quot;safe&amp;quot; and &amp;quot;dangerous&amp;quot; courier destinations.&lt;br /&gt;
&lt;br /&gt;
It depends upon who you are and who controls the territory.&lt;br /&gt;
&lt;br /&gt;
== Courier Reward Levels ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are ranked from '''Level 1 through Level 5'''.&lt;br /&gt;
&lt;br /&gt;
The reward level reflects the undertaking involved in completing the delivery.&lt;br /&gt;
&lt;br /&gt;
Two important factors are:&lt;br /&gt;
&lt;br /&gt;
* Travel distance&lt;br /&gt;
* Territorial danger&lt;br /&gt;
&lt;br /&gt;
A short delivery through friendly territory may produce a relatively modest reward.&lt;br /&gt;
&lt;br /&gt;
A long journey into hostile territory may produce a considerably better one.&lt;br /&gt;
&lt;br /&gt;
The exact method used to determine a courier assignment's reward level is intentionally left for players to explore.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier rewards are drawn from goods associated with the merchants and professions of Britannia.&lt;br /&gt;
&lt;br /&gt;
Depending upon the assignment, rewards may include:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions and bottles&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The quality and quantity of the reward can vary with the difficulty of the assignment.&lt;br /&gt;
&lt;br /&gt;
The exact reward is not disclosed when the assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier may understand that a particular delivery represents a substantial undertaking, but will not know precisely what reward is waiting at the destination.&lt;br /&gt;
&lt;br /&gt;
== Shopping and Courier Work ==&lt;br /&gt;
&lt;br /&gt;
The hidden vendor networks support two related but distinct activities.&lt;br /&gt;
&lt;br /&gt;
'''Shopping begins with the player:'''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;I need something.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The player asks trusted contacts for information and follows those leads in search of a merchant willing to provide the needed goods or services.&lt;br /&gt;
&lt;br /&gt;
'''Courier work begins with the vendor:'''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Do you have something that needs doing?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The vendor entrusts the player with an assignment and identifies another member of the network who must receive it.&lt;br /&gt;
&lt;br /&gt;
The two activities naturally reinforce one another.&lt;br /&gt;
&lt;br /&gt;
A player might first discover a sympathetic blacksmith while searching for equipment. Later, that same blacksmith may offer courier work.&lt;br /&gt;
&lt;br /&gt;
The resulting delivery may introduce the player to another vendor, another town, and another part of the network.&lt;br /&gt;
&lt;br /&gt;
See '''[[Vendors Under Occupation]]''' for additional information about vendor personalities, sympathizers, spies, and hidden merchant networks.&lt;br /&gt;
&lt;br /&gt;
== One Assignment at a Time ==&lt;br /&gt;
&lt;br /&gt;
A courier may have only one active courier assignment at a time.&lt;br /&gt;
&lt;br /&gt;
Accepting responsibility for a delivery therefore represents a commitment to that particular job until it is completed or otherwise ends.&lt;br /&gt;
&lt;br /&gt;
Courier assignments also have a limited amount of time in which they can be completed.&lt;br /&gt;
&lt;br /&gt;
The courier item itself indicates approximately how much time remains.&lt;br /&gt;
&lt;br /&gt;
== Emergent Roles ==&lt;br /&gt;
&lt;br /&gt;
Courier work is intended to create opportunities rather than character classes.&lt;br /&gt;
&lt;br /&gt;
A valuable delivery into hostile territory may encourage players to take on roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None of these requires a special skill or formal profession.&lt;br /&gt;
&lt;br /&gt;
They exist because players have something worth transporting and because other players may have reasons to help or interfere with them.&lt;br /&gt;
&lt;br /&gt;
A courier worried about the road to Vesper might hire another player as an escort.&lt;br /&gt;
&lt;br /&gt;
Several couriers might travel together.&lt;br /&gt;
&lt;br /&gt;
A scout might travel ahead looking for Orc patrols or hostile players.&lt;br /&gt;
&lt;br /&gt;
Someone else may decide that knowing where couriers travel creates opportunities of an entirely different sort.&lt;br /&gt;
&lt;br /&gt;
The system does not dictate these relationships.&lt;br /&gt;
&lt;br /&gt;
It creates reasons for them to exist.&lt;br /&gt;
&lt;br /&gt;
== Changing Economic Interests ==&lt;br /&gt;
&lt;br /&gt;
Danger is not always undesirable.&lt;br /&gt;
&lt;br /&gt;
Players interested primarily in safe commerce may want occupied towns liberated. Doing so improves access to merchants and makes travel through those territories easier.&lt;br /&gt;
&lt;br /&gt;
Couriers may sometimes see things differently.&lt;br /&gt;
&lt;br /&gt;
Dangerous assignments can represent greater undertakings and potentially better rewards. Changing territorial control can therefore improve some opportunities while diminishing others.&lt;br /&gt;
&lt;br /&gt;
This means players do not necessarily share the same economic interest in the state of Britannia.&lt;br /&gt;
&lt;br /&gt;
One group may celebrate the liberation of a town.&lt;br /&gt;
&lt;br /&gt;
Another may look at the newly safe road and realize that a particularly lucrative route just disappeared.&lt;br /&gt;
&lt;br /&gt;
Neither response requires a scripted faction objective.&lt;br /&gt;
&lt;br /&gt;
It emerges naturally from the state of the world.&lt;br /&gt;
&lt;br /&gt;
== Why Courier Work Exists ==&lt;br /&gt;
&lt;br /&gt;
Traditional Ultima Online acquisition is heavily centered around combat:&lt;br /&gt;
&lt;br /&gt;
Kill creatures and collect loot.&lt;br /&gt;
&lt;br /&gt;
Courier work supports another way of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
'''Learn the network. Accept responsibility. Travel through Britannia. Manage the risk. Complete the delivery.'''&lt;br /&gt;
&lt;br /&gt;
The package itself is not intended to be the adventure.&lt;br /&gt;
&lt;br /&gt;
It is the reason the player leaves town.&lt;br /&gt;
&lt;br /&gt;
Once on the road, the courier becomes part of the larger world: its occupation, its commerce, its conflicts, and the other players moving through it.&lt;br /&gt;
&lt;br /&gt;
Britain, Vesper, Minoc, Yew, and the other towns cease to be isolated collections of vendors.&lt;br /&gt;
&lt;br /&gt;
They become places connected by people, information, goods, roads, danger, and political allegiance.&lt;br /&gt;
&lt;br /&gt;
And sometimes somebody needs to carry something from one to another.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4368</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4368"/>
		<updated>2026-09-20T17:49:40Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Vendors Under Occupation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.&lt;br /&gt;
&lt;br /&gt;
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.&lt;br /&gt;
&lt;br /&gt;
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4367</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4367"/>
		<updated>2026-09-20T17:47:20Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Core Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent personalities that influence how they behave during occupation and liberation. Some support the ruling power. Some sympathize with the opposing side. Others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist.&lt;br /&gt;
&lt;br /&gt;
A vendor who quietly helps humans while living under Orc occupation does not suddenly become a different person when the town is liberated. Likewise, an Orc sympathizer may remain sympathetic to Orc players even after human forces regain control.&lt;br /&gt;
&lt;br /&gt;
Players must learn whom they can trust.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Under Orc Control ===&lt;br /&gt;
&lt;br /&gt;
When a town is occupied by Orcs:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Particularly hostile vendors may respond aggressively&lt;br /&gt;
&lt;br /&gt;
This can make ordinary supplies considerably more difficult for human players to obtain in occupied territory.&lt;br /&gt;
&lt;br /&gt;
=== Commerce After Liberation ===&lt;br /&gt;
&lt;br /&gt;
When a town has been liberated:&lt;br /&gt;
&lt;br /&gt;
* Human players may once again trade normally with most vendors&lt;br /&gt;
* Orc sympathizers may continue assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse to serve them&lt;br /&gt;
* Some vendors may respond aggressively to players they consider enemies&lt;br /&gt;
&lt;br /&gt;
Liberating a town therefore changes control of commerce without erasing the individual loyalties of the people who live there.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts are disabled&lt;br /&gt;
* Reds are allowed in town&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4366</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4366"/>
		<updated>2026-09-20T17:45:22Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Core Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent personalities that influence how they behave during occupation and liberation. Some support the ruling power. Some sympathize with the opposing side. Others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist.&lt;br /&gt;
&lt;br /&gt;
A vendor who quietly helps humans while living under Orc occupation does not suddenly become a different person when the town is liberated. Likewise, an Orc sympathizer may remain sympathetic to Orc players even after human forces regain control.&lt;br /&gt;
&lt;br /&gt;
Players must learn whom they can trust.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Under Orc Control ===&lt;br /&gt;
&lt;br /&gt;
When a town is occupied by Orcs:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Particularly hostile vendors may respond aggressively&lt;br /&gt;
&lt;br /&gt;
This can make ordinary supplies considerably more difficult for human players to obtain in occupied territory.&lt;br /&gt;
&lt;br /&gt;
=== Commerce After Liberation ===&lt;br /&gt;
&lt;br /&gt;
When a town has been liberated:&lt;br /&gt;
&lt;br /&gt;
* Human players may once again trade normally with most vendors&lt;br /&gt;
* Orc sympathizers may continue assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse to serve them&lt;br /&gt;
* Some vendors may respond aggressively to players they consider enemies&lt;br /&gt;
&lt;br /&gt;
Liberating a town therefore changes control of commerce without erasing the individual loyalties of the people who live there.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Vendors_Under_Occupation&amp;diff=4365</id>
		<title>Vendors Under Occupation</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Vendors_Under_Occupation&amp;diff=4365"/>
		<updated>2026-09-20T17:42:54Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Vendors Under Occupation =  == Introduction ==  The people of Britannia do not react uniformly to war.  Under the Orcish occupation, merchants and other townspeople have the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vendors Under Occupation =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia do not react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Under the Orcish occupation, merchants and other townspeople have their own loyalties. Some support the ruling power. Some quietly sympathize with the opposing side. A few may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist even when control of a town changes.&lt;br /&gt;
&lt;br /&gt;
A vendor who secretly helps humans during an Orc occupation does not suddenly become an Orc loyalist when the town is liberated. Likewise, an Orc sympathizer may continue to assist Orc-aligned players after human forces regain control.&lt;br /&gt;
&lt;br /&gt;
Players must learn whom they can trust.&lt;br /&gt;
&lt;br /&gt;
== Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors are assigned persistent political personalities that influence how they react to occupation, liberation, and the allegiance of nearby players.&lt;br /&gt;
&lt;br /&gt;
These personalities are not displayed through labels, icons, or special interfaces.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal their attitudes through what they say and how they behave.&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor might quietly suggest that allies remain nearby.&lt;br /&gt;
&lt;br /&gt;
A spy may warn that appearances are deceptive.&lt;br /&gt;
&lt;br /&gt;
A hostile vendor may make their position considerably more obvious.&lt;br /&gt;
&lt;br /&gt;
Players discover these personalities through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Commerce Under Orc Occupation ==&lt;br /&gt;
&lt;br /&gt;
When a town is under Orc control, commerce changes.&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors.&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly.&lt;br /&gt;
* Some vendors refuse to serve human players.&lt;br /&gt;
* Vendors openly hostile to humans may attack them.&lt;br /&gt;
&lt;br /&gt;
An occupied town is therefore not necessarily closed to human commerce.&lt;br /&gt;
&lt;br /&gt;
The problem is discovering whom you can trust.&lt;br /&gt;
&lt;br /&gt;
A sympathetic blacksmith, mage, provisioner, or other merchant may continue conducting business despite the occupation, but finding those people becomes part of living in occupied Britannia.&lt;br /&gt;
&lt;br /&gt;
== Commerce After Liberation ==&lt;br /&gt;
&lt;br /&gt;
Liberating a town reverses much of the commercial situation.&lt;br /&gt;
&lt;br /&gt;
* Human players may once again trade normally with most vendors.&lt;br /&gt;
* Orc sympathizers may continue assisting Orc-aligned players in secret.&lt;br /&gt;
* Vendors hostile to Orcs may refuse to serve Orc-aligned players.&lt;br /&gt;
* Some may respond aggressively.&lt;br /&gt;
&lt;br /&gt;
Liberation changes who openly controls commerce.&lt;br /&gt;
&lt;br /&gt;
It does not erase the loyalties of the people who live there.&lt;br /&gt;
&lt;br /&gt;
As towns are liberated and recaptured during the [[The Orc Invasion|Orcish Invasion]], these relationships persist through the changing political landscape.&lt;br /&gt;
&lt;br /&gt;
== Discovering Sympathetic Vendors ==&lt;br /&gt;
&lt;br /&gt;
There is no master list identifying which vendors can be trusted.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover that information themselves.&lt;br /&gt;
&lt;br /&gt;
Pay attention to what vendors say.&lt;br /&gt;
&lt;br /&gt;
Their comments may depend upon:&lt;br /&gt;
&lt;br /&gt;
* Their own political loyalty&lt;br /&gt;
* Whether the town is occupied or liberated&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
&lt;br /&gt;
Remarks are intentionally occasional rather than constant. A vendor may reveal something useful about themselves only from time to time.&lt;br /&gt;
&lt;br /&gt;
Learning the population of a town can therefore be valuable in its own right.&lt;br /&gt;
&lt;br /&gt;
The merchant who appears unremarkable today may become extremely important when control of the town changes tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may know other people who share their loyalties.&lt;br /&gt;
&lt;br /&gt;
A player who finds a trusted vendor and asks the right questions may be referred to another contact elsewhere in Britannia.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A referral may identify the contact by name, profession, and location.&lt;br /&gt;
&lt;br /&gt;
These referrals are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, objective arrow, or scripted sequence to follow.&lt;br /&gt;
&lt;br /&gt;
They are information.&lt;br /&gt;
&lt;br /&gt;
Over time, players can use these clues to build their own knowledge of the hidden political and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies Through the Network ==&lt;br /&gt;
&lt;br /&gt;
One purpose of the vendor network is simply commerce.&lt;br /&gt;
&lt;br /&gt;
Suppose a human player needs reagents while living in an Orc-controlled town.&lt;br /&gt;
&lt;br /&gt;
The local mage vendors may refuse to trade with humans. Rather than abandoning the town, the player can seek out someone already known to be sympathetic and ask for help or information.&lt;br /&gt;
&lt;br /&gt;
That vendor might provide the name of another trusted merchant:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Seek out Marissa, the mage in Yew. She is a friend, but be discreet.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The player must then travel to Yew, locate Marissa, and discover whether she can provide what is needed.&lt;br /&gt;
&lt;br /&gt;
Through sympathetic contacts, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies that may be difficult to obtain under occupation&lt;br /&gt;
&lt;br /&gt;
No formal assignment is created.&lt;br /&gt;
&lt;br /&gt;
The player begins with a need, gathers information, and decides what to do with it.&lt;br /&gt;
&lt;br /&gt;
== Vendor Networks and Courier Work ==&lt;br /&gt;
&lt;br /&gt;
The same networks used to locate sympathetic merchants can also provide another kind of opportunity.&lt;br /&gt;
&lt;br /&gt;
Trusted vendors sometimes need documents, orders, parcels, or other items delivered to their contacts elsewhere in Britannia.&lt;br /&gt;
&lt;br /&gt;
Unlike searching for supplies, courier work begins with the vendor asking something of the player.&lt;br /&gt;
&lt;br /&gt;
A merchant discovered while searching for equipment may therefore later become a source of work, and a courier assignment may introduce the player to additional merchants and towns.&lt;br /&gt;
&lt;br /&gt;
See '''[[Courier System]]''' for additional information.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Has Value ==&lt;br /&gt;
&lt;br /&gt;
Occupation changes more than who controls a town.&lt;br /&gt;
&lt;br /&gt;
It changes whom you can trade with, where supplies can be obtained, which contacts are useful, and how safely those contacts can be reached.&lt;br /&gt;
&lt;br /&gt;
Because vendor personalities persist as territorial control changes, information learned about the people of Britannia remains useful.&lt;br /&gt;
&lt;br /&gt;
Players may gradually learn:&lt;br /&gt;
&lt;br /&gt;
* Which merchants can be trusted&lt;br /&gt;
* Which merchants are hostile&lt;br /&gt;
* Who has useful contacts elsewhere&lt;br /&gt;
* Where sympathetic traders can be found&lt;br /&gt;
* Which commercial networks extend between towns&lt;br /&gt;
&lt;br /&gt;
This knowledge can be shared, guarded, traded, or simply remembered.&lt;br /&gt;
&lt;br /&gt;
A town is therefore more than a collection of NPC shops.&lt;br /&gt;
&lt;br /&gt;
Its inhabitants have loyalties.&lt;br /&gt;
&lt;br /&gt;
And those loyalties matter.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4364</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4364"/>
		<updated>2026-09-20T17:39:23Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* The Orcish Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent personalities that influence how they behave during occupation and liberation. Some support the ruling power. Some sympathize with the opposing side. Others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist.&lt;br /&gt;
&lt;br /&gt;
A vendor who quietly helps humans while living under Orc occupation does not suddenly become a different person when the town is liberated. Likewise, an Orc sympathizer may remain sympathetic to Orc players even after human forces regain control.&lt;br /&gt;
&lt;br /&gt;
Players must learn whom they can trust.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Under Orc Control ===&lt;br /&gt;
&lt;br /&gt;
When a town is occupied by Orcs:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Particularly hostile vendors may respond aggressively&lt;br /&gt;
&lt;br /&gt;
This can make ordinary supplies considerably more difficult for human players to obtain in occupied territory.&lt;br /&gt;
&lt;br /&gt;
=== Commerce After Liberation ===&lt;br /&gt;
&lt;br /&gt;
When a town has been liberated:&lt;br /&gt;
&lt;br /&gt;
* Human players may once again trade normally with most vendors&lt;br /&gt;
* Orc sympathizers may continue assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse to serve them&lt;br /&gt;
* Some vendors may respond aggressively to players they consider enemies&lt;br /&gt;
&lt;br /&gt;
Liberating a town therefore changes control of commerce without erasing the individual loyalties of the people who live there.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Season_2:_The_Orc_Invasion&amp;diff=4363</id>
		<title>Season 2: The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Season_2:_The_Orc_Invasion&amp;diff=4363"/>
		<updated>2026-09-20T17:36:22Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Adam ant moved page Season 2: The Orc Invasion to The Orc Invasion: Renamed for Upheaval&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Orc Invasion]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4362</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4362"/>
		<updated>2026-09-20T17:36:22Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Adam ant moved page Season 2: The Orc Invasion to The Orc Invasion: Renamed for Upheaval&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Orcish Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded Britannia.&lt;br /&gt;
&lt;br /&gt;
Major towns and the surrounding countryside can fall under Orc control. Occupation forces patrol the streets, commerce changes, travel becomes more dangerous, and the people living under occupation must decide where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Players can fight back.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion uses a territorial control system in which occupation forces can be progressively weakened and entire districts liberated. But unlike a conventional invasion event, liberation is not the end.&lt;br /&gt;
&lt;br /&gt;
'''The Orcs can return.'''&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players can work to reclaim territory that has been liberated. A town may therefore pass from Orc occupation to human control and eventually back into Orc hands, beginning the struggle again.&lt;br /&gt;
&lt;br /&gt;
There is no permanent victory condition.&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is a continuing part of Upheaval's world. Territorial control changes not only where Orcs can be found, but also commerce, vendor behavior, travel, access to supplies, courier activity, and the relative danger of different parts of Britannia.&lt;br /&gt;
&lt;br /&gt;
The struggle for Britannia never truly ends.&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Occupied regions are divided into a hierarchy of smaller territories. Players progressively weaken Orc control at the local level until larger portions of a town can ultimately be liberated.&lt;br /&gt;
&lt;br /&gt;
The basic progression is:&lt;br /&gt;
&lt;br /&gt;
'''Area → Zone → District'''&lt;br /&gt;
&lt;br /&gt;
Areas represent the smallest objectives within the occupation.&lt;br /&gt;
&lt;br /&gt;
Zones contain multiple areas.&lt;br /&gt;
&lt;br /&gt;
Districts represent the larger territorial objective and contain the zones that must be reclaimed before the district itself can be liberated.&lt;br /&gt;
&lt;br /&gt;
This allows players to make incremental progress against an occupation rather than requiring an entire town to be conquered at once.&lt;br /&gt;
&lt;br /&gt;
== Identifying Orc Clans ==&lt;br /&gt;
&lt;br /&gt;
Occupation forces belong to individual Orc clans.&lt;br /&gt;
&lt;br /&gt;
When you single-click an Orc, its clan name appears beneath its name:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important.&lt;br /&gt;
&lt;br /&gt;
Orcs belonging to the same clan cooperate in maintaining control of their territory. Attacking Orcs indiscriminately may accomplish very little if the players fighting the occupation spread their efforts across several clans.&lt;br /&gt;
&lt;br /&gt;
== Focus Your Efforts ==&lt;br /&gt;
&lt;br /&gt;
Successful liberation requires concentrated pressure.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its occupation through forces distributed throughout the territory. If players attack several clans simultaneously without doing enough damage to any one of them, the occupation can recover.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should identify a clan and concentrate their attacks against it.&lt;br /&gt;
&lt;br /&gt;
As an Orc clan loses forces, players make progress toward breaking its control of the area.&lt;br /&gt;
&lt;br /&gt;
If pressure is not maintained, the clan may begin rebuilding its strength.&lt;br /&gt;
&lt;br /&gt;
Players may see messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This means that previous progress against that clan is being lost.&lt;br /&gt;
&lt;br /&gt;
A coordinated group concentrating on one objective will therefore generally accomplish considerably more than players randomly killing occupation forces throughout the region.&lt;br /&gt;
&lt;br /&gt;
== Tracking Liberation Progress ==&lt;br /&gt;
&lt;br /&gt;
As players fight occupation forces, progress messages indicate their contribution toward liberation.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages reflect different levels of territorial progress.&lt;br /&gt;
&lt;br /&gt;
Clearing the required occupation forces within an area advances control of the larger zone. As additional areas fall, the Orcs gradually lose their ability to maintain control of that zone.&lt;br /&gt;
&lt;br /&gt;
When the requirements for a zone have been satisfied, the occupation forces there cease reinforcing and players are notified of their success.&lt;br /&gt;
&lt;br /&gt;
Progress continues until the larger district can be liberated.&lt;br /&gt;
&lt;br /&gt;
== Liberating a District ==&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As players reclaim the component territories, the Orcish occupation progressively loses its hold over the district.&lt;br /&gt;
&lt;br /&gt;
When the required territories have been reclaimed, the district is liberated.&lt;br /&gt;
&lt;br /&gt;
Liberation represents a significant change in the state of the world.&lt;br /&gt;
&lt;br /&gt;
Occupation forces withdraw, human commerce becomes easier, and vendors who were unwilling to serve human players may once again conduct business normally.&lt;br /&gt;
&lt;br /&gt;
But liberation does not erase the individual loyalties of the people living there.&lt;br /&gt;
&lt;br /&gt;
Some vendors may have secretly supported the human resistance throughout the occupation. Others may remain sympathetic to the Orcs even after the district has been reclaimed.&lt;br /&gt;
&lt;br /&gt;
And most importantly:&lt;br /&gt;
&lt;br /&gt;
'''Liberation is not permanent.'''&lt;br /&gt;
&lt;br /&gt;
== Orc-Aligned Players ==&lt;br /&gt;
&lt;br /&gt;
The war can be fought from either side.&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish forces and move among Orcs under circumstances that would be extremely dangerous for an ordinary human player.&lt;br /&gt;
&lt;br /&gt;
For an Orc-aligned player, territorial control has the opposite meaning.&lt;br /&gt;
&lt;br /&gt;
An Orc-occupied district may provide relatively safe movement and normal access to sympathetic commerce, while a district liberated by humans may become hostile territory.&lt;br /&gt;
&lt;br /&gt;
Orc players therefore have a reason to care about the territorial state of Britannia beyond simply participating in PvP.&lt;br /&gt;
&lt;br /&gt;
When humans liberate territory, Orc-aligned players can work toward taking it back.&lt;br /&gt;
&lt;br /&gt;
== Orc Recapture ==&lt;br /&gt;
&lt;br /&gt;
Liberated districts can eventually be returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
The Gypsy Seers found throughout Britannia provide Orc-aligned players with a means of beginning this process.&lt;br /&gt;
&lt;br /&gt;
Rather than attacking ordinary occupation forces, Orc players must prove themselves against the human population and ultimately challenge the forces protecting liberated territory.&lt;br /&gt;
&lt;br /&gt;
'''[VERIFY: The current implementation requires an Orc-aligned player to present 10 valid human heads to a Gypsy Seer. The Seer then provides/summons the mechanism by which the district's Town Guardian can be challenged. Confirm exact Seer dialogue, head-validation rules, Guardian summoning sequence, and whether any additional prerequisites apply before documenting these steps.]'''&lt;br /&gt;
&lt;br /&gt;
The final objective is the '''Town Guardian''' protecting the liberated district.&lt;br /&gt;
&lt;br /&gt;
If the Orcs defeat the Guardian, the district falls.&lt;br /&gt;
&lt;br /&gt;
Orc occupation is restored, occupation forces return, and the territorial struggle begins again.&lt;br /&gt;
&lt;br /&gt;
A district that humans fought to liberate may therefore once again become Orc territory.&lt;br /&gt;
&lt;br /&gt;
And it may subsequently be liberated again.&lt;br /&gt;
&lt;br /&gt;
== The Perpetual War ==&lt;br /&gt;
&lt;br /&gt;
This cycle is fundamental to Upheaval.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is not designed as a quest that the server eventually completes.&lt;br /&gt;
&lt;br /&gt;
There is no point at which players permanently defeat the invasion and remove the system from the world.&lt;br /&gt;
&lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
'''Orcs occupy territory.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans organize and liberate it.'''&lt;br /&gt;
&lt;br /&gt;
'''Orcs organize and recapture it.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans can liberate it again.'''&lt;br /&gt;
&lt;br /&gt;
The current map is therefore a snapshot of an ongoing conflict rather than a record of objectives that have been permanently completed.&lt;br /&gt;
&lt;br /&gt;
A town that was safe yesterday may not remain safe tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Commerce ==&lt;br /&gt;
&lt;br /&gt;
Territorial control affects more than combat.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Britannia have persistent loyalties.&lt;br /&gt;
&lt;br /&gt;
When a district is under Orc control:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Vendors openly hostile to humans may attack&lt;br /&gt;
&lt;br /&gt;
When humans liberate the district:&lt;br /&gt;
&lt;br /&gt;
* Human players regain normal access to most commerce&lt;br /&gt;
* Orc sympathizers may continue secretly assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse service&lt;br /&gt;
* Some vendors may attack Orc-aligned players&lt;br /&gt;
&lt;br /&gt;
A change in territorial control changes which side openly controls commerce.&lt;br /&gt;
&lt;br /&gt;
It does not change who the individual vendors are.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Some vendors belong to hidden networks of sympathizers, spies, and trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These relationships persist regardless of who currently controls the district.&lt;br /&gt;
&lt;br /&gt;
Players who learn these networks may be able to locate merchants willing to trade with them even behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying these vendors. Players must discover their loyalties through conversation, observation, experimentation, and information shared by other players.&lt;br /&gt;
&lt;br /&gt;
This means knowledge acquired during one occupation may remain valuable during the next.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Territorial control also affects the courier system.&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may ask players to carry documents, orders, parcels, and other items to contacts elsewhere in Britannia.&lt;br /&gt;
&lt;br /&gt;
The danger of that journey depends partly upon the state of the world.&lt;br /&gt;
&lt;br /&gt;
A destination controlled by your side represents a very different undertaking from a journey deep into territory controlled by your enemies.&lt;br /&gt;
&lt;br /&gt;
As districts are liberated and recaptured, courier routes and their relative dangers therefore change with them.&lt;br /&gt;
&lt;br /&gt;
A route that was relatively safe yesterday may cross hostile territory today.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Courier System]]'''.&lt;br /&gt;
&lt;br /&gt;
== Why Territorial Control Matters ==&lt;br /&gt;
&lt;br /&gt;
There is no universally desirable state of the map.&lt;br /&gt;
&lt;br /&gt;
Human players may want a town liberated because doing so improves access to merchants and makes travel safer.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players may want that same town returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
Even players nominally on the same side may occasionally have different interests. Dangerous routes and occupied territories can create opportunities that disappear when the countryside becomes safe.&lt;br /&gt;
&lt;br /&gt;
Territorial control therefore creates competing military, commercial, and economic interests without requiring players to follow a predetermined storyline.&lt;br /&gt;
&lt;br /&gt;
The important question is not:&lt;br /&gt;
&lt;br /&gt;
'''Has this town been conquered?'''&lt;br /&gt;
&lt;br /&gt;
It is:&lt;br /&gt;
&lt;br /&gt;
'''Who controls it now?'''&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The basic principles of the territorial war are straightforward:&lt;br /&gt;
&lt;br /&gt;
* Identify which Orc clan controls your objective.&lt;br /&gt;
* Concentrate attacks rather than spreading kills among unrelated clans.&lt;br /&gt;
* Watch territorial progress messages.&lt;br /&gt;
* Maintain pressure when a clan begins regaining strength.&lt;br /&gt;
* Work from smaller territorial objectives toward zones and districts.&lt;br /&gt;
* Pay attention to changes elsewhere in Britannia.&lt;br /&gt;
* Remember that a liberated district can be lost again.&lt;br /&gt;
&lt;br /&gt;
For Orc-aligned players, the strategy is reversed: watch for liberated districts, locate the means to challenge human control, and coordinate an attempt to return the territory to Orc occupation.&lt;br /&gt;
&lt;br /&gt;
Neither side should assume that yesterday's victory settled anything permanently.&lt;br /&gt;
&lt;br /&gt;
== A Changing Britannia ==&lt;br /&gt;
&lt;br /&gt;
The purpose of the Orcish Invasion is not simply to add more monsters to Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It gives the world state.&lt;br /&gt;
&lt;br /&gt;
Britain, Vesper, Minoc, Yew, and the other communities of Britannia are connected by merchants, travelers, information, supplies, political loyalties, and roads.&lt;br /&gt;
&lt;br /&gt;
Occupation changes those relationships.&lt;br /&gt;
&lt;br /&gt;
Liberation changes them again.&lt;br /&gt;
&lt;br /&gt;
Recapture changes them again.&lt;br /&gt;
&lt;br /&gt;
Players who understand the territory, know the people living within it, maintain useful contacts, and pay attention to changes in the world possess something potentially as valuable as equipment:&lt;br /&gt;
&lt;br /&gt;
'''Knowledge of Britannia.'''&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4361</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4361"/>
		<updated>2026-09-20T17:29:04Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* The Orcish Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.&lt;br /&gt;
&lt;br /&gt;
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.&lt;br /&gt;
&lt;br /&gt;
Liberation, however, is not permanent.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.&lt;br /&gt;
&lt;br /&gt;
Territorial control can therefore shift repeatedly over the life of the shard:&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
There is no final state in which Britannia has been permanently saved or permanently conquered.&lt;br /&gt;
&lt;br /&gt;
These changes affect more than the creatures occupying an area. Territorial control influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.&lt;br /&gt;
&lt;br /&gt;
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.&lt;br /&gt;
&lt;br /&gt;
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[Season_2:_The_Orc_Invasion]]'''.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent personalities that influence how they behave during occupation and liberation. Some support the ruling power. Some sympathize with the opposing side. Others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist.&lt;br /&gt;
&lt;br /&gt;
A vendor who quietly helps humans while living under Orc occupation does not suddenly become a different person when the town is liberated. Likewise, an Orc sympathizer may remain sympathetic to Orc players even after human forces regain control.&lt;br /&gt;
&lt;br /&gt;
Players must learn whom they can trust.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Under Orc Control ===&lt;br /&gt;
&lt;br /&gt;
When a town is occupied by Orcs:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Particularly hostile vendors may respond aggressively&lt;br /&gt;
&lt;br /&gt;
This can make ordinary supplies considerably more difficult for human players to obtain in occupied territory.&lt;br /&gt;
&lt;br /&gt;
=== Commerce After Liberation ===&lt;br /&gt;
&lt;br /&gt;
When a town has been liberated:&lt;br /&gt;
&lt;br /&gt;
* Human players may once again trade normally with most vendors&lt;br /&gt;
* Orc sympathizers may continue assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse to serve them&lt;br /&gt;
* Some vendors may respond aggressively to players they consider enemies&lt;br /&gt;
&lt;br /&gt;
Liberating a town therefore changes control of commerce without erasing the individual loyalties of the people who live there.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4360</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4360"/>
		<updated>2026-09-20T17:27:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Orcish Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded Britannia.&lt;br /&gt;
&lt;br /&gt;
Major towns and the surrounding countryside can fall under Orc control. Occupation forces patrol the streets, commerce changes, travel becomes more dangerous, and the people living under occupation must decide where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Players can fight back.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion uses a territorial control system in which occupation forces can be progressively weakened and entire districts liberated. But unlike a conventional invasion event, liberation is not the end.&lt;br /&gt;
&lt;br /&gt;
'''The Orcs can return.'''&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players can work to reclaim territory that has been liberated. A town may therefore pass from Orc occupation to human control and eventually back into Orc hands, beginning the struggle again.&lt;br /&gt;
&lt;br /&gt;
There is no permanent victory condition.&lt;br /&gt;
&lt;br /&gt;
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is a continuing part of Upheaval's world. Territorial control changes not only where Orcs can be found, but also commerce, vendor behavior, travel, access to supplies, courier activity, and the relative danger of different parts of Britannia.&lt;br /&gt;
&lt;br /&gt;
The struggle for Britannia never truly ends.&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Occupied regions are divided into a hierarchy of smaller territories. Players progressively weaken Orc control at the local level until larger portions of a town can ultimately be liberated.&lt;br /&gt;
&lt;br /&gt;
The basic progression is:&lt;br /&gt;
&lt;br /&gt;
'''Area → Zone → District'''&lt;br /&gt;
&lt;br /&gt;
Areas represent the smallest objectives within the occupation.&lt;br /&gt;
&lt;br /&gt;
Zones contain multiple areas.&lt;br /&gt;
&lt;br /&gt;
Districts represent the larger territorial objective and contain the zones that must be reclaimed before the district itself can be liberated.&lt;br /&gt;
&lt;br /&gt;
This allows players to make incremental progress against an occupation rather than requiring an entire town to be conquered at once.&lt;br /&gt;
&lt;br /&gt;
== Identifying Orc Clans ==&lt;br /&gt;
&lt;br /&gt;
Occupation forces belong to individual Orc clans.&lt;br /&gt;
&lt;br /&gt;
When you single-click an Orc, its clan name appears beneath its name:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important.&lt;br /&gt;
&lt;br /&gt;
Orcs belonging to the same clan cooperate in maintaining control of their territory. Attacking Orcs indiscriminately may accomplish very little if the players fighting the occupation spread their efforts across several clans.&lt;br /&gt;
&lt;br /&gt;
== Focus Your Efforts ==&lt;br /&gt;
&lt;br /&gt;
Successful liberation requires concentrated pressure.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its occupation through forces distributed throughout the territory. If players attack several clans simultaneously without doing enough damage to any one of them, the occupation can recover.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should identify a clan and concentrate their attacks against it.&lt;br /&gt;
&lt;br /&gt;
As an Orc clan loses forces, players make progress toward breaking its control of the area.&lt;br /&gt;
&lt;br /&gt;
If pressure is not maintained, the clan may begin rebuilding its strength.&lt;br /&gt;
&lt;br /&gt;
Players may see messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This means that previous progress against that clan is being lost.&lt;br /&gt;
&lt;br /&gt;
A coordinated group concentrating on one objective will therefore generally accomplish considerably more than players randomly killing occupation forces throughout the region.&lt;br /&gt;
&lt;br /&gt;
== Tracking Liberation Progress ==&lt;br /&gt;
&lt;br /&gt;
As players fight occupation forces, progress messages indicate their contribution toward liberation.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages reflect different levels of territorial progress.&lt;br /&gt;
&lt;br /&gt;
Clearing the required occupation forces within an area advances control of the larger zone. As additional areas fall, the Orcs gradually lose their ability to maintain control of that zone.&lt;br /&gt;
&lt;br /&gt;
When the requirements for a zone have been satisfied, the occupation forces there cease reinforcing and players are notified of their success.&lt;br /&gt;
&lt;br /&gt;
Progress continues until the larger district can be liberated.&lt;br /&gt;
&lt;br /&gt;
== Liberating a District ==&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As players reclaim the component territories, the Orcish occupation progressively loses its hold over the district.&lt;br /&gt;
&lt;br /&gt;
When the required territories have been reclaimed, the district is liberated.&lt;br /&gt;
&lt;br /&gt;
Liberation represents a significant change in the state of the world.&lt;br /&gt;
&lt;br /&gt;
Occupation forces withdraw, human commerce becomes easier, and vendors who were unwilling to serve human players may once again conduct business normally.&lt;br /&gt;
&lt;br /&gt;
But liberation does not erase the individual loyalties of the people living there.&lt;br /&gt;
&lt;br /&gt;
Some vendors may have secretly supported the human resistance throughout the occupation. Others may remain sympathetic to the Orcs even after the district has been reclaimed.&lt;br /&gt;
&lt;br /&gt;
And most importantly:&lt;br /&gt;
&lt;br /&gt;
'''Liberation is not permanent.'''&lt;br /&gt;
&lt;br /&gt;
== Orc-Aligned Players ==&lt;br /&gt;
&lt;br /&gt;
The war can be fought from either side.&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish forces and move among Orcs under circumstances that would be extremely dangerous for an ordinary human player.&lt;br /&gt;
&lt;br /&gt;
For an Orc-aligned player, territorial control has the opposite meaning.&lt;br /&gt;
&lt;br /&gt;
An Orc-occupied district may provide relatively safe movement and normal access to sympathetic commerce, while a district liberated by humans may become hostile territory.&lt;br /&gt;
&lt;br /&gt;
Orc players therefore have a reason to care about the territorial state of Britannia beyond simply participating in PvP.&lt;br /&gt;
&lt;br /&gt;
When humans liberate territory, Orc-aligned players can work toward taking it back.&lt;br /&gt;
&lt;br /&gt;
== Orc Recapture ==&lt;br /&gt;
&lt;br /&gt;
Liberated districts can eventually be returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
The Gypsy Seers found throughout Britannia provide Orc-aligned players with a means of beginning this process.&lt;br /&gt;
&lt;br /&gt;
Rather than attacking ordinary occupation forces, Orc players must prove themselves against the human population and ultimately challenge the forces protecting liberated territory.&lt;br /&gt;
&lt;br /&gt;
'''[VERIFY: The current implementation requires an Orc-aligned player to present 10 valid human heads to a Gypsy Seer. The Seer then provides/summons the mechanism by which the district's Town Guardian can be challenged. Confirm exact Seer dialogue, head-validation rules, Guardian summoning sequence, and whether any additional prerequisites apply before documenting these steps.]'''&lt;br /&gt;
&lt;br /&gt;
The final objective is the '''Town Guardian''' protecting the liberated district.&lt;br /&gt;
&lt;br /&gt;
If the Orcs defeat the Guardian, the district falls.&lt;br /&gt;
&lt;br /&gt;
Orc occupation is restored, occupation forces return, and the territorial struggle begins again.&lt;br /&gt;
&lt;br /&gt;
A district that humans fought to liberate may therefore once again become Orc territory.&lt;br /&gt;
&lt;br /&gt;
And it may subsequently be liberated again.&lt;br /&gt;
&lt;br /&gt;
== The Perpetual War ==&lt;br /&gt;
&lt;br /&gt;
This cycle is fundamental to Upheaval.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is not designed as a quest that the server eventually completes.&lt;br /&gt;
&lt;br /&gt;
There is no point at which players permanently defeat the invasion and remove the system from the world.&lt;br /&gt;
&lt;br /&gt;
Instead:&lt;br /&gt;
&lt;br /&gt;
'''Orcs occupy territory.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans organize and liberate it.'''&lt;br /&gt;
&lt;br /&gt;
'''Orcs organize and recapture it.'''&lt;br /&gt;
&lt;br /&gt;
'''Humans can liberate it again.'''&lt;br /&gt;
&lt;br /&gt;
The current map is therefore a snapshot of an ongoing conflict rather than a record of objectives that have been permanently completed.&lt;br /&gt;
&lt;br /&gt;
A town that was safe yesterday may not remain safe tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Commerce ==&lt;br /&gt;
&lt;br /&gt;
Territorial control affects more than combat.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Britannia have persistent loyalties.&lt;br /&gt;
&lt;br /&gt;
When a district is under Orc control:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Vendors openly hostile to humans may attack&lt;br /&gt;
&lt;br /&gt;
When humans liberate the district:&lt;br /&gt;
&lt;br /&gt;
* Human players regain normal access to most commerce&lt;br /&gt;
* Orc sympathizers may continue secretly assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse service&lt;br /&gt;
* Some vendors may attack Orc-aligned players&lt;br /&gt;
&lt;br /&gt;
A change in territorial control changes which side openly controls commerce.&lt;br /&gt;
&lt;br /&gt;
It does not change who the individual vendors are.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Vendors Under Occupation]]'''.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Some vendors belong to hidden networks of sympathizers, spies, and trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These relationships persist regardless of who currently controls the district.&lt;br /&gt;
&lt;br /&gt;
Players who learn these networks may be able to locate merchants willing to trade with them even behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying these vendors. Players must discover their loyalties through conversation, observation, experimentation, and information shared by other players.&lt;br /&gt;
&lt;br /&gt;
This means knowledge acquired during one occupation may remain valuable during the next.&lt;br /&gt;
&lt;br /&gt;
== Occupation and Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Territorial control also affects the courier system.&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may ask players to carry documents, orders, parcels, and other items to contacts elsewhere in Britannia.&lt;br /&gt;
&lt;br /&gt;
The danger of that journey depends partly upon the state of the world.&lt;br /&gt;
&lt;br /&gt;
A destination controlled by your side represents a very different undertaking from a journey deep into territory controlled by your enemies.&lt;br /&gt;
&lt;br /&gt;
As districts are liberated and recaptured, courier routes and their relative dangers therefore change with them.&lt;br /&gt;
&lt;br /&gt;
A route that was relatively safe yesterday may cross hostile territory today.&lt;br /&gt;
&lt;br /&gt;
For additional information, see '''[[Courier System]]'''.&lt;br /&gt;
&lt;br /&gt;
== Why Territorial Control Matters ==&lt;br /&gt;
&lt;br /&gt;
There is no universally desirable state of the map.&lt;br /&gt;
&lt;br /&gt;
Human players may want a town liberated because doing so improves access to merchants and makes travel safer.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players may want that same town returned to Orc control.&lt;br /&gt;
&lt;br /&gt;
Even players nominally on the same side may occasionally have different interests. Dangerous routes and occupied territories can create opportunities that disappear when the countryside becomes safe.&lt;br /&gt;
&lt;br /&gt;
Territorial control therefore creates competing military, commercial, and economic interests without requiring players to follow a predetermined storyline.&lt;br /&gt;
&lt;br /&gt;
The important question is not:&lt;br /&gt;
&lt;br /&gt;
'''Has this town been conquered?'''&lt;br /&gt;
&lt;br /&gt;
It is:&lt;br /&gt;
&lt;br /&gt;
'''Who controls it now?'''&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The basic principles of the territorial war are straightforward:&lt;br /&gt;
&lt;br /&gt;
* Identify which Orc clan controls your objective.&lt;br /&gt;
* Concentrate attacks rather than spreading kills among unrelated clans.&lt;br /&gt;
* Watch territorial progress messages.&lt;br /&gt;
* Maintain pressure when a clan begins regaining strength.&lt;br /&gt;
* Work from smaller territorial objectives toward zones and districts.&lt;br /&gt;
* Pay attention to changes elsewhere in Britannia.&lt;br /&gt;
* Remember that a liberated district can be lost again.&lt;br /&gt;
&lt;br /&gt;
For Orc-aligned players, the strategy is reversed: watch for liberated districts, locate the means to challenge human control, and coordinate an attempt to return the territory to Orc occupation.&lt;br /&gt;
&lt;br /&gt;
Neither side should assume that yesterday's victory settled anything permanently.&lt;br /&gt;
&lt;br /&gt;
== A Changing Britannia ==&lt;br /&gt;
&lt;br /&gt;
The purpose of the Orcish Invasion is not simply to add more monsters to Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It gives the world state.&lt;br /&gt;
&lt;br /&gt;
Britain, Vesper, Minoc, Yew, and the other communities of Britannia are connected by merchants, travelers, information, supplies, political loyalties, and roads.&lt;br /&gt;
&lt;br /&gt;
Occupation changes those relationships.&lt;br /&gt;
&lt;br /&gt;
Liberation changes them again.&lt;br /&gt;
&lt;br /&gt;
Recapture changes them again.&lt;br /&gt;
&lt;br /&gt;
Players who understand the territory, know the people living within it, maintain useful contacts, and pay attention to changes in the world possess something potentially as valuable as equipment:&lt;br /&gt;
&lt;br /&gt;
'''Knowledge of Britannia.'''&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4359</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4359"/>
		<updated>2026-09-20T16:57:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Upheaval Overview =&lt;br /&gt;
&lt;br /&gt;
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.&lt;br /&gt;
&lt;br /&gt;
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have invaded.&lt;br /&gt;
&lt;br /&gt;
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.&lt;br /&gt;
&lt;br /&gt;
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.&lt;br /&gt;
&lt;br /&gt;
The result is a world intended to be learned rather than completely explained.&lt;br /&gt;
&lt;br /&gt;
== The Orcish Invasion ==&lt;br /&gt;
&lt;br /&gt;
Much of Britannia is contested between civilization and the invading Orcish forces.&lt;br /&gt;
&lt;br /&gt;
Orcs can occupy towns and surrounding territories, establishing patrols and disrupting normal life. Players can organize resistance and reclaim these areas, changing the local balance of power.&lt;br /&gt;
&lt;br /&gt;
Territorial control affects more than which creatures appear in an area. It influences:&lt;br /&gt;
&lt;br /&gt;
* Access to merchants&lt;br /&gt;
* Travel and safety&lt;br /&gt;
* Vendor behavior&lt;br /&gt;
* Trade and supplies&lt;br /&gt;
* Courier routes&lt;br /&gt;
* Player movement&lt;br /&gt;
* The relative danger of different parts of Britannia&lt;br /&gt;
&lt;br /&gt;
A liberated town may be considerably easier for human players to use, while an Orc-controlled town may favor Orc-aligned players.&lt;br /&gt;
&lt;br /&gt;
Neither condition should be assumed to be permanent.&lt;br /&gt;
&lt;br /&gt;
== Orc Alignment ==&lt;br /&gt;
&lt;br /&gt;
Players may align themselves with the Orcish side of the conflict.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.&lt;br /&gt;
&lt;br /&gt;
The reverse may become true when territory is liberated.&lt;br /&gt;
&lt;br /&gt;
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.&lt;br /&gt;
&lt;br /&gt;
== Vendors Under Occupation ==&lt;br /&gt;
&lt;br /&gt;
The people of Britannia no longer react uniformly to war.&lt;br /&gt;
&lt;br /&gt;
Eligible town vendors have persistent personalities that influence how they behave during occupation and liberation. Some support the ruling power. Some sympathize with the opposing side. Others may serve as spies or trusted contacts.&lt;br /&gt;
&lt;br /&gt;
These loyalties persist.&lt;br /&gt;
&lt;br /&gt;
A vendor who quietly helps humans while living under Orc occupation does not suddenly become a different person when the town is liberated. Likewise, an Orc sympathizer may remain sympathetic to Orc players even after human forces regain control.&lt;br /&gt;
&lt;br /&gt;
Players must learn whom they can trust.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Under Orc Control ===&lt;br /&gt;
&lt;br /&gt;
When a town is occupied by Orcs:&lt;br /&gt;
&lt;br /&gt;
* Orc-aligned players may trade normally with most vendors&lt;br /&gt;
* Human players may need to locate sympathetic vendors willing to trade secretly&lt;br /&gt;
* Some vendors may refuse service&lt;br /&gt;
* Particularly hostile vendors may respond aggressively&lt;br /&gt;
&lt;br /&gt;
This can make ordinary supplies considerably more difficult for human players to obtain in occupied territory.&lt;br /&gt;
&lt;br /&gt;
=== Commerce After Liberation ===&lt;br /&gt;
&lt;br /&gt;
When a town has been liberated:&lt;br /&gt;
&lt;br /&gt;
* Human players may once again trade normally with most vendors&lt;br /&gt;
* Orc sympathizers may continue assisting Orc-aligned players&lt;br /&gt;
* Vendors hostile to Orcs may refuse to serve them&lt;br /&gt;
* Some vendors may respond aggressively to players they consider enemies&lt;br /&gt;
&lt;br /&gt;
Liberating a town therefore changes control of commerce without erasing the individual loyalties of the people who live there.&lt;br /&gt;
&lt;br /&gt;
== Discovering Vendor Personalities ==&lt;br /&gt;
&lt;br /&gt;
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.&lt;br /&gt;
&lt;br /&gt;
Instead, vendors occasionally reveal something about themselves through conversation.&lt;br /&gt;
&lt;br /&gt;
Their remarks may depend upon:&lt;br /&gt;
&lt;br /&gt;
* The current occupation state&lt;br /&gt;
* The allegiance of the nearby player&lt;br /&gt;
* Their own persistent loyalties&lt;br /&gt;
&lt;br /&gt;
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.&lt;br /&gt;
&lt;br /&gt;
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.&lt;br /&gt;
&lt;br /&gt;
== Hidden Vendor Networks ==&lt;br /&gt;
&lt;br /&gt;
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.&lt;br /&gt;
&lt;br /&gt;
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
A contact might tell you something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might speak with Harlan, the blacksmith in Vesper. Keep your voice down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are not conventional quests.&lt;br /&gt;
&lt;br /&gt;
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.&lt;br /&gt;
&lt;br /&gt;
Those networks support two distinct activities:&lt;br /&gt;
&lt;br /&gt;
* Finding merchants and supplies&lt;br /&gt;
* Working as a courier&lt;br /&gt;
&lt;br /&gt;
== Finding Supplies ==&lt;br /&gt;
&lt;br /&gt;
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.&lt;br /&gt;
&lt;br /&gt;
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.&lt;br /&gt;
&lt;br /&gt;
A known sympathizer may be able to suggest someone who will.&lt;br /&gt;
&lt;br /&gt;
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.&lt;br /&gt;
&lt;br /&gt;
The player must then find that person and determine whether the information was useful.&lt;br /&gt;
&lt;br /&gt;
Through these networks, players may gain access to:&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Armor&lt;br /&gt;
* Reagents&lt;br /&gt;
* Bandages&lt;br /&gt;
* Tools&lt;br /&gt;
* Training&lt;br /&gt;
* Food and provisions&lt;br /&gt;
* Other supplies made difficult to obtain by occupation&lt;br /&gt;
&lt;br /&gt;
There is no formal assignment and no quest interface.&lt;br /&gt;
&lt;br /&gt;
The player has a need. The network provides information. What the player does with that information is up to them.&lt;br /&gt;
&lt;br /&gt;
== Courier Work ==&lt;br /&gt;
&lt;br /&gt;
Trusted vendors may also have work that needs doing.&lt;br /&gt;
&lt;br /&gt;
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.&lt;br /&gt;
&lt;br /&gt;
The courier is told whom the item belongs to and where that person can be found.&lt;br /&gt;
&lt;br /&gt;
The rest is up to the player.&lt;br /&gt;
&lt;br /&gt;
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.&lt;br /&gt;
&lt;br /&gt;
The journey itself is the assignment.&lt;br /&gt;
&lt;br /&gt;
A courier may choose to:&lt;br /&gt;
&lt;br /&gt;
* Take the direct road&lt;br /&gt;
* Travel by a safer but longer route&lt;br /&gt;
* Avoid enemy patrols&lt;br /&gt;
* Seek help from another player&lt;br /&gt;
* Wait for conditions to change&lt;br /&gt;
* Risk entering hostile territory alone&lt;br /&gt;
&lt;br /&gt;
At the destination, the item is delivered directly to the intended vendor.&lt;br /&gt;
&lt;br /&gt;
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.&lt;br /&gt;
&lt;br /&gt;
Exactly how that value is determined is something players are encouraged to discover for themselves.&lt;br /&gt;
&lt;br /&gt;
== Courier Rewards ==&lt;br /&gt;
&lt;br /&gt;
Courier assignments are not created equal.&lt;br /&gt;
&lt;br /&gt;
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.&lt;br /&gt;
&lt;br /&gt;
Rewards can include goods associated with the merchants of Britannia, including:&lt;br /&gt;
&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Reagents and scrolls&lt;br /&gt;
* Potions&lt;br /&gt;
* Tools and crafting materials&lt;br /&gt;
* Gems and gold&lt;br /&gt;
* General supplies&lt;br /&gt;
&lt;br /&gt;
The exact reward is not revealed when an assignment begins.&lt;br /&gt;
&lt;br /&gt;
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.&lt;br /&gt;
&lt;br /&gt;
== An Emergent World ==&lt;br /&gt;
&lt;br /&gt;
Upheaval deliberately avoids turning occupation into a conventional quest system.&lt;br /&gt;
&lt;br /&gt;
The systems are intended to create situations rather than prescribe solutions.&lt;br /&gt;
&lt;br /&gt;
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.&lt;br /&gt;
&lt;br /&gt;
Other players may become involved naturally.&lt;br /&gt;
&lt;br /&gt;
This can create informal roles such as:&lt;br /&gt;
&lt;br /&gt;
* Courier&lt;br /&gt;
* Merchant&lt;br /&gt;
* Scout&lt;br /&gt;
* Escort&lt;br /&gt;
* Caravan leader&lt;br /&gt;
* Highwayman&lt;br /&gt;
&lt;br /&gt;
None requires a new character class or skill.&lt;br /&gt;
&lt;br /&gt;
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.&lt;br /&gt;
&lt;br /&gt;
== Competing Interests ==&lt;br /&gt;
&lt;br /&gt;
Liberation is not necessarily advantageous to everyone.&lt;br /&gt;
&lt;br /&gt;
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.&lt;br /&gt;
&lt;br /&gt;
Another group may have reasons for preferring dangerous territory.&lt;br /&gt;
&lt;br /&gt;
Orc-aligned players experience the territorial conflict from yet another perspective.&lt;br /&gt;
&lt;br /&gt;
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.&lt;br /&gt;
&lt;br /&gt;
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally &amp;quot;better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A Connected Britannia ==&lt;br /&gt;
&lt;br /&gt;
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.&lt;br /&gt;
&lt;br /&gt;
Upheaval attempts to make them part of a connected world.&lt;br /&gt;
&lt;br /&gt;
People know people.&lt;br /&gt;
&lt;br /&gt;
Merchants have loyalties.&lt;br /&gt;
&lt;br /&gt;
Information travels.&lt;br /&gt;
&lt;br /&gt;
Goods need to move.&lt;br /&gt;
&lt;br /&gt;
Roads matter.&lt;br /&gt;
&lt;br /&gt;
Territorial control matters.&lt;br /&gt;
&lt;br /&gt;
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Britannia itself becomes useful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is built upon the classic Publish 15-era Ultima Online experience.&lt;br /&gt;
&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Classic UO Foundation ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is intended to remain recognizably Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.&lt;br /&gt;
&lt;br /&gt;
The occupation systems are layered onto that world rather than replacing it.&lt;br /&gt;
&lt;br /&gt;
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
&lt;br /&gt;
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
&lt;br /&gt;
Upheaval emphasizes player-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play Upheaval? ==&lt;br /&gt;
&lt;br /&gt;
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.&lt;br /&gt;
&lt;br /&gt;
Towns can fall.&lt;br /&gt;
&lt;br /&gt;
Towns can be liberated.&lt;br /&gt;
&lt;br /&gt;
The people living in those towns remember where their loyalties lie.&lt;br /&gt;
&lt;br /&gt;
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.&lt;br /&gt;
&lt;br /&gt;
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.&lt;br /&gt;
&lt;br /&gt;
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.&lt;br /&gt;
&lt;br /&gt;
It is part of the state of the world.&lt;br /&gt;
&lt;br /&gt;
And that state can change.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4358</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4358"/>
		<updated>2026-09-19T17:23:38Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Choose your shard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
= Angel Island / Mortalis / Siege Perilous Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the shared wiki for the Angel Island, Mortalis, and Siege Perilous shards.&lt;br /&gt;
Most systems are common between shards; where behavior differs, pages call out shard-specific rules explicitly.&lt;br /&gt;
&lt;br /&gt;
== Choose your shard ==&lt;br /&gt;
* '''[[Angel_Island_Overview|Angel Island]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Siege_Perilous_Overview|Siege Perilous]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Mortalis_Overview|Mortalis]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[UO_Seasons_Overview|UO Seasons]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Upheaval_Overview|Upheaval]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [[Beginners_Guide|Beginner’s Guide]]&lt;br /&gt;
* [[Downloads|Downloads]]&lt;br /&gt;
&lt;br /&gt;
== Core systems ==&lt;br /&gt;
* [[Character|Character]]&lt;br /&gt;
* [[Crafting|Crafting]]&lt;br /&gt;
* [[Alignment|Alignment]]&lt;br /&gt;
* [[Custom_Content|Custom Content]]&lt;br /&gt;
&lt;br /&gt;
== World and play ==&lt;br /&gt;
* [[World_Map|World Map]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Quests|Quests]]&lt;br /&gt;
* [[Roleplaying|Roleplaying]]&lt;br /&gt;
* [[History|History]]&lt;br /&gt;
&lt;br /&gt;
== Notes for contributors ==&lt;br /&gt;
This wiki is being simplified to improve safety, usability, and maintainability.&lt;br /&gt;
If you see pages using heavy images, inline CSS, or layout hacks, they are scheduled for replacement with standard MediaWiki formatting.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4357</id>
		<title>Upheaval Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Upheaval_Overview&amp;diff=4357"/>
		<updated>2026-09-19T17:21:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= UO Seasons Overview =  UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Current Season ==&lt;br /&gt;
&lt;br /&gt;
Season 2: The Orc Invasion&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have seized much of Sosaria. Major towns have fallen, civilization is fragmented, and players must work together to reclaim occupied territory.&lt;br /&gt;
&lt;br /&gt;
Season 2 introduces:&lt;br /&gt;
* Territory Control&lt;br /&gt;
* Orc Occupation Forces&lt;br /&gt;
* Orcish Kin Masks&lt;br /&gt;
* Township-based safety and civilization&lt;br /&gt;
* Detective System&lt;br /&gt;
* Restricted player magic&lt;br /&gt;
* No mounts in dungeons&lt;br /&gt;
* Additional Season 2 rule changes&lt;br /&gt;
&lt;br /&gt;
See: [[Season 2: The Orc Invasion]]&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Trammel ruleset (no Felucca)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Features ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4356</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4356"/>
		<updated>2026-09-19T16:23:57Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Core Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Current Season ==&lt;br /&gt;
&lt;br /&gt;
Season 2: The Orc Invasion&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have seized much of Sosaria. Major towns have fallen, civilization is fragmented, and players must work together to reclaim occupied territory.&lt;br /&gt;
&lt;br /&gt;
Season 2 introduces:&lt;br /&gt;
* Territory Control&lt;br /&gt;
* Orc Occupation Forces&lt;br /&gt;
* Orcish Kin Masks&lt;br /&gt;
* Township-based safety and civilization&lt;br /&gt;
* Detective System&lt;br /&gt;
* Restricted player magic&lt;br /&gt;
* No mounts in dungeons&lt;br /&gt;
* Additional Season 2 rule changes&lt;br /&gt;
&lt;br /&gt;
See: [[Season 2: The Orc Invasion]]&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Trammel ruleset (no Felucca)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Features ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4355</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4355"/>
		<updated>2026-06-20T15:18:21Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Equipment and Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Season 2: The Orc Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The orcs have come in force.&lt;br /&gt;
&lt;br /&gt;
Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to the orc clans. Lord British and his remaining loyalists have been driven into hiding. The age of man is under siege.&lt;br /&gt;
&lt;br /&gt;
You are among the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
Upon entering the world, you will be given two things: a simple tent to serve as shelter and storage, and an '''Orcish Kin Mask'''. The mask represents your first choice in this conflict. Wear it to move more safely among the occupation forces, or cast it aside and join the fight to reclaim the realm.&lt;br /&gt;
&lt;br /&gt;
This season revolves around a single objective:&lt;br /&gt;
&lt;br /&gt;
'''Take back Sosaria.'''&lt;br /&gt;
&lt;br /&gt;
The orcs have seized the guarded cities that players once considered safe and divided them into smaller occupied territories. Each territory is controlled by a specific orc clan, and each clan must be defeated before the land can be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Success depends on discipline.&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, its clan name will appear beneath its name. This identifies the clan that controls the territory. Fighting multiple clans at once is rarely effective. The occupation forces reinforce quickly, and scattered efforts are often wasted. To make meaningful progress, players must concentrate their attacks against a single clan and break its hold on the land.&lt;br /&gt;
&lt;br /&gt;
As territory is reclaimed, civilization begins to return. New opportunities emerge, trade routes become safer, and players gain the ability to establish their own communities. Lord British has authorized the creation of player-run townships, protected by his remaining forces, allowing players to carve out islands of civilization within the wilderness.&lt;br /&gt;
&lt;br /&gt;
The road to restoring the realm begins with a single tent, a simple disguise, and a choice.&lt;br /&gt;
&lt;br /&gt;
Will you hide among the occupation forces?  &lt;br /&gt;
Or will you help drive them from the land?&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orc Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Each occupied city has been divided into smaller territories called '''zones'''. Every zone is controlled by one or more orc clans. To reclaim the land, players must weaken and ultimately defeat these clans.&lt;br /&gt;
&lt;br /&gt;
=== Identifying Orc Clans ===&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, you will see both its name and its clan:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important. Orcs belonging to the same clan are working together to defend the same territory.&lt;br /&gt;
&lt;br /&gt;
=== Focus Your Efforts ===&lt;br /&gt;
&lt;br /&gt;
The most common mistake new players make is attacking multiple clans at once.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its hold on the territory through a network of occupation forces. If players fail to apply enough pressure, the clan will recover and regain strength over time.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should concentrate their efforts on a single clan and systematically eliminate its forces before moving on to another.&lt;br /&gt;
&lt;br /&gt;
When a clan begins to recover, players may receive messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This indicates that progress is being lost and the clan is rebuilding its presence in the area.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Progress ===&lt;br /&gt;
&lt;br /&gt;
As you fight, progress messages will appear showing how close you are to weakening the occupation forces.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages indicate that your actions are contributing to the liberation effort.&lt;br /&gt;
&lt;br /&gt;
When an area has been successfully cleared, the occupation forces there will stop reinforcing and players will receive a notification.&lt;br /&gt;
&lt;br /&gt;
When an entire zone has been reclaimed, all players in the area will receive a celebratory message announcing the victory.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming the Realm ===&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As more zones are liberated, the orcs gradually lose control of the city. When every occupied zone within a district has been reclaimed, the district itself is considered conquered.&lt;br /&gt;
&lt;br /&gt;
District conquests are major accomplishments and are announced to nearby players with special messages and effects.&lt;br /&gt;
&lt;br /&gt;
Every liberated zone weakens the occupation.  &lt;br /&gt;
Every conquered district brings Sosaria one step closer to recovery.&lt;br /&gt;
&lt;br /&gt;
== Equipment and Resources ==&lt;br /&gt;
&lt;br /&gt;
Season 2 features a much harsher, scarcity-driven economy. Vendors buy almost nothing and sell very little. This is intentional — the goal is to make the world feel alive and force players to interact with each other and the environment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''  &lt;br /&gt;
When you create a new character, you will receive '''fortified equipment'''. These pieces are stronger and will last significantly longer than normal gear. However, they are not permanent. Eventually your armor and weapons will wear out, making it important to find skilled tinkers and blacksmiths as the season progresses.&lt;br /&gt;
&lt;br /&gt;
'''Reagents as World Resources'''  &lt;br /&gt;
Reagent vendors no longer sell reagents. Instead, reagents have become true '''world resources''' that must be harvested from the creatures that embody them.&lt;br /&gt;
&lt;br /&gt;
Killing the following creatures now yields reagents:&lt;br /&gt;
&lt;br /&gt;
* '''Air Elementals''' → Black Pearl&lt;br /&gt;
* '''Earth Elementals''' → Mandrake Root&lt;br /&gt;
* '''Giant Spiders''' → Spider's Silk&lt;br /&gt;
* '''Poison Elementals''' → Nightshade&lt;br /&gt;
* '''Fire Elementals &amp;amp; Hell Hounds''' → Sulfurous Ash&lt;br /&gt;
* '''Blood Elementals''' → Bloodmoss&lt;br /&gt;
* '''Reapers''' → Garlic&lt;br /&gt;
* '''Corpsers''' → Ginseng&lt;br /&gt;
&lt;br /&gt;
The amount you receive scales with the danger of the creature. This creates new reasons to explore dangerous areas, organize hunting parties, and engage in trade.&lt;br /&gt;
&lt;br /&gt;
In Season 2, magic is no longer something you simply buy from a shop. It must be earned through effort, risk, and cooperation with other players.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Season 2 is a low-magic environment. While all classic warrior skills are available, success often depends on smart use of non-magical tools and battlefield tactics.&lt;br /&gt;
&lt;br /&gt;
Players have access to several powerful ranged and area-control options:&lt;br /&gt;
&lt;br /&gt;
* '''[[Poison Arrows]]''' – Highly effective against tough opponents. The poison effect can turn the tide in prolonged fights.&lt;br /&gt;
* '''[[Firebombs]]''' – These ignite a fire at the target location (whether on a player, a doorway, or the ground), creating burning areas that deal damage over time and can control chokepoints.&lt;br /&gt;
* '''Explosion Potions''' – The classic throw-and-detonate explosive, still as dangerous and useful as ever.&lt;br /&gt;
* '''Tinker Traps''' (Explode on Open) – Can be placed strategically to protect areas or ambush pursuing forces.&lt;br /&gt;
* '''Environmental Control''' – Dropping containers, crates, and other objects to block paths, create chokepoints, or fortify positions inside and around dungeons.&lt;br /&gt;
&lt;br /&gt;
These tools reward clever positioning and preparation. Whether defending a zone, assaulting an orc stronghold, or trying to escape a bad situation, creative use of these items often makes the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
In Season 2, brute force alone is rarely enough. The best fighters are those who combine classic weapon skills with tactical thinking and the intelligent use of available resources.&lt;br /&gt;
&lt;br /&gt;
== Unique Systems in Season 2 ==&lt;br /&gt;
&lt;br /&gt;
* '''Reclaiming the Realm''' – Towns are occupied by organized orc clans. Players must work together to reclaim districts, disable occupation forces, and restore civilization. Once a town is liberated, it remains liberated.&lt;br /&gt;
&lt;br /&gt;
* '''The Detective Template''' – Detectives hunt player murderers by collecting forensic evidence in a Forensic Notebook. Combined with Tracking, they can follow leads and deliver justice.&lt;br /&gt;
&lt;br /&gt;
* '''Shipbuilding''' – Since vendors won’t be selling boats, players can purchase Boat Plans and build their own vessels.&lt;br /&gt;
&lt;br /&gt;
* '''Guarded Townships''' – Lord British has authorized players to establish guarded settlements in reclaimed territory, providing a safe haven as civilization slowly returns to the realm.&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
* One account per player&lt;br /&gt;
* Five characters per account&lt;br /&gt;
&lt;br /&gt;
Season 2 runs on classic Publish 15 mechanics (pre-AOS).&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Mounts&amp;diff=4354</id>
		<title>Mounts</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Mounts&amp;diff=4354"/>
		<updated>2026-06-20T15:16:38Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mounts =&lt;br /&gt;
&lt;br /&gt;
Mounts provide the fastest means of travel across Britannia. They may be purchased from animal trainers or tamed in the wild with [[Animal Taming]].&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
There are several rideable mounts available, including:&lt;br /&gt;
&lt;br /&gt;
* Horses&lt;br /&gt;
* Llamas&lt;br /&gt;
* Ostards&lt;br /&gt;
* Frenzied Ostards&lt;br /&gt;
* Nightmares&lt;br /&gt;
* Destriers&lt;br /&gt;
&lt;br /&gt;
Not all mounts are created equal. More powerful mounts generally possess greater endurance and can maintain a hard pace for longer periods before becoming fatigued.&lt;br /&gt;
&lt;br /&gt;
As a rough guide:&lt;br /&gt;
&lt;br /&gt;
* Horses provide baseline endurance.&lt;br /&gt;
* Llamas and Ostards generally offer improved endurance.&lt;br /&gt;
* Frenzied Ostards are among the more enduring common mounts.&lt;br /&gt;
* Nightmares and Destriers represent the upper end of mounted endurance.&lt;br /&gt;
&lt;br /&gt;
Individual creatures may vary. A particularly exceptional Nightmare may rival or even surpass a lesser Destrier.&lt;br /&gt;
&lt;br /&gt;
== Mount Stamina ==&lt;br /&gt;
&lt;br /&gt;
Mounts gradually tire while running.&lt;br /&gt;
&lt;br /&gt;
As your mount becomes fatigued, you will receive warning messages. An exhausted mount will eventually refuse to move until it has recovered stamina.&lt;br /&gt;
&lt;br /&gt;
Because of this, mount selection, feeding, and proper animal handling can all play an important role during long journeys, dangerous expeditions, and extended pursuits.&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
&lt;br /&gt;
Mounts recover stamina when fed food they prefer.&lt;br /&gt;
&lt;br /&gt;
Once a creature accepts a particular food, the amount fed is generally more important than the specific type of food. Carrying extra food can greatly extend the useful endurance of a mount while traveling far from civilization.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
A loyal mount responds better to its master.&lt;br /&gt;
&lt;br /&gt;
Successfully directing and managing a mount can help it recover from fatigue. Riders who pay attention to their animals and keep them content will find them more dependable companions on the road.&lt;br /&gt;
&lt;br /&gt;
The most useful command for recovering a tired mount is:&lt;br /&gt;
&lt;br /&gt;
* All Follow Me&lt;br /&gt;
&lt;br /&gt;
As always, loyalty matters. Well-cared-for animals perform better than neglected ones.&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
* Apples and pumpkins are equally effective for restoring mount stamina.&lt;br /&gt;
* Apples weigh considerably less than pumpkins, making them a popular choice for travelers.&lt;br /&gt;
* Carrying food can greatly extend the range of your mount.&lt;br /&gt;
* Use ''All Follow Me'' while traveling with a tired mount to help it recover stamina.&lt;br /&gt;
* Better mounts generally possess greater endurance, but even the finest mount will eventually tire.&lt;br /&gt;
&lt;br /&gt;
== Bolas ==&lt;br /&gt;
&lt;br /&gt;
[[Bolas]] will knock mounted riders from their mounts.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Firebombs&amp;diff=4353</id>
		<title>Firebombs</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Firebombs&amp;diff=4353"/>
		<updated>2026-06-19T15:24:30Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;&amp;lt;youtube&amp;gt;https://youtu.be/Jk3cKoUNNqQ&amp;lt;/youtube&amp;gt;  = Firebomb =  '''Firebombs''' are an improvised incendiary weapon that can be crafted and thrown by players. Upon impact, a fi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;youtube&amp;gt;https://youtu.be/Jk3cKoUNNqQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Firebomb =&lt;br /&gt;
&lt;br /&gt;
'''Firebombs''' are an improvised incendiary weapon that can be crafted and thrown by players. Upon impact, a firebomb bursts into flames, creating a patch of burning ground that damages and obstructs enemies.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
&lt;br /&gt;
A firebomb is created by applying an '''oil-soaked cloth''' to a container filled with liquor.&lt;br /&gt;
&lt;br /&gt;
Not all containers are equal. Larger bottles can hold more fuel and generally produce a more effective firebomb. Resourceful players often experiment with different vessel sizes to achieve better results.&lt;br /&gt;
&lt;br /&gt;
== Using a Firebomb ==&lt;br /&gt;
&lt;br /&gt;
To use a firebomb, simply double-click it and target a location. The bomb will travel to the selected spot and burst into flame on impact.&lt;br /&gt;
&lt;br /&gt;
Throwing a firebomb is considered an aggressive action and will break stealth.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
When a firebomb strikes, it shatters and spreads burning liquid across the area. This creates a temporary field of fire that:&lt;br /&gt;
* Deals damage over time to anyone standing in it&lt;br /&gt;
* Can block or slow movement through narrow passages&lt;br /&gt;
* Disrupts enemy formations and chokepoints&lt;br /&gt;
&lt;br /&gt;
== Tactical Uses ==&lt;br /&gt;
&lt;br /&gt;
Firebombs are highly valued for their ability to control the battlefield. They are particularly effective for:&lt;br /&gt;
&lt;br /&gt;
* Blocking dungeon entrances and narrow corridors&lt;br /&gt;
* Defending key positions&lt;br /&gt;
* Disrupting pursuing enemies&lt;br /&gt;
* Breaking up tightly packed groups&lt;br /&gt;
* Forcing opponents into unfavorable positions&lt;br /&gt;
&lt;br /&gt;
The greatest strength of a firebomb is often not the direct damage it causes, but the tactical choices it forces upon your enemy.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Larger liquor containers tend to create more potent firebombs.&lt;br /&gt;
* Firebombs work especially well when combined with poisoned arrows or coordinated group tactics.&lt;br /&gt;
* Strategic placement can be more valuable than direct hits.&lt;br /&gt;
&lt;br /&gt;
Firebombs reward creative thinking and good timing, making them a favorite tool among tactical fighters in Season 2.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4352</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4352"/>
		<updated>2026-06-19T15:19:19Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Season 2: The Orc Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The orcs have come in force.&lt;br /&gt;
&lt;br /&gt;
Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to the orc clans. Lord British and his remaining loyalists have been driven into hiding. The age of man is under siege.&lt;br /&gt;
&lt;br /&gt;
You are among the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
Upon entering the world, you will be given two things: a simple tent to serve as shelter and storage, and an '''Orcish Kin Mask'''. The mask represents your first choice in this conflict. Wear it to move more safely among the occupation forces, or cast it aside and join the fight to reclaim the realm.&lt;br /&gt;
&lt;br /&gt;
This season revolves around a single objective:&lt;br /&gt;
&lt;br /&gt;
'''Take back Sosaria.'''&lt;br /&gt;
&lt;br /&gt;
The orcs have seized the guarded cities that players once considered safe and divided them into smaller occupied territories. Each territory is controlled by a specific orc clan, and each clan must be defeated before the land can be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Success depends on discipline.&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, its clan name will appear beneath its name. This identifies the clan that controls the territory. Fighting multiple clans at once is rarely effective. The occupation forces reinforce quickly, and scattered efforts are often wasted. To make meaningful progress, players must concentrate their attacks against a single clan and break its hold on the land.&lt;br /&gt;
&lt;br /&gt;
As territory is reclaimed, civilization begins to return. New opportunities emerge, trade routes become safer, and players gain the ability to establish their own communities. Lord British has authorized the creation of player-run townships, protected by his remaining forces, allowing players to carve out islands of civilization within the wilderness.&lt;br /&gt;
&lt;br /&gt;
The road to restoring the realm begins with a single tent, a simple disguise, and a choice.&lt;br /&gt;
&lt;br /&gt;
Will you hide among the occupation forces?  &lt;br /&gt;
Or will you help drive them from the land?&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orc Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Each occupied city has been divided into smaller territories called '''zones'''. Every zone is controlled by one or more orc clans. To reclaim the land, players must weaken and ultimately defeat these clans.&lt;br /&gt;
&lt;br /&gt;
=== Identifying Orc Clans ===&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, you will see both its name and its clan:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important. Orcs belonging to the same clan are working together to defend the same territory.&lt;br /&gt;
&lt;br /&gt;
=== Focus Your Efforts ===&lt;br /&gt;
&lt;br /&gt;
The most common mistake new players make is attacking multiple clans at once.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its hold on the territory through a network of occupation forces. If players fail to apply enough pressure, the clan will recover and regain strength over time.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should concentrate their efforts on a single clan and systematically eliminate its forces before moving on to another.&lt;br /&gt;
&lt;br /&gt;
When a clan begins to recover, players may receive messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This indicates that progress is being lost and the clan is rebuilding its presence in the area.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Progress ===&lt;br /&gt;
&lt;br /&gt;
As you fight, progress messages will appear showing how close you are to weakening the occupation forces.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages indicate that your actions are contributing to the liberation effort.&lt;br /&gt;
&lt;br /&gt;
When an area has been successfully cleared, the occupation forces there will stop reinforcing and players will receive a notification.&lt;br /&gt;
&lt;br /&gt;
When an entire zone has been reclaimed, all players in the area will receive a celebratory message announcing the victory.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming the Realm ===&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As more zones are liberated, the orcs gradually lose control of the city. When every occupied zone within a district has been reclaimed, the district itself is considered conquered.&lt;br /&gt;
&lt;br /&gt;
District conquests are major accomplishments and are announced to nearby players with special messages and effects.&lt;br /&gt;
&lt;br /&gt;
Every liberated zone weakens the occupation.  &lt;br /&gt;
Every conquered district brings Sosaria one step closer to recovery.&lt;br /&gt;
&lt;br /&gt;
== Equipment and Resources ==&lt;br /&gt;
&lt;br /&gt;
Season 2 features a much harsher, scarcity-driven economy. Vendors buy almost nothing and sell very little. This is intentional — the goal is to make the world feel alive and force players to interact with each other and the environment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''  &lt;br /&gt;
When you create a new character, you will receive '''fortified equipment'''. These pieces are stronger and will last significantly longer than normal gear. However, they are not permanent. Eventually your armor and weapons will wear out, making it important to find skilled tinkers and blacksmiths as the season progresses.&lt;br /&gt;
&lt;br /&gt;
'''Reagents as World Resources'''  &lt;br /&gt;
Reagent vendors have very limited stock. Instead, reagents have become true '''world resources''' that must be harvested from the creatures that embody them.&lt;br /&gt;
&lt;br /&gt;
Killing the following creatures now yields reagents:&lt;br /&gt;
&lt;br /&gt;
* '''Air Elementals''' → Black Pearl&lt;br /&gt;
* '''Earth Elementals''' → Mandrake Root&lt;br /&gt;
* '''Giant Spiders''' → Spider's Silk&lt;br /&gt;
* '''Poison Elementals''' → Nightshade&lt;br /&gt;
* '''Fire Elementals &amp;amp; Hell Hounds''' → Sulfurous Ash&lt;br /&gt;
* '''Blood Elementals''' → Bloodmoss&lt;br /&gt;
* '''Reapers''' → Garlic&lt;br /&gt;
* '''Corpsers''' → Ginseng&lt;br /&gt;
&lt;br /&gt;
The amount you receive scales with the danger of the creature. This creates new reasons to explore dangerous areas, organize hunting parties, and engage in trade.&lt;br /&gt;
&lt;br /&gt;
In Season 2, magic is no longer something you simply buy from a shop. It must be earned through effort, risk, and cooperation with other players.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Season 2 is a low-magic environment. While all classic warrior skills are available, success often depends on smart use of non-magical tools and battlefield tactics.&lt;br /&gt;
&lt;br /&gt;
Players have access to several powerful ranged and area-control options:&lt;br /&gt;
&lt;br /&gt;
* '''[[Poison Arrows]]''' – Highly effective against tough opponents. The poison effect can turn the tide in prolonged fights.&lt;br /&gt;
* '''[[Firebombs]]''' – These ignite a fire at the target location (whether on a player, a doorway, or the ground), creating burning areas that deal damage over time and can control chokepoints.&lt;br /&gt;
* '''Explosion Potions''' – The classic throw-and-detonate explosive, still as dangerous and useful as ever.&lt;br /&gt;
* '''Tinker Traps''' (Explode on Open) – Can be placed strategically to protect areas or ambush pursuing forces.&lt;br /&gt;
* '''Environmental Control''' – Dropping containers, crates, and other objects to block paths, create chokepoints, or fortify positions inside and around dungeons.&lt;br /&gt;
&lt;br /&gt;
These tools reward clever positioning and preparation. Whether defending a zone, assaulting an orc stronghold, or trying to escape a bad situation, creative use of these items often makes the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
In Season 2, brute force alone is rarely enough. The best fighters are those who combine classic weapon skills with tactical thinking and the intelligent use of available resources.&lt;br /&gt;
&lt;br /&gt;
== Unique Systems in Season 2 ==&lt;br /&gt;
&lt;br /&gt;
* '''Reclaiming the Realm''' – Towns are occupied by organized orc clans. Players must work together to reclaim districts, disable occupation forces, and restore civilization. Once a town is liberated, it remains liberated.&lt;br /&gt;
&lt;br /&gt;
* '''The Detective Template''' – Detectives hunt player murderers by collecting forensic evidence in a Forensic Notebook. Combined with Tracking, they can follow leads and deliver justice.&lt;br /&gt;
&lt;br /&gt;
* '''Shipbuilding''' – Since vendors won’t be selling boats, players can purchase Boat Plans and build their own vessels.&lt;br /&gt;
&lt;br /&gt;
* '''Guarded Townships''' – Lord British has authorized players to establish guarded settlements in reclaimed territory, providing a safe haven as civilization slowly returns to the realm.&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
* One account per player&lt;br /&gt;
* Five characters per account&lt;br /&gt;
&lt;br /&gt;
Season 2 runs on classic Publish 15 mechanics (pre-AOS).&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4351</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4351"/>
		<updated>2026-06-19T13:49:35Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Season 2: The Orc Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The orcs have come in force.&lt;br /&gt;
&lt;br /&gt;
Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to the orc clans. Lord British and his remaining loyalists have been driven into hiding. The age of man is under siege.&lt;br /&gt;
&lt;br /&gt;
You are among the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
Upon entering the world, you will be given two things: a simple tent to serve as shelter and storage, and an '''Orcish Kin Mask'''. The mask represents your first choice in this conflict. Wear it to move more safely among the occupation forces, or cast it aside and join the fight to reclaim the realm.&lt;br /&gt;
&lt;br /&gt;
This season revolves around a single objective:&lt;br /&gt;
&lt;br /&gt;
'''Take back Sosaria.'''&lt;br /&gt;
&lt;br /&gt;
The orcs have seized the guarded cities that players once considered safe and divided them into smaller occupied territories. Each territory is controlled by a specific orc clan, and each clan must be defeated before the land can be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Success depends on discipline.&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, its clan name will appear beneath its name. This identifies the clan that controls the territory. Fighting multiple clans at once is rarely effective. The occupation forces reinforce quickly, and scattered efforts are often wasted. To make meaningful progress, players must concentrate their attacks against a single clan and break its hold on the land.&lt;br /&gt;
&lt;br /&gt;
As territory is reclaimed, civilization begins to return. New opportunities emerge, trade routes become safer, and players gain the ability to establish their own communities. Lord British has authorized the creation of player-run townships, protected by his remaining forces, allowing players to carve out islands of civilization within the wilderness.&lt;br /&gt;
&lt;br /&gt;
The road to restoring the realm begins with a single tent, a simple disguise, and a choice.&lt;br /&gt;
&lt;br /&gt;
Will you hide among the occupation forces?  &lt;br /&gt;
Or will you help drive them from the land?&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orc Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Each occupied city has been divided into smaller territories called '''zones'''. Every zone is controlled by one or more orc clans. To reclaim the land, players must weaken and ultimately defeat these clans.&lt;br /&gt;
&lt;br /&gt;
=== Identifying Orc Clans ===&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, you will see both its name and its clan:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important. Orcs belonging to the same clan are working together to defend the same territory.&lt;br /&gt;
&lt;br /&gt;
=== Focus Your Efforts ===&lt;br /&gt;
&lt;br /&gt;
The most common mistake new players make is attacking multiple clans at once.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its hold on the territory through a network of occupation forces. If players fail to apply enough pressure, the clan will recover and regain strength over time.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should concentrate their efforts on a single clan and systematically eliminate its forces before moving on to another.&lt;br /&gt;
&lt;br /&gt;
When a clan begins to recover, players may receive messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This indicates that progress is being lost and the clan is rebuilding its presence in the area.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Progress ===&lt;br /&gt;
&lt;br /&gt;
As you fight, progress messages will appear showing how close you are to weakening the occupation forces.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages indicate that your actions are contributing to the liberation effort.&lt;br /&gt;
&lt;br /&gt;
When an area has been successfully cleared, the occupation forces there will stop reinforcing and players will receive a notification.&lt;br /&gt;
&lt;br /&gt;
When an entire zone has been reclaimed, all players in the area will receive a celebratory message announcing the victory.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming the Realm ===&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As more zones are liberated, the orcs gradually lose control of the city. When every occupied zone within a district has been reclaimed, the district itself is considered conquered.&lt;br /&gt;
&lt;br /&gt;
District conquests are major accomplishments and are announced to nearby players with special messages and effects.&lt;br /&gt;
&lt;br /&gt;
Every liberated zone weakens the occupation.  &lt;br /&gt;
Every conquered district brings Sosaria one step closer to recovery.&lt;br /&gt;
&lt;br /&gt;
== Equipment and Resources ==&lt;br /&gt;
&lt;br /&gt;
Season 2 features a much harsher, scarcity-driven economy. Vendors buy almost nothing and sell very little. This is intentional — the goal is to make the world feel alive and force players to interact with each other and the environment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''  &lt;br /&gt;
When you create a new character, you will receive '''fortified equipment'''. These pieces are stronger and will last significantly longer than normal gear. However, they are not permanent. Eventually your armor and weapons will wear out, making it important to find skilled tinkers and blacksmiths as the season progresses.&lt;br /&gt;
&lt;br /&gt;
'''Reagents as World Resources'''  &lt;br /&gt;
Reagent vendors have very limited stock. Instead, reagents have become true '''world resources''' that must be harvested from the creatures that embody them.&lt;br /&gt;
&lt;br /&gt;
Killing the following creatures now yields reagents:&lt;br /&gt;
&lt;br /&gt;
* '''Air Elementals''' → Black Pearl&lt;br /&gt;
* '''Earth Elementals''' → Mandrake Root&lt;br /&gt;
* '''Giant Spiders''' → Spider's Silk&lt;br /&gt;
* '''Poison Elementals''' → Nightshade&lt;br /&gt;
* '''Fire Elementals &amp;amp; Hell Hounds''' → Sulfurous Ash&lt;br /&gt;
* '''Blood Elementals''' → Bloodmoss&lt;br /&gt;
* '''Reapers''' → Garlic&lt;br /&gt;
* '''Corpsers''' → Ginseng&lt;br /&gt;
&lt;br /&gt;
The amount you receive scales with the danger of the creature. This creates new reasons to explore dangerous areas, organize hunting parties, and engage in trade.&lt;br /&gt;
&lt;br /&gt;
In Season 2, magic is no longer something you simply buy from a shop. It must be earned through effort, risk, and cooperation with other players.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Season 2 is a low-magic environment. While all classic warrior skills are available, success often depends on smart use of non-magical tools and battlefield tactics.&lt;br /&gt;
&lt;br /&gt;
Players have access to several powerful ranged and area-control options:&lt;br /&gt;
&lt;br /&gt;
* '''[[Poison Arrows]]''' – Highly effective against tough opponents. The poison effect can turn the tide in prolonged fights.&lt;br /&gt;
* '''Firebombs''' – These ignite a fire at the target location (whether on a player, a doorway, or the ground), creating burning areas that deal damage over time and can control chokepoints.&lt;br /&gt;
* '''Explosion Potions''' – The classic throw-and-detonate explosive, still as dangerous and useful as ever.&lt;br /&gt;
* '''Tinker Traps''' (Explode on Open) – Can be placed strategically to protect areas or ambush pursuing forces.&lt;br /&gt;
* '''Environmental Control''' – Dropping containers, crates, and other objects to block paths, create chokepoints, or fortify positions inside and around dungeons.&lt;br /&gt;
&lt;br /&gt;
These tools reward clever positioning and preparation. Whether defending a zone, assaulting an orc stronghold, or trying to escape a bad situation, creative use of these items often makes the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
In Season 2, brute force alone is rarely enough. The best fighters are those who combine classic weapon skills with tactical thinking and the intelligent use of available resources.&lt;br /&gt;
&lt;br /&gt;
== Unique Systems in Season 2 ==&lt;br /&gt;
&lt;br /&gt;
* '''Reclaiming the Realm''' – Towns are occupied by organized orc clans. Players must work together to reclaim districts, disable occupation forces, and restore civilization. Once a town is liberated, it remains liberated.&lt;br /&gt;
&lt;br /&gt;
* '''The Detective Template''' – Detectives hunt player murderers by collecting forensic evidence in a Forensic Notebook. Combined with Tracking, they can follow leads and deliver justice.&lt;br /&gt;
&lt;br /&gt;
* '''Shipbuilding''' – Since vendors won’t be selling boats, players can purchase Boat Plans and build their own vessels.&lt;br /&gt;
&lt;br /&gt;
* '''Guarded Townships''' – Lord British has authorized players to establish guarded settlements in reclaimed territory, providing a safe haven as civilization slowly returns to the realm.&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
* One account per player&lt;br /&gt;
* Five characters per account&lt;br /&gt;
&lt;br /&gt;
Season 2 runs on classic Publish 15 mechanics (pre-AOS).&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4350</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4350"/>
		<updated>2026-06-19T13:21:46Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Unique Systems in Season 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Season 2: The Orc Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The orcs have come in force.&lt;br /&gt;
&lt;br /&gt;
Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to the orc clans. Lord British and his remaining loyalists have been driven into hiding. The age of man is under siege.&lt;br /&gt;
&lt;br /&gt;
You are among the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
Upon entering the world, you will be given two things: a simple tent to serve as shelter and storage, and an '''Orcish Kin Mask'''. The mask represents your first choice in this conflict. Wear it to move more safely among the occupation forces, or cast it aside and join the fight to reclaim the realm.&lt;br /&gt;
&lt;br /&gt;
This season revolves around a single objective:&lt;br /&gt;
&lt;br /&gt;
'''Take back Sosaria.'''&lt;br /&gt;
&lt;br /&gt;
The orcs have seized the guarded cities that players once considered safe and divided them into smaller occupied territories. Each territory is controlled by a specific orc clan, and each clan must be defeated before the land can be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Success depends on discipline.&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, its clan name will appear beneath its name. This identifies the clan that controls the territory. Fighting multiple clans at once is rarely effective. The occupation forces reinforce quickly, and scattered efforts are often wasted. To make meaningful progress, players must concentrate their attacks against a single clan and break its hold on the land.&lt;br /&gt;
&lt;br /&gt;
As territory is reclaimed, civilization begins to return. New opportunities emerge, trade routes become safer, and players gain the ability to establish their own communities. Lord British has authorized the creation of player-run townships, protected by his remaining forces, allowing players to carve out islands of civilization within the wilderness.&lt;br /&gt;
&lt;br /&gt;
The road to restoring the realm begins with a single tent, a simple disguise, and a choice.&lt;br /&gt;
&lt;br /&gt;
Will you hide among the occupation forces?  &lt;br /&gt;
Or will you help drive them from the land?&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orc Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Each occupied city has been divided into smaller territories called '''zones'''. Every zone is controlled by one or more orc clans. To reclaim the land, players must weaken and ultimately defeat these clans.&lt;br /&gt;
&lt;br /&gt;
=== Identifying Orc Clans ===&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, you will see both its name and its clan:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important. Orcs belonging to the same clan are working together to defend the same territory.&lt;br /&gt;
&lt;br /&gt;
=== Focus Your Efforts ===&lt;br /&gt;
&lt;br /&gt;
The most common mistake new players make is attacking multiple clans at once.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its hold on the territory through a network of occupation forces. If players fail to apply enough pressure, the clan will recover and regain strength over time.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should concentrate their efforts on a single clan and systematically eliminate its forces before moving on to another.&lt;br /&gt;
&lt;br /&gt;
When a clan begins to recover, players may receive messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This indicates that progress is being lost and the clan is rebuilding its presence in the area.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Progress ===&lt;br /&gt;
&lt;br /&gt;
As you fight, progress messages will appear showing how close you are to weakening the occupation forces.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages indicate that your actions are contributing to the liberation effort.&lt;br /&gt;
&lt;br /&gt;
When an area has been successfully cleared, the occupation forces there will stop reinforcing and players will receive a notification.&lt;br /&gt;
&lt;br /&gt;
When an entire zone has been reclaimed, all players in the area will receive a celebratory message announcing the victory.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming the Realm ===&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As more zones are liberated, the orcs gradually lose control of the city. When every occupied zone within a district has been reclaimed, the district itself is considered conquered.&lt;br /&gt;
&lt;br /&gt;
District conquests are major accomplishments and are announced to nearby players with special messages and effects.&lt;br /&gt;
&lt;br /&gt;
Every liberated zone weakens the occupation.  &lt;br /&gt;
Every conquered district brings Sosaria one step closer to recovery.&lt;br /&gt;
&lt;br /&gt;
== Equipment and Resources ==&lt;br /&gt;
&lt;br /&gt;
Season 2 features a much harsher, scarcity-driven economy. Vendors buy almost nothing and sell very little. This is intentional — the goal is to make the world feel alive and force players to interact with each other and the environment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''  &lt;br /&gt;
When you create a new character, you will receive '''fortified equipment'''. These pieces are stronger and will last significantly longer than normal gear. However, they are not permanent. Eventually your armor and weapons will wear out, making it important to find skilled tinkers and blacksmiths as the season progresses.&lt;br /&gt;
&lt;br /&gt;
'''Reagents as World Resources'''  &lt;br /&gt;
Reagent vendors have very limited stock. Instead, reagents have become true '''world resources''' that must be harvested from the creatures that embody them.&lt;br /&gt;
&lt;br /&gt;
Killing the following creatures now yields reagents:&lt;br /&gt;
&lt;br /&gt;
* '''Air Elementals''' → Black Pearl&lt;br /&gt;
* '''Earth Elementals''' → Mandrake Root&lt;br /&gt;
* '''Giant Spiders''' → Spider's Silk&lt;br /&gt;
* '''Poison Elementals''' → Nightshade&lt;br /&gt;
* '''Fire Elementals &amp;amp; Hell Hounds''' → Sulfurous Ash&lt;br /&gt;
* '''Blood Elementals''' → Bloodmoss&lt;br /&gt;
* '''Reapers''' → Garlic&lt;br /&gt;
* '''Corpsers''' → Ginseng&lt;br /&gt;
&lt;br /&gt;
The amount you receive scales with the danger of the creature. This creates new reasons to explore dangerous areas, organize hunting parties, and engage in trade.&lt;br /&gt;
&lt;br /&gt;
In Season 2, magic is no longer something you simply buy from a shop. It must be earned through effort, risk, and cooperation with other players.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Season 2 is a low-magic environment. While all classic warrior skills are available, success often depends on smart use of non-magical tools and battlefield tactics.&lt;br /&gt;
&lt;br /&gt;
Players have access to several powerful ranged and area-control options:&lt;br /&gt;
&lt;br /&gt;
* '''Poison Arrows''' – Highly effective against tough opponents. The poison effect can turn the tide in prolonged fights.&lt;br /&gt;
* '''Firebombs''' – These ignite a fire at the target location (whether on a player, a doorway, or the ground), creating burning areas that deal damage over time and can control chokepoints.&lt;br /&gt;
* '''Explosion Potions''' – The classic throw-and-detonate explosive, still as dangerous and useful as ever.&lt;br /&gt;
* '''Tinker Traps''' (Explode on Open) – Can be placed strategically to protect areas or ambush pursuing forces.&lt;br /&gt;
* '''Environmental Control''' – Dropping containers, crates, and other objects to block paths, create chokepoints, or fortify positions inside and around dungeons.&lt;br /&gt;
&lt;br /&gt;
These tools reward clever positioning and preparation. Whether defending a zone, assaulting an orc stronghold, or trying to escape a bad situation, creative use of these items often makes the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
In Season 2, brute force alone is rarely enough. The best fighters are those who combine classic weapon skills with tactical thinking and the intelligent use of available resources.&lt;br /&gt;
&lt;br /&gt;
== Unique Systems in Season 2 ==&lt;br /&gt;
&lt;br /&gt;
* '''Reclaiming the Realm''' – Towns are occupied by organized orc clans. Players must work together to reclaim districts, disable occupation forces, and restore civilization. Once a town is liberated, it remains liberated.&lt;br /&gt;
&lt;br /&gt;
* '''The Detective Template''' – Detectives hunt player murderers by collecting forensic evidence in a Forensic Notebook. Combined with Tracking, they can follow leads and deliver justice.&lt;br /&gt;
&lt;br /&gt;
* '''Shipbuilding''' – Since vendors won’t be selling boats, players can purchase Boat Plans and build their own vessels.&lt;br /&gt;
&lt;br /&gt;
* '''Guarded Townships''' – Lord British has authorized players to establish guarded settlements in reclaimed territory, providing a safe haven as civilization slowly returns to the realm.&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
* One account per player&lt;br /&gt;
* Five characters per account&lt;br /&gt;
&lt;br /&gt;
Season 2 runs on classic Publish 15 mechanics (pre-AOS).&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4349</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4349"/>
		<updated>2026-06-19T13:07:11Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Season 2: The Orc Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The orcs have come in force.&lt;br /&gt;
&lt;br /&gt;
Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to the orc clans. Lord British and his remaining loyalists have been driven into hiding. The age of man is under siege.&lt;br /&gt;
&lt;br /&gt;
You are among the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
Upon entering the world, you will be given two things: a simple tent to serve as shelter and storage, and an '''Orcish Kin Mask'''. The mask represents your first choice in this conflict. Wear it to move more safely among the occupation forces, or cast it aside and join the fight to reclaim the realm.&lt;br /&gt;
&lt;br /&gt;
This season revolves around a single objective:&lt;br /&gt;
&lt;br /&gt;
'''Take back Sosaria.'''&lt;br /&gt;
&lt;br /&gt;
The orcs have seized the guarded cities that players once considered safe and divided them into smaller occupied territories. Each territory is controlled by a specific orc clan, and each clan must be defeated before the land can be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Success depends on discipline.&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, its clan name will appear beneath its name. This identifies the clan that controls the territory. Fighting multiple clans at once is rarely effective. The occupation forces reinforce quickly, and scattered efforts are often wasted. To make meaningful progress, players must concentrate their attacks against a single clan and break its hold on the land.&lt;br /&gt;
&lt;br /&gt;
As territory is reclaimed, civilization begins to return. New opportunities emerge, trade routes become safer, and players gain the ability to establish their own communities. Lord British has authorized the creation of player-run townships, protected by his remaining forces, allowing players to carve out islands of civilization within the wilderness.&lt;br /&gt;
&lt;br /&gt;
The road to restoring the realm begins with a single tent, a simple disguise, and a choice.&lt;br /&gt;
&lt;br /&gt;
Will you hide among the occupation forces?  &lt;br /&gt;
Or will you help drive them from the land?&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orc Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Each occupied city has been divided into smaller territories called '''zones'''. Every zone is controlled by one or more orc clans. To reclaim the land, players must weaken and ultimately defeat these clans.&lt;br /&gt;
&lt;br /&gt;
=== Identifying Orc Clans ===&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, you will see both its name and its clan:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;  &lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important. Orcs belonging to the same clan are working together to defend the same territory.&lt;br /&gt;
&lt;br /&gt;
=== Focus Your Efforts ===&lt;br /&gt;
&lt;br /&gt;
The most common mistake new players make is attacking multiple clans at once.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its hold on the territory through a network of occupation forces. If players fail to apply enough pressure, the clan will recover and regain strength over time.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should concentrate their efforts on a single clan and systematically eliminate its forces before moving on to another.&lt;br /&gt;
&lt;br /&gt;
When a clan begins to recover, players may receive messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This indicates that progress is being lost and the clan is rebuilding its presence in the area.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Progress ===&lt;br /&gt;
&lt;br /&gt;
As you fight, progress messages will appear showing how close you are to weakening the occupation forces.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages indicate that your actions are contributing to the liberation effort.&lt;br /&gt;
&lt;br /&gt;
When an area has been successfully cleared, the occupation forces there will stop reinforcing and players will receive a notification.&lt;br /&gt;
&lt;br /&gt;
When an entire zone has been reclaimed, all players in the area will receive a celebratory message announcing the victory.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming the Realm ===&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As more zones are liberated, the orcs gradually lose control of the city. When every occupied zone within a district has been reclaimed, the district itself is considered conquered.&lt;br /&gt;
&lt;br /&gt;
District conquests are major accomplishments and are announced to nearby players with special messages and effects.&lt;br /&gt;
&lt;br /&gt;
Every liberated zone weakens the occupation.  &lt;br /&gt;
Every conquered district brings Sosaria one step closer to recovery.&lt;br /&gt;
&lt;br /&gt;
== Equipment and Resources ==&lt;br /&gt;
&lt;br /&gt;
Season 2 features a much harsher, scarcity-driven economy. Vendors buy almost nothing and sell very little. This is intentional — the goal is to make the world feel alive and force players to interact with each other and the environment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''  &lt;br /&gt;
When you create a new character, you will receive '''fortified equipment'''. These pieces are stronger and will last significantly longer than normal gear. However, they are not permanent. Eventually your armor and weapons will wear out, making it important to find skilled tinkers and blacksmiths as the season progresses.&lt;br /&gt;
&lt;br /&gt;
'''Reagents as World Resources'''  &lt;br /&gt;
Reagent vendors have very limited stock. Instead, reagents have become true '''world resources''' that must be harvested from the creatures that embody them.&lt;br /&gt;
&lt;br /&gt;
Killing the following creatures now yields reagents:&lt;br /&gt;
&lt;br /&gt;
* '''Air Elementals''' → Black Pearl&lt;br /&gt;
* '''Earth Elementals''' → Mandrake Root&lt;br /&gt;
* '''Giant Spiders''' → Spider's Silk&lt;br /&gt;
* '''Poison Elementals''' → Nightshade&lt;br /&gt;
* '''Fire Elementals &amp;amp; Hell Hounds''' → Sulfurous Ash&lt;br /&gt;
* '''Blood Elementals''' → Bloodmoss&lt;br /&gt;
* '''Reapers''' → Garlic&lt;br /&gt;
* '''Corpsers''' → Ginseng&lt;br /&gt;
&lt;br /&gt;
The amount you receive scales with the danger of the creature. This creates new reasons to explore dangerous areas, organize hunting parties, and engage in trade.&lt;br /&gt;
&lt;br /&gt;
In Season 2, magic is no longer something you simply buy from a shop. It must be earned through effort, risk, and cooperation with other players.&lt;br /&gt;
&lt;br /&gt;
== Unique Systems in Season 2 ==&lt;br /&gt;
&lt;br /&gt;
* '''Reclaiming the Realm''' – Towns are occupied by organized orc clans. Players must work together to reclaim districts, disable occupation forces, and restore civilization. Once a town is liberated, it remains liberated.&lt;br /&gt;
&lt;br /&gt;
* '''The Detective Template''' – Detectives hunt player murderers by collecting forensic evidence in a Forensic Notebook. Combined with Tracking, they can follow leads and deliver justice.&lt;br /&gt;
&lt;br /&gt;
* '''Shipbuilding''' – Since vendors won’t be selling boats, players can purchase Boat Plans and build their own vessels.&lt;br /&gt;
&lt;br /&gt;
* '''Guarded Townships''' – Lord British has authorized players to establish guarded settlements in reclaimed territory, providing a safe haven as civilization slowly returns to the realm.&lt;br /&gt;
&lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&lt;br /&gt;
* One account per player&lt;br /&gt;
* Five characters per account&lt;br /&gt;
&lt;br /&gt;
Season 2 runs on classic Publish 15 mechanics (pre-AOS).&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4348</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4348"/>
		<updated>2026-06-17T15:55:19Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://game-master.net/aiwiki/index.php?title=Skills ◄ Back to Skills Overview]&lt;br /&gt;
&lt;br /&gt;
The Tracking skill allows players to locate nearby creatures, NPCs, and players. On Angel Island and Seasons, Tracking has been significantly enhanced and serves as a core wilderness, scouting, and detective skill.&lt;br /&gt;
&lt;br /&gt;
== What Tracking Does ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be used to search for:&lt;br /&gt;
&lt;br /&gt;
* Animals&lt;br /&gt;
* Monsters&lt;br /&gt;
* Human NPCs&lt;br /&gt;
* Players&lt;br /&gt;
&lt;br /&gt;
Once a target is selected, Tracking will attempt to guide you toward that target if they remain within range.&lt;br /&gt;
&lt;br /&gt;
== Tracking Range ==&lt;br /&gt;
&lt;br /&gt;
Tracking range is based on skill level.&lt;br /&gt;
&lt;br /&gt;
Base Formula:&lt;br /&gt;
&lt;br /&gt;
Search Range = 10 + (Tracking Skill × 0.1)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tracking Skill&lt;br /&gt;
! Search Range&lt;br /&gt;
! Arrow Range&lt;br /&gt;
! Hint Range&lt;br /&gt;
|-&lt;br /&gt;
| 0.0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| 50.0&lt;br /&gt;
| 45&lt;br /&gt;
| 90&lt;br /&gt;
| 135&lt;br /&gt;
|-&lt;br /&gt;
| 100.0&lt;br /&gt;
| 60&lt;br /&gt;
| 120&lt;br /&gt;
| 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: Angel Island, Mortalis, and Seasons rulesets triple the standard tracking search range.''&lt;br /&gt;
&lt;br /&gt;
== Search Range ==&lt;br /&gt;
&lt;br /&gt;
The Search Range determines how far away a target may be detected when performing a tracking search.&lt;br /&gt;
&lt;br /&gt;
A Grandmaster Tracker can locate targets up to 60 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Arrow Range ==&lt;br /&gt;
&lt;br /&gt;
If a tracked target is within Arrow Range, a quest arrow will point directly toward the target.&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Search Range: 60 tiles&lt;br /&gt;
* Arrow Range: 120 tiles&lt;br /&gt;
&lt;br /&gt;
== Hint Range ==&lt;br /&gt;
&lt;br /&gt;
If a target is beyond Arrow Range but still within Hint Range, Tracking will provide directional clues such as:&lt;br /&gt;
&lt;br /&gt;
* North&lt;br /&gt;
* South&lt;br /&gt;
* Northeast&lt;br /&gt;
* Southwest&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Hint Range: 180 tiles&lt;br /&gt;
&lt;br /&gt;
If the target moves beyond Hint Range, the trail is considered lost.&lt;br /&gt;
&lt;br /&gt;
== Tracking Hidden Players ==&lt;br /&gt;
&lt;br /&gt;
Tracking a player is not based solely on the Tracking skill.&lt;br /&gt;
&lt;br /&gt;
When attempting to track another player, several skills are considered:&lt;br /&gt;
&lt;br /&gt;
Tracker:&lt;br /&gt;
&lt;br /&gt;
* Tracking&lt;br /&gt;
* [[Detecting Hidden]]&lt;br /&gt;
&lt;br /&gt;
Target:&lt;br /&gt;
&lt;br /&gt;
* Hiding&lt;br /&gt;
* Stealth&lt;br /&gt;
&lt;br /&gt;
A tracker with high Tracking and Detecting Hidden will have a greater chance of successfully tracking hidden players, while players with Hiding and Stealth become increasingly difficult to follow.&lt;br /&gt;
&lt;br /&gt;
On Angel Island, Mortalis, and Seasons, [[Forensic Evaluation]] also assists investigators when pursuing suspects. A Grandmaster Forensic Evaluation skill can provide up to an additional 10% tracking bonus.&lt;br /&gt;
&lt;br /&gt;
This makes Tracking, Detecting Hidden, and Forensic Evaluation a powerful combination for bounty hunters, detectives, and those seeking justice against murderers.&lt;br /&gt;
&lt;br /&gt;
== Seasons Enhancements ==&lt;br /&gt;
&lt;br /&gt;
On UO Seasons, Tracking has been further enhanced to support the Detective profession.&lt;br /&gt;
&lt;br /&gt;
While the normal Tracking ranges remain unchanged, detectives pursuing forensic leads receive greatly extended guidance ranges:&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Search Range: 60 tiles&lt;br /&gt;
* Arrow Range: 600 tiles&lt;br /&gt;
* Hint Range: 1200 tiles&lt;br /&gt;
&lt;br /&gt;
These extended ranges allow detectives to pursue suspects across large portions of Britannia while still requiring evidence, investigation, and successful tracking checks.&lt;br /&gt;
&lt;br /&gt;
== Tracking and Detectives ==&lt;br /&gt;
&lt;br /&gt;
Tracking plays a central role in [[The Detective]] profession.&lt;br /&gt;
&lt;br /&gt;
When combined with [[Forensic Evaluation]], detectives can collect evidence from murder scenes and store leads inside a Forensic Notebook.&lt;br /&gt;
&lt;br /&gt;
These leads can substantially improve the effectiveness of Tracking when pursuing a suspect.&lt;br /&gt;
&lt;br /&gt;
A skilled detective can follow a murderer across large portions of Britannia by leveraging forensic evidence collected from the suspect's victims.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[The Detective]].&lt;br /&gt;
&lt;br /&gt;
== Training Tracking ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be trained by repeatedly tracking nearby creatures, animals, NPCs, or players.&lt;br /&gt;
&lt;br /&gt;
Tracking gains are available from 0.0 to Grandmaster simply by using the skill.&lt;br /&gt;
&lt;br /&gt;
== Related Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[The Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Detecting Hidden]]&lt;br /&gt;
* [[Hiding]]&lt;br /&gt;
* [[Stealth]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4347</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4347"/>
		<updated>2026-06-17T14:50:26Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://game-master.net/aiwiki/index.php?title=Skills ◄ Back to Skills Overview]&lt;br /&gt;
&lt;br /&gt;
The Tracking skill allows players to locate nearby creatures, NPCs, and players. On Angel Island and Seasons, Tracking has been significantly enhanced and serves as a core wilderness, scouting, and detective skill.&lt;br /&gt;
&lt;br /&gt;
== What Tracking Does ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be used to search for:&lt;br /&gt;
&lt;br /&gt;
* Animals&lt;br /&gt;
* Monsters&lt;br /&gt;
* Human NPCs&lt;br /&gt;
* Players&lt;br /&gt;
&lt;br /&gt;
Once a target is selected, Tracking will attempt to guide you toward that target if they remain within range.&lt;br /&gt;
&lt;br /&gt;
== Tracking Range ==&lt;br /&gt;
&lt;br /&gt;
Tracking range is based on skill level.&lt;br /&gt;
&lt;br /&gt;
Base Formula:&lt;br /&gt;
&lt;br /&gt;
Search Range = 10 + (Tracking Skill × 0.1)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tracking Skill&lt;br /&gt;
! Search Range&lt;br /&gt;
! Arrow Range&lt;br /&gt;
! Hint Range&lt;br /&gt;
|-&lt;br /&gt;
| 0.0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| 50.0&lt;br /&gt;
| 45&lt;br /&gt;
| 90&lt;br /&gt;
| 135&lt;br /&gt;
|-&lt;br /&gt;
| 100.0&lt;br /&gt;
| 60&lt;br /&gt;
| 120&lt;br /&gt;
| 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: Angel Island, Mortalis, and Seasons rulesets triple the standard tracking search range.''&lt;br /&gt;
&lt;br /&gt;
== Search Range ==&lt;br /&gt;
&lt;br /&gt;
The Search Range determines how far away a target may be detected when performing a tracking search.&lt;br /&gt;
&lt;br /&gt;
A Grandmaster Tracker can locate targets up to 60 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Arrow Range ==&lt;br /&gt;
&lt;br /&gt;
If a tracked target is within Arrow Range, a quest arrow will point directly toward the target.&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Search Range: 60 tiles&lt;br /&gt;
* Arrow Range: 120 tiles&lt;br /&gt;
&lt;br /&gt;
== Hint Range ==&lt;br /&gt;
&lt;br /&gt;
If a target is beyond Arrow Range but still within Hint Range, Tracking will provide directional clues such as:&lt;br /&gt;
&lt;br /&gt;
* North&lt;br /&gt;
* South&lt;br /&gt;
* Northeast&lt;br /&gt;
* Southwest&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Hint Range: 180 tiles&lt;br /&gt;
&lt;br /&gt;
If the target moves beyond Hint Range, the trail is considered lost.&lt;br /&gt;
&lt;br /&gt;
== Tracking Hidden Players ==&lt;br /&gt;
&lt;br /&gt;
Tracking a player is not based solely on the Tracking skill.&lt;br /&gt;
&lt;br /&gt;
When attempting to track another player, several skills are considered:&lt;br /&gt;
&lt;br /&gt;
Tracker:&lt;br /&gt;
* Tracking&lt;br /&gt;
* Detect Hidden&lt;br /&gt;
&lt;br /&gt;
Target:&lt;br /&gt;
* Hiding&lt;br /&gt;
* Stealth&lt;br /&gt;
&lt;br /&gt;
A tracker with high Tracking and Detect Hidden will have a greater chance of successfully tracking hidden players, while players with Hiding and Stealth become increasingly difficult to follow.&lt;br /&gt;
&lt;br /&gt;
On Angel Island and Seasons, [[Forensic Evaluation]] also assists investigators when pursuing suspects. A Grandmaster Forensic Evaluation skill can provide up to an additional 10% tracking bonus.&lt;br /&gt;
&lt;br /&gt;
This makes Tracking, Detect Hidden, and Forensic Evaluation a powerful combination for bounty hunters, detectives, and those seeking justice against murderers.&lt;br /&gt;
&lt;br /&gt;
== Tracking and Detectives ==&lt;br /&gt;
&lt;br /&gt;
Tracking plays a central role in the Detective profession.&lt;br /&gt;
&lt;br /&gt;
When combined with [[Forensic Evaluation]], detectives can collect evidence from murder scenes and store leads inside a Forensic Notebook.&lt;br /&gt;
&lt;br /&gt;
These leads can substantially improve the effectiveness of Tracking when pursuing a suspect.&lt;br /&gt;
&lt;br /&gt;
A skilled detective can follow a murderer far beyond the normal tracking limits by leveraging forensic evidence collected from the suspect's victims.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[The Detective]].&lt;br /&gt;
&lt;br /&gt;
== Training Tracking ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be trained by repeatedly tracking nearby creatures, animals, NPCs, or players.&lt;br /&gt;
&lt;br /&gt;
Tracking gains are available from 0.0 to Grandmaster simply by using the skill.&lt;br /&gt;
&lt;br /&gt;
== Related Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[The Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Hiding]]&lt;br /&gt;
* [[Detecting Hidden]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4346</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4346"/>
		<updated>2026-06-17T14:42:28Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://game-master.net/aiwiki/index.php?title=Skills ◄ Back to Skills Overview]&lt;br /&gt;
&lt;br /&gt;
The Tracking skill allows players to locate nearby creatures, NPCs, and players. On Angel Island and Seasons, Tracking has been significantly enhanced and serves as a core wilderness, scouting, and detective skill.&lt;br /&gt;
&lt;br /&gt;
== What Tracking Does ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be used to search for:&lt;br /&gt;
&lt;br /&gt;
* Animals&lt;br /&gt;
* Monsters&lt;br /&gt;
* Human NPCs&lt;br /&gt;
* Players&lt;br /&gt;
&lt;br /&gt;
Once a target is selected, Tracking will attempt to guide you toward that target if they remain within range.&lt;br /&gt;
&lt;br /&gt;
== Tracking Range ==&lt;br /&gt;
&lt;br /&gt;
Tracking range is based on skill level.&lt;br /&gt;
&lt;br /&gt;
Base Formula:&lt;br /&gt;
&lt;br /&gt;
Search Range = 10 + (Tracking Skill × 0.1)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tracking Skill&lt;br /&gt;
! Search Range&lt;br /&gt;
! Arrow Range&lt;br /&gt;
! Hint Range&lt;br /&gt;
|-&lt;br /&gt;
| 0.0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| 50.0&lt;br /&gt;
| 45&lt;br /&gt;
| 90&lt;br /&gt;
| 135&lt;br /&gt;
|-&lt;br /&gt;
| 100.0&lt;br /&gt;
| 60&lt;br /&gt;
| 120&lt;br /&gt;
| 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note: Angel Island, Mortalis, and Seasons rulesets triple the standard tracking search range.''&lt;br /&gt;
&lt;br /&gt;
== Search Range ==&lt;br /&gt;
&lt;br /&gt;
The Search Range determines how far away a target may be detected when performing a tracking search.&lt;br /&gt;
&lt;br /&gt;
A Grandmaster Tracker can locate targets up to 60 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Arrow Range ==&lt;br /&gt;
&lt;br /&gt;
If a tracked target is within Arrow Range, a quest arrow will point directly toward the target.&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Search Range: 60 tiles&lt;br /&gt;
* Arrow Range: 120 tiles&lt;br /&gt;
&lt;br /&gt;
== Hint Range ==&lt;br /&gt;
&lt;br /&gt;
If a target is beyond Arrow Range but still within Hint Range, Tracking will provide directional clues such as:&lt;br /&gt;
&lt;br /&gt;
* North&lt;br /&gt;
* South&lt;br /&gt;
* Northeast&lt;br /&gt;
* Southwest&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Hint Range: 180 tiles&lt;br /&gt;
&lt;br /&gt;
If the target moves beyond Hint Range, the trail is considered lost.&lt;br /&gt;
&lt;br /&gt;
== Tracking Hidden Players ==&lt;br /&gt;
&lt;br /&gt;
Tracking a player is not based solely on the Tracking skill.&lt;br /&gt;
&lt;br /&gt;
When attempting to track another player, several skills are considered:&lt;br /&gt;
&lt;br /&gt;
Tracker:&lt;br /&gt;
* Tracking&lt;br /&gt;
* Detect Hidden&lt;br /&gt;
&lt;br /&gt;
Target:&lt;br /&gt;
* Hiding&lt;br /&gt;
* Stealth&lt;br /&gt;
&lt;br /&gt;
A tracker with high Tracking and Detect Hidden will have a greater chance of successfully tracking hidden players, while players with Hiding and Stealth become increasingly difficult to follow.&lt;br /&gt;
&lt;br /&gt;
On Angel Island and Seasons, [[Forensic Evaluation]] also assists investigators when pursuing suspects. A Grandmaster Forensic Evaluation skill can provide up to an additional 10% tracking bonus.&lt;br /&gt;
&lt;br /&gt;
This makes Tracking, Detect Hidden, and Forensic Evaluation a powerful combination for bounty hunters, detectives, and those seeking justice against murderers.&lt;br /&gt;
&lt;br /&gt;
== Tracking and Detectives ==&lt;br /&gt;
&lt;br /&gt;
Tracking plays a central role in the Detective profession.&lt;br /&gt;
&lt;br /&gt;
When combined with [[Forensic Evaluation]], detectives can collect evidence from murder scenes and store leads inside a Forensic Notebook.&lt;br /&gt;
&lt;br /&gt;
These leads can substantially improve the effectiveness of Tracking when pursuing a suspect.&lt;br /&gt;
&lt;br /&gt;
A skilled detective can follow a murderer far beyond the normal tracking limits by leveraging forensic evidence collected from the suspect's victims.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Detective]].&lt;br /&gt;
&lt;br /&gt;
== Training Tracking ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be trained by repeatedly tracking nearby creatures, animals, NPCs, or players.&lt;br /&gt;
&lt;br /&gt;
Tracking gains are available from 0.0 to Grandmaster simply by using the skill.&lt;br /&gt;
&lt;br /&gt;
== Related Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Hiding]]&lt;br /&gt;
* [[Detect Hidden]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4345</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4345"/>
		<updated>2026-06-17T14:38:44Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://game-master.net/aiwiki/index.php?title=Skills ◄ Back to Skills Overview]&lt;br /&gt;
&lt;br /&gt;
The Tracking skill allows players to locate nearby creatures, NPCs, and players. On Angel Island and Seasons, Tracking has been significantly enhanced and serves as a core wilderness, scouting, and detective skill.&lt;br /&gt;
&lt;br /&gt;
== What Tracking Does ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be used to search for:&lt;br /&gt;
&lt;br /&gt;
* Animals&lt;br /&gt;
* Monsters&lt;br /&gt;
* Human NPCs&lt;br /&gt;
* Players&lt;br /&gt;
&lt;br /&gt;
Once a target is selected, Tracking will attempt to guide you toward that target if they remain within range.&lt;br /&gt;
&lt;br /&gt;
== Tracking Range ==&lt;br /&gt;
&lt;br /&gt;
Tracking range is based on skill level.&lt;br /&gt;
&lt;br /&gt;
Base Formula:&lt;br /&gt;
&lt;br /&gt;
Search Range = 10 + (Tracking Skill × 0.1)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tracking Skill&lt;br /&gt;
! Search Range&lt;br /&gt;
! Arrow Range&lt;br /&gt;
&lt;br /&gt;
| ! Hint Range |&lt;br /&gt;
| ------------ |&lt;br /&gt;
| 0.0          |&lt;br /&gt;
| 30           |&lt;br /&gt;
| 60           |&lt;br /&gt;
| 90           |&lt;br /&gt;
| -            |&lt;br /&gt;
| 50.0         |&lt;br /&gt;
| 45           |&lt;br /&gt;
| 90           |&lt;br /&gt;
| 135          |&lt;br /&gt;
| -            |&lt;br /&gt;
| 100.0        |&lt;br /&gt;
| 60           |&lt;br /&gt;
| 120          |&lt;br /&gt;
| 180          |&lt;br /&gt;
| }            |&lt;br /&gt;
&lt;br /&gt;
''Note: Angel Island, Mortalis, and Seasons rulesets triple the standard tracking search range.''&lt;br /&gt;
&lt;br /&gt;
== Search Range ==&lt;br /&gt;
&lt;br /&gt;
The Search Range determines how far away a target may be detected when performing a tracking search.&lt;br /&gt;
&lt;br /&gt;
A Grandmaster Tracker can locate targets up to 60 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Arrow Range ==&lt;br /&gt;
&lt;br /&gt;
If a tracked target is within Arrow Range, a quest arrow will point directly toward the target.&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Search Range: 60 tiles&lt;br /&gt;
* Arrow Range: 120 tiles&lt;br /&gt;
&lt;br /&gt;
== Hint Range ==&lt;br /&gt;
&lt;br /&gt;
If a target is beyond Arrow Range but still within Hint Range, Tracking will provide directional clues such as:&lt;br /&gt;
&lt;br /&gt;
* North&lt;br /&gt;
* South&lt;br /&gt;
* Northeast&lt;br /&gt;
* Southwest&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Hint Range: 180 tiles&lt;br /&gt;
&lt;br /&gt;
If the target moves beyond Hint Range, the trail is considered lost.&lt;br /&gt;
&lt;br /&gt;
== Tracking Hidden Players ==&lt;br /&gt;
&lt;br /&gt;
Tracking a player is not based solely on the Tracking skill.&lt;br /&gt;
&lt;br /&gt;
When attempting to track another player, several skills are considered:&lt;br /&gt;
&lt;br /&gt;
Tracker:&lt;br /&gt;
* Tracking&lt;br /&gt;
* Detect Hidden&lt;br /&gt;
&lt;br /&gt;
Target:&lt;br /&gt;
* Hiding&lt;br /&gt;
* Stealth&lt;br /&gt;
&lt;br /&gt;
A tracker with high Tracking and Detect Hidden will have a greater chance of successfully tracking hidden players, while players with Hiding and Stealth become increasingly difficult to follow.&lt;br /&gt;
&lt;br /&gt;
On Angel Island and Seasons, [[Forensic Evaluation]] also assists investigators when pursuing suspects. A Grandmaster Forensic Evaluation skill can provide up to an additional 10% tracking bonus.&lt;br /&gt;
&lt;br /&gt;
This makes Tracking, Detect Hidden, and Forensic Evaluation a powerful combination for bounty hunters, detectives, and those seeking justice against murderers.&lt;br /&gt;
&lt;br /&gt;
== Tracking and Detectives ==&lt;br /&gt;
&lt;br /&gt;
Tracking plays a central role in the Detective profession.&lt;br /&gt;
&lt;br /&gt;
When combined with [[Forensic Evaluation]], detectives can collect evidence from murder scenes and store leads inside a Forensic Notebook.&lt;br /&gt;
&lt;br /&gt;
These leads can substantially improve the effectiveness of Tracking when pursuing a suspect.&lt;br /&gt;
&lt;br /&gt;
A skilled detective can follow a murderer far beyond the normal tracking limits by leveraging forensic evidence collected from the suspect's victims.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Detective]].&lt;br /&gt;
&lt;br /&gt;
== Training Tracking ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be trained by repeatedly tracking nearby creatures, animals, NPCs, or players.&lt;br /&gt;
&lt;br /&gt;
Tracking gains are available from 0.0 to Grandmaster simply by using the skill.&lt;br /&gt;
&lt;br /&gt;
== Related Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Hiding]]&lt;br /&gt;
* [[Detect Hidden]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4344</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Tracking&amp;diff=4344"/>
		<updated>2026-06-17T14:17:47Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://game-master.net/aiwiki/index.php?title=Skills ◄ Back to Skills Overview]&lt;br /&gt;
&lt;br /&gt;
The Tracking skill allows players to locate nearby creatures, NPCs, and players. On Angel Island and Seasons, Tracking has been significantly enhanced and serves as a core wilderness, scouting, and detective skill.&lt;br /&gt;
&lt;br /&gt;
== What Tracking Does ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be used to search for:&lt;br /&gt;
&lt;br /&gt;
* Animals&lt;br /&gt;
* Monsters&lt;br /&gt;
* Human NPCs&lt;br /&gt;
* Players&lt;br /&gt;
&lt;br /&gt;
Once a target is selected, Tracking will attempt to guide you toward that target if they remain within range.&lt;br /&gt;
&lt;br /&gt;
== Tracking Range ==&lt;br /&gt;
&lt;br /&gt;
Tracking range is based on skill level.&lt;br /&gt;
&lt;br /&gt;
Base Formula:&lt;br /&gt;
&lt;br /&gt;
Search Range = 10 + (Tracking Skill × 0.1)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tracking Skill&lt;br /&gt;
! Search Range&lt;br /&gt;
! Arrow Range&lt;br /&gt;
&lt;br /&gt;
| ! Hint Range |&lt;br /&gt;
| ------------ |&lt;br /&gt;
| 0.0          |&lt;br /&gt;
| 30           |&lt;br /&gt;
| 60           |&lt;br /&gt;
| 90           |&lt;br /&gt;
| -            |&lt;br /&gt;
| 50.0         |&lt;br /&gt;
| 45           |&lt;br /&gt;
| 90           |&lt;br /&gt;
| 135          |&lt;br /&gt;
| -            |&lt;br /&gt;
| 100.0        |&lt;br /&gt;
| 60           |&lt;br /&gt;
| 120          |&lt;br /&gt;
| 180          |&lt;br /&gt;
| }            |&lt;br /&gt;
&lt;br /&gt;
''Note: Angel Island, Mortalis, and Seasons rulesets triple the standard tracking search range.''&lt;br /&gt;
&lt;br /&gt;
== Search Range ==&lt;br /&gt;
&lt;br /&gt;
The Search Range determines how far away a target may be detected when performing a tracking search.&lt;br /&gt;
&lt;br /&gt;
A Grandmaster Tracker can locate targets up to 60 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Arrow Range ==&lt;br /&gt;
&lt;br /&gt;
If a tracked target is within Arrow Range, a quest arrow will point directly toward the target.&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Search Range: 60 tiles&lt;br /&gt;
* Arrow Range: 120 tiles&lt;br /&gt;
&lt;br /&gt;
== Hint Range ==&lt;br /&gt;
&lt;br /&gt;
If a target is beyond Arrow Range but still within Hint Range, Tracking will provide directional clues such as:&lt;br /&gt;
&lt;br /&gt;
* North&lt;br /&gt;
* South&lt;br /&gt;
* Northeast&lt;br /&gt;
* Southwest&lt;br /&gt;
&lt;br /&gt;
At Grandmaster Tracking:&lt;br /&gt;
&lt;br /&gt;
* Hint Range: 180 tiles&lt;br /&gt;
&lt;br /&gt;
If the target moves beyond Hint Range, the trail is considered lost.&lt;br /&gt;
&lt;br /&gt;
== Tracking and Detectives ==&lt;br /&gt;
&lt;br /&gt;
Tracking plays a central role in the Detective profession.&lt;br /&gt;
&lt;br /&gt;
When combined with [[Forensic Evaluation]], detectives can collect evidence from murder scenes and store leads inside a Forensic Notebook.&lt;br /&gt;
&lt;br /&gt;
These leads can substantially improve the effectiveness of Tracking when pursuing a suspect.&lt;br /&gt;
&lt;br /&gt;
A skilled detective can follow a murderer far beyond the normal tracking limits by leveraging forensic evidence collected from the suspect's victims.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Detective]].&lt;br /&gt;
&lt;br /&gt;
== Training Tracking ==&lt;br /&gt;
&lt;br /&gt;
Tracking can be trained by repeatedly tracking nearby creatures, animals, NPCs, or players.&lt;br /&gt;
&lt;br /&gt;
Tracking gains are available from 0.0 to Grandmaster simply by using the skill.&lt;br /&gt;
&lt;br /&gt;
== Related Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Detective]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Hiding]]&lt;br /&gt;
* [[Detect Hidden]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4343</id>
		<title>The Orc Invasion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=The_Orc_Invasion&amp;diff=4343"/>
		<updated>2026-06-10T12:44:49Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Season 2: The Orc Invasion =  == Introduction ==  The orcs have come in force.  Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Season 2: The Orc Invasion =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The orcs have come in force.&lt;br /&gt;
&lt;br /&gt;
Every major city across the realm has fallen. Britain, Minoc, Yew, and beyond now belong to the orc clans. Lord British and his remaining loyalists have been driven into hiding. The age of man is under siege.&lt;br /&gt;
&lt;br /&gt;
You are among the scattered survivors.&lt;br /&gt;
&lt;br /&gt;
Upon entering the world, you will be given two things: a simple tent to serve as shelter and storage, and an '''Orcish Kin Mask'''. The mask represents your first choice in this conflict. Wear it to move more safely among the occupation forces, or cast it aside and join the fight to reclaim the realm.&lt;br /&gt;
&lt;br /&gt;
This season revolves around a single objective:&lt;br /&gt;
&lt;br /&gt;
'''Take back Sosaria.'''&lt;br /&gt;
&lt;br /&gt;
The orcs have seized the guarded cities that players once considered safe and divided them into smaller occupied territories. Each territory is controlled by a specific orc clan, and each clan must be defeated before the land can be reclaimed.&lt;br /&gt;
&lt;br /&gt;
Success depends on discipline.&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, its clan name will appear beneath its name. This identifies the clan that controls the territory. Fighting multiple clans at once is rarely effective. The occupation forces reinforce quickly, and scattered efforts are often wasted. To make meaningful progress, players must concentrate their attacks against a single clan and break its hold on the land.&lt;br /&gt;
&lt;br /&gt;
As territory is reclaimed, civilization begins to return. New opportunities emerge, trade routes become safer, and players gain the ability to establish their own communities. Lord British has authorized the creation of player-run townships, protected by his remaining forces, allowing players to carve out islands of civilization within the wilderness.&lt;br /&gt;
&lt;br /&gt;
The road to restoring the realm begins with a single tent, a simple disguise, and a choice.&lt;br /&gt;
&lt;br /&gt;
Will you hide among the occupation forces?&lt;br /&gt;
&lt;br /&gt;
Or will you help drive them from the land?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Territory Control ==&lt;br /&gt;
&lt;br /&gt;
The Orc Invasion is fought through the Territory Control system.&lt;br /&gt;
&lt;br /&gt;
Each occupied city has been divided into smaller territories called '''zones'''. Every zone is controlled by one or more orc clans. To reclaim the land, players must weaken and ultimately defeat these clans.&lt;br /&gt;
&lt;br /&gt;
=== Identifying Orc Clans ===&lt;br /&gt;
&lt;br /&gt;
When you single-click an orc, you will see both its name and its clan:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;orc name&amp;gt;&lt;br /&gt;
[Grak'thar]&lt;br /&gt;
&lt;br /&gt;
The clan name is important. Orcs belonging to the same clan are working together to defend the same territory.&lt;br /&gt;
&lt;br /&gt;
=== Focus Your Efforts ===&lt;br /&gt;
&lt;br /&gt;
The most common mistake new players make is attacking multiple clans at once.&lt;br /&gt;
&lt;br /&gt;
Each clan maintains its hold on the territory through a network of occupation forces. If players fail to apply enough pressure, the clan will recover and regain strength over time.&lt;br /&gt;
&lt;br /&gt;
For this reason, players should concentrate their efforts on a single clan and systematically eliminate its forces before moving on to another.&lt;br /&gt;
&lt;br /&gt;
When a clan begins to recover, players may receive messages such as:&lt;br /&gt;
&lt;br /&gt;
[Grak'thar] is regaining strength.&lt;br /&gt;
&lt;br /&gt;
This indicates that progress is being lost and the clan is rebuilding its presence in the area.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Progress ===&lt;br /&gt;
&lt;br /&gt;
As you fight, progress messages will appear showing how close you are to weakening the occupation forces.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 1/10 kills needed for this area.&lt;br /&gt;
* 1/30 kills needed for this zone.&lt;br /&gt;
&lt;br /&gt;
These messages indicate that your actions are contributing to the liberation effort.&lt;br /&gt;
&lt;br /&gt;
When an area has been successfully cleared, the occupation forces there will stop reinforcing and players will receive a notification.&lt;br /&gt;
&lt;br /&gt;
When an entire zone has been reclaimed, all players in the area will receive a celebratory message announcing the victory.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming the Realm ===&lt;br /&gt;
&lt;br /&gt;
Zones combine to form larger districts.&lt;br /&gt;
&lt;br /&gt;
As more zones are liberated, the orcs gradually lose control of the city. When every occupied zone within a district has been reclaimed, the district itself is considered conquered.&lt;br /&gt;
&lt;br /&gt;
District conquests are major accomplishments and are announced to nearby players with special messages and effects.&lt;br /&gt;
&lt;br /&gt;
Every liberated zone weakens the occupation.&lt;br /&gt;
&lt;br /&gt;
Every conquered district brings Sosaria one step closer to recovery.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4342</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4342"/>
		<updated>2026-06-10T03:31:13Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Current Season ==&lt;br /&gt;
&lt;br /&gt;
Season 2: The Orc Invasion&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have seized much of Sosaria. Major towns have fallen, civilization is fragmented, and players must work together to reclaim occupied territory.&lt;br /&gt;
&lt;br /&gt;
Season 2 introduces:&lt;br /&gt;
* Territory Control&lt;br /&gt;
* Orc Occupation Forces&lt;br /&gt;
* Orcish Kin Masks&lt;br /&gt;
* Township-based safety and civilization&lt;br /&gt;
* Detective System&lt;br /&gt;
* Restricted player magic&lt;br /&gt;
* No mounts in dungeons&lt;br /&gt;
* Additional Season 2 rule changes&lt;br /&gt;
&lt;br /&gt;
See: [[Season 2: The Orc Invasion]]&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Features ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=OSI_vs_UO_Seasons&amp;diff=4341</id>
		<title>OSI vs UO Seasons</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=OSI_vs_UO_Seasons&amp;diff=4341"/>
		<updated>2026-06-10T03:30:35Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot; |+ '''Shard Rules Comparison''' |- ! Feature !! OSI (Publish 15) !! UO Seasons |- | Accounts per IP ||...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4340</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4340"/>
		<updated>2026-06-10T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Current Season ==&lt;br /&gt;
&lt;br /&gt;
Season 2: The Orc Invasion&lt;br /&gt;
&lt;br /&gt;
The Orcish clans have seized much of Sosaria. Major towns have fallen, civilization is fragmented, and players must work together to reclaim occupied territory.&lt;br /&gt;
&lt;br /&gt;
Season 2 introduces:&lt;br /&gt;
* Territory Control&lt;br /&gt;
* Orc Occupation Forces&lt;br /&gt;
* Orcish Kin Masks&lt;br /&gt;
* Township-based safety and civilization&lt;br /&gt;
* Detective System&lt;br /&gt;
* Restricted player magic&lt;br /&gt;
* No mounts in dungeons&lt;br /&gt;
* Additional Season 2 rule changes&lt;br /&gt;
&lt;br /&gt;
See: [[Season 2: The Orc Invasion]]&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Features ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
[[OSI vs UO Seasons]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
</feed>