ChanceMeranthe - 1.4 Role Applications (Repost)
#1
Role applications are now open
Click the above for the form.

Making this into its own thread since a few people mentioned missing the form. See this thread for an overview of the update.



Demons are not listed because they're a public race (starting in their Lesser Form). 

Some additional changes not mentioned in the original post above:
➤We've lowered the starting age from 13 to 11 to offer a longer development phase of adolescence to those who enjoy starting younger. The -10 Age DR expires at 16 rather than 18 in line with this adjustment.

➤The map has received a large update: be sure to thank your local mapper! This includes a three stage dungeon in the Tower of Aetius, new islands, Glufdor's Volcano, improvements to the Shadowlands where demons spawn, and an architecture upgrade to Dal'thala's tilesets.  

➤Faction menu options & descriptions will be updated accordingly.


ABENDROT 
A bell sounded out from within Realm six of the Tower of Aetius, and soon after the potent primordial energy is vacant, void. Troubling reports of demonic imps leaving the structure and populating the nearby woods en masse, likely the works of Demonologist Lysisius and the Death Magus Ahriman

At the same time, from the depths of the shadowlands there is a great migration of monsters, drawn to the black bell that sounded out on the opposite ends of the country. Amid this an eerie village rises on the southern coast, Abendrot, shrouded in a plague-like mist from a hel tree nurtured by the witch Drama. The presence of Misfortune seems to be absent from realm six in the aftermath, and the floor is all but a chamber of the many blades of those that perished in the tower. 

➤Demons are encouraged to convene within Abendrot, magically drawn to the nefarious energies of the mysterious bell that sounded out. Witches and demonkind have often worked hand in hand.
➤There is also a growing worship of the Deep One, led by K'thul, having sirenian roots but encompassing all races. Misfortune cultists might consider them a threat, working to cause a schism, and vice versa.
➤Figures of authority within the village are the Shaman Omen, the Witch Drama, the Witch Misery, the Champion of Misfortune Ahriman, and the Acolyte of the Deep One K'thul.



AEN, HER MAJESTY'S YOUTH 
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The Empire of Aen has established itself as the prominent force on the continent, lauded in colors of white, gold, and blue, known for its naval prowess across the world over and traditional Brittanian values. Loyalty and respect for the chain of command, nationalistic pride, and little tolerance for elements that might corrupt the human condition such as the occult.

Like many foreign powers, it has an eye for the unique resources within Meranthe's domain, such as the fabled eternite and prismithium metals. Though rather than dispatch a great army, this is no invasion force. Just three vessels and a lone Captain leading a number of young Cadets - Most of which have power rivalling the average adult magi, and potential far greater. While the general feeling is a sense of honor in the assigned mission that has no set end date, indefinite until the homeland grants its satisfaction, some believe that this was an 'excuse' to exile troublesome elements of the Kingdom (such as the children of Duke Magnus Avincus, direct rival and next in line to the Queen).

Whatever the case, it is sure to be an adventure.

➤A 'Captain' role that comes with Level 200 & a Signature, must be the applicant's main character going forward and they should have a general understanding of PvP as well as a preferred history of organizing a faction. They are leading the unit and responsible for its success. 
➤Everyone else is standard characters with a cool cloak, recommended age of 11 to 16 but older is fine. No level boost! At age 21+ you would be a supporting troop rather than a student.
➤Bi-weekly private correspondence from the homeland. Potential support / rewards depending on performance.



DAL'THALA, FAEBORNE NATION
A recent infrastructure project, headed by Queen Aurona Caewynn and King Camino, has helped to repair the damage inflicted in the long war against Vdalion's mighty crusaders, though none of this generation will forget the razing of Menagerie.

➤Faeborne of branch families welcome - feel free to flavor it & represent the culture. Likewise with Nephilim! Starting Level of 150.


VDALION, YMIR'S ZEALOTS
Blood for the blood god- I mean Ualdir. Glufdor's final battle inspired many of Vdalion and beyond, going down as one of histories great legends.

➤Similar to Aphros & Dal'thala, starting incentive of Level 150.

APHROS, PRODIGIES OF SOLIS EQUISOL
A few noticeable, promising youths have surfaced from The Bastion, guided directly by the stern hand of the Knight Captain. There is a state of emergency and a demand in monster hunting that the next generation will surely need to fill, as well as the rivalries of contending nations.

➤Both Faceless & other races encouraged, all beginning at Level 150 (Starting age of 11+). 


THE DEMON RACE
From the beginnings of the world, there have been monsters, conjurations of the darkness and twisted spectres. And as of 2030 the presence has grown.

➤Demons are a public race with little OOC organization intentionally, starting weak. At their early stages they cannibalize one another and gouge on the flesh of man. The witches are tasked with providing direction, though independent demons have often thrived in the past. This isn't to say you can't attempt to organize one another if desired.

Quote:Growth Through Adversity: Triple EXP from Dangerous+ encounters. -10 spendable discount on Occult Magic.
Black Claw: Several quick slashes of scorching occult.
Demonic Nature: A cast buff that trades your DR for AP for 10s (reducing the former to 0 during).
Evolve: As you evolve you gain a new form and additional stats, cannot equip gear.
Make Cambion: At kaor+ (lvl 210+) you can impart your flesh and a shard of the black soul to transform a willing subject once every 15 years, cursing their bloodline as Cambions, part-demon. Often red-skinned with horns (but varies). Gains their own demonic racials - almost like a corrupted variant of the Nephilim theme-wise, representing demons rather than the pantheon. 
Teach Occult: At kaor a demon may also spread Occultic magic to willing acolytes, binding them in service. The Occult is said to originate with demonkind, and humans learned the depraved arts from them.
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