
Jademoon traces its gaming origins all the way back to the fall of 1997,
when Malagant founded The Dark Empire on the Great Lakes shard of
Ultima
Online. After a few months of PK dominance, DE evolved into
one of the leading anti-PK guilds on the server. By early 1998, however,
DE's size and corruption worked against its success, and the helm was
passed to Alaric Magnus, who changed the name to Church of the Dark
Empire; other splinter groups emerged, including Morph's and Erebos'
chaotic The Endless and neutral BoV, run by Drago and Vert. The
honorable members eventually merged back into CoDE (later CDE), leaving
the griefers to form TR and SiN.
Spring and summer was a golden age for the guild as we became one of the
foremost anti-PK units on the shard, with a reputation as a
daemon-wielding cavalry of Virtue and Order, fighting wars against
guilds such as Bane, GoD, SoB, and AoV and protecting the dungeons and
woodlands from their ilk. A successful alliance with the Paladins of
Virtue led to a friendly merge, but the stress of recruiting for war and
coping with an absent guildmaster proved fatal by late summer, and so
the senior members re-founded the guild as To Hell's Door. After about a
week, THuD stopped being funny, and we renamed ourselves the Hand of
Justice. Effectively organized by Ann and Graegar, HJ did quite well for
itself through fall and winter, helping to establish a player-run city
and continuing to battle PKs, in spite of growing boredom and
frustration with the PvP-unfriendly direction of game-play. UO was a
pretty chaotic game! By early 1999, we resolved to move to the
flashy new
EverQuest, changing our name to Winterblood and teaming up
as one of the first official guilds on server Mithaniel Marr, organized
by Cimm, Tess, and a few other stalwart officers. Spring became a
building period for the guild as we carved out a new niche in a new
game, and by late 1999, we'd secured allies in Ilsik Haucil and helped
found three other roleplaying alliances, including the the OOC Alliance
(with the Dark Alliance), the Coalition of Honorable Guilds (small
guilds that banded together for RP and raiding), and the Mithaniel Marr
Roleplayers Organization (including the Phantom Guard). Several of our
members worked on the staff of the Mithaniel Marr Daily News, a
server-wide forum, as well. Those partnerships led to numerous
roleplaying plots and events and ultimately laid the foundation for our
vast library of stories. Small factions in Asheron's Call, Diablo II,
Tribes II, and Anarchy Online, as well as a brief return to UO, failed
to dethrone EQ, and we continued to grow in strength and numbers,
rendering us more than capable of handling many of the toughest zones in
the game, quite an accomplishment for a "family" guild that never set
out to be uber. By 2001, our members were hitting level 60, and our
alliance with Ilsik Haucil led to some extremely successful raids
throughout the planes, Kunark, and Velious during that period, including
raids on the Temple of Veeshan by May, which at the time was an enormous
accomplishment, making us only the fifth group on our server to even
attempt it, let alone succeed. We also held a large player meet in Las
Vegas, Nevada, in 2001, which was attended by members of our guild as
well as IH. Late in the summer of 2001, we were accepted into the
guild beta for
Dark
Age of Camelot; a move seemed inevitable. After two and a
half years trudging through EQ, our core and veteran members were eager
to move on to a new world. Thus, we scooped up a few friends and allies,
said goodbye to Norrath, and journeyed on to Camelot as the Greyrunners,
a mercenary guild in Midgard on the Morgan le Fay server, led by Onyx,
Ann, Tor, and Drago. In the year and a half to follow, we achieved much
on our server, becoming one of the first guilds to form up and acquire
an emblem and leveling to join the PvP game once again (we'd gotten a
tad rusty since UO). An alliance with Iron Fire was short-lived as Iron
Fire itself was short-lived, but our alliance with Stone Circle, old
friends from our EQ days, was a friendly one that led to numerous RvR
forays and roleplaying events. But the veterans soon realized the
limitations of Camelot, finding it not different enough from EQ to
continue. Within a year, most of our core members had winked out of
Midgard, preferring instead smaller ventures, such as another run at
Anarchy Online, a jaunt through Asheron's Call II, a brief stint in
Lineage, a peek into EVE Online, a minor faction in Planetside, and
several deeply plotted Neverwinter Nights campaigns to tide us into
2003, all while patiently awaiting the impending journey to a galaxy
far, far away. Beta-testing
Star
Wars Galaxies in the spring of 2003 convinced us to enter
the game in June, playing as a pirate-themed Rebel guild on the
Kettemoor server, this time calling ourselves Jademoon and led by Sai,
Cal, Tor, Tess, Kiry, and later, Tek. A heroic effort on the part of the
founding members saw our architect to master and our guild hall and our
city, Greenmurk, planted firmly in the swamps of Moenia by the end of
summer. Months later, our humble little guild-city became officially
recognized when player-city infrastructures were patched into the game,
and months after that, we'd grown to 100 citizens and 6 guilds, becoming
one of the pre-eminent roleplaying metropoleis on the server -- quite an
achievement for a relatively small guild. We also participated in
various groups and plotlines, including the Kettemoor Underworld, which
proved to be a disappointment at best. It became hard to quell the
realization that, between the antics of griefing role-players in the
community and the shockingly poor progress and support of the game by
its developers, our time in SWG was coming to an end, and by July of
2004, we left en masse, leaving only a handful of stalwart members
behind. To bide our time, we spent a few months in a
City of
Heroes sub-faction called the Jademoon Superfriends, on the
Infinity server, but ultimately the shallow and slow nature of the game
led us to leave it as well, turning to smaller stints in betas and
free-trials as we'd done before. We also held another small player meet
in Vegas in the summer of 2004. By early fall 2004, most members
had previewed
World
of Warcraft, and we determined to make that our next home.
We kept the name Jademoon and its elven equivalent, Ithil en'Calenmir,
and officers Oaris, Calenduin, Tesslyn, Vaelynn and Torlith led the
guild into the new game. We made an effort at a grand roleplaying plot,
but the game didn't support us quite as much as previous games, and we
found ourselves more focused on PvP and PvE than in SWG. We accomplished
much alongside our early allies, Remorse and Retribution, including
several successful forays into the uber-dungeon Zul'Gurub. In the
spring, we gave newly launched
Guild
Wars a spin on the side as well, though it was not enough
on its own to lure us away from WoW for long. WoW did that all on its
own. Blizzard was slow to add new content and bug fixes to WoW,
particularly for the casual-gamer and small-guild playerbase, as most
new content was geared for uber-guilds and the balance of PvP skewed in
their favor. Many of us achieved high PvP ranks and multiple level 60
characters and still loved the game, but we were looking for new things
to try as well, rather than repeating the same three dungeons ad
nauseam. We spent part of the summer and fall playing side games,
desperate for a change of pace from the repetitiveness of WoW. In
the fall of 2005, we resolved that we needed a change of pace -- too
many of our members were just burned out on WoW, and not feeling much
reason to stay there as a unit. We decided to have another run at
City of
Heroes on the launch of its expansion, City of Villains,
where we set up a pirate-themed villain group called Jademoon Marauders
as well as a new hero guild named the Jademoon Sentinels, both on the
Virtue RP server. Several of our members maxed their villains and became
well-known in PvP; we built a beautiful villain base in addition to
completing a number of task forces as a team; and we wove, once again,
an elaborate web of roleplay stories across both factions. We went
pretty strong for a few months, but the holiday season and the
continuing shallowness of the game did us in, so we went looking for yet
another new game. It didn't take us long to return to old favorites --
we found ourselves trying out the NGE overhaul to our beloved old game,
Star
Wars Galaxies. But even a few months of singing in cantinas
and shooting down TIE fighters wasn't quite enough to hold our
attention, and most of us agreed that the SWG we longed for was largely
gone thanks to SOE's bungling. Heedless, we jumped to yet another SOE
game,
EverQuest II, but we barely lasted a month before
abandoning it due to boredom and frustration with an unsurprisingly
EQ-esque level grind. And thus in the spring of 2006, we ended up
back in
World
of Warcraft. Our first goal was to complete the .5 armor
quests for every level 60 in the guild, which we did within a few
months, toppling Valthalak and the other bosses with relative ease --
something few guilds ever bothered to do. Several members began making a
name for themselves in PvP; we began going to MC and ZG as guests of
resident uber-guilds; we recruited a few new folks and old names; and we
continued awaiting the promised hardcore-casual guild content. Also
beginning in spring, Cal began a
Shadowrun
RPG campaign, open to all members and friends and played out in OpenRPG
(our global tabletop), which proved to alleviate some of the dearth of
RP in our WoW experience. During the summer we also held a
player
meet in Hamburg, Germany. WoW continued to dominate until
fall, when several folks took a break to play through two of the
Guild
Wars expansions, and we took another break through the
holidays as we geared up for the Burning Crusade. In January of 2007 we
jumped right into the BC expansion for
WoW, with our first characters to 70 in under two
weeks, allowing us to tackle heroics and sponsor several successful
arena teams. Our Shadowrun campaign moved to the Fantasy Grounds client
and admitted even more players as it began its second year in operation.
By the summer, we ran our third side-venture in
Guild
Wars as its last expansion hit the gaming world. Late in
2007, we held a
small
player meet in New Mexico as well as a
wildly
successful player meet in London, England to celebrate the
guild's 10th anniversary (oh how long it's been!). Upon our return, we
attempted a sub-faction in
Hellgate: London, which ended when the game tanked (that is
to say, almost immediately). We also tried playing
Ultima
Online once again, giving its new Kingdom Reborn client a
try on the Lake Austin server, where a few of our members were already
established; we didn't play long beyond the holidays, though, and soon
enough we moseyed back for another stint in WoW. Spring 2008 saw
us looking for something new as WoW had begun to feel stale once again.
A sizable group made a run at
Lord
of the Rings Online on the Silverlode server, and though
none of us quite made it into the endgame, most were content to have
roamed Tolkien's world for a few months in between WoW heroics. By the
summer, Age of Conan loomed large on the horizon, and we signed up for
the Omm server only to be disappointed by the lack of polish, content,
and support present after so many delays intended to provide just that.
After a month, we'd decided to abandon AoC for another year rather than
paying to beta-test. Instead, we kick-started a new faction in
Star Wars Galaxies. Seeing that our old home galaxy
of Kettemoor was one of the deadest of the dead servers, we quickly
transferred and re-rolled to Starsider, a much more populated but still
RP-focused server. We lucked out and managed to acquire a city plot on
Lok; naming it Murkhaven in honor of old Greenmurk, we quickly set about
getting the new town up and running as an RP haven as well as a trading
post. We spent the summer touring RP hotspots, making a name for
ourselves (as always) as a premiere crafting town, and hitting the
space-lanes together for some starship combat. Although we closed this
third SWG faction in September after more than three months building
Murkhaven, it nevertheless remains one of our fondest old games. Autumn 2008 brought the promise of a fresh new game, one with a
semblance of polish:
Warhammer Online, a game we'd been watching carefully for
years. We eagerly geared up for WAR, landing first on the Tor Elyr RP
server and then moving to the more-populated Ostermark RP server on
launch day, with Sai, Tor, Tess, Cal, and new officer Zaph leading the
charge. Founding the guild in-game at midnight on launch-day, we forged
ahead and joined the Exterminatus Alliance, which was filled with great
people. Unfortunately, as with many of the games we'd played in the last
few years, Warhammer wasn't as polished as it seemed; it was laden with
problems, unfinished crafting, unbalanced PvP, deserted public quests,
and an excruciating level grind, all of which caused nearly the entirety
of Jademoon to cancel the game within only two months. Disappointed, we
turned once again to that old fallback,
World
of Warcraft, which conveniently launched its second
expansion, Wrath of the Lich King, in November 2008. On the quest for
level 80, we played steadily through the winter, reaching, as always,
our typical glass ceiling: the point somewhere between breezing through
heroics and being unable to raid for want of huge blocks of time and
huge numbers of players. Our usual content mainstay, PvP, had been
simultaneously castrated and made even more elitist. So in March 2009,
we gladly put WoW on the shelf for a while to sample a bit of something
else:
Lord
of the Rings Online. We returned to our old home on the
Silverlode server, intent on smoking pipeweed, eating lembas bread, and
maybe even making it all the way to Moria (which expansion had launched
only a few months before). Late in the spring of 2009, we grew a
bit bored with LOTRO yet again, as the level grind slowly crept up to
squelch our enthusiasm. So when
City of
Heroes granted old players a free week to check out the
Mission Architect system -- a method for creating and importing
player-driven content into the game -- we tried it out on a lark and
were impressed enough to pull out our wallets and re-subscribe. The game
had changed dramatically since the last time we'd played, and we found
leveling much less tedious and time-consuming than in prior periods.
Indeed, we managed to play several sets of heroes and villains into the
endgame, achieving far more than in both our previous attempts combined,
all while playing quite casually. Our minor CoH faction continued into
autumn; other members dabbled in games like Demigod and Left 4 Dead and
began beta-testing Aion and Champions Online. Also during the summer of
2009, our Shadowrun campaign -- which had been going strong for over
three years -- finally came to a close. After nearly sixth months
of CoH, we decided to split amicably and give
World
of Warcraft another try. August's patch 3.0.2 had
introduced a new-new casual-friendly style to the game, not truly seen
since the previous expansion; raid-quality gear was suddenly available
to casual players through heroic small-group play as well as
battleground PvP. Even recognizing it as yet another tactic to keep
casuals paying and playing, we still wanted to give it a whirl, and so
back we were in September! Although we spent a month early the next year
playing EVE Online as a team, we spent the bulk of the fall and winter
in WoW. But just as in the year before, springtime always makes
us want to return to the Shire, so we jumped back into
Lord
of the Rings Online for several months, making it all the
way to the gates of Lothlorien before losing interest (Moria was a
depressing slog!) and returning to
Guild
Wars for a month or so to take fresh characters through
Factions. Summer brought sales on Steam, and we found ourselves in
Champions Online for a whopping $6, while others of us
continued to dabble in WoW on the side. By August, we switched gears to
a different superhero MMO altogether --
City of
Heroes' expansion, Going Rogue, was finally upon us,
bringing together our old crew for some smashin' and grabbin'.By the end of 2010, we returned to World of Warcraft just in time for the Cataclysm expansion, hoping to give the game another try in its revised format. We lasted several months, which has become pretty standard for us when it comes to recent WoW expansions, but Cataclysm seemed particularly trite an uncompelling given its reliance on redone but still old content. Consequently, by the time Trion's MMO entry RIFT entered the scene in February 2011, few Moonies had any reservations about picking up and heading to Telara, where we set up Jademoon as a Guardian guild on the Shadefallen server. Although our presence there had dwindled to just a few stalwart members after the first freebie month, it was refreshing to know that an untested company could launch a highly polished and professional MMO in an era of rushed releases and insta-flop games (whether or not we had the stamina or desire to play it). In the ensuing months, we dabbled in several games, among them City of Heroes, World of Warcraft, and EverQuest II; some members set up a Jademoon Terraria server for sandbox goodness; and we returned for a brief stint in Star Wars Galaxies as the servers were sunsetted at the end of 2011. Never mind the Skyrim madness that gripped everyone that fall! By December of 2011, Star Wars: The Old Republic grabbed our attention, and after a stint or two in beta, we decided to make our home there as the Republic smuggling guild Jademoon on the Lord Adraas RP server! |